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Lesson#39
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BEHAVIOR and FORM-7
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As the aim of this lecture is to introduce you the study of
Human Computer
Interaction, so that after studying this you will be able to:
. Understand the
Principles of visual interface design
39.1 Provide visual structure
and flow at each level of
organization
Your interfaces are most likely going to be composed of visual
and behavioral
elements used in f groups, which are then grouped together into
panes, which then may, in
turn, be grouped into screens or pages. This grouping can be by
position (or proximity), by
alignment, by color (value, hue, temperature, saturation), by
texture, by size, or by shape.
There may be several such levels of structure in a sovereign
application, and so it is critical
that you maintain a clear visual structure so that the user can
easily navigate from one part of
your interface to another, as his workflow requires. The rest of
this section describes
several important attributes that help define a crisp visual
structure.
Alignment; grids, and the user's logical path
Alignment of visual elements is one of the key ways that
designers can help users
experienced product in an organized, systematic way. Grouped
elements should be aligned
both horizontally and vertically (see Figure).
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In particular, designers should take care to
. Align labels.
Labels for controls stacked vertically should be aligned with each other;
left-justification is easier for users to scan than right
justification, although the latter may
look visually cleaner — if the input forms are the same size.
(Otherwise, you get a
Christmas tree, ragged-edge effect on the left and right.)
. Align within a set
of controls. A related group of check boxes, radio buttons, or text ,
fields should be aligned according to a regular grid.
. Align across
controls. Aligned controls (as described previously) that are grouped
together with other aligned controls should all follow the same
grid.
. Follow a regular
grid structure for larger-scale element groups, panes, and
screens, as well as for smaller grouping of controls.
A grid structure is particularly important for defining an
interface with several levels of visual or
functional complexity. After interaction designers have defined
the overall framework for the
application and its elements, visual interface designers should
help regularize the layout
into a grid structure that properly emphasizes top-level
elements and structures but still
provides room for lower level or less important controls. The
most important thing to remember
about grids is that simple is better. If the atomic grid unit is
too small, the grid will become
unrecognizable in its complexity. Ambiguity and complexity are
the enemies of good
design. Clear, simple grids help combat ambiguity.
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The layout, although conforming to the grid, must also properly
mirror the user's
logical path through the application, taking into account the
fact that (in Western
countries) the eye will move from top to bottom and left to
right (see Figure).
SYMMETRY AND BALANCE
Symmetry1
is a useful tool in organizing interfaces
from the standpoint of providing
visual balance. Interfaces that don't employ symmetry tend to
look unbalanced, as if they are
going to topple over to one side. Experienced visual designers
are adept at achieving
asymmetrical balance by controlling the visual weight ot
individual elements much as
you might balance children of different weights on a seesaw.
Asymmetrical design is
difficult to achieve in the context of user interfaces because
of the high premium placed
on white space by screen real-estate constraints. The squint
test, the mirror test, and the
upside down test are again useful for seeing whether a display
looks lopsided.
Two types of symmetry are most often employed in interfaces:
vertical axial symmetry (symmetry
along a vertical line, usually drawn down the middle of a group
of elements) or diagonal axial
symmetry (symmetry along a diagonal line). Most typical dialog
boxes exhibit one or the other
of these symmetries — most frequently diagonal symmetry (see
Figure).
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Sovereign applications typically won't exhibit such symmetry' at
the top level (they
achieve balance through a well-designed grid), but elements
within a well-designed
sovereign interface will almost certainly exhibit use of
symmetry' to some degree (see Figure).
SPATIAL HARMONY AND WHITE SPACE
Spatial harmony considers the interface (or at least each
screen) as a whole. Designers
have discovered that certain proportions seem to be more
pleasing than others to the
human eye. The best known of these is the (Golden Section ratio,
discovered in antiquity —
likely by the Greeks —and probably coined by Leonardo Da Vinci.
Unfortunately, for
the time being, most computer monitors have a ratio of 1.33:1,
which puts visual
designers at a bit of a disadvantage when laying out
full-screen, sovereign
applications. Nonetheless, the understanding of such ratios
makes a big difference in
developing comfortable layouts for user interfaces.
Proper dimensioning of interface functional regions adds to
spatial harmony, as does a
proper amount of white space between elements and surrounding
element groups. Just as
well-designed books enforce proper margins and spacing between
paragraphs, figures,
and captions, the same kind of visual attention is critical to
designing an interface that does
not seem cramped or uncomfortable. Especially in the case of
sovereign applications, which
users will be inhabiting for many hours at a time, it is
critical to get proportions right. The
last thing you want is for your user to feel uncomfortable and
irritated every time she uses
your product or service. The key is to be decisive in your
layout. Almost a square is no good.
Almost a double square is also no good. Make your proportions
bold, crisp, and exact.
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Use cohesive, consistent, and contextually appropriate imagery
Use of icons and other illustrative elements can help users
understand an interface,
or if poorly executed, can irritate, confuse, or insult. It is
important that designers
understand both what the program needs to communicate to users
and how users think
about what must be communicated. A good understanding of
personas and their mental
models should provide a solid foundation for both textual and
visual language used in an
interface. Cultural issues are also important. Designers should
be aware of different
meanings for colors in different cultures (red is not a warning
color in China), for gestures
(thumbs up is a terrible insult in Turkey), and for symbols (an
octagonal shape means a
stop in the US, but not in many other countries). Also, be aware
of domain-specific
color coding. Yellow means radiation in a hospital. Red usually
means something lifethreatening.
Make sure you understand the visual language of your users'
domains and
environments before forging ahead.
Visual elements should also be part of a cohesive and globally
applied visual
language. This means that similar elements should share visual
attributes, such as how
they are positioned, their size, line weight, and overall style,
contrasting only what is
important to differentiate their meaning. The idea is to create
a system of elements that
integrate together to form a cohesive whole. A design that
achieves this seems to fit together
perfectly; nothing looks stuck on at the last minute.
FUNCTION-ORIENTED ICON
Designing icons to represent functions or operations performed
on objects leads to
interesting challenges. The most significant challenge is to
represent an abstract
concept in iconic, visual language. In these cases, it is best
to rely on idioms rather than
force a concrete representation where none makes sense and to
consider the addition of
ToolTips or text labels. For more obviously concrete functions,
some guidelines apply:
. Represent both the
action and an object acted upon to improve comprehension.
Nouns and verbs are easier to comprehend together than verbs
alone (for example,
for a Cut command, representing a document with an X through it
may be more
readily understood than a more metaphorical image of a pair of
scissors).
. Beware of metaphors
and representations that may not have the intended
meanings for your target audience.
. Group related
functions visually to provide context, either spatially or, if this
is not appropriate, using color or other common visual themes.
. Keep icons simple;
avoid excessive visual detail.
. Reuse elements when
possible, so users need to learn them only once.
ASSOCIATING VISUAL SYMBOLS TO OBJECTS
Creating unique symbols for types of objects in the interface
supports user
recognition. These symbols can't always be representational or
metaphoric — they are
thus often idiomatic. Such visual markers help the user navigate
to appropriate objects
faster than text labels alone would allow. To establish the
connection between symbol
and object, use the symbol wherever the object is represented on
the screen.
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RENDERING ICONS AND VISUAL SYMBOLS
Especially as the graphics capabilities of color screens
increase, it is tempting to
render icons and visuals with ever-increasing detail, producing
an almost photographic
quality. However, this trend does not ultimately serve user
goals, especially in productivity
applications. Icons should remain, simple and schematic,
minimizing the number of colors
and shades and retaining a modest size. Both Windows XP and Mac
OS X have recently
taken the step towards more fully rendered icons (OS X more so,
with its 128x128 pixel,
nearly photographic icons). Although such icons may look great,
they draw undue attention
to themselves and render poorly at small sizes, meaning that hey
must necessarily take up
extra real estate to be legible. They also encourage a lack of
visual cohesion in the interface
because only a small number of functions (mostly those related
to hardware) can be
adequately represented with such concrete photo-realistic
images. Photographic cons are
like all-capitalized text; the differences between icons aren't
sharp and easy to distinguish,
so we get lost in the complexity. The Mac OS X Aqua interface is
filled with photo-realistic
touches that ultimately distract. None of this serves the user
particularly well.
VISUALIZING BEHAVIORS
Instead of using words alone to describe the results of
interface functions (or worse,
not giving any description at all), use visual elements to show
the user what the results will
be. Don't confuse this with use of icons on control affordances.
Rather, in addition to using
text to communicate a setting or state, render an illustrative
picture or diagram that
communicates the behavior. Although visualization often consumes
more space, its
capability to clearly communicate is well worth the pixels. In
recent years, Microsoft has
discovered this fact, and the dialog boxes in Windows Word, for
example, have begun to
bristle with visualizations of their meaning in addition to the
textual controls. Photoshop
and other image-manipulation applications have long shown
thumbnail previews of the
results of visual processing operations The Word Page Setup
dialog box offers an image
labeled Preview. This is an output-only control, showing a
miniature view of what the page
will look like with the current margin settings on the dialog.
Most users have trouble
visualizing what a 1.2 inch left margin looks like. The Preview
control shows them.
Microsoft could go one better by allowing input on the Preview
control in addition to
output. Drag the left margin of the picture and watch the
numeric value in the corresponding
spinner ratchet up and down.
The associated text field is still important — you can't just
replace it with the visual
one. The text shows the precise values of the settings, whereas
the visual control
accurately portrays the look of the resulting page.
Integrate style and function comprehensively and purposefully
When designers choose to apply stylistic elements to an
interface, it must be from a
global perspective. Every aspect of the interface must be
considered from a stylistic point of
view, not simply individual controls or other visual elements.
You do not want your
interface to seem as though someone applied a quick coat of
paint. Rather you need to
make sure that the functional aspects of your program's visual
interface design are in
complete harmony with the visual brand of your product. Your
program's behavior is part of
its brand, and your user's experience with your product should
reflect the proper balance of
form, content, and behavior.
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FORM VERSUS FUNCTION
Although visual style is a tempting diversion for many visual
designers, use of
stylized visual elements needs to be carefully controlled within
an interface —
particularly when designing for sovereign applications.
Designers must be careful not to
affect the basic shape, visual behavior, and visual affordance
of controls in the effort to
adapt them to a visual style. The point is to be aware of the
value each element provides.
There's nothing wrong with an element that adds style, as long
as it accomplishes what you
intend and doesn't interfere with the meaning of the interface
or the user's ability to interact
with it.
That said, educational and entertainment applications,
especially those designed for
children, leave room for a bit more stylistic experimentation.
The visual experience of
the interface and content are part of the enjoyment of these
applications, and a greater
argument can also be made for thematic relationships between
controls and content. Even
in these cases, however, basic affordances should be preserved
so that users can, in fact, reach
the content easily.
BRANDING AND THE USER INTERFACE
Most successful companies make a significant investment in
building brand equity. A
company that cultivates substantial brand equity can command a
price premium for its
products, while encouraging greater customer loyalty. Brands
indicate the positive
characteristics of the product and suggest discrimination and
taste in the user.
In its most basic sense, brand value is the sum of all the
interactions people have with a
given company. Because an increasing number of these
interactions are occurring
through technology-based channels, it should be no surprise that
the emphasis placed on
branding user interfaces is heater than ever. If the goal is
consistently positive customer
interactions, the verbal, visual, and behavioral brand messages
must be consistent.
Although companies have been considering the implications of
branding as it relates
to traditional marketing and communication channels for some
time now, many
companies are just beginning to address branding in terms of the
user interface. In
order to understand branding in the context of the user
interface, it can be helpful to think
about it from two perspectives: the first impression and the
long-term relationship.
Just as with interpersonal relationships, first impressions of a
user interface can be
exceedingly important. The first five-minute experience is the
foundation that long-term
relationships are built upon. To ensure a successful first
five-minute experience, a user
interface must clearly and immediately communicate the brand.
Visual design,
typically, plays one of the most significant roles in managing
first impressions largely
through color and image. By selecting a color palette and
image style for your user interface
that supports the brand, you go a long way toward leveraging the
equity of that brand
in the form of a positive first impression.
After people have developed a first impression, they begin to
assess whether the
behavior of the interface is consistent with its appearance. You
build brand equity and
long-term customer relationships by delivering on the promises
made during the first
impression. Interaction design and the control of behavior are
often the best ways to
keep the promises that visual branding makes to users.
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39.2 Principles of Visual
Information Design
Like visual interface design, visual information design also has
many principles that
the prospective designer can use to his advantage. Information
design guru Edward Tufte
asserts that good visual design is "clear thinking made
visible," and that good visual design
is achieved through an understanding of the viewer's "cognitive
task" (goal) and a set of design
principles.
Tufte claims that there are two important problems in
information design:
1. It is difficult to
display multidimensional information (information with more than
two variables) on a two-dimensional surface.
2. The resolution of
the display surface is often not high enough to display dense
information. Computers present a particular challenge — although
they can add
motion and interactivity, computer displays have a low
information density
compared to that of paper.
Interaction and visual interface designers may not be able to
escape the limitations of
2D screens or overcome the problems of low-resolution displays.
However, some
universal design principles — indifferent to language, culture,
or time — help maximize
the effectiveness of any information display, whether on paper
or digital media.
In his beautifully executed volume, The Visual Display of
Quantitative Information
(1983), Tufte introduces seven Grand Principles, which we
briefly discuss in the following
sections as they relate specifically to digital interfaces and
content.
Visually displayed information should, according to Tufte
1. Enforce visual
comparisons
2. Show causality
3. Show multiple
variables
4. Integrate text,
graphics, and data in one display
5. Ensure the
quality, relevance, and integrity of the content
6. Show things
adjacently in space, not stacked in time
7. Not de-quantify
quantifiable data
We will briefly discuss each of these principles as they apply
to the information
design of software-enabled media.
Enforce visual comparisons
You should provide a means for users to compare
related variables and trends or to compare before and
after scenarios. Comparison provides a context that
makes the information more valuable and more
comprehensible to users. Adobe Photoshop, along with
many other graphics tools, makes frequent use of
previews, which allow users to easily achieve before
and after comparisons interactively (see Figure A as
well as Figures B and C).
Show causality
Within information graphics, clarify cause and effect.
In his books, Tufte provides the classic example of the
space shuttle Challenger disaster, which could have been
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averted if charts prepared by NASA scientists had been organized
to more clearly present the
relationship between air temperature at launch and severity of
0-ring failure. In interactive
interfaces, modeless visual feedback should be employed to
inform users of the potential
consequences of their actions or to provide hints on how to
perform actions.
Show multiple variables
Data displays that provide information on multiple, related
variables should be able to
display them all simultaneously without sacrificing clarity.
In an interactive display, the user should be able to
selectively turn off and on the variables to make
comparisons easier and correlations (causality) clearer. Figure
B shows an example of an
interactive display that permits manipulation of multiple
variables.
Figure A
Figure B
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Integrate text, graphics, and data in one display
Diagrams that require separate keys or legends to decode are
less effective and require
more cognitive processing on the part of users. Reading and
deciphering diagram legends
is yet another form of navigation-related excise. Users must
move their focus back and forth
between diagram and legend and then reconcile the two in their
minds. Figure C shows an
interactive example (integrates text, graphics, and data, as
well as input and output: a highly
efficient combination for users.
Ensure the quality, relevance, and integrity of the content
Don't show information simply because it's technically possible
to do so. Make sure
that any information you display will help your users achieve
particular goals that are
relevant to their context. Unreliable or otherwise poor-quality
information will damage the
trust you must build with users through your product's content,
behavior, and visual brand.
Show things adjacently in space, not stacked in time
If you are showing changes over time, it's much easier for users
to understand the
changes if they are shown adjacently in space, rather than
superimposed on one
another. Cartoon strips are a good example of showing flow and
change over time
arranged adjacently in space.
Of course, this advice applies to static information displays;
in software, animation
can be used even more effectively to show change over time, as
long as technical issues
(such as memory constraints or connection speed over the
Internet) don't come into play.
Don't de-quantify quantifiable data
Although you may want to use graphs and charts to make
perception of trends and
other quantitative information easier to grasp, you should not
abandon the display of the
numbers themselves. For example, in the Windows Disk Properties
dialog, a pie chart is
displayed to give users a rough idea of their tree disk space,
but the numbers of kilobytes
free and used are also displayed in numerical form.
39.3 Use of Text and Color in
Visual Interfaces
Text and color are both becoming indispensable elements of the
visual language of user
interfaces (text always has been). This section discusses some
useful visual principles
concerning the use of these two important visual tools.
Figure C
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Use of text
Humans process visual information more easily than they do
textual information,
which means that navigation by visual elements is faster than
navigation by textual
elements. For navigation purposes, text words are best
considered as visual elements.
They should, therefore, be short, easily recognized, and easily
remembered.
Text forms a recognizable shape that our brains categorize as a
visual object. Each
word has a recognizable shape, which is why WORDS TYPED IN ALL
CAPITAL
LETTERS ARE HARDER TO READ than upper/lowercase — the familiar
patternmatching
hints are absent in capitalized words, so we must pay much
closer attention
to decipher what is written. Avoid using all caps in your
interfaces.
Recognizing words is also different from reading, where we
consciously scan the
individual words and interpret their meaning in context.
Interfaces should try to
minimize the amount of text that must be read in order to
navigate the interface
successfully: After the user has navigated to something
interesting, he should be able
to read in detail if appropriate. Using visual objects to
provide context facilitates
navigation with minimal reading.
Our brains can rapidly differentiate objects in an interface if
we represent what
objects are by using visual symbols and idioms. After we have
visually identified the
type of object we are interested in, we can read the text to
distinguish which particular
object we are looking at. In this scheme, we don't need to read
about types of objects
we are not interested in, thus speeding navigation and
eliminating excise. The
accompanying text only comes into play after we have decided
that it is important.
When text must be read in interfaces, some guidelines apply:
. Make sure that the
text is in high contrast with the background and do not use
conflicting colors that may affect readability.
. Choose an
appropriate typeface and point size. Point sizes less than 10 are difficult
to read. For brief text, such as on a label or brief
instruction, a crisp sans-serif font,
like Arial, is appropriate; for paragraphs of text, a serif
font, like Times, is more
appropriate.
. Phrase your text to
make it understandable by using the least number of words
necessary to clearly convey meaning. Phrase clearly, and avoid
abbreviation. If you
must abbreviate, use standard abbreviations.
Use of color
Color is an important part of most visual interfaces whose
technology can support it.
In these days of ubiquitous color LCDs, users have begun to
expect color screens even in
devices like PDAs and phones. However, color is much more than a
marketing checklist
item; it is a powerful information design and visual interface
design tool that can be used
to great effect, or just as easily abused.
Color communicates as part of the visual language of an
interface, and users will
impart meaning to its use. For non-entertainment, sovereign
applications in particular,
color should integrate well into the other elements of the
visual language: symbols and
icons, text, and the spatial relationships they maintain in the
interface. Color, when used
appropriately, serves the following purposes in visual interface
design:
. Color draws
attention. Color is an important element in rich visual feedback,
and consistent use of it to highlight important information
provides an important
channel of communication.
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. Color improves
navigation and scanning speed. Consistent use of color in
signposts can help users quickly navigate and home in on
information they are
looking for.
. Color shows
relationships. Color can provide a means of grouping or relating
objects together.
Misuse of color
There are a few ways that color can be misused in an interface
if one is not careful. The
most common of these misuses are as follows:
. Too many colors. A
study by Human Factors International indicated that one
color significantly reduced search time. Adding additional
colors provides less
value, and at seven or more, search performance degraded
significantly. It isn't
unreasonable to suspect a similar pattern in any kind of
interface navigation.
. Use of
complementary colors. Complementary colors are the inverse of each
other in color computation. These colors, when put adjacent to
each other or when
used together as figure and ground, create perceptual artifacts
that are difficult to
perceive correctly or focus on. A similar effect is the result
of chromostereopsis, in
which colors v on the extreme ends of the spectrum "vibrate"
when placed
adjacently. Red text on a blue background (or vice versa) is
extremely difficult to
read.
. Excessive
saturation. Highly saturated colors tend look garish and draw too much
attention. When multiple saturated colors are used together,
chromostereopsis
and other perceptual artifacts often occur.
. Inadequate
contrast. When figure colors differ from background colors only in
hue, but not in saturation or value (brightness), they become
difficult to perceive.
Figure and ground should vary in brightness or saturation, in
addition to hue, and
color text on color backgrounds should also be avoided when
possible.
. Inadequate
attention to color impairment. Roughly ten percent of the male
population has some degree of color-blindness. Thus care should
be taken when
using red and green hues (in particular) to communicate
important information.
Any colors used to communicate should also vary by saturation or
brightness to
. distinguish them
from each other. If a grayscale conversion of your color
. palette is easily
distinguishable, colorblind users should be able to distinguish the
color version.
39.4 Consistency and
Standards
Many in-house usability organizations view themselves, among
other things, as the
gatekeepers of consistency in digital product design.
Consistency implies a similar
look, feel, and behavior across the various modules of a
software product, and this is
sometimes extended to apply across all the products a vendor
sells. For at-large software
vendors, such as Macromedia and Adobe, who regularly acquire new
software titles from
smaller vendors, the branding concerns of consistency take on a
particular urgency. It is
obviously in their best interests to make acquired software look
as though it belongs, as a
first-class offering, alongside products developed in-house.
Beyond this, both Apple and
Microsoft have an interest in encouraging their own and
third-party developers to create
applications that have the look and feel of the OS platform on
which the program is being
run, so that the user perceives their respective platforms as
providing a seamless and
comfortable user experience.
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Benefits of interface standards
User interface standards provide benefits that address these
issues, although they
come at a price. Standards provide benefits to users when
executed appropriately.
According to Jakob Nielsen (1993), relying on a single interface
standard improves users'
ability to quickly learn interfaces and enhances their
productivity by raising throughput
and reducing errors. These benefits accrue because users are
more readily able to predict
program behavior based on past experience with other parts of
the interface, or with other
applications following similar standards.
At the same time, interface standards also benefit software
vendors. Customer
training and technical support costs are reduced because the
consistency that standards
bring improves ease of use and learning. Development time and
effort are also
reduced because formal interface standards provide ready-made
decisions on the
rendering of the interface that development teams would
otherwise be forced to debate
during project meetings. Finally, good standards can lead to
reduced maintenance costs
and improved reuse of design and code.
Risks of interface standards
The primary risk of any standard is that the product that
follows it is only as good as
the standard itself. Great care must be made in developing the
standard in the first place
to make sure, as Nielsen says, that the standard specifies a
truly usable interface, and that it
is usable by the developers who must build the interface
according to its specifications.
It is also risky to see interface standards as a panacea for
good interfaces. Most interface
standards emphasize the syntax of the interface, its visual look
and feel, but say little
about deeper behaviors of the interface or about its
higher-level logical and
organizational structure. There is a good reason for this: A
general interface standard has
no knowledge of context incorporated into its formalizations. It
takes into account no
specific user behaviors and usage patterns within a context, but
rather focuses on general
issues of human perception and cognition and, sometimes, visual
branding as well. These
concerns are important, but they are presentation details, not
the interaction framework
upon which such rules hang.
Standards, guidelines, and rules of thumb
Although standards are unarguably useful, they need to evolve as
technology and our
understanding of users and their goals evolve. Some
practitioners and programmers
invoke Apple's or Microsoft's user interface standards as if
they were delivered from Mt.
Sinai on a tablet. Both companies publish user interface
standards, but both companies also
freely and frequently violate them and update the guidelines
post facto. When Microsoft
proposes an interface standard, it has no qualms about changing
it for something better
in the next version. This is only natural — interface design is
still in its infancy, and it is
wrongheaded to think that there is benefit in standards that
stifle true innovation. In some
respects, Apple's dramatic visual shift from'OS 9 to OS X has
helped to dispel the notion
among the Mac faithful that interface standards are etched in
granite.
The original Macintosh was a spectacular achievement precisely
because it transcended
all Apple's previous platforms and standards. Conversely, much
of the strength of the
Mac came from the fact that vendors followed Apple's lead and
made their interfaces
look, work, and act alike. Similarly, many successful Windows
programs are unabashedly
modeled after Word, Excel, and Outlook.
interface standards are thus most appropriately treated as
detailed guidelines or rules of
thumb. Following interface guidelines too rigidly or without
careful consideration of
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the needs of users in context can result in force-fitting an
application's interface into
an inappropriate interaction model.
When to violate guidelines
So, what should we make of interface guidelines? Instead of
asking if we should
follow standards, it is more useful to ask: When should we
violate standards? The
answer is when, and only when, we have a very good reason.
But what constitutes a very good reason? Is it when a new idiom
is measurably better?
Usually, this sort of measurement can be quite elusive because
it rarely reduces to a
quantifiable factor alone. The best answer is: When an idiom is
clearly seen to be
significantly better by most people in the target user audience
(your personas) who try
it, there's a good reason to keep it in the interlace. This is
how the toolbar came into
existence, along with outline views, tabs, and many other
idioms. Researchers may
have been examining these artifacts in the lab, but it was their
useful presence in realworld
software that confirmed the success.
Your reasons for diverging from guidelines may ultimately not
prove to be good
enough and your product may suffer. But you and other designers
will learn from the
mistake. This is what Christopher Alexander (1964) calls the
"unselfconscious
process," an indigenous and unexamined process of slow and tiny
forward increments
as individuals attempt to improve solutions. New idioms (as well
as new uses for old
idioms) pose a risk, which is why careful, goal-directed design
and appropriate testing
with real users in real working conditions are so important.
Consistency and standards across applications
Using standards or guidelines has special challenges when a
company that sells
multiple software titles decides that all its various products
must be completely
consistent from a user-interface perspective.
From the perspective of visual branding, as discussed earlier,
this makes a great deal
of sense, although there are some intricacies. If an analysis of
personas and markets
indicates that there is little overlap between the users of two
distinct products and that
their goals and needs are also quite distinct, you might
question whether it makes
more sense to develop two visual brands that speak specifically
to these different
customers, rather than using a single, less-targeted look. When
it comes to the
behavior of the software, these issues become even more urgent.
A single standard
might be important if customers will be using the products
together as a suite. But
even in this case, should a graphics-oriented presentation
application, like
PowerPoint, share an interface structure with a text processor
like Word? Microsoft's
intentions were good, but it went a little too far enforcing
global style guides.
PowerPoint doesn't gain much from having a similar menu
structure to Excel and
Word, and it loses quite a bit in ease-of-use by conforming to
an alien structure that
diverges from the user's mental models. On the other hand, the
designers did draw the
line somewhere, and PowerPoint does have a slide-sorter display,
an interface unique
to that application.
Designers, then, should bear in mind that consistency doesn't
imply rigidity,
especially where it isn't appropriate. Interface and interaction
style guidelines need to
grow and evolve like the software they help describe. Sometimes
you must bend the
rules to best serve your users and their goals (and sometimes
even your company's
goals). When this has to happen, try to make changes and
additions that are
compatible with standards. The spirit of the law, not the letter
of the law, should be
your guide. |
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