Alan Cooper, Robert Reinmann, David Cronin - About Face 3- The Essentials of Interaction Design (pdf)
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The use of tabbed screen areas is a space-saving mechanism and is sometimes necessary to fit all the required information and functions in a limited space. (Settings dialogs are a classic example here. We don’t think anyone is interested in seeing all of the settings for a sophisticated application laid bare in a single view.) In most cases, though, the use of tabs creates significant navigational excise. It is rarely possible to describe accurately the contents of a tab with a succinct label. Therefore users must click through each tab to find the tool or piece of information they are looking for.
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Tabbed panes can be appropriate when there are multiple supporting panes for a primary work area that are not used at the same time. The support panes can then be stacked, and a user can choose the pane suitable for his current tasks, which is only a single click away. A classic example here involves the color mixer and swatches area in Adobe Illustrator (see Figure 11-5). These two tools are mutually exclusive ways of selecting a drawing color, and users typically know which is appropriate for a given task.
Figure 11-5 Tabbed palettes in Adobe Illustrator allow users to switch between the mixer and swatches, which provide alternate mechanisms for picking a color.
Navigation between tools and menus
Another important and overlooked form of navigation results from users’ needs to use different tools, palettes, and functions. Spatial organization of these within a pane or window is critical to minimizing extraneous mouse movements that, at best, could result in user annoyance and fatigue, and at worst, result in repetitive stress injury. Tools that are used frequently and in conjunction with each other should be grouped together spatially and also be immediately available. Menus require more navigational effort on the part of users because their contents are not visible prior to clicking. Frequently used functions should be provided in toolbars, palettes, or the equivalent. Menu use should be reserved only for infrequently accessed commands (we discuss organizing controls again later in this chapter and discuss toolbars in depth in Chapter 23).
Adobe Photoshop 6.0 exhibits some undesirable behaviors in the way it forces users to navigate between palette controls. For example, the Paint Bucket tool and the Gradient tool each occupy the same location on the tool palette; you must select between them by clicking and holding on the visible control, which opens a menu that lets you select between them (shown in Figure 11-6). However, both are fill tools, and both are frequently used. It would have been better to place each of them on the palette next to each other to avoid that frequent, flow-disrupting tool navigation.
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Figure 11-6 In Adobe Photoshop, the Paint Bucket tool is hidden in a combutcon (see Chapter 21) on its tool palette. Even though users make frequent use of both the Gradient tool and the Paint Bucket tool, they are forced to access this menu any time they need to switch between these tools.
Navigation of information
Navigation of information, or of the content of panes or windows, can be accomplished by several methods: scrolling (panning), linking (jumping), and zooming.
The first two methods are common: Scrolling is ubiquitous in most software, and linking is ubiquitous on the Web (though increasingly, linking idioms are being adopted in non-Web applications). Zooming is primarily used for visualization of 3D and detailed 2D data.
Scrolling is often a necessity, but the need for it should be minimized when possible. Often there is a trade-off between paging and scrolling information: You should understand your users’ mental models and workflows to determine what is best for them.
In 2D visualization and drawing applications, vertical and horizontal scrolling are common. These kinds of interfaces benefit from a thumbnail map to ease navigation.
We’ll discuss this technique as well as other visual signposts later in this chapter.
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Linking is the critical navigational paradigm of the Web. Because it is a visually dislocating activity, extra care must be taken to provide visual and textual cues that help orient users.
Zooming and panning are navigational tools for exploring 2D and 3D information. These methods are appropriate when creating 2D or 3D drawings and models or for exploring representations of real-world 3D environments (architectural walkthroughs, for example). They typically fall short when used to examine arbitrary or abstract data presented in more than two dimensions. Some information visualization tools use zoom to mean, “display more attribute details about objects,” a logical rather than spatial zoom. As the view of the object enlarges, attributes (often textual) appear superimposed over its graphical representation.
This kind of interaction is almost always better served through an adjacent supporting pane that displays the properties of selected objects in a more standard, readable form. Users find spatial zoom difficult enough to understand; logical zoom is arcane to all but visualization researchers and the occasional programmer.
Panning and zooming, especially when paired together, create navigation difficulties for users. While this is improving due to the prevalence of online maps, it is still quite easy for people to get lost in virtual space. Humans are not used to moving in unconstrained 3D space, and they have difficulty perceiving 3D properly when it is projected on a 2D screen (see Chapter 19 for more discussion of 3D manipulation).
Improving Navigation
There are many ways to begin improving (eliminating, reducing, or speeding up) navigation in your applications, Web sites, and devices. Here are the most effective:
Reduce the number of places to go.
Provide signposts.
Provide overviews.
Provide appropriate mapping of controls to functions.
Inflect your interface to match user needs.
Avoid hierarchies.
We’ll discuss these in detail below.
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Reduce the number of places to go
The most effective method of improving navigation sounds quite obvious: Reduce the number of places to which one must navigate. These “places” include modes, forms, dialogs, pages, windows, and screens. If the number of modes, pages, or screens is kept to a minimum, people’s ability to stay oriented increases dramatically. In terms of the four types of navigation presented earlier, this directive means:
Keep the number of windows and views to a minimum. One full-screen window with two or three views is best for many users. Keep dialogs, especially modeless dialogs, to a minimum. Applications or Web sites with dozens of distinct types of pages, screens, or forms are difficult to navigate.
Keep the number of adjacent panes in your window or Web page limited to the minimum number needed for users to achieve their goals. In sovereign applications, three panes is a good thing to shoot for, but there are no absolutes here —
in fact many applications require more. On Web pages, anything more than two navigation areas and one content area begins to get busy.
Keep the number of controls limited to as few as your users really need to meet their goals. Having a good grasp of your users via personas will enable you to avoid functions and controls that your users don’t really want or need and that, therefore, only get in their way.
Scrolling should be minimized when possible. This means giving supporting panes enough room to display information so that they don’t require constant scrolling. Default views of 2D and 3D diagrams and scenes should be such that a user can orient himself without too much panning around. Zooming, particularly continuous zooming, is the most difficult type of navigation for most users, so its use should be discretionary, not a requiremen
t.
Many online stores present confusing navigation because the designers are trying to serve everyone with one generic site. If a user buys books but never CDs from a site, access to the CD portion of the site could be deemphasized in the main screen for that user. This makes more room for that user to buy books, and the navigation becomes simpler. Conversely, if he visits his account page frequently, his version of the site should have his account button (or tab) presented prominently.
Provide signposts
In addition to reducing the number of navigable places, another way to enhance users’
ability to find their way around is by providing better points of reference — signposts.
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In the same way that sailors navigate by reference to shorelines or stars, users navigate by reference to persistent objects placed in a user interface.
Persistent objects, in a desktop world, always include the program’s windows. Each application most likely has a main, top-level window. The salient features of that window are also considered persistent objects: menu bars, toolbars, and other palettes or visual features like status bars and rulers. Generally, each window of the interface has a distinctive look that will soon become recognizable.
On the Web, similar rules apply. Well-designed Web sites make careful use of persistent objects that remain constant throughout the shopping experience, especially the top-level navigation bar along the top of the page. Not only do these areas provide clear navigational options, but their consistent presence and layout also help orient customers (see Figure 11-7).
Figure 11-7 The Design Within Reach Web site makes use of many persistent areas on the majority of its pages, such as the links and search field along the top, and the browse tools on the sides. These not only help users figure out where they can go but also help keep them oriented as to where they are.
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In devices, similar rules apply to screens, but hardware controls themselves can take on the role of signposts — even more so when they are able to offer visual or tactile feedback about their state. Car radio buttons that, for example, light when selected, even a needle’s position on a dial, can provide navigational information if integrated appropriately with the software.
Depending on the application, the contents of the program’s main window may also be easily recognizable (especially true in kiosks and small-screen devices).
Some applications may offer a few different views of their data, so the overall aspect of their screens will change depending on the view chosen. A desktop application’s distinctive look, however, will usually come from its unique combination of menus, palettes, and toolbars. This means that menus and toolbars must be considered aids to navigation. You don’t need a lot of signposts to navigate successfully. They just need to be visible. Needless to say, signposts can’t aid navigation if they are removed, so it is best if they are permanent fixtures of the interface.
Making each page on a Web site look just like every other one may appeal to marketing, but it can, if carried too far, be disorienting. Certainly, you should use common elements consistently on each page, but by making different rooms look distinct, you will help to orient your users better.
Menus
The most prominent permanent object in an application is the main window and its title and menu bars. Part of the benefit of the menu comes from its reliability and consistency. Unexpected changes to a program’s menus can deeply reduce users’ trust in them. This is true for menu items as well as for individual menus.
Toolbars
If the application has a toolbar, it should also be considered a recognizable signpost. Because toolbars are idioms for perpetual intermediates rather than for beginners, the strictures against changing menu items don’t apply quite as strongly to individual toolbar controls. Removing the toolbar itself is certainly a dislocating change to a persistent object. Although the ability to do so should be there, it shouldn’t be offered casually, and users should be protected against accidentally triggering it. Some applications put controls on the toolbar that make the toolbar disappear! This is a completely inappropriate ejector seat lever.
Other interface signposts
Tool palettes and fixed areas of the screen where data is displayed or edited should also be considered persistent objects that add to the navigational ease of the interface. Judicious use of white space and legible fonts is important so that these signposts remain clearly evident and distinct.
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Provide overviews
Overviews serve a similar purpose to signposts in an interface: They help to orient users. The difference is that overviews help orient users within the content rather than within the application as a whole. Because of this, the overview area should itself be persistent; its content is dependent on the data being navigated.
Overviews can be graphical or textual, depending on the nature of the content. An excellent example of a graphical overview is the aptly named Navigator palette in Adobe Photoshop (see Figure 11-8).
Figure 11-8 On the left, Adobe makes use of an excellent overview idiom in Photoshop: the Navigator palette, which provides a thumbnail view of a large image with an outlined box that represents the portion of the image currently visible in the main display. The palette not only provides navigational context, but it can be used to pan and zoom the main display as well. A similar idiom is employed on the right in the Google Finance charting tool, in which the small graph on the bottom provides a big picture view and context for the zoomed-in view on top.
In the Web world, the most common form of overview area is textual: the ubiquitous breadcrumb display (see Figure 11-9). Again, most breadcrumbs provide not only a navigational aid, but a navigational control as well: They not only show where in the data structure a visitor is, but they give him tools to move to different nodes in the structure in the form of links. This idiom has lost some popularity as Web sites have moved away from strictly hierarchical organizations to more associative organizations, which don’t lend themselves as neatly to breadcrumbs.
Figure 11-9 A typical breadcrumb display from Amazon.com. Users see where they’ve been and can click anywhere in the breadcrumb trail to navigate to that link.
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A final interesting example of an overview tool is the annotated scrollbar. Annotated scrollbars are most useful for scrolling through text. They make clever use of the linear nature of both scrollbars and textual information to provide location information about the locations of selections, highlights, and potentially many other attributes of formatted or unformatted text. Hints about the locations of these items appear in the “track” that the thumb of the scrollbar moves in, at the appropriate location. When the thumb is over the annotation, the annotated feature of the text is visible in the display (see Figure 11-10). Microsoft Word uses a variant of the annotated scrollbar; it shows the page number and nearest header in a ToolTip that remains active during the scroll.
Figure 11-10 An annotated scrollbar from Microsoft Word 2007 provides useful context to a user as he navigates through a document.
Provide appropriate mapping of controls to
functions
Mapping describes the relationship between a control, the thing it affects, and the intended result. Poor mapping is evident when a control does not relate visually or symbolically with the object it affects. Poor mapping requires users to stop and think about the relationship, breaking flow. Poor mapping of controls to functions increases the cognitive load for users and can result in potentially serious user errors.
An excellent exa
mple of mapping problems comes from the nondigital world of gas and electric ranges. Almost anyone who cooks has run into the annoyance of a stovetop whose burner knobs do not map appropriately to the burners they control. The typical stovetop, such as the one shown in Figure 11-11, features four burners arranged in a flat square with a burner in each corner. However, the knobs that operate those burners are laid out in a straight line on the front of the unit.
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Figure 11-11 A stovetop with poor physical mapping of controls. Does the knob on the far-left control the left-front or left-rear burner? Users must figure out the mapping anew each time they use the stovetop.
In this case, we have a physical mapping problem. The result of using the control is reasonably clear: A burner will heat up when you turn a knob. However, the target of the control — which burner will get warm — is unclear. Does twisting the leftmost knob turn on the left-front burner, or does it turn on the left-rear burner?
Users must find out by trial and error or by referring to the tiny icons next to the knobs. The unnaturalness of the mapping compels users to figure this relationship out anew every time they use the stove. This cognitive work may become semicon-scious over time, but it still exists, making users prone to error if they are rushed or distracted (as people often are while preparing meals). In the best-case scenario, users feel stupid because they’ve twisted the wrong knob, and their food doesn’t get hot until they notice the error. In the worst-case scenario, they might accidentally burn themselves or set fire to the kitchen.