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

Home > Other > Alan Cooper, Robert Reinmann, David Cronin - About Face 3- The Essentials of Interaction Design (pdf) > Page 36
Alan Cooper, Robert Reinmann, David Cronin - About Face 3- The Essentials of Interaction Design (pdf) Page 36

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


  “submit” our entry until we’ve typed in our telephone number, and should explain the consequences if we do so, but if we wish to “submit” without the number, we expect the software to do as it is told. The very word submit and the concept it stands for are a reversal of the deferential relationship we should expect out of interactive products. Software should submit to users, and any application that proffers a

  “submit” button is being rude, as well as potentially oblique and confusing.

  Considerate products are forthcoming

  If you ask a good shop clerk for help locating an item, he will not only answer the question, but also volunteer useful collateral information; for example, the fact that a more expensive, higher-quality item than the one you requested is currently on sale for a similar price.

  Most software doesn’t attempt to provide related information. Instead, it narrowly answers the precise questions we ask it, and is typically not forthcoming about other information even if it is clearly related to our goals. When we tell our word processor to print a document, it doesn’t tell us when the paper supply is low, or when 40 other documents are queued up before us, or when another nearby printer is free. A helpful human would.

  Figuring out the right way to offer potentially useful information can require a delicate touch. Microsoft’s “Clippy” is almost universally despised for his smarty-pants

  17_084113 ch12.qxp 4/3/07 6:06 PM Page 253

  Chapter 12: Designing Good Behavior

  253

  comments like “It looks like you’re typing a letter, can I help?” While we applaud his sentiment, we wish he weren’t so obtrusive and could take a hint when it’s clear we don’t want his help. After all, a good waiter doesn’t ask you if you want more water.

  He just refills your glass when it’s empty, and he knows better than to snoop around when it’s clear that you’re in the middle of an intimate moment.

  Considerate products use common sense

  Offering inappropriate functions in inappropriate places is a hallmark of poorly designed interactive products. Many interactive products put controls for constantly used functions directly adjacent to never-used controls. You can easily find menus offering simple, harmless functions adjacent to irreversible ejector-seat-lever expert functions. It’s like seating you at a dining table right next to an open grill.

  Horror stories also abound of customers offended by computer systems that repeatedly sent them checks for $0.00 or bills for $957,142,039.58. One would think that the system might alert a human in the Accounts Receivable or Payable departments when an event like this happens, especially more than once, but common sense remains a rarity in most information systems.

  Considerate products anticipate human needs

  A human assistant knows that you will require a hotel room when you travel to another city, even when you don’t ask explicitly. She knows the kind of room you like and reserves one without any request on your part. She anticipates your needs.

  A Web browser spends most of its time idling while we peruse Web pages. It could easily anticipate our needs and prepare for them while we are reading. It could use that idle time to preload all the links that are visible. Chances are good that we will soon ask the browser to examine one or more of those links. It is easy to abort an unwanted request, but it is always time-consuming to wait for a request to be filled.

  We’ll discuss more ways for software to use idle time to our advantage towards the end of this chapter.

  Considerate products are conscientious

  A conscientious person has a larger perspective on what it means to perform a task.

  Instead of just washing the dishes, for example, a conscientious person also wipes down the counters and empties the trash because those tasks are also related to the larger goal: cleaning up the kitchen. A conscientious person, when drafting a report,

  17_084113 ch12.qxp 4/3/07 6:06 PM Page 254

  254

  Part II: Designing Behavior and Form

  also puts a handsome cover page on it and makes enough photocopies for the entire department.

  Here’s an example: If we hand our imaginary assistant, Rodney, a manila folder and tell him to file it away, he checks the writing on the folder’s tab — let’s say it reads MicroBlitz Contract — and proceeds to find the correct place in the filing cabinet for it. Under M, he finds, to his surprise, that there is a manila folder already there with the identical MicroBlitz Contract legend. Rodney notices the discrepancy and investigates. He finds that the already filed folder contains a contract for 17 widgets that were delivered to MicroBlitz four months ago. The new folder, on the other hand, is for 32 sprockets slated for production and delivery in the next quarter.

  Conscientious Rodney changes the name on the old folder to read MicroBlitz Widget Contract, 7/03 and then changes the name of the new folder to read MicroBlitz Sprocket Contract, 11/03. This type of initiative is why we think Rodney is conscientious.

  Our former imaginary assistant, Elliot, was a complete idiot. He was not conscientious at all, and if he were placed in the same situation he would have dumped the new MicroBlitz Contract folder next to the old MicroBlitz Contract folder without a second thought. Sure, he got it filed safely away, but he could have done a better job that would have improved our ability to find the right contract in the future.

  That’s why Elliot isn’t our imaginary assistant anymore.

  If we rely on a word processor to draft the new sprocket contract and then try to save it in the MicroBlitz directory, the application offers the choice of either overwriting and destroying the old widget contract or not saving it at all. The application not only isn’t as capable as Rodney, it isn’t even as capable as Elliot. The software is dumb enough to make an assumption that because two folders have the same name, I meant to throw the old one away.

  The application should, at the very least, mark the two files with different dates and save them. Even if the application refuses to take this “drastic” action unilaterally, it could at least show us the old file (letting us rename that one) before saving the new one. There are numerous actions that the application can take that would be more conscientious.

  Considerate products don’t burden you

  with their personal problems

  At a service desk, the agent is expected to keep mum about her problems and to show a reasonable interest in yours. It might not be fair to be so one-sided, but that’s the nature of the service business. An interactive product, too, should keep

  17_084113 ch12.qxp 4/3/07 6:06 PM Page 255

  Chapter 12: Designing Good Behavior

  255

  quiet about its problems and show interest in the people who use it. Because computers don’t have egos or tender sensibilities, they should be perfect in this role, but they typically behave the opposite way.

  Software whines at us with error messages, interrupts us with confirmation dialog boxes, and brags to us with unnecessary notifiers (Document Successfully Saved!

  How nice for you, Mr. Software: Do you ever unsuccessfully save?). We aren’t interested in the application’s crisis of confidence about whether or not to purge its Recycle Bin. We don’t want to hear its whining about not being sure where to put a file on disk. We don’t need to see information about the computer’s data transfer rates and its loading sequence, any more than we need information about the customer service agent’s unhappy love affair. Not only should software keep quiet about its problems, but it should also have the intelligence, confidence, and authority to fix its problems on its own. We discuss this subject in more detail in Chapter 25.

  Considerate products keep us informed

  Although we don’t want our software pestering us incessantly with its little fears and triumphs, we do want to be kept informed about the things that matter to us. We don’t want our local bartender to grouse to us about his recent divorce, but we appreciate it when he posts his prices in plain sight and when he writes what time
the pregame party begins on his chalkboard, along with who’s playing and the current Vegas spread. Nobody is interrupting us to tell us this information: It’s there in plain view whenever we need it. Software, similarly, can provide us with this kind of rich modeless feedback about what is going on. Again, we discuss how in Chapter 25.

  Considerate products are perceptive

  Most of our existing software is not very perceptive. It has a very narrow understanding of the scope of most problems. It may willingly perform difficult work, but only when given the precise command at precisely the correct time. If, for example, you ask the inventory query system to tell you how many widgets are in stock, it will dutifully ask the database and report the number as of the time you ask. But what if, 20 minutes later, someone in the Dallas office cleans out the entire stock of widgets? You are now operating under a potentially embarrassing misconception, while your computer sits there, idling away billions of wasted instructions.

  It is not being perceptive. If you want to know about widgets once, isn’t that a good clue that you probably will want to know about widgets again? You may not want to hear widget status reports every day for the rest of your life, but maybe you’ll want to get them for the rest of the week. Perceptive software observes what users are doing and uses those observations to offer relevant information.

  17_084113 ch12.qxp 4/3/07 6:06 PM Page 256

  256

  Part II: Designing Behavior and Form

  Products should also watch our preferences and remember them without being asked explicitly to do so. If we always maximize an application to use the entire available screen, the application should get the idea after a few sessions and always launch in that configuration. The same goes for placement of palettes, default tools, frequently used templates, and other useful settings.

  Considerate products are self-confident

  Interactive products should stand by their convictions. If we tell the computer to discard a file, it shouldn’t ask, “Are you sure?” Of course we’re sure; otherwise, we wouldn’t have asked. It shouldn’t second-guess us or itself.

  On the other hand, if the computer has any suspicion that we might be wrong (which is always), it should anticipate our changing our minds by being prepared to undelete the file upon our request.

  How often have you clicked the Print button and then gone to get a cup of coffee, only to return to find a fearful dialog box quivering in the middle of the screen asking, “Are you sure you want to print?” This insecurity is infuriating and the antithesis of considerate human behavior.

  Considerate products don’t ask a lot of questions

  As discussed in Chapter 10, inconsiderate products ask lots of annoying questions.

  Excessive choices quickly stop being a benefit and become an ordeal.

  Choices can be offered in different ways. They can be offered in the way that we window shop. We peer in the window at our leisure, considering, choosing, or ignoring the goods offered to us — no questions asked. Alternatively, choices can be forced on us like an interrogation by a customs officer at a border crossing: “Do you have anything to declare?” We don’t know the consequences of the question.

  Will we be searched or not? Software should never put users through this kind of intimidation.

  Considerate products fail gracefully

  When a friend of yours makes a serious faux pas, he tries to make amends later and undo what damage can be undone. When an application discovers a fatal problem, it has the choice of taking the time and effort to prepare for its failure without hurt-ing the user, or it can simply crash and burn.

  17_084113 ch12.qxp 4/3/07 6:06 PM Page 257

  Chapter 12: Designing Good Behavior

  257

  Many applications are filled with data and settings. When they crash, that information is often just discarded. The user is left holding the bag. For example, say an application is computing merrily along, downloading your e-mail from a server when it runs out of memory at some procedure buried deep in the internals of the application. The application, like most desktop software, issues a message that says, in effect, “You are completely hosed,” and terminates immediately after you click OK. You restart the application, or sometimes the whole computer, only to find that the application lost your e-mail and, when you interrogate the server, you find that it has also erased your mail because the mail was already handed over to your application. This is not what we should expect of good software.

  In our e-mail example, the application accepted e-mail from the server — which then erased its copy — but didn’t ensure that the e-mail was properly recorded locally. If the e-mail application had made sure that those messages were promptly written to the local disk, even before it informed the server that the messages were successfully downloaded, the problem would never have arisen.

  Some well-designed software products, such as Ableton Live, a brilliant music performance tool, rely upon the Undo cache to recover from crashes. This is a great example of how products can easily keep track of user behavior, so if some situation causes problems, it is easy to extricate oneself from that situation.

  Even when applications don’t crash, inconsiderate behavior is rife, particularly on the Web. Users often need to enter detailed information into a set of forms on a page. After filling in 10 or 11 fields, a user might click the Submit button, and, due to some mistake or omission on his part, have the site reject his input and tell him to correct it. The user then clicks the back arrow to return to the page, and lo, the 10 valid entries were inconsiderately discarded along with the single invalid one.

  Remember Mr. Jones, that incredibly mean geography teacher in junior high school who ripped up your entire report on South America and threw it away because you wrote using a pencil instead of an ink pen? Don’t you hate geography to this day?

  Don’t create products like Mr. Jones!

  Considerate products know when to bend the rules

  When manual information-processing systems are translated into computerized systems, something is lost in the process. Although an automated order-entry system can handle millions more orders than a human clerk can, the human clerk has the ability to work the system in a way most automated systems ignore. There is almost never a way to jigger the functioning to give or take slight advantages in an automated system.

  17_084113 ch12.qxp 4/3/07 6:06 PM Page 258

  258

  Part II: Designing Behavior and Form

  In a manual system, when the clerk’s friend from the sales force calls on the phone and explains that getting the order processed speedily means additional business, the clerk can expedite that one order. When another order comes in with some critical information missing, the clerk can go ahead and process it, remembering to acquire and record the information later. This flexibility is usually absent from automated systems.

  In most computerized systems, there are only two states: nonexistence or full-compliance. No intermediate states are recognized or accepted. In any manual system, there is an important but paradoxical state — unspoken, undocumented, but widely relied upon — of suspense, wherein a transaction can be accepted although still not being fully processed. The human operator creates that state in his head or on his desk or in his back pocket.

  For example, a digital system needs both customer and order information before it can post an invoice. Whereas the human clerk can go ahead and post an order in advance of detailed customer information, the computerized system will reject the transaction, unwilling to allow the invoice to be entered without it.

  The characteristic of manual systems that lets humans perform actions out of sequence or before prerequisites are satisfied is called fudgeability. It is one of the first casualties when systems are computerized, and its absence is a key contributor to the inhumanity of digital systems. It is a natural result of the implementation model. Programmers don’t see any reason to create intermediate states because the computer has no need for them. Yet there are s
trong human needs to be able to bend the system slightly.

  One of the benefits of fudgeable systems is the reduction of mistakes. By allowing many small temporary mistakes into the system and entrusting humans to correct them before they cause problems downstream, we can avoid much bigger, more permanent mistakes. Paradoxically, most of the hard-edged rules enforced by computer systems are imposed to prevent just such mistakes. These inflexible rules cast the human and the software as adversaries, and because the human is prevented from fudging to prevent big mistakes, he soon stops caring about protecting the software from really colossal problems. When inflexible rules are imposed on flexible humans, both sides lose. It is invariably bad for business to prevent humans from doing what they want, and the computer system usually ends up having to digest invalid data anyway.

  In the real world, both missing information and extra information that doesn’t fit into a standard field are important tools for success. Information-processing systems rarely handle this real-world data. They only model the rigid, repeatable data

  17_084113 ch12.qxp 4/3/07 6:06 PM Page 259

  Chapter 12: Designing Good Behavior

  259

  portion of transactions, a sort of skeleton of the actual transaction, which may involve dozens of meetings, travel and entertainment, names of spouses and kids, golf games, and favorite sports figures. Maybe a transaction can only be completed if the termination date is extended two weeks beyond the official limit. Most companies would rather fudge on the termination date than see a million-dollar deal go up in smoke. In the real world, limits are fudged all the time. Considerate products need to realize and embrace this fact.

  Considerate products take responsibility

  Too many interactive products take the attitude: “It isn’t my responsibility.” When they pass a job along to some hardware device, they wash their hands of the action, leaving the stupid hardware to finish up. Any user can see that the software isn’t being considerate or conscientious, that the software isn’t shouldering its part of the burden for helping the user become more effective.

 

‹ Prev