I think the reason I
like Jakob Nielsen's online posts
so much, and always seem to get something from them, is the way he alternates
concrete observational detail with top-level principles, so that you learn to
see in a different way: you learn to look at websites and software interfaces
as he does, through the lens of usability design.
His latest post,
though starting off with detailed discussion of the winning applications in some
recent awards for user interface design, rapidly moves into some refreshing
ideas on what we should be striving for in systems design.
"Software's
real goal should not be to simply process transactions in a system where users
are nothing more than data operators who click required buttons to make things
happen. Rather, software should work to augment human capabilities, helping us to
overcome weaknesses and emphasize our strengths. "
It sounds obvious.
Yet the temptation for software designers, who tend to be more interested in
data processing that the intended users, is to design the kind of interfaces
they would like themselves. As Alan Cooper observed (2004, pp 93-94), there are two
kinds of people: those who on entering an aeroplane would turn left into the
cockpit if they could and those who'd prefer to turn right into the cabin; in
other words, those who are prepared to tolerate complexity if it gives them
control and those who are prepared to tolerate absence of control if it gives
them simplicity. Most IT people, including most interface designers, are of the
first kind; most users are of the second. As Nielsen says:
"We
want to empower users to be creative and accomplish advanced things with our
software. But we should also recognize that users sometimes just want to get their tasks done without having to
explore numerous options and new ideas. ...To speed users through infrequent or
complicated tasks, it's often good to present a linear
workflow with minimal disruptions or alternatives. Yes, the lack of
flexibility can feel constraining, but it can be faster to just power through
all the steps instead of having to ponder which steps are needed. Also, the
cost of too much freedom is that users have to decide the order of the steps —
something that they're often happy enough to delegate to the computer. "
The temptation for
software designers to complexify the interface is compounded by the temptation
for teachers to complexify the learning options for our learners. There are so
many things we want them to do, or to be able to do, or which we think they might
want to do, and we're so worried about whether we've provided enough that we
pile resource upon resource upon resource, and we're so worried about whether
they'll find them that we put them all at the top level of the interface, until
the learner is faced with something as complicated and intimidating as an
aeroplane cockpit.
What we need to
remember is that most learners, most of the time, are not interested in the
technical system or even (though we hate to admit it!) in the learning process.
They just want to get on and do the next thing. The trick for us is to create
an interface which will let them do that with minimum fuss, and yet provide
them with the power to go deeper and do more when the occasion arises.
Reference: Alan
Cooper (2004), The Inmates are Running the Asylum: Why High-Tech Products Drive us
Crazy and How to Restore the Sanity, 2nd edn (Sams Publishing)
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