Because every person knows what he likes, every person thinks he is an expert on user interfaces.
Something found from my notes. How much closer are we today (this was from 2008)?
By 2020 the terms “interface” and “user” will be obsolete as computers merge ever closer with humans. It is one prediction in a Microsoft-backed report drawn from the discussions of 45 academics from the fields of computing, science, sociology and psychology.
It predicts fundamental changes in the field of so-called Human-Computer Interaction (HCI).
By 2020 humans will increasingly interrogate machines, the report said.
In turn computers will be able to anticipate what we want from them, which will require new rules about our relationship with machines.
Computers to merge with humans
Perhaps due to the influence of Windows based software poor UI design, I often come across the common mistakes superfluous and poorly thought out dialog boxes. In addition to the maxim below, I believe we should avoid creating error dialogs when an undo will do. Unfortunately the essential undo function is still often forgotten.
Dialog boxes should be action-oriented; they should help guide users towards what their next step is likely to be and it should provide them with the information that they need in order to be able to accomplish that next step.
He doesn’t state it strongly enough. Unfortunately, no matter how strongly or loudly you state this fact, often it goes unheard.
Typically, the burden is on the user to learn how a software application works. The burden should be increasingly on the system designers to analyze and capture the user’s expectations and build that into the system design. Norman, 1988
So often in my new experiences complexity is the selling point, the starting point, and/or the proof of your value. People (customers) don’t share this vision. People are intelligent but must be set free to construct the level of complexity they are comfortable with, or need.
Complexity isn’t designed but rather rises spontaneously through self-organisation. Start with basic or simple interactions and allow more complex behaviours or patterns to emerge.
From an old project proposal, source is likely from theory of emergence.
No medium has managed to reach the status of genuine artistry without offending some of its audience some of the time. Even under the user-friendly dictates of interface design, you can’t make art without a good measure of alienation.
Steven Johnson, Interface Culture (HarperEdge, 1997)
My current projects all involve dealing with issues of featureitis, software with simple uses, but with a monstrous amount of controls and options. It’s well designed software created by brilliant nice people, but many have fallen into the belief that more UI controls, more options, more visible data, somehow makes software more desirable. This is of course a long held problem, routed not just in software (ala. Microsoft Windows) but in Western Society herself. As far as interface design is concerned, I know from experience, more choice as a feature seldom works, as complexity leads to more complexity, more choice leads to dissatisfaction.
Is lots of choice a good thing?
You see it turns out whilst people will invariably ask for more choice, lots of choice is not really a good thing for the following reasons:
- More choice means more options for people to consider, and a greater cognitive workload to do so, as all the different options are weighed up and evaluated.
- With lots of choice the burden of responsibility is placed on the person making the choice, rather than those drawing up the choices. If a bad choice is made it’s because someone chose the wrong option, not because a poor set of options were made available.
- More choice means greater expectations, and a greater probably of not meeting those expectations. With so many options available, people will expect there to be one that is exactly what is need, and will no doubt be disappointed when they don’t choose it.
- More choice means less engagement.Sometimes people would rather not take part, than have to go through a million and one different options. For example, an interesting study showed that for every 10 investment funds that an employer offered for their pension scheme (e.g. 10, 20, 30, 40 different funds, and so on), uptake fell by 2%. Employees were put off participating because they didn’t want to have to select from so many different options.
Ideally, we would focus entirely on those features or controls that users need to accomplish their goals while deleting our through perhaps progressive disclosure keep all the complexity hidden from all but the most advanced user. My experience is that that is far more difficult than it ought to be but its a challenge worth engaging in.
Below is a ted talk where Psychologist Barry Schwartz takes aim at a central tenet of western societies: freedom of choice. In Schwartz’s estimation, choice has made us not freer but more paralyzed, not happier but more dissatisfied.
Dino Ignacio’s supercut of all the moments in A New Hope where characters interacted with machines, doors, screens, levers, knobs and buttons.
… graphic interfaces are more about telling a good story than conveying real information. Our ultimate goal is to create screens that feel credible and authentic to the spirit of the story, and if they achieve that, we’ve done our job well.
Some nice ideas but in practice I doubt I would use them. People prefer to do most of their interaction within the app itself. Notifications are simply alerts and as such don’t need to be interacted with. Launching the app that sent the alert is only a swipe away, that should be efficient enough.