Twitter Bootstrap calls them "Badges", is there another broadly established description for this UI pattern? - notifications

This is what I'm referring to: http://twitter.github.com/bootstrap/components.html#badges
Is "badge" the commonly agreed upon term? Facebook and countless other sites use this feature to instantly update users via messages, requests and notifications. The UI pattern is becoming so common I fully expected to find something authoritative, like would with "dialog" or "modal". But what I've found has been all over the place: badge, notification, notifier, messages, jewel, update icon, bubble, counter, count... But which is the most semantic and accurate?
I fully acknowledge that I'm attempting to split hairs, but after initially intending to do a quick search on Google to find out what this pattern was called, I've now come to the conclusion that either: a) there is no consensus on how to describe this very common UI pattern. or b) I'm searching in the wrong places with bad assumptions and incorrect terminology (I'm hoping it's A, but I'm man enough to admit that it's more likely to be B).
StackOverflow's "badge" tag description is "A badge is a concise visual indication of something important to the user. For example, the number of unread emails in an email app can be displayed as a badge on the app's icon."
Alas, I'm still not convinced that the word "badge" is even remotely appropriate here.
Not to mention, my team is working on a feature that is completely unrelated that we've decided to call "badges" (not "badgers", very important distinction), so when I saw Bootstrap's .badges component I started wondering if we were incorrectly applying a "known" concept.
So what is that little notification update icon thingy called?
Edit: after seeing a couple of replies I want to clarify that I'm asking this in the spirit of semantic coding. I don't really "care" about the design or usability aspect of the pattern, I am more interested in staying committed to being as semantic as possible with my code. After muddling through terribly written markup from countless open source projects I've come to fully understand the value of semantic coding. Understanding how to effectively describe classes is more than just a "UX" or vocabulary thing. It's about clean code, DRY code, organized semantic code that describes the content as accurately as possible, and so on.

The term "badge" normally refers to a small indicator that is added to an icon to show the current status of the thing the icon references. For example, if an email icon has a small number in a colored rectangle that indicates the number of unread emails, that's a "badge". The "badge" is placed on the icon the same way a badge is placed on someone's shirt.
Twitter's use of the term "badge" to refer to an indication that stands on its own and isn't applied to another icon seems to be an extension of this concept. Personally, I don't like it because it's less like what a badge does and more like simply an indicator.

Related

A Conceptual Understanding of APIs

I have been learning coding for about a month now. I have some good experience with Python, and additionally I have completed this web development course on Udacity.
Now, I have a good foundation for programming, but one thing that confused me a lot is how to interact with various websites and APIs. The course I did briefly touched on this in terms of XML and JSON files and how some webpages offer their pages in these formats for easier reading by other machines.
But there are still a bunch of tasks which I have no idea how to approach whatsoever, but want to eventually do. I have constructed some hypothetical examples for the purpose of this question. I will post my current rough understanding of how I would do them below each one, and would appreciate feedback (on the API interaction, not on the front-end or on any back-end algorithms/AI/parsing):
Creating a phone application (disregarding the front-end part) which can then communicate with and perform rudimentary tasks on my computer.
I have no idea how to do this, and my guess would be that I would have to look into some external application/API meant for this process and implement this on both-ends of the system.
Being able to write a bot which goes on to a game website and controls the object via script. (e.g going onto a pacman game website written in flash and automatically controlling the character to avoid the ghosts)
I don't even know if this is possible, or how browser flash games interact handle the user-server interaction. Would I have to post some data via HTTP manually in the same way that playing in the keyboard would do? Or is everything done client side, in which case how would I fake user input? How would I get information on the ghost's position to work the AI?
Creating a mobile app for my school by allowing users to put their username and password into the app and then having the app automatically log in to the school and fetch certain data (e.g timetable) and return back in a readable form.
I'm guessing that I would take the input from the user on my mobile-app, and then navigate to the school's login page and POST this data in the relevant forms to log in. And then that I would (somehow, not sure), navigate to the timetable URL through my code while still managing to stay logged in, and then parse the html there?
I would appreciate some detail on how these kind of things are done, preferably with reference to these examples, so that I can get a better conceptual understanding.
Thanks!
Note: I have asked all those various questions mostly rhetorically, just so that those reading can get a better understanding of what my current programming level and understanding of APIs is at. I do not expect nor require specific answers for each and every question (so I hope this doesn't get flagged as being too vague or requiring too much detail!), I just would appreciate some responses telling me roughly how each of these APIs work approximately and how I would even start at looking at how to do these things.
You asked too many questions and honestly speaking I am not able to read and grasp entire text posted by you.
So, I am focusing only the title of your question:
"A conceptual understanding of API"
API (Application Programming Interface) means a set of functions which you can directly use by simply passing parameters to them.
Actually, in application development there are many common functions which every application programmer have to use. So, instead of coding them every time by every programmer, they are already coded in functions which you can use simply by passing parameters to them (if they need any external parameter).
Example:
I am offering you a maths API, set of functions {add, sub, mul, div}. You can pass two numbers to any of these four functions and get desired result instead of coding every time for ever operation like add, sub, mul and div.
Hope it helps...

Captcha's + Differnet Possibilities

I wanted to run some captcha possibities past people to see if they are easily by passed by bots etc.
What if colors were used - eg: there is a string of 10 characters are you ask people to type the red characters of where there are 5? Easy to bypass?
I've noticed a captcha on plentyoffish that involves typing in the characters under the circles. This seems a touch more complex - would this be more challenging for bots?
The other idea I was thinking was putting the requirement in an image as well meaning like in no. 1 above - you can put "type the red characters" in an image and this could change with different colors. Any value here?
Interested in what people think.
cheers
Colours are easy to bypass. A bot just takes the red channel and gets the answer. It is even easier than choosing between many possible solutions. The same applies to any noise that has another colour than the letters the user needs to find.
Symbols that don't touch the letters are very easy to ignore. Why would a bot even look at those circles that probably always stay at the same position? (valid but wasn't asked here)
Identifying circles or other symbols is easier than identifying letters, if one can do the latter, a simple symbol is no challenge.
I think captchas are used too frequently in places where they aren't the best tool. For instance, are you trying to prevent registration spam? Why use a captcha rather than email validation?
What are your intentions and have you considered alternatives to the (relatively ineffective) captcha technology?
As a side note, if you have to use them, I prefer KittyAuth myself :) http://thepcspy.com/kittenauth/#5
Color blind people will have trouble separating red from green letters. People who have trouble reading and understanding descriptions, or have other disabilities may have trouble reading the captchas too.
In some of these, the texts are so mangled that almost everyone has a hard time reading them.
I think captcha's, if used at all, should be quite easy to read. The one with the dots and triangles is doable, although it's a matter of time before someone writes an algorithm to hack them. It is very easy for computers to read this kind too.
The best way to deal with this, is increase moderation. Make your site so that it isn't rewarding to spam it at all. Don't make it the problem of your users.
Also, if you're gonna use captcha's, it may be better to build something yourself than to use common libraries. I've found that these are easier hacked, probably because it is more rewarding to write a captcha solver for something that is used by thhousands of sites.
No matter which CAPTCHA you construct, spammers will find a way to work around it, given enough incentive. Large CAPTCHA services like reCAPTCHA, for instance, get bypassed by outsourcing solving them to cheap labor in India(source).
If you run a small site, your best bet is to make your own mini-CAPTCHA, which asks a simple question. If it isn't a standard question, isn't a standard CAPTCHA module and isn't a large site, it isn't worth it for the spammers to automate bypassing it.
I've been working on a community site for an organization at my university, and we've had trouble with spammers registering, despite us using every CAPTCHA module in the book. As soon as we made our own simple one-question CAPTCHA, all spam stopped. The key to preventing this sort of spam often lies in uniqueness.

Why are HTML frames bad?

I know they are, but my co-worker doesn't believe me. He keeps telling me that Google crawls the inside content and caches it just fine. According to Google, it does crawl them, but doesn't guarantee doing it properly.
Any thoughts why frames are bad for public web sites?
There are various usability and accessibility issues with frames:
link can open in the frame it is enclosed in (e.g. a side pane);
can break the forward/backward navigation;
difficult to bookmark;
are not easily searchable (likely to see the content in Google, etc.);
break on browsers like Lynx, that are console/terminal based;
difficult to size properly (e.g. consuming height on widescreen monitors for banner frames);
can break with screen readers and magnifiers (for blind users and visual impaired users);
See http://www.angelfire.com/super/badwebs/ for an example of what not to do.
Frames are more difficult to bookmark and, therefore, more difficult to share with others.
http://www.yourhtmlsource.com/frames/goodorbad.html
IFrames (like HTML tables) are not bad. However, people were abusing them quite a lot, thus giving them the bad name.
IFrames do represent a good concept - single visual representation of documents coming from different sources, while keeping the DOM trees properly separated and isolated.
The problem arises when a script in one of the DOM trees needs to access the elements in another tree. Or when people want to reference the document location, which happens to be the URL of the root document, and fail to realize they need to location of the secondary document.
But the biggest problem with frames is that there are sites that want to encapsulated other sites in frame and trick the user to think they are interacting with the framed site, while in fact interacting with the outer one. This is the primary reason why most websites will employ some form of frame-busting scripts for their login pages.
Update: It's Friday and we need some fun, so here's the (obligatory) link to Jeff's post on frames-busting-busters-busting... :-)
At the beginning ...
The idea behind framesets is great. It's alive and kicking today; check StackOverflow's left side panel, or the header. They are fixed divs, which is basically the same thing as having frames, although a lot more flexible.
The very concept of keeping some part while changing another is simply necessary by the logic of webpages. We need something to stay where it was (typically navigation) while we go through a lot of details in the main area. Framesets served this purpose very well, they were easy to use and fully supported by all browsers, meaning 3 at that time (Netscape, IE, Opera).
Then we scorched the sky
The real, practical problems with frames had nothing to do with their basic concept. Instead, it was us being only human. I followed this whole debate very closely so believe me when I say these were the real charges against frame technology:
Designers hated them. Yes, that was the deadliest punch. Everything looked square and straight. They hated it. They wanted arcs and image backgrounds and rounded borders. Now they have it in CSS3 - guess what, they're drawing squares. #whatever
Programmers had trouble with them. It was inconvenient to follow the logic of frames, and you had to do some extra work. I mean, some. Today it's a lot harder to create AJAX solutions for the same problem, but no one complains. #whatever
Websites could include one another. This was painful for some site owners because they worked hard on something and another fella used it as own content. Later, they invented same origin policy, but it was way after starting to hate frames. Content stealing is still an issue today, absolutely unrelated to whether we have frames or not. #whatever
Back button worked differently. Yes, it was a bit annoying. But it was not the frame concept's fault, again: it was browsers who did this to us. Could have been solved easily, but nah, browsers kept going back one by one, not providing the site a way to implement its own "step back" method, and alas, this is still happening today. #whatever
So instead of coming up with a solution, the world's web developers decided to hate frames. They ditched it, and now we live in a world where there are lots of better solutions - but with a lot more effort. This was not the only feature going thru the hate-ditch-reinvent-love cycle; see vertical centering and flexbox, aka the table tag debate - and it will happen many more times because it's always easier to point fingers at something than to learn why it's great.
I don't hate frames; don't miss them either, they belong to a somewhat outdated world of web. But they were a good solution for something, and there's a chance we'll see something similar in the future just as CSS grids came back to implement what table layouts did before. The same community who hates the old solution will happily embrace the new and tell you why it's not the same at all.
I think this story has a single takeaway:
Implementations come and go.Concepts stay and evolve.
Depending on what you want to do, most things done with frames can be done with CSS. CSS stylesheets are compatible with all MODERN browsers, meaning your website will look the same if using firefox, chrome, or IE 7(with some tweaks). Also backward-compatibility is not a concern as users can view the content even with CSS off (where as a website using frames and without a frameless version of the site will be useless to a user with an old browser), it just won't be as stylized. It's also quite easy to learn, and once you get the hang of it you'll wonder why you haven't learned it in the first place.
I know this is an old thread but..
Been using Frames almost all my life and I think they are great. I still have a few websites using frames and I cannot understand why they are being droppped. Read all of the comments above and disagree with most of them. Problem is most people never bothered to overcome the issues.
Link can open in the frame it is enclosed in (e.g. a side pane);
Yes it can, but if you do it properly it does not matter. Frames can in fact be very useful for this precise reason, as clicking on a link will only refresh the frame the link it pointing to, not the entire webpage. In the days of dialup modems at very slow speeds this used to be extremely useful to save on bandwidth and make webpages appear superfast. Dont forget, there are still people around the world today (albeit not many) that have very limited internet connectivity at very slow speeds. (people on sailboats in the middle of oceans, those die hards that dial into the internet using HF radio. Oh and those that live in war zones that revert back to poor mobile phone signals, or possibly even need to dial into the internet in another contry using their infrared connections on mobile phones via a modem)
can break the forward/backward navigation.
Yes it can, but if you do it properly it wont.
difficult to bookmark
again very easy to overcome, requires very little additional work, but can be easily overcome
are not easily searchable (likely to see the content in Google, etc.);
break on browsers like Lynx, that are console/terminal based;
Already covered by somebody else earlier. Personally I have never even heard of Lynx (apart from the deodarant). In fact it used to be quite useful that pages werent searchable when you did not want to get spammed by bots searching for email addresses... Unfortunately Google or somebody figured out how to do it.
Difficult to size properly (e.g. consuming height on widescreen monitors for banner frames);
Clearly whoever wrote this has hardly any experience of using frames. This was exactly why I used frames because I could make it work on any screensize in what some would refer to as Fluid views on modern web design
can break with screen readers and magnifiers (for blind users and visual impaired users);
I suppose it can if screen reading software and maginfiers are cheap and rubbish and dont know what they are doing, probably them that complained about it, but there are others that manage this easily.
The only argument that I think makes sense, is that people were abusing them. Now I would not know how that was done, as I am not in that game, but I suppose it would be easy to use frames to show a copy of lets say a financial payment page inside another another frame which is completely hidden to make it look like the user is on the correct page. Therefore conning users out of their beer tokens. But I believe more modern webbrowsers have been updated to overcome these issues and not allow re-direction where encryption certificates are used.
I can therefore understand why they would want to restrict the use of frames, but dont understand why they need to completely remove what is a pretty good bit of tech. (Bit like saying we are going to stop people from using 0 when they do math as it causes can sometimes cause problems when you add many 0's together.)
I still have some websites that use frames and wonder when I am going to have to re-code them one day.
PS. also note that google calendar and youtube allow one to imbed pages into websites and both of these use iframes.

Hallway usability testing: How much of the UI do you actually make functional?

When doing hallway usability tests do most of you make your apps fully or near fully functional? Or do you just make sure the links or flow chain correctly? Or do you just draw on paper and go with that?
I'm would like to test early on a prototype and am trying to find a good balance. But at the same time am worried that some non functional parts might actually not give representative results.
Thanks.
Usability tests, hallway or otherwise, only need the functionality that you need to test. In most usability tests, you should go in with specific design questions to answer and develop your prototype to the point where it can answer those questions. For example, if you need to test if users understand your indication of the sort order for a table, all you need is a paper picture of the table showing the sort indication (with the table contents blurred) and ask them how the table is sorted. If you need to test the IA, all you need is a bunch of web pages, empty except for a title, that are linked through the navigation menus.
You only need the pages relevant for the tasks you give your users. If you’re just testing the IA, then you only need the pages on the normative path. If you are also testing error recovery, then you need the pages off the normative path along with the full navigation controls. If you are also testing error detection, then you need content on the pages as well.
You can also simulate functionality when that’s easier to do. For example, in testing if users can figure out how to get a desired sort order, when the user clicks on a non-functioning control for sorting the table, you can say, “Okay, doing that will get you this,” and you take the mouse and select a bookmark that shows the table in the new sort order.
In hallway testing, if users breach the fidelity envelope, you can simply say, “I haven’t made that part yet. Let’s go back to A, and continue from there.” Of course, you should note that the user made a wrong turn in the task you intended for them. I haven’t had any problems with users complaining about non-functional features when I tell them up front it’s an incomplete prototype and we’re only testing the UI for features x, y, and z at the moment.
For low fidelity prototypes, I often call them “mockups” or “drawings” to users rather than “prototypes” to indicate the low functionality. You can put obvious placeholders in for missing content (e.g., “Blah, blah, blah…”, “TODO: Picture of product about here.”). If a user comments on something outside the fidelity envelope (e.g., “This symbol should be red to stand out more”), simply note it, and say that topic is under development (e.g., “Thanks. We haven’t started work on the colors yet. We’re just trying to figure out how to organize the site right now.”).
Usability testing with limited-fidelity prototypes is really necessary for iterative design to be feasible for most projects. Otherwise, you waste too much work developing things that have to be redone.
A couple things to remember:
Test early and often.
The goal of usability testing is to find problems with the UI, not Q/A your code.
Therefore, if users can see the parts of your UI you are interested in testing and interact with them in a realistic way (e.g., click on buttons and links), you should be able to collect useful data. If some links are dead-ends, that's okay, as long as there's some way for users to recover and continue on. Basically, with prototypes, the "correct" path should work, but it's okay if incorrect paths don't (as long as there's a reasonably quick way to get back on the correct path). Even static storyboards (non-functioning drawings of a UI) can provide you with some information if you ask the right questions, e.g., "What would you do on this screen if you wanted to view your shopping cart?").
I would suggest a couple rounds of usability testing. First on paper, perhaps later on screen, generally throughout the application lifecycle (take an Agile approach to it).
There is a good argument to be made for paper prototypes. When users see a screen, even limited functionality, they may be hesitant to suggest changes since it looks "done."
Make no mistake, it's not trivial to get it all down on paper, but that's where I would start. Probably start with just a section or two of the application. And make sure somebody with good people skills and/or explaining skills is there to walk the user through it. Have a second person on-hand to take notes. Try to ask open-ended questions, etc.
For a hallway test, I would test with NONE of the functionality implemented.
Test against designs done on a whiteboard or on paper. You'll be surprised at how much you find out in these minimal mockups. And they are very inexpensive to make!
Functional prototypes are for later. If you give your usability subject a functional interface, they are much less likely to question whether you've implemented the right set of features in the first place.
I would make the UI functional, so that the user can really play with it, it will be much better than a static image. People can tell you whether they feel comfortable on the UI.
I would make sure everything in the UI works, or at least takes you to a clear, unambiguous message pointing out that the feature isn't implemented yet.
Showing prototypes to clients with a disclaimer up front about how feature X doesn't work yet will usually be ignored. They'll try out the prototype, click on featuree X and indignantly reply "Feature X doesn't work! This really needs to work in the final version! Why doesn't it work?". The client is confused and unhappy about the product, and it's frustrating for yourself because it overshadows the positive feedback. Besides, you told them it didn't work, why can't they use their imagination to envision how it would work in the final version?
Make it work, be it with a rough version, dummy data, or even a simple message saying "would show results sorted alphabetically now".

How to get users to pay attention to problems?

We occasionally need to notify users about warnings or problems. But often times, especially if it's a common problem, users will just dismiss the warning and continue. Often times users won't even remember seeing the warning, but we check their logs and see that several were displayed. So, how do you get users to pay attention when you're trying to tell them something important?
This isn't as simple as forcing users to resolve all problems before allowing them to save. They often need to save data that isn't strictly okay by our business rules for various reasons (usually for problems that can't be solved right away, or at all).
We've got a better warning/error handling system in mind that I think will help a lot, but I want to see what others have done.
If you want users to pay attention to warnings, use them in moderation!
The big problem with the UAC in Vista is that people are getting so many notifications, that they stop reading who is exactly requesting access to what, they just give permission without thinking.
Another example is the delete confirmation in explorer when sending files to the recycle bin. I got so used to just hitting 'Ok' immediately after pressing 'delete', that I missed the fact that the dialog was telling me that the file would not be moved to the bin, but deleted immediately, for whatever reason.
My personal fix: I disabled the delete confirmation for the recycle bin. If something can not be moved to the bin, I still get a message, and this time I know that it might be important, so I pay attention.
Conclusion: Don't spam the user with messages, or the important warnings will get lost in the noise.
The quality of your warning will not prevent users from submitting invalid data. If you allow invalid data to be submitted, it will be.
If you have data that must be submitted to a rules system, then that data must be valid before it is submitted. However, allowing users to save their work is a separate issue. You should allow users to save their work, then submit the data to the rules engine when it is valid.
The fundamental problem is that users don't like to read, they just want to be left alone to do their work :).
The best way to combat this is the following:
Don't pop up a window unless absolutely necessary
If you do, make the error or warning message as short and succinct as you possibly can
Long error/warning messages simply won't get read. The user will get to about the fifth word and think "this is taking too much time, I just want to get back to work".
My advice boils down to three things.
Reevaluate what you think is important for the user to know.
Don't be lazy and ask the user to resolve what your program can resolve for itself.
Don't interrupt what the user is doing with stupid (and yes, they are stupid) messages.
If you have a form with required data, then color-code the field as red or highlight it with an asterisk to indicate it's required. Disable the "OK" or "Confirm" button until they fill out all required fields.
For fields with incomplete or inconsistent data, bring up a tooltip or color-code the field so the user knows that something may be wrong. You could also display the list of warnings prominently somewhere on your form. But don't stop the data entry. You'll just frustrate and anger your users.
I must admit that I too often click on "OK" or whatever I'm conditioned to do for a dialog to go away without thinking. Usually this occurs when there are just too many of them.
Without claiming to be a psychologist of any kind, I think it is natural to pay attention to unusual things and filter away repetetive things.
With that in mind it is maybe worth considering to make less important dialogues less intrusive so that the real important ones get more attention.
I think toaster messages and the way google handles messages in it's online apps are real nice examples of how to notifiy a user of something inessential.
--EDIT--
Now that I re-read my post, I remember reading this in "Don't Make Me Think".
A brilliant little book (few tens of pages) that's full of nice and easy to understand usability things. Somewhat focused on online usability, but defenatly applyable in offline applications too.
This is what we've got planned. Essentially, create something Bugzilla-ish for storing these errors/warnings/whatever. But it also goes hand in hand with some of the other answers.
Instead of using simple MessageBox, display warnings/errors in a Visual Studio-like error window. As long as there are problems, they'll be displayed in this window.
If the data is saved, save all warnings/errors to the database. Now anyone can see what the current issues are - bonus! Also, those problems can be loaded from the database instead of detecting them in the app all the time, which will help a lot - some problems are not trivial to detect.
Allow users to perform several actions, like:
Acknowledge the problem, so it is no longer displayed.
Assign the problem to another user
Flag the problem as "not really a problem"
Set a "must be solved by" date
(probably others, the design hasn't been fully thought out yet)
Log all of these actions to the database, so we have accountability
That's it in a nutshell. Now problems stick around, so they're in the users faces until they're solved. The problems can be tracked, so we can tell where the ball was dropped if we get bit. I hope it works!
Though I never got around to implementing this at a previous site, I wanted to create a custom dialog box where users would have to check a box stating that they have read and acknowledged the message (and then log that response). This was for an ISO-xxxx company so this kind of bureaucracy was a logical response to these types of mistakes.
My other, much more sinister, idea was to make "No" or "Cancel" the default options. Eventually they would get the Tab-Enter keystrokes down pat and then you would just switch it back.
Break the system!
It has honestly been my experience that if you don't want an end user to do something without explicitly understanding it, stop them from doing it...
As seriously anoying as the whole "Windows Error/warning Messages" gets, I never take notice until a program tells me I can't do something... then I am forced to ask myself "Why Not"
Time to google the answer... or RTFM
I know that it is not always feasible to use this approach, but if you can... they will listen!
I like programs that hint that there's a problem while ignoring it as long as possible - which sounds very like what you're striving for. One thing I've been thinking about (but vaguely, since I haven't had a use for it) is putting a status indicator for errors/warnings (a bit like the omnipresent throbber of a web-browser, but for errors). This icon would change state, a bit like a traffic light, to show that the program has problems that will have to be addressed sooner or later - perhaps yellow for warnings if the problem with the data could be corrected later and isn't going to cause any major problems, red for any problem that is going to have to be fixed before they complete the current job (for form data, that would mean the whole transaction, not the current form). Obviously the colours wouldn't be enough, there would have to be some support for colour-blind people, but you get the idea. Clicking the indicator would bring up a list of the problems (and perhaps explanations as to why that is a problem - so that people can point out when the code's assumptions are unhelpful or wrong), and selecting a problem would allow you to jump to the field where it can be fixed.
One thing you should probably do, whatever method you go with in the end, is to look through your warnings and work out whether they're actually necessary. I've seen far too many programs that warn me about perfectly reasonable input that is then accepted, or warn me about the usual behaviour of the program. That's the sort of thing that helps condition people to click through warnings. If you have logs of the warnings, you might start there - Why are people clicking through them? They might be conditioned, or it might be that there genuinely isn't a problem, and someone hasn't told you that things have changed.
I quite like the firefox method when installing plugins: The ok button is disabled and displays a countdown for 5 seconds. After that the use can choose to ignore it.
For web applications, the alert() and confirm() javascript methods, while somewhat basic, achieve the effect of either preventing users from doing something or making sure that they clearly agree to something that they have been warned about.
For other situations, where the action will not cause considerable disruption in the business processes, we often display a small warning box at the top of the page after, say, a form is submitted.
For example, our applications require location validation in several places (valid city/state/zip).
If the location is absolutely critical, we will make it required on the form.
If the location is required for some aspects of the application, we will use the confirm() to make sure they understand that they will not be able to use certain features without a valid location.
In some cases, we use a default location. In that case, we provide the message/warning box at the top of the next page indicating that a default location is being used.
I've found that if you're producing log messages for your own use (even if that use directly benefits the users themselves), the only way to get users to report problems is to have the application do it for them.
In the case of dealing with user input that might be wrong, have you considered using something like the red squigglies used by spell checking or some kind of highlighting of the problem areas as the user does their work? Most users have been trained to ignore dialogs by using buggy software, but that kind of message might make it clear that the error is the user's to fix.
Do you have a good idea why each of the exceptional situations occurs? What do you try to achieve with each of these messages:
make user review the data for obvious typos or mistakes
make someone else to review the data at a later stage when more information is available
inform this user and anyone else looking at the data at a later stage about any assumptions made
make sure user understands the consequences of their actions
Can any of these goals be achieved more effectively in a different way?
Some ideas (none of them automatically qualify as a silver bullet):
Keep messages short and relevant, exclude any language that does not contribute additional info (such as "please" etc), tell users what is expected of them (i.e. instead of "Post code is empty" use "Enter post code".).
Use language that is understood by the users, always give sufficient information, try to be as specific as possible.
Use different looking messages for different types of warnings and errors (use font, colour, imaging, possibly animation and sound).
Revisit the entire process, so that someone has to process any info submitted with warnings later on.
Visualise warnings the next time info brought to the screen (i.e. highlight problematic areas) so that they can be resolved later, when more info is available.
Add a sign off to the warnings, for instance request a user to enter their password each time they need to dismiss a warning.
Make actions undo-able, so you don't really need the warnings
Dont try to solve with programming. See if you can change the data input process.
Use colors and icons.
Green - everything is ok (or confirmation something happened as expected)
Yellow - Warning. You user may or may not want to look into the issue
Red - Error. Something that requires user interaction to resolve.
I would also suggest (as others have on this thread) to use sparingly.