Alan Cooper, Robert Reinmann, David Cronin - About Face 3- The Essentials of Interaction Design (pdf)

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Alan Cooper, Robert Reinmann, David Cronin - About Face 3- The Essentials of Interaction Design (pdf) Page 51

by About Face 3- The Essentials of Interaction Design (pdf)


  Fudgeability can be difficult to build into a computer system because it demands a considerably more capable interface. Our clerk cannot move a document to the top of the queue unless the queue, the document, and its position in the queue can be easily seen. The tools for pulling a document out of the electronic stack and placing it on the top must also be present and obvious in their functions. Fudgeability also requires facilities to hold records in suspense, but an Undo facility has similar requirements. A more significant problem is that fudging admits the potential for abuse.

  The best strategy to avoid abuse is using the computer’s ability to record a user’s actions for later examination, if warranted. The principle is simple: Let users do what they want, but keep very detailed records of those actions so that full accountability is possible.

  Auditing versus Editing

  Many programmers believe it is their duty to inform users when they make errors entering data. It is certainly an application’s duty to inform other applications when they make an error, but this rule shouldn’t extend to users. The customer is always right, so an application must accept what a user tells it, regardless of what it does or doesn’t know. This is similar to the concept of data immunity because whatever a user enters should be acceptable, regardless of how incorrect the application believes it to be.

  This doesn’t mean that the application can wipe its hands and say, “All right, he doesn’t want a life preserver, so I’ll just let him drown.” Just because the application must act as though a user is always right, doesn’t mean that a user actually is always right. Humans are always making mistakes, and your users are no exception. User

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  errors may not be your application’s fault, but they are its responsibility. How are you going to fix them?

  DESIGN

  An error may not be your fault, but it’s your responsibility.

  principle

  Applications can provide warnings — as long as they don’t stop the proceedings with idiocy — but if a user chooses to do something suspect, the application can do nothing but accept the fact and work to protect that user from harm. Like a faithful guide, it must follow its client into the jungle, making sure to bring along a rope and plenty of water.

  Warnings should clearly and modelessly inform users of what they have done, much as the speedometer silently reports our speed violations. It is not reasonable, however, for the application to stop the proceedings, just as it is not right for the speedometer to cut the gas when we edge above 65 miles per hour. Instead of an error dialog, for example, data-entry fields can highlight any user input the application evaluates as suspect.

  When a user does something that the application thinks is wrong, the best way to protect him (unless real disaster is imminent) is to make it clear that there may be a problem, but to do this in an unobtrusive way that ultimately relies on the user’s intelligence to figure out the best solution. If the application jumps in and tries to fix it, it may be wrong and end up subverting the user’s intent. Further, this approach fails to give the user the benefit of learning from the situation, ultimately compromising his ability to avoid the situation in the future. Our applications should, however, remember each of the user’s actions, and ensure that each action can be cleanly reversed, that no collateral information is lost, and that a user can figure out where the application thinks the problems might be. Essentially, we maintain a clear audit trail of his actions. Thus the principle: Audit, don’t edit.

  DESIGN

  Audit, don’t edit.

  principle

  Microsoft Word has an excellent example of auditing, as well as a nasty counterex-ample. This excellent example is the way it handles real-time spell checking: As you type, red wavy underlines identify words that the application doesn’t recognize (see Figure 18-1). Right-clicking on these words pops up a menu of alternatives you can choose from — but you don’t have to change anything, and you are not interrupted by dialogs or other forms of modal idiocy.

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  Figure 18-1 Microsoft Word’s automatic spelling checker audits misspelled words with a wavy red underline, providing modeless feedback to users. Right-clicking on an underlined word pops open a menu of possible alternatives to choose from.

  Word’s AutoCorrect feature, on the other hand, can be a little bit disturbing at first.

  As you type, it silently changes words it thinks are misspelled. It turns out that this feature is incredibly useful for fixing minor typos as you go. However, the corrections leave no obvious audit trail, so a user has no idea that what he typed has been changed. It would be better if Word could provide some kind of mark that indicates it has made a correction on the off chance that it has miscorrected something (which becomes much more likely if you are, for instance, writing a technical paper heavy in specialized terminology and acronyms).

  More frightening is Word’s AutoFormat feature, which tries to interpret user behaviors like use of asterisks and numbers in text to automatically format numbered lists and other paragraph formats. When this works, it seems magical, but frequently the application does the wrong thing, and once it does so, there is not always a straightforward way to undo the action. AutoFormat is trying to be just a bit too smart; it should really leave the thinking to the human. Luckily, this feature can be turned off (though it’s hard to determine how). Also, more recent versions of Word provide a special in-place menu that allows users to adjust AutoFormat assumptions.

  In the real world, humans accept partially and incorrectly filled-in documents from each other all the time. We make a note to fix the problems later, and we usually do.

  If we forget, we fix it when we eventually discover the omission. Even if we never fix it, we somehow survive. It’s certainly reasonable to use software to improve the efficiency of our data collection efforts, and in many cases it is consistent with human

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  goals to do so. (No one wants to enter the wrong shipping address for an expensive online purchase.) However, our applications can be designed to better accommodate the way humans think about such things — the technical goal of data integrity should not be our users’ problem to solve.

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  Pointing, Selecting, and

  Direct Manipulation

  Modern graphical user interfaces are founded on the concept of direct manipulation of graphical objects on the screen: buttons, sliders, and other function controls, as well as icons and other representations of data objects. The ability to choose and modify objects on the screen is fundamental to the interfaces we design today. But to perform these manipulations, we also require input mechanisms that give us the flexibility to do so. This chapter discusses both the basics of direct manipulation and the various devices that have been employed to make such manipulation possible.

  Direct Manipulation

  In 1974, Ben Shneiderman coined the term direct manipulation to describe an interface design strategy consisting of three important components:

  Visual representation of the objects that an application is concerned with

  Visible and gestural mechanisms for acting upon these objects (as opposed to text commands)

  Immediately visible results of these actions

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  A less rigorous definition would say that direct manipulation is clicking and dragging things, and although this is true, it can easily miss the point that Shneiderman subtly makes. Notice that two of his three points concern the visual feedback the program offers to users. It might be mor
e accurate to call it “visual manipulation”

  because of the importance of what users see during the process. Unfortunately, many attempts at direct-manipulation idioms are implemented without adequate visual feedback, and these interactions fail to effectively create an experience of direct manipulation.

  DESIGN

  Rich visual feedback is the key to successful direct manipulation.

  principle

  Another important consideration is that users can directly manipulate only things that are displayed by the application. In other words, it must be visible to manipulate it. If you want to create effective direct-manipulation idioms in your software, you must take care to render data, objects, controls, and cursors with a certain amount of rich graphic detail.

  Direct manipulation is simple, straightforward, easy to use, and easy to remember.

  However, when most users are first exposed to a given direct-manipulation idiom, they do not immediately intuit or discover how to use it. Direct manipulation idioms often must be taught, but their strength is that teaching them is easy, and once taught, they are seldom forgotten. It is a classic example of idiomatic design.

  Because the visible and direct nature of these interactions bears such similarity to interactions with the objects in the physical world, we are well suited to remember these skills.

  With regard to direct manipulation, Apple’s classic Human Interface Style Guide says,

  “Users want to feel that they are in charge of the computer’s activities.” The Macintosh user interface itself makes it clear that Apple believes in direct manipulation as a fundamental tenet of good user-interface design. However, user-centered design guru Don Norman says “Direct manipulation, first-person systems have their drawbacks. Although they are often easy to use, fun, and entertaining, it is often difficult to do a really good job with them. They require the user to do the task directly, and the user may not be very good at it.” Whom should we believe?

  The answer, of course, is both of them. Direct manipulation is an extremely powerful tool; but it can require skill development for users to become effective. Many direct manipulation idioms require motor coordination and a sense of purpose.

  For example, even moving files between folders in Windows Explorer can be a complicated task requiring dexterity and foresight. Keep these challenges in mind as

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  you design direct manipulation idioms — some amount of direct manipulation is usually a good thing, but depending on the skills and usage contexts of your personas, it’s also possible to go overboard. You should always consider what users need to manipulate themselves, and what the application can help them with, more indirectly.

  Most direct manipulation interaction idioms fall into one of seven categories:

  Pointing

  Selection

  Drag and drop

  Control manipulation

  Palette tools

  Object manipulation (such as positioning, shaping, and resizing)

  Object connection

  We discuss each of these as we progress through the chapter, starting with the fundamentals of pointing devices (such as the mouse), the input methods that are used to drive modern graphical user interfaces.

  Pointing Devices

  Direct manipulation of objects on a screen is made possible through the use of a pointing device. Clearly, the best way to point to something is with your fingers.

  They’re always handy; you probably have several nearby right now. The only real drawback they have is that their ends are too blunt for precisely pointing at high-resolution screens, and most high-resolution screens also can’t recognize being pointed at. Because of this limitation, we use a variety of other pointing devices, the most popular of which is a mouse.

  As you roll the mouse around on your desktop, you see a visual symbol, the cursor, move around on the computer screen in the same way. Move the mouse left and the cursor moves left; move the mouse up and the cursor moves up. As you first use the mouse, you immediately get the sensation that the mouse and cursor are connected, a sensation that is extremely easy to learn and equally hard to forget.

  This is good, because perceiving how the mouse works by inspection is nearly impossible. In a scene from the movie Star Trek IV: The Voyage Home, Scotty (one of the best engineers from the 24th century) comes to 20th-century Earth and tries to work a computer. He picks up the mouse, holds it to his mouth, and speaks into

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  it. This scene is funny and believable: The mouse has no visual affordance that it is a pointing device. However, as soon as we are shown how the movements of the mouse and the cursor are related, understanding is instantaneous. As we’ve said, all idioms must be learned, but good idioms need be learned only once. The mouse is certainly a good idiom in that regard.

  Of course, there are several other options for pointers that a designer should take into consideration, including trackballs, touchpads (or trackpads), tablets, and touch screens. It’s worth considering that while the first two basically behave like mice (with different ergonomic factors), tablets and touch screens are a bit different.

  Although the mouse is a relative pointing device — moving the mouse moves the cursor based upon the current cursor position — tablets usually absolute pointing devices — each location on the tablet maps directly to a specific location on the screen. If you pick up the pen from the top-left corner and put it down in the bottom-right corner, the cursor immediately jumps from the top-left to the bottom-right of the screen. The same is true of touch screens.

  Using the mouse

  When you mouse around on the screen, there is a distinct dividing line between near motions and far motions: Your destination is either near enough that you can keep the heel of your hand stationary on your desktop, or you must pick up your hand. When the heel of your hand is down and you move the cursor from place to place, you use the fine motor skills of the muscles in your fingers. When you lift the heel of your hand from the desktop to make a larger move, you use the gross motor skills of the muscles in your arm. Transitioning between gross and fine motor skills is challenging. It involves coordinating two muscle groups that require dexterity to use together, which typically requires time and practice for computer users to master. (It’s actually similar to drawing, another skill that requires practice to do well.) Touch-typists dislike anything that forces them to move their hands from the home position on the keyboard because it requires a transition between their muscle groups. Similarly, moving the mouse cursor across the screen to manipulate a control forces a change from fine to gross and back to fine motor skills. Don’t force users to do this continually.

  Clicking a mouse button also requires fine motor control — without it, the mouse and cursor will inadvertently move, botching the intended action. A user must learn to plant the heel of his hand and go into fine motor control mode to position the cursor in the desired location, then he must maintain that position when he clicks. Further, if the cursor starts far away from the desired control, the user must

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  first use gross motor control to move the cursor near the control before shifting to fine motor control to finish the job. Some controls, such as scrollbars, compound the problem by forcing users to switch back and forth between fine and gross motor skills several times to complete an interaction (see Figure 19-1).

  It is absolutely critical that designers pay significant attention to users’ aptitudes, skills, and usage contexts and make a conscious decision about how much complex motor work using an interface should require. This is a delicate balancing act between reducing complexity and user effort an
d providing useful and powerful tools. It’s almost always a good idea for things that are used together to be placed together.

  Not only do the less manually dexterous find the mouse problematic, but also many experienced computer users, particularly touch-typists, find the mouse difficult at times. For many data-intensive tasks, the keyboard is superior to the mouse. It is frustrating to have to pull your hands away from the keyboard to reposition a cursor with the mouse, only to have to return to the keyboard again. In the early days of personal computing, it was the keyboard or nothing, and today, it is often the mouse or nothing. Programs should fully support both the mouse and the keyboard for all navigation and selection tasks.

  Figure 19-1 The familiar scrollbar, shown on the left, is one of the more difficult-to-use GUI controls. To go between scrolling up and scrolling down, a user must transition from the fine motor control required for clicking the up button to the gross motor control needed to move her hand to the bottom of the bar, and back to fine motor control to accurately position the mouse and click the down button.

  If the scrollbar were modified only slightly, as in the center, so that the two buttons were adjacent, the problem would go away. (Macintosh scrollbars can be similarly configured to place both arrow buttons at the bottom.) The scrollbar on the right is a bit visually cluttered, but has the most flexible interaction. Scroll wheels on the input device are also a great solution to the problem. For more on scrollbars, see Chapter 21.

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  Support both mouse and keyboard use for navigation and selec-

  DESIGN

  principle

  tion tasks.

 

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