Direct manipulation in a graphical environment may have become a standard, but what about the information itself? The problem for systems designers is how to cope with delivering information that is likely to mean different things to different people. Dynamic systems which generate content "on the fly" according to a user profile can present different navigation, branding and even content to each user, but even this won't avoid all of the pitfalls caused by the differing interpretations of users. How many times has your mouse pointer hovered over a web page while you tried to figure out which link takes you where you want to go? This situation arises, because there is almost always one person involved in the design who will make decisions based on their own interpretations, but the opinion of an individual makes for a staggeringly bad brief. Only slightly better is the "user survey" where a group of users are polled for their ideas. The problem with this approach is that users rarely behave how they say they do. It is far better to simply observe users performing a series of tasks in a consistent environment. This approach can generate useful data based on the facts of user behaviour and avoids the subjective opinion which hampers so many interfaces.
Information management and putting green practice have an important point of commonality - you can "play the feedback". If your first putt is a little short, you compensate with your next shot. Monitoring the behaviour of users allows systems designers to play the feedback too, by observing which elements users misinterpret. One of the best indicators is how they navigate and how long they spend reading pages. There's a good chance that if someone spends only a few seconds on a page full of text, it wasn't what they wanted to see. Beware of tripping over your own feet though - the results too, are open to interpretation !
We are in danger now of building too much complexity into the interface. I remember watching Doug Englebart mistakenly clicking the right mouse button instead of the left and remarking "whoever thought of putting two buttons on a mouse!" (his original design had only one) My current model has five and a wheel. The problem is that hardware, unlike software can't easily change it's configuration on request…at least not just yet. Technologists at the Massachusetts Institute of Technology (among others) are working on "soft hardware" which can adapt to a user's requirements. One such marvel is a touch sensitive input device on a display similar to a laptop screen. It can become a keyboard, drawing pad or even a second display at the user's behest - and the user chooses (or even designs) the layout.
Our cavemen ancestors made their own tools for a good reason - they didn't have anyone else to do it for them. But the complexity of modern interfaces necessitates that they are built by specialists and it's the differences in knowledge and experience (context) between the two groups that causes problems. Users are no less skilled than designers, the two simply misinterpret each other's actions.
Good design, whether for the web, or for a VCR means anticipating which mental model your interface fits and conforming to the logical expectations of your users. It's no accident that control button layout on a VCR, audio tape recorder or graphical MP3 player is the same - users expect it and they know how to react to it. If you've invented the World's first time machine, this layout would make a good platform to build upon. Everyone would know how to fast-forward to the future, rewind to the past, or stop. Come to think of it, there are a few events I must go and play back a few times...
The User illusion was first Published in the Journal for Work Process Improvement.
© Ian Richardson 2008.