Quote:
Originally posted by Icelander83:
Sir EW, this might be the best post I've ever read on the forums, possibly only second to some of the brilliant tactics threads.
However, I couldn't disagree with you more on most of what you are saying...
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Thanks for enjoying the posting.
Usability engineering isn’t about dealing all of YOUR personal requirements. Usability is about dealing the requirements of the targeted average user.
So it’s possible that some issues are fighting with your own personal requests.
Usability engineers will create a few user profiles derived from marketing info or surveys.
Such a profile is outlining who the user is, what’s their frequency of playing, their education level or age and gender. Are they familiar with similar software? Etc…
Most of the opinions I wrote are not just opinions, but common best practices used in the world of usability. For some of them there’s even empirical evidence that it is working like it is.
I’ll comment all your points and add some references to back it up.
NAG SCREENS
Each nag screen should have a checkbox, to make clear you want to see it returning or not. So it’s optional. If you still want it then you have the option.
However, some nag screens are just totally not needed at all, ‘cause about many items you are already informed in your News screens (or it could pass through the News screen at least).
By instance when doing something delicate as firing a player or team member a nag screen isn’t needed, ‘cause you’re informed by this through the News screen. A smart ‘Cancel’ button in that news item would do the trick. If you fired Ronaldhino by accident, then you still have an opportunity to cancel the process.
Other items are not delicate at all and you can undo (or there’s even no reason to) it rather easy, things like scouting a player, arranging a friendly match.
The avoid-the-nag-screens, is already mentioned by several usability experts. One of them is Alan Cooper (www.cooper.com) author of some nice usability book “About Face”. Cooper is more or less the father of the look and feel of Visual Basic.
There are several reasons why Nag Screens are not working. At first glance it’s looking good. It is a check to prevent a user is making a mistake, right?
But by thinking wise, one can always find a way to avoid them. Allow that people can make mistakes, but make sure they can undo it discretionary.
It will fasten up the progress, reduce the read-fatigue and lower the risks on RSI.
We would not accept the nursing behaviour of Nagging Screens in elevators or whatever every day used objects, so why do we accept them in software? We are used to it!
Programmers are using them since decades ‘cause they are easy and cheap to write.
But with some clever thinking almost ALL nag screens are avoidable.
Besides Alan Cooper, I add some other sources:
Czaja and Sharit, 1997; Smith and Mosier, 1986; Zimmerman, et al., 2002.
NO MATCH, JUST RESULTS
It’s not the same. I want to have the credits for the win/lose of the match. And it can only be arranged for friendly matches anyway.
A match is costing 3 minutes at minimum. I’m one of those players who’s interested in just the results in the small games.
FM2008 is a pretty slow game, by enhancing the speed it’s focussing me longer on the game and thus enhancing my personal enjoyment.
And again, I see it as an option. If you don’t like it then don’t use it. But I know that many people just would use this option.
Sure one can corrupt the results. But that’s currently also possible. If people want to corrupt their game, it’s their business.
SCOUTING
I like to hook 1 scout to 1 specific region to maximize the scout knowledge. It’s currently not possible when I want to cover all regions then each scout is dealing minimum two and some will have to do three regions. So their player knowledge is not maximized.
Even small clubs could have more than 9 or 10 scouts. I don’t like the limit. If I hire too many scouts then I’m a bad manager and I pay for it literally by the exploding salaries.
Some teams are not interested in scouting, other teams use it very intensively.
In reality, I can compare any player with any other. But my FM scouts, compare the scouted ones only with the best player (on that position) in my team.
If they fix this, than FM Genie Scout is almost of no use anymore. And the solution is rather simple. In the scouting screen they just could add a dropdown box, filled with all your players, to make clear whom you want to compare with the list of the scouted players.
READING PLAYER SKILLS
No it is something different as a rehash of the current positions screen.
In the quick look, you can quickly see who’s a good or bad player. Or a medium one!
It doesn’t teach you everything about some player, for the details check the details.
This system is not invented by me, it’s in use in almost any other football management game.
ASSIGNING TRAINERS TO TRAINING TYPES
I’m riding in the desert on a horse with no name.
It doesn’t take much time, but it still is. Why having a function with no purpose, ‘cause if you want to setup your training well, you still have to do it manually!
That’s a pure usability issue.
From a functional view and like many people wish, I think the entire training system should be reconsidered. I saw once a nice implementation of training schedules, I think in Ultimate Soccer Manager or UEFA Manager (but I am not sure anymore which). In one of those managers, you could fine-tune lots of training issues on a day to day basis. There was fatigue level linked with each training item and thus you know when you are overtraining your players.
SQUAD SELECTION
I assume you misunderstood my proposition. It’s not about viewing, it’s about selecting.
I have some doubts that it really is costing you only 5 seconds to select the fittest eleven of a squad of 22.
Yes, selecting is our job. I just want to have some tools to make my life easier.
This is also a feature you see in a lot in other managers.
I’ll comment the proposition a little more.
•Players with most/least general experience
Yes, you know who they currently are, but it’s about fast selecting a squad. Also, I was not talking about age, but more about played games in their career.
•Players with most/least played games this year.
The same as above, but then for the current season. I use such low experience selection for playing an unimportant cup game against some low league club.
•Youngest players
•The fittest players
•The ones with the best motivation
•The latest arrived players
Sometimes, in the summer season, while doing friendly games I want to play with my newest possible players.
Maybe SI should make it possible that we can create our own kind of ‘selection macros’, ‘cause it is clear that anyone else is seeing this one different.
IMPORTING OLD SAVED GAMES
Technical there is not one problem: it’s even not that hard to code. From a functional point of view some issues have to be solved. By instance what to do when some league is resized in number of teams? But for all those items a solution could be found. And sure some compromises have to be taken.
It’s a way of respecting and rewarding ‘old’ customers.
Now I have to say goodbye to my FM 2007 saved game and I really don’t want to.
40 game years are lost!
ADVISOR SYSTEM
I have no doubts that the Advisor System is working for the newbies. To make things clear: it will work.
Only, based on assumptions and on some raw user profile data it seems that it is not worth the pain. The effort by the development team is somehow of no use.
It’s all about ‘Frequency of use’.
Mostly a system is designed for the ‘ease of use’ or for the ‘ease of learning’. It’s rare that you have to combine those two usability targets.
The advisor system is an example of an ‘ease of learning’ target.
The problem is:
•There are not that many new players
•The new ones are used to interface rather fast ‘cause their frequency of use is high.
Thus the newcomers do not benefit enough for a long time from such an advisor system.
If FM2008 was rarely used than fulfilling ‘ease of learning’ goals would be acceptable (and in a way mandatory)
Even if your piece of software is targeting predominantly ‘ease of use’ goals, dealing ‘ease of learning’ goals in such occasion is acceptable if they are cheap to implement.
And I could be mistaken, but I assume the Advisor System was rather an expensive one.
This whole concept is outlined by another usability expert, Deborah Mayhew, in her book ‘The Usability Lifecycle’.
But again, I can be mistaken. I’m basing myself on assumption and unreliable data.
To make a perfect analysis I need to know how many real fresh new users buy FM2008.
How much newbies ran away in FM2007 after playing the game a few times.
I need to know how much hours those newbies are spending on the game on week or month basis.
LINKS
No, not all names are clickable (some real life old trainers, stadium names, etc…).
And even if it was, it’s still wise to make sure that links look like links.
It’s just reusing the user his/her already gained knowledge. In the case of links, most of us know how they look like and how they work. So why not reusing this knowledge?
Also, in a piece of text, as used as in FM2008, the links are most of the time, key items. By giving them the look and feel of a link then those words are different as the rest of the text and thus are recognized much easier and often used.
The scientific evidence for this is rather overwhelming.
I have several sources for this one:
Bailey, Koyani and Nall, 2000; Coney and Steehouder, 2000; Evans, 1998; Farkas and Farkas, 2000; IEEE; Larson and Czerwinski, 1998; Miller and Remington, 2000; Mobrand and Spyridakis, 2002; Nielsen and Tahir, 2002; Spool, et al., 1997; Spyridakis, 2000.
MORE NEWS IN MATCH OVERVIEW
It’s a usability error due they are not consistent. The behaviour of software should be as predictable as possible. This is influencing both ease of learning and use.
In the screen I’m talking about you see news about red cards but not yellow ones.
You see news about show-stopping injuries but not the small injuries.
This is clearly not consequent.
Also why should I split up my screen and pollute the area with too much information? I just want to have the essential info in THAT screen. There’s room enough.
STADIUM
I don’t know how many other real life managers were deeply involved in the design of a stadium. I assume not a lot. But that doesn’t matter. It’s fun to do for US, so...
The two names I gave is real life proof.
Are there other people here who have knowledge of managers driving the design or building of a new stadium?