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For GUIs, Just the Right Degree of Realism

mr crypto writes "User interfaces make copious use of pictures and symbols, but how abstract should images be? Lukas Mathis has an interesting blog entry on where to draw the line."

58 of 256 comments (clear)

  1. Confusing icon practices by suso · · Score: 4, Interesting

    Just yesterday, I was commenting on twitter about how the new icon sets for youtube videos are rather confusing. It took a bit of staring to figure out what these icons do. Nobody was able to guess the right answer. C_64 had the funniest answer though by saying "You can only go 8 bits forward or 8 bits to the left ?"

    1. Re:Confusing icon practices by Z00L00K · · Score: 3, Insightful

      But regardless of age there are good and bad icons. Newer icons aren't better, and often they seem to be even more confusing than many old icons.

      It's time to realize that a clean strict interface for the users is often better than all those flashy colors, gradients and animations that wastes time and productivity. Look into what users really do, not what you think the users should do with your software.

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
    2. Re:Confusing icon practices by Speare · · Score: 4, Insightful

      There's no such thing as "intuitive" computer interfaces. Instead, you want your interfaces to be "discoverable" and to build on other trained discoveries in a consistent way.

      From that example of the new YouTube buttons, I agree they're bizarre. Pretty much any button that JUST shows an arrow is useless for discoverability. Does the arrow mean 'move' or 'grow' or 'next' or some other action? By "discover," we don't mean to literally experiment with invoking the button to see what it does-- many people are too timid to press anything they don't already understand. Instead, discovery involves finding that there IS a button that PROBABLY does what you already intend to do. For example, follow the mental conversation: "this window is too small, I want to make it bigger, there's got to be a button around here somewhere for making it bigger, oh aha! that one looks like a dark box getting bigger, so let me try that, yep, that's better."

      --
      [ .sig file not found ]
    3. Re:Confusing icon practices by jellomizer · · Score: 2, Informative

      Well much like the TFA stated it is really a balancing act. Adding enough detail to get the point across but not to much to make it distracting or to detailed for the concept. Colors and gradients do help when used correctly. Eg. when you represent a button it will need to be colored in a way that it appears to be 3d, or a toggle control will need some gradients in it to make it look more then a box in a box. Heck even putting a shadow under the active window to help it stand out.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    4. Re:Confusing icon practices by elrous0 · · Score: 2, Insightful

      My car's interior is the worst example of that. Thanks to the internationalization of the automobile industry (and having no set standards), every control in my car (and many others) is now identified by an icon instead of a label. And many of the icons make no sense whatsoever. So every time I get in a new rental car, I have to figure out whether I'm turning on the heater or the windshield wipers with this control, or what the mysterious smiley-face-looking button does. They build a $20000+ car and can't spring for a few lousy labels in the local language?!?

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    5. Re:Confusing icon practices by Ukab+the+Great · · Score: 2, Informative

      oh aha! that one looks like a dark box getting bigger

      In HCI the technical term for this is an affordance

    6. Re:Confusing icon practices by Foolicious · · Score: 4, Funny

      many people are too timid to press anything they don't already understand

      Given my experience in IT in corporate America, I would say that this is not only not the case, but REALLY not the case.

      --
      Please don't use "umm" or "err" or "erm".
    7. Re:Confusing icon practices by Monkeedude1212 · · Score: 3, Insightful

      There's no such thing as "intuitive" computer interfaces.

      No there are lots of intuitive interfaces, there just aren't many (if any) "universal" interfaces. You can give me flack for it, but I'm going to go ahead and say that the Slashdot comment interface is very intuitive. I know the reply button starts a reply. The Cancel button cancels it. The option button lets me see various options. Very intuitive, I have not needed to press any of these buttons to know their respective meaning. That by definition makes it intuitive.

      However, if I was from Japan, I wouldn't have any clue what any of these buttons mean. I'd probably get so fed up with it I'd request a Japanese version of Slashdot.

      So what it comes down to is trying to make something universally understood. Surprisingly enough, any country that has vehicular traffic uses Green for Go and Red for stop. Whether thats based on open standards or some psychological root, I don't know. So if you had an option that you could start or stop, putting the same image in green and the other in red would show which one starts it and which one stops it. Similarily, the symbols on every Media player for Play, Pause, Rewind, Fast Forward, Stop, and Record are also Universal across the planet. So it makes sense to put them on any application that plays media.

      There are a handful of things like this out there. It's not impossible to create an intuitive computer interface. The tricky part is to make it universal across all demographics of people who will use it, especially if there is a language barrier. This is where icons with the help of tooltip popups can be great.

    8. Re:Confusing icon practices by Jeremy+Erwin · · Score: 2, Informative

      However, if I was from Japan, I wouldn't have any clue what any of these buttons mean. I'd probably get so fed up with it I'd request a Japanese version of Slashdot.

      Slashdot Japan. So far as I can tell , it's a different set of articles.

    9. Re:Confusing icon practices by rantingkitten · · Score: 5, Insightful

      My experience is that people will click with wild abandon when they shouldn't, and be deathly afraid to do anything when there's no real harm involved.

      These are the people who will install anything they damn well please, change important settings for absolutely no reason "because it seemed like a good idea", set passwords on things that don't need passwords and then forget them, forward phone A to phone B and phone B to phone A because "I wanted them both to ring if I got a call," and other general nonsense. They have no problem screwing around to their heart's content and breaking everything and never learning.

      That same person will also submit endless tickets or place endless helpdesk calls because they were afraid to change a trivial setting that involves a single, labelled checkbox, because "I wasn't sure if that would mess anything up."

      --
      mirrorshades radio -- darkwave, industrial, futurepop, ebm.
    10. Re:Confusing icon practices by El_Muerte_TDS · · Score: 2, Funny

      You can give me flack for it, but I'm going to go ahead and say that the Slashdot comment interface is very intuitive. I know the reply button starts a reply. The Cancel button cancels it. The option button lets me see various options. Very intuitive, I have not needed to press any of these buttons to know their respective meaning. That by definition makes it intuitive.

      And the "Quote Parent" button adds the prefix "My daddy always used to say ..." to your reply.

    11. Re:Confusing icon practices by Risen888 · · Score: 2, Interesting

      Your post reminds me of the guy who criticized the 2nd generation iPod because he couldn't find the "on" button. Uh..you just touch any button and it turns on. All you have to do is try ANY button.

      That's fine. How do you turn the damn thing off?

      The iPods (in all their variants) are so intuitive that I can't even give directions to somebody on how to operate one because I don't know how to unless I'm holding it in my hand (if that makes any sense).

      It does, but that's not what intuitive means. I had a schleppy part time data entry job where I churned out shit in the most atrociously designed piece of shit database application you've ever seen. I had it down to muscle memory, how many times I hit tab, when to press space and when to press enter, the whole deal. Couldn't explain to it someone to save my ass, but I had that bastard down. That's not "intuitive," that's just "doing something over and over."

      Again, being a "very technically inclined person", you probably bring years of technology expectations to how the device should work (i.e. like many of the other poorly designed gadgets you've probably used over the years).

      Leaving the sickening taste of elitism in that statement completely aside, no, actually I had pretty much zero experience with any sort of mobile device at the time the iPod began to get popular. I didn't get an mp3 player of my own until 2006, and I finally broke down and got a cell phone this year.

      Sorry, but I think any device that can ship with an instruction booklet that only needs a few illustrations (and no text) is a pretty good design feat, especially for all the stuff it can do.

      I used to do customer service for a company that sold shitty little $30 DVD players. They came with little four page booklets with like fifty total words and four pictures. It was still a piece of shit. Lots of companies are lazy about documentation of consumer electronic devices. Don't try to paint it as a virtue.

      --
      Hey, I finally got my first freak! Took you long enough!
  2. Thank you. by Cornwallis · · Score: 3, Insightful

    Really. That was a very nice article that made me think about some things I've never really considered.

    1. Re:Thank you. by stewbacca · · Score: 3, Informative

      Really. That was a very nice article that made me think about some things I've never really considered.

      I work in the field of design (mostly designing computer-based training) and can tell you that your sentiment is more common than not. Most people never think of design or how it impacts their daily lives.

      Because of this, I always suggest two books: The Design of Every Day Things and The Non-Designer's Design Book.

      Once you read these two books, you'll never look at things the same way again. You'll start noticing poorly designed things EVERYWHERE and wonder why it wasn't made better. You'll even formulate your own ways of making it better, which in turn (generally speaking) makes your own work better.

  3. It depends where you want to draw the line. by je+ne+sais+quoi · · Score: 4, Interesting

    If you're looking for a generic UI than I suppose easy to recognize generic symbols are the best. However, my dream is to make the UIs that actually mimic reality but the trick is keeping them fairly usuable still. I don't want it to be cartoonish, I want you to look at the UI and mistake it for a fantastic physical machine rather than a monitor. For example, if you look at the themes on the exchange site for e17, a lot of these not what you'd call an every day sort of theme but appeal to a particular aesthetic. Examples include steampunk, grunge, and baroque that incorporate photo realistic elements with varying efficacy (e.g. baroque is a cool concept but very hard on the eyes). The idea is to make the living-room computer more than just a tool, but a functional piece of art.

    What I'd love to do is make a theme that looks like the 1960s version of futuristic computers and space ship aesthetic from the movie 2001, with light-bulb lit buttons of different colored plastic, lots of milled metal highlights and dark plastic everywhere.

    --
    Gentlemen! You can't fight in here, this is the war room!
    1. Re:It depends where you want to draw the line. by halcyon1234 · · Score: 2, Insightful

      For example, if you look at the themes on the exchange site for e17, a lot of these not what you'd call an every day sort of theme but appeal to a particular aesthetic

      There's an important difference: layout familiarity.

      Chances are anyone who uses a program enough to want to theme it is already familiar with all the control they will use. They've already associated "upper corner, second button from the left" with the "home" button. They can change the appearance of the button, because they don't rely on the visual representation for context anymore. (And if they did, there will be just a minor learning curve)

      Plunking a new user in front of the themed version of the program (versus a "simplified UI" version) is different. They have to learn all the buttons from scratch, because they don't see the familiar, simple "home" button anymore. They'll just see the animated Steam-Blenching Blundurbuss-Widget.

      I do wonder, though, if you took someone intimately familiar with (for example) steampunk, and dumped them in front of a steam-punk theme program, if they'd have an easier time learning than a simplified theme? After all, the underlying hypothesis here is that users will be less confused by easy-to-grok graphical representations. Cultural (or even sub-cultural) references might be easier to understand (at least for that culture)

    2. Re:It depends where you want to draw the line. by imakemusic · · Score: 2, Interesting

      Sounds awesome! Don't think I'd want to use it for any length of time though...

      I am surprised at the lack of interesting interfaces though. Windows, OSX and most Linux distros are all basically variations on a theme - you've got your program windows, your menu (at the bottom or at the top, or if you're really feeling wild at the side!) and that's about it. Everything is grouped either vertically or horizontally - obviously curves are harder to program, but surely not that difficult? How about a menu that radiated out from (for example) the start menu, with groups of icons on each 'spoke'? I'd like that - one spoke for internet apps, one for media, one for development tools. Windows key+1 for one spoke, windows+2 for another...

      While I'm on the subject does anyone know of any interesting interfaces? I remember trying lightstep years ago...ran like a bag of shit and the interfaces mostly sucked but there were some good ideas.

      --
      Brain surgery - it's not rocket science!
    3. Re:It depends where you want to draw the line. by TheKidWho · · Score: 2, Insightful

      It's called KISS. No, not the band, but KEEP IT SIMPLE STUPID.

    4. Re:It depends where you want to draw the line. by qazwart · · Score: 2, Interesting

      I think this is actually one of the problems with Linux interfaces. They get so stuck on the THEME and not much on user usability.

      When Mac OSX first came out, it was bright and colorful. Icons were eye popping. Over the various iterations, Apple toned down the interface. It went from candy striped to stainless steel to steel gray, icons became simpler, and color was more carefully used. The early Aqua theme did its job of making the Mac look eye popping fresh compared to Windows. XP even took the cartoony color schemes, to the heights of uglitude.

      However, although Mac fanboys whined about the changes in Aqua (and toning down the colors), it actually improved the interface. The simplification of the icons improved readability. The reduction of color saturation improved the look and made the interface less distracting.

      We must keep in mind the purpose of the GUI is not to create really cool looking desktops, but to help the user navigate. You notice that the Mac OSX interface has no concept of themes. You can't change the skins of the windows. You can't edit the look and feel of the menus. (I don't think you can even change the fonts). The taskbar can only be on the bottom or side. Yet, the Mac OSX interface is the standard that other GUIs try to meet.

      The Mac's desktop's trick is not to be a personal expression of the user, but to help the user navigate. Retro style windows and desktops, Geek themes, and all the fancy 3D icons do none of that.

  4. many words by Odinlake · · Score: 4, Insightful

    My, that was many words to say one thing over and over and over again. Pretty pictures though.

    1. Re:many words by __aaxwdb6741 · · Score: 3, Informative

      Redundancy turns precious information to noise.

    2. Re:many words by StripedCow · · Score: 4, Insightful

      Redundancy turns precious information to noise.

      Funny thing is, that was exactly what the article was all about!

      --
      If Pandora's box is destined to be opened, *I* want to be the one to open it.
    3. Re:many words by Anonymous Coward · · Score: 2, Funny

      Yes, I agree. Redundancy turns precious information to noise.

    4. Re:many words by IBBoard · · Score: 2, Insightful

      And at the end of it I still don't know how abstract a picture should be - unless you count "just abstract enough" as an answer!

      I was hoping for some insight and all I got was pretty pictures and hand-waving :(

  5. Who else remembers the horror? by fuzzyfuzzyfungus · · Score: 3, Informative

    Of the period in the early to mid 90's when pretty much every second-string audio player program, and there were a fair few in those days, decided that the One True Interface for any audio program was an inscrutable bitmap reproduction of a knobs-n'-sliders 70's stereo system?

    1. Re:Who else remembers the horror? by jellomizer · · Score: 3, Insightful

      Early to the Mid 90's is when most computers were able to do at least 640x480x8bit this was a big deal, before we were stuck on 320x200 resolution for 8bits (if you were lucky, I was a 320x200 2bits CGA) But in short this is when computers now able to show photo realistic pictures. And many developers have long waited for the ability to make programs that look so much like the real thing, As the earlier systems required a lot of artistry to come up with a cartoonish icon at best. So it was really a large scale experiment on how realistic you can make your program... What happened over time was people realized that being to realistic wasn't helpful and overlaying a 3d Interface with 2d controls was counter productive

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  6. Human language is real enough? by mcmonkey · · Score: 3, Insightful

    While this guy talks about realism, he's missing the point. If we didn't have each software designer creating its own visual language, then we wouldn't have the issue of how well that language is designed.

    When Microsoft has its own set of hieroglyphics, and Apple has theirs, and Adobe has theirs, and each OSS has its own language--which is similar to some existing commercial language to leverage user experience, but different enough to avoid getting sued--then the issue is not how well these languages are designed.

    The issue is, why should the user need to learn a new language for each application?

    You may say, well, if you put all your commands in English, then only English speakers can use your app. Fair enough. But if you put all your commands in some bespoke language spoken by no one, doesn't it follow then no one can use your app?

    Designers, pick an existing language used by your target market. Is that real enough?

    1. Re:Human language is real enough? by Eraesr · · Score: 3, Interesting

      When Microsoft has its own set of hieroglyphics, and Apple has theirs, and Adobe has theirs, and each OSS has its own language--which is similar to some existing commercial language to leverage user experience, but different enough to avoid getting sued--then the issue is not how well these languages are designed.

      The issue is, why should the user need to learn a new language for each application?


      I think the real underlying problem is that each software engineer has his own set of rules as well. Behavior of a specific function can be slightly different in one program than it could be in another program. If we use the same textual and visual representation for the function in both programs, the user would expect the exact same outcome, while that may not be true.

    2. Re:Human language is real enough? by El_Muerte_TDS · · Score: 2, Funny

      You may say, well, if you put all your commands in English, then only English speakers can use your app.

      Actually, you don't have to be able to speak English. As long as you can read it you're fine.

    3. Re:Human language is real enough? by mcgrew · · Score: 2, Insightful

      It's a matter of being cheap and lazy. They put a stylized picture of a light on your car's dash so they don't have to spell "headlight" in as many languages as they have markets.

      I'd pay a few extra bucks for a Toyota if it said "headlights" in English.

  7. I am icon-impaired... by pongo000 · · Score: 2, Interesting

    I wish there were more studies about how some people (such as myself) simply cannot deduce the meaning of icons without a lot of effort. Some of the "meaningful" icons presented in the article still don't mean anything to me. I'm constantly hovering over the same icons to get the "tooltip" to tell me what I'm looking for. CLI? No problem...the command I need is instantly in my grasp. GUI? I'm forever having to stop, pause, and process icons to figure out what the hell they actually mean. GUI menus with words instead of icons are the best for me in the GUI world: Instant recognition, no extra processing steps required.

    Am I the only icon-impaired person out there?

    1. Re:I am icon-impaired... by Art3x · · Score: 2, Interesting

      Icons are a waste of time. Instead, choose a specific, short word.

      This is coming from someone who:
      - drew since I was four, and was often called an "artist" in school
      - majored in Communication
      - makes web sites for a living

      But:
      - a short string of text effectively is a picture --- several studies have shown that readers just look at the shapes of words. For example, aoccdrnig to rscheearch at an Elingsh uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, olny taht the frist and lsat ltteres are at the rghit pcleas.

      - Google doesn't use icons. And we know that Google makes most of its design decisions not from some personal taste but usability tests. The only place it uses icons is in that "Even More" list of all its services. Even then, beside the icon is a word. And I wonder if the icons aren't there just to add some visual interest to an otherwise dry-looking page. They certainly do not tell you everything you need to know about an application. That's why there are names and notes beside each one.

  8. Thank you, Captain Obvious! by bickerdyke · · Score: 3, Interesting

    That guy is 100% right, but there isn't anything new, let alone newsworthy in that post.
    But it has a few nice examples.

    On the other hand, that guy completly misses the intresting points: How did we end up with a "house" as an icon for your personal files* or a "cog" as a symbol for additional commands in the first place? A Leaf for a Web-Editor? A Trumpet for Network Connection? Lighthouse for a webbrowser?

    * That one sounds easy for an IT-pro who knows that the concept of a "home directory" is older than icons - but that only makes this meaning of "home" an old one, and not an intuitive one.

    --
    bickerdyke
    1. Re:Thank you, Captain Obvious! by darkvizier · · Score: 2, Interesting

      I've never read a user interface design article or book that I found insightful. Bickerydyke is right, this article completely glosses over the actual evolution of our current icons and how they changed people's expectations to what they are today. Instead, he poses some contrived gradient scale of reality -> cartoon and posits this as the only relevant factor.

      Who writes these things? All the "UI experts" I've seen seem to take their field in isolation of everything else, which completely defeats the purpose of UI planning. The overall concept is pretty simple, you have to figure out a way to connect the abstract model of your software with something tangible for the user. This requires deep understanding of what problem the software is trying to solve, and the user's prior experience and expectations. You can't get around that by applying some magic formula to arrive at the "perfect" UI. Take your one size fits all t-shirts and get the hell out.

    2. Re:Thank you, Captain Obvious! by LKM · · Score: 2, Informative

      The article doesn't say that realism is the only relevant factor.

    3. Re:Thank you, Captain Obvious! by stewbacca · · Score: 2, Insightful

      That guy is 100% right, but there isn't anything new, let alone newsworthy in that post.

      As long as there continues to be bad design, there can never be enough articles like this one.

    4. Re:Thank you, Captain Obvious! by bickerdyke · · Score: 2, Funny

      * That one sounds easy for an IT-pro who knows that the concept of a "home directory" is older than icons - but that only makes this meaning of "home" an old one, and not an intuitive one.

      Thank you, Captain Obvious!

      --
      bickerdyke
    5. Re:Thank you, Captain Obvious! by jedidiah · · Score: 2, Interesting

      > I'm amazed that so many people on slashdot are so fervently anti-good-design anything.

      No. We just don't treat self-proclaimed experts as if they were the Pope.

      There are a lot of academic disciplines that sound "high and mighty" that are total BS.

      Anything that deals with human nature goes to the top the list (of flimflam).

      --
      A Pirate and a Puritan look the same on a balance sheet.
    6. Re:Thank you, Captain Obvious! by stewbacca · · Score: 2, Interesting

      Well I'm in one of those disparaged academic disciplines that is constantly lampooned around here, and all I'm saying is that just because you aren't in chosen field X, doesn't mean that X is "total BS" like software development tends to consider those of us in HFE/Graphic Design/HCI, etc. (Good thing I'm not a writer..holy run-on sentence batman.)

  9. Re:paws by Nyxeh · · Score: 2, Informative

    It was lemmings with the 'paws' button iirc.

  10. Re:paws by nkh · · Score: 2, Informative

    The game Lemmings had something like the footprints you describe to pause the game.

  11. Re:Redundancytition by Profane+MuthaFucka · · Score: 2, Interesting

    In my experience, if you write something just once, you'll get a slew of responses which are basically strawmen. Readers will read only what they want to read, and unless you beat their heads with the main point, they'll miss it.

    In case there's any confusion, I'll repeat myself. If you say it once, readers will miss it. Maybe not you, but enough to be annoying. So, you say it multiple times, so the slow people can catch up.

    --
    Fascism trolls keeping me up every night. When I starts a preachin', he HITS ME WITH HIS REICH!
  12. Re:paws by MisterZimbu · · Score: 2, Informative

    The "paws" icon is from Lemmings. I could imagine it being in other games too, though.

  13. You're not alone by lyinhart · · Score: 3, Interesting

    You're not alone. In The Humane Interface, Jef Raskin rightfully pointed out that descriptive text beats icons on any day. I believe he even cited studies that supported his claims. But in documents pertaining to the original Macintosh (a project Raskin led before Steve Jobs made it his pet project), developers were encouraged to use icons instead of text whereever possible.

    Icons are used for two purposes - they generally take up a fixed number of pixels that generally use less space than text and they look pretty. The first reason is moot since even the cheapest display devices can spit out high resolution images with lots of space for text. And even if there isn't enough space, text labels can always be hidden via collapsible menus. Text can also be scaled to larger and smaller sizes as needed. The second reason is probably one of the biggest selling points for operating systems with pretty GUIs, e.g. Mac OS X. But with text labels, there's far less ambiguity about what they mean.

    Of course, there are situations where icons would be preferable. If you can't translate descriptive text for buttons in other languages, then an icon might be more convenient to use. And of course, they look good. I doubt the iPhone would sell so well if the pretty icons were replaced by text.

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
    1. Re:You're not alone by stewbacca · · Score: 2, Informative

      Jef Raskin rightfully pointed out that descriptive text beats icons on any day.

      Not quite. Cognition depends on the learner's preference. Text beats icons any day for people who's cognition works that way.

    2. Re:You're not alone by Toy+G · · Score: 2, Insightful

      Icons have a big advantage you don't mention: they don't need to be translated (in most cases).
      I'm currently developing a program for mobile phones, and by using icons almost exclusively, I have almost-zero translation costs, and can sell it to a few billion non-English-speakers without worrying too much.

      (as usual, there are exceptions -- some icons simply don't work outside their cultural context, but that's a problem that good icon-makers know they should avoid. For example, showing a stylized European medieval helmet to mean "history" would work wonders in Italy or France, but would result in problems with Chinese and African audiences; which is why most browsers use more universal time-related images like clocks)

      --
      -- Let's go Viridian.
    3. Re:You're not alone by starfishsystems · · Score: 2, Insightful

      Icons are semantically shallow.

      They have no inherent properties of extensibility or composability. A certain amount of design attention can productively go into icons, just as font design has an important role in readability. But to stop there is just about as smart as sticking with Roman numerals.

      Icons, also, don't translate into speech. Who here has not at one time or another had to walk someone over the phone through a user interface by saying something like, "Okay, before you go ahead and click on the icon with the two little arrows going in a circle, you should first click on the one which looks like a little diskette. You see the popup window that just appeared? Oh, okay, that can happen too. The red icon with the X through it means that the operation isn't allowed right now. Now I need you to go to the top of the screen and click on another icon that looks like a little diskette. No, it means something different there."

      Writing documentation around these sorts of interfaces is equally nasty. So people don't. Or if they do, it's so shallow as to be nearly useless. It typically provides a text equivalent for each icon, and not much else. For clarity of documentation, give me a CLI any day. Even better, any decent CLI can be wrapped in a scripting language which does support composability. So instead of telling you the fifteen steps required to do a task, I can give you a script that does the whole thing. I can parameterize it. And if circumstances warrant, I can attach that script to a button on a web page somewhere. Try doing any of that with a GUI.

      It's really an enormous triumph of design to arrive at a successful user interface based purely on icons. The fact that it can be achieved sometimes doesn't imply that it will work most of the time.

      --
      Parity: What to do when the weekend comes.
  14. Re:paws by imakemusic · · Score: 2, Informative

    Lemmings is the game you're think of.

    --
    Brain surgery - it's not rocket science!
  15. Re:paws by BlackSash · · Score: 2, Insightful

    That would likely be the original Lemmings. Now there was a game that got some of its UI elements correct!
    The hell with icons, let's just depict the actual thing the little dullards will do!

    Want to kill them all? Hit the NUKE button.

    Ahhh good times, good times...

    --
    Posting obviously for anonymous reasons.
  16. Uncanny! by Jeremy+Erwin · · Score: 3, Insightful

    In other words, it's the Uncanny Valley in action.

  17. The Traffic Cone by The+Slowest+Zombie · · Score: 2, Funny

    Toward the end of the article, the author indirectly brings up a very good question: Why the heck is the VLC media player icon an orange traffic cone?? Is it because it's kind of the shape of a CRT? Is it cautioning us about the kind of videos we'd watch that came from the Internet? Maybe it's just constantly under construction (even though it's not in beta)? Perhaps it's something more technical and is a reference to the rods and cones that are the light receptors in our eyes. Or maybe I have it all wrong and it's a piece of candy corn sitting on an orange plate, to show how VLC serves up eye candy.

    1. Re:The Traffic Cone by Jeremy+Erwin · · Score: 2, Interesting

      People close to the VLC project, at l'Ecole Centrale Paris collected traffic cones. Why? You might ask why Bertie Wooster collected policeman's helmets. If you want to make it sound less silly, you could probably argue that the videolan client manages the traffic of numerous media streams, but it's a strain.

    2. Re:The Traffic Cone by mini+me · · Score: 3, Interesting

      Why the heck is the VLC media player icon an orange traffic cone??

      One day, people from the VIA association (VIA is a students’ network association with many clubs amongst those is VideoLAN.) came back drunk with a cone. They then began a cone collection (which is now quite impressive I must say). Some time later, the VideoLAN project began and they decided to use the cone as their logo.

      http://www.nanocrew.net/2005/06/23/vlc-cone/

    3. Re:The Traffic Cone by jedidiah · · Score: 2, Interesting

      Perhaps because you are not likely to mistake it for anything else.

      This is what a trademark is supposed to get you.

      If it's too "intuitive" then it's probably not really a good trademark.

      --
      A Pirate and a Puritan look the same on a balance sheet.
  18. We have a universal system of symbols. by John+Hasler · · Score: 2, Insightful

    It's called "written language". Instead we get these asinine rebuses.

    --
    Warning: this article may contain humor, sarcasm, parody, and perhaps even irony. Read at your own risk.
  19. Re:Captain obvious. by stewbacca · · Score: 2, Insightful

    I think a big reason this blog entry exists is precisely because good design ISN'T obvious, as evidenced by the amount of bad design we see every day.

    I like your reasons for the existence of bad design. The over-zealous guy (I call them my Adobe Employees) that is always trying to make cutting edge stuff in our training that is so fancy that it: a) confuses the learners and b) cripples the computer's cpu cycles. I'd another designer type--the "doesn't matter" guy who just goes out and grabs a random crappy MS clipart object and slaps it on there because he's so concerned with the background code that he doesn't care about usability.

  20. What "realism"? by Hurricane78 · · Score: 2, Insightful

    It’s a GUI. On a screen. Not a mechanical button from a 1980s VCR.
    The only thing “realism“ does, is limit you, and create analogies that do not fit.

    Besides: Who came up with the stupid idea of replacing everything with symbols, so that you have to guess what it means? The worst offenders are those that only offer on-hover text, or even no text at all.
    I wish they would make a big icon, linking to “rm -rf /” or “deltree /y c:\”, on their own desktop, then forget what it means, and click it.

    Stupid, stupid, stupid!

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
  21. Re:paws by HTH+NE1 · · Score: 2, Interesting

    Puns don't belong as icons. For one, they fail i18n.

    I forget what the application (or was it a game?) was... probably on the Amiga. The 'pause' button was a pair of animal footprints... paws.

    I believe the peer-to-peer file sharing application BearShare also used a paw print for a "Pause" button.

    I work on development of an application (I won't name) where there is a set of icons I long to replace which use a blue gear and a gray octagon with "1c" printed in it (where c is the cent sign), both outlined in black, to symbolize "Change Options". It's not even a copper penny to represent the verb change: it is a steel penny! And these symbols take up over 50% of the icon's area.

    --
    Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?