Donald Norman On Software And Other Things
small but... writes "New Scientist has published an interview with Donald Norman in which Norman comments on open source (disparagingly), usability (of course), machine 'emotion' (Ha!), and security (Breaking news: social engineering still #1 risk)."
IMO, ideally, open-source will allow any user to be his own tyrant, by separating content from implementation via open data standards (file and interchange formats) and distributed data storage and synchronization.
The fact of the matter is the only people that I've seen that haven't been able to comprehend what's going on on their computer screen are technophobes and luddites. Which brings us to a simple gross generalisation to go along with all of the ones put forth:
If you're willing to embrace technology, then you'll be willing to learn how to use it.
Explaining the concepts behind a GUI aren't that hard. This is a "Mouse". See? It's got a little mousey tail! When you move it, that thing on the screen (it's called a cursor) moves.
Now, when you put the cursor over something and click with that left button it's calling "clicking on" that item. If you click it twice real fast, it's called (You still with me?) "Double Clicking".
Double Clicking opens up this program. This program is called [foo]. It does [bar].
Done. And suddenly my grandmother can check her e-mail.
Granted, the setup is a bit more complex than that, but these days we have plenty of professionals to not just guide you through that, but DO IT FOR YOU! Concept.
I don't think the Internet is badly designed. It's a data haven (almost... or at least was). Lack of rules means that anybody willing to put in the effort of wading through noise can get to anything in said haven.
Having rules, structure, and protocols so limiting as to make the internet "user-friendly" or any shit like that limits what you can do on the internet. Don't believe me? Go ahead. Try to use AOL to find copies of the Anarchist's cookbook without using the unspecified and user-unfriendly "Web".
Karma: Non-Heinous
Is there anything that could have been done in design terms to stop 11 September from happening?
I don't think so. As far as I can tell, no mistakes were made. There were no practices in place that weren't followed.
He's joking right? It's kind of hard to tell from the context whether he's talking about facial recognition and 9/11, or just design in general and 9/11, but I for one am in the camp that says there was a massive failure to follow best practices by many of the US authorities before and during 9/11.
--- Hot Shot City is particularly good.
One of the best examples to explain "usability" is the comparison of the Newton and Palm "graffitis": whilst Newton required the machine to learn from the user, the Palm handled it the other way round.
Not surprisingly man is better at learning stuff than a machine - therefore even grandmothers can cope with the Palm input method after ten minutes, whilst a lot of experienced users simply gave it up with the Newton.
I used to be of a similiar mind as this man and have become less so as I've progressed as an engineer. Is it that I've drunk the Kool-Aid and now want to go around making users live's hell? Somehow I doubt it. Instead I've come to understand that an "intuitive" interface is a false Holy Grail.
For one the only things that can be made "intuitive" are those that humans can do "out of the box" (i.e. ape-like behaviors). Sure a Segway has the most intuitive interface imaginable by exploiting the way our will effects our balance, but what if the Segway could fly? Suddenly the Segway's neat biofeedback trick would fail simply because there is no natural in-born parrallel. The office doors alluded to in the begining of the article can't ever be intutive because a door is an unnatural construction. Beyond that in case "ease-of-use" gurus haven't noticed men cannot unaided, fly, communicate over distances of thousands of miles, travel faster than 15mph, or harness nuclear energy.
Two, an interface being "intuitive" is an incredibly cheap, short term win. Wow! You can drag and drop, congratulations. Now move a thousand bitmaps... hmmm bet you wish you'd spent the twenty extra minutes it'd take to learn "cp *.bmp" and the other console commands. The above sounds like an elitist comment but is it elitist to want your average person to learn to read? To drive? The average user spends hundreds if not thousands of times more effort and time learning those skills.
All of this is not to say I'm for dismissing contemplative interface design, I think ergonomics and efficiency should always be a design goal. I'm just against the tone of most of the UI people and some of there most common assumptions.
Isn't there a tyrant in every OSS project? I mean, Linus is the king of Linux, he just happens to listen to the parliament a good deal. Someone has to initiate a project, and you're free to fork if you don't like it.
Feels like another misconception to file next to "Open Source doesn't make money!"
What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey
I've always thought the design process goes more smoothly when you have a small close-knit team. Having one person acting as a dictator can be good if he knows everything, but in practice the added knowledge a 2nd and maybe 3rd person bring to the table can outweigh the increase in bureaucracy.
"Why can't it just do what I want it to do?"
The same reason why you have to tell your dog to "sit" in order to get it to sit, instead of the dog "just doing what you want it to do".
The same reason apples need to be detached from trees.
The same reason you have to turn on most faucets for them to give you water, open refridgerator doors to get at the cold items, turn knobs to open the doors in your house, turn keys to start your car, etc.: machines are reactive, not proactive.
Even automatic doors in supermarkets or airports, or the water faucets in some airports or movie theater bathrooms, are reactive: you have to intetionally trigger a sensor, if you intend to get a result. If you don't trigger the sensor, you don't get the reaction that results only from triggering the sensor.
You have to communicate your desires, if you want to stand any chance of having them fulfilled.
-- Terry
What the fuck? Just who the hell decided that question could be pertinent to anything? Less "intuitive" airplane controls? Velcro instead of shoelaces for FBI agents? Is there nothing in our culture that can't be profaned in the media? What's next for New Scientist? How the internet could have saved Princess Di?
I don't see how that could come about from open source software
I cant imagine it, so it cannot be done. Riiight.
Design by comitee, by definition, should work better than design by a dictator because it will satisfy the problems that many people percieve, and not just the solve the pet peeves of a single deranged man.
The problem so far has been that the interface designers have a total understanding of the systems that they are trying to interface to people that have zero understanding. What is needed are many, many, focus group sessions to create an OSS interface guidlines document that everyone can refer to (or not) when they build thier applications. Arent Gnome doing something approaching this?
What has been lacking so far is the will to adress this problem. If it were suddenly to become the central focus, OSS would more than likely leap past the other solutions, because it can freely experiment with the tools, test with hundreds of thousands of volunteers until something really usable, in the broadest sense, is created.
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I think that although the GUI was a brilliant invention back when the problem was "How do we create a computer that can be used and understood by people?"; the GUI took a common situation (The workplace) and put it on a computer. Look, instant metaphor!
The problem we have now, though, is that the metaphor has become the reality, and it isn't a metaphor any more. Keep documents in a filling cabinet? Thats like saving a file to the network drive. People don't think in terms of the metaphor any more, they think in terms of the computer.
So theres the problem (As I see it). Computer designers no longer have a metaphor to base their designs on. Its self referential (Where do you place a file if you want to keep it? Uh, on the file server. Darn!).
What we need now is a way to go beyond metaphors. Yeah, should be easy....
Just look at the stuff coming out of Apple (where Norman used to work): sure, Aqua is a little nicer than Windows and has somewhat fewer blunders, but, believe me, it's not intuitive to the uninitiated.
The problem is that making usable programs is too much work and is too rigid and centralized a process. That's a technological problem, not an HCI problem, and until it is addressed, HCI design of the kind Norman prescribes is just like flailing in the water: it may keep you alive for a little while, but it is enormously exhausting and largely ineffective.
- But in Cambridge I became so frustrated with British water taps and switches and door handles - those awful sideways handles on many British doors that catch your sleeves
Everything else aside, including the silly taps often found in the UK: round door handlesI figure that any way to implement a user interface requires thought, many many decisions, and yes, chucking a lot of stuff out. In the end there is one, maybe two ways to do something, which should be "intuitive", based upon what the designer figures the user's background is. However, this also implies that there are tons of ways the user can't do something (obviously), and (not so obviously) a bunch of stuff which can't be done at all - or rather, combinations of things.
But now to the case in point:
In the UK (and most of Europe), I simply can't "slide" by a door without running the risk of getting my sleeve caught. This is quite true. People get by this "bug" by habitually opening the door just a little bit further than absolutely necessary.
In the US, however
[end rant] - 'course, this would never happen to a USian, because they would unconsciously take it into account before even grabbing the glasses.
sigh. (Same rant goes for separate "cold" and "hot" faucets in the UK. Anyone want to suggest implementing a separate "warm" facet between the two?
(Karma is here to be used). More on-topic: one thing I was missing in this interview was the fact ("postulate"?) that in any user-interaction-system, the human is by far the most flexible, adaptable element. History is littered with atrocious design decisions, which don't even make it into the consciousness of user's minds anymore, because the users have learned to use them, and have got completely used to them. For instance:
- Does anyone else remember the first couple of minutes of using a steering wheel in a car, after several years of riding a bicycle? I, for one, remember steering a bicycle to be intuitive, but having to consciously learn how far to turn the wheel of a car in order to make it turn at the desired raduius
- Computer mouse, as discussed further up in the thread. Here, just watch an uninitiated user, the first time they use it. It's only simple once you've got used to it
- Rotary phones. These have been superceded by touch-tones, and it was a mechanically elegant design at the time they were invented - but the UI still sucks
- Basically anything you had to learn how to use, rather than: if you know what it can do, it is obvious how to make it do it. Old MS interfaces, rather a lot of today's open source interfaces, some old tape decks (hold down "record" and "play" at the same time to make it record), keyboards (who wouldn't prefer a really good voice interface?), and so on
...
My point is merely that considering the above, I have as much appreciation for good UI design as the next person, but that humans were practically "built" to be able to handle a wide range of "UIs", and if what a device does sucks, then no amount of UI-candy with "un-suck" it. A bit like music: I'm happy to allow other people to make it, I appreciate it immensly, but it the artist has nothing to say, then no good voice, good producer, or ultimate fidelity will make up for that.yes, we have no bananas
Which logic led you from the 1) to 2) - the fact that you believe that one clever mind makes the best design - do you mean like Hitle, Mussolini or Stalin ? It would seem more logical to go into the conclusion that a larger open mass evolves and fixes problems, instead of getting stuck into one fixed way of thinking.
Creating something new takes one person. Greatness comes from single-minded authoirty reaching for the stars. Single people (or the rare closely knit small group) are ideal for this.
Committees, on the other hand, are great for catching mistakes and keeping horrible errors (Hitler/Mussolini/Stalin) from happening.
In OSS, we've got the committee in the form of the userbase / hobbyist coder. What a successful project needs is a dictator, to get the impressive ideas down.
The thing is, there isn't a thing that can't be done, *now*, in free software.
Riiiiight. Don't you *really* mean, "there isn't a thing that I do that can't be done?" You seem like a smart person ... you can't really be ignorant enough to think that there's a free software solution right now for everything?
As an example (the esoteric and tiny niche market of "desktop publishing"), let's take the graphic designers I support and replace their regular coffee with GNU/Folger's Crystals:
DESIGNERS: Hey, where's Photoshop?
ME: You have something better now, called the Gimp. It's Free.
DESIGNER #1: That's great. Why can't I work on this image with a embedded CMYK color profile? Professional printers require CMYK separations.
DESIGNER #2: And why don't I have pro-level color correction and matching across the entire system?
DESIGNER #3: And where are my multiple master fonts, or fonts with professional ligatures and weighting?
ME: But you don't understand, you don't need those things! Your software is Free now! You can look at the source code!
DESIGNERS: Oooh. (they look at it for a minute) So what? Is that, like, weird poetry? Their punctuation is all wrong.
ME: So you can modify it if you want to do all those things!
DESIGNERS: So how do we do that?
ME: You just need to learn C++ and programming with a GUI toolkit, plus a few other things.
DESIGNERS: I thought the idea was that people pay us to design things because we're good at that, and we pay other people to make software that does the things we need, because they're good at that?
ME: (sigh) What, do you people just not get it?
Look, I love free software and I am a great proponent of it where it is suitable ... but claiming free software is suitable everywhere is just as wrong as claiming that MS software is suitable everywhere.
"95% of all Slashdot
In other words, we have many independent developers who each exercise complete control over whatever they're building, many of whom are building things that compete with other versions of the same thing. The version most people use wins.
Whether or not this is going to result in more usable software is debatable, but one way to become popular is to be easier to use than the next guy.
jim frost
jimf@frostbytes.com
I think the main issue that he's trying to get at here is, despite it's short commings, proprietary systems have one thing that OSS for the most part does not. A simple all in one package. The solutions you're providing are workarrounds and more effort than is required to just install the original application natively.
As techies, we often forget that the end users, the ones we are trying to educate and free, are lazy people. They have no desire to install an OS, install a work arround and then install the application and hope and pray that it works. They would rather take the easy way out. It's the same argument that was used often against macs, they didn't have the software people wanted in a commercial easy to find form.
Let me try to put it into another analogy. You have 2 cars. In one, the engine uses completely standard parts, runs as well or better than any other engine out there, and can be serviced by any person who takes the time to sit down with the included manual and read it. The only downside to this engine is that in order to start it, you need to turn a crank to build a charge in the battery, you need to prime the engine and then you need you pull the rip cord to get it started. Once it's started it runs beautifuly though.
The second car uses completely proprietary parts and if anything ever goes wrong, it has to be taken into the shop and serviced by trained professionals. Yet to get this engine going, all you need to do is insert the key and twist.
People into machines and the nuts and bolts of how things work will choose the car with the first engine a proclaim it's superiority from the tops of mountains. But, everyone else, the people that just want to get from point A to point B will choose the card with the second engine. Because to them, the amount of freedom they gain from having engine 1 does not outweigh the added hassle. ANd so it will be with OSS. Untill the hassle of using the software is insignificant compared to freedom, the people will not care. It's sad, it hurts some people in the long run, but unfortunately it's life.
T Money
World Domination with a plastic spoon since 1984