User interface.
Imagine if everything in this world were as intuitive as a calculator or an ATM. Training departments and organizations would surely go out of business! Jokes aside, let’s try and extend the concept of UI to other things, by drawing parallels with the principles that UI (good one) uses. Whether “concepts of UI” can make ours a better world just as UI makes softwares’ a better world.
Simplicity, for instance.
Re-using the examples of calculator and ATM, what those systems follow is keep their language simple without assuming the intellect of the audiences; hence the recognition of being examples of good UI. The users do not have to explore (struggle to understand) features and just get their job done exactly the way they expected. What if, we without categorizing the audience, simply use simple language and choice of words so that our “expression” becomes good UI and message is conveyed – with no loss of time. A recipe for effective communication, resulting in a slightly better world?
Structure.
Believe me – you do not need to be a good orator or a good writer to achieve “structure” in your communication, hence satisfying second important aspect of UI. Think of this, one of the things that makes any good movie really watchable is the structure in story-telling; it’s hard to connect with randomness and easy to lose track (and interest!). Listening properly without succumbing to the noise of “preparing to react” in mind, is the first step to achieve structure, while involved in a 2-way communication.
Visibility.
Just as a good UI attempts at “showing” required options to users for achieving desired and timely results, you should attempt at providing “visibility” or “transparency” of information – just the right amount, at the right time and of proper relevance, to your audience. Also, not providing unnecessary (or too much) information is also very important – to avoid confusion and delays in achieving proper results. Very similar to a bad web site or software that provides 3 different ways of performing same tasks – forcing a mess of UI clutter and information overload.
Feedback.
ATM has a very precise and concise feedback mechanism in terms of either suggesting that there is failure or success of performed operation, along with proper message in case of a failure. What we can learn and apply at our workplace or home is that timely and proper feedback will result in increased clarity and a sustainable better atmosphere, hence mitigating the risk of continued “misunderstandings” and “assumptions.”
Ironic and funny element is that a slight imperfection in UI commands respect and appreciation from most people, while a perfect one does not! Let me explain…
Two abstract scenarios.
Most of corporate offices have many access doors that may open out in one direction and carry signs “Push” and “Pull” and handles on both sides. On other hand, I’ve noticed in one of the offices that the access doors on one particular floor (as experiment after receiving a suggestion from an employee) do not have “Push” and “Pull” signs – instead they have handle only on the side you’re expected to “pull” the door. That’s it – plain, simple, and intuitive. Most people commit mistakes in using the first style of doors (at times pushing instead of pulling and vice versa); still they consider the option as fool-proof and complete, than the “incomplete” option of the second style – where there are no signs and just one handle. Funny? It’s true.
Second example…
A Walt Disney movie is always appreciated for its entire package. Never is the case where someone stops and appreciates the UI, just because Walt Disney creates and presents UI just as you expect it to be (perfect!), hence not distracting you from enjoying the story, music, characters, etc. There’s a better chance that you might stop and praise the animation (UI) of Warner Bros. because their lack of precision (to the standards of Disney) allow you to connect with them to the “achievable” levels and hence talk and appreciate about the creation. You see – the purpose is already destroyed – you’re distracted from the actual movie experience.
I guess I’m not doing a good job (I can tell after re-reading my lines!) in explaining – well, I am still struggling to be a good UI myself, and will keep striving for a better world by preaching and promoting the same!
Related posts:
- Principles of User Interface Design
- Usability Dimension: “Desirable”
- Usability Dimension: “Accessible”
- Structure Principle in User Interfaces
- Simplicity Principle in User Interfaces
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