Human Interface Design Hall of Shame
dayeight writes "I'm taking a class on human interface design at Bennington College, and started doing some out of class research, and found this site to the most entertaining by far. "
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A link to that very interesting site was posted in July 1998, so this is not really new for those who have been on /. for more than a year.
Several interesting links were posted among the replies to that story. I will re-post a few of them here, so that you do not have to browse through the old messages:
Follow these links if you are interested in user interfaces (mostly for GUI). There is no lack of good advice on the net. This makes me wonder why we still see so many bad user interfaces in the latest programs (even in GNOME and KDE).
-Raphaël
I just now happened to be engaged in my semi-annual receive-ye-wisdom-from-the-Master-Alan-Cooper ritual. This ritual involves critically examining my most recent 6-month interval of design experience in relation to his book on design: About Face: The Essentials of UI Design.
First, a comment about the term "intuitiveness." AC discusses this term at some length and makes points about it that I agree with strongly.
A few choice excerpts starting from p. 57:
I often see people in our industry confuse the terms "ease-of-use," "intuitiveness," and "instinctiveness." The last Marketing VP I worked with was fond of saying that the nipple is most intuitive interface there is. This is just flat out WRONG. The nipple is an instinctive interface -- we're born with the knowledge of how to use it. Well, some of us anyway.
Intuition, on the other hand, is a non-rational, often non-conscious process of transferring other, learned knowledge to a new set of circumstances. Definitely not true of a nipple.
Now that I've beat the "intuitive" issue into a bloody pulp, I can address David's conclusion. He said:
I respectfully disagree with the first premise. I don't think the typical programmer gives much thought to the interface or interaction elements of their work at all. How many developers do you know who give thought whatsoever to concepts like "affordances," "visual fugue," or "visual motif?" Primitives vs. idioms? Restricting the interaction space?AC has a superbly articulated explanation for this.
(Emphasis added)I'll add a comment to this. Many engineers fall victim to this technology paradigm, but many engineers are also (justly) proud of their efficient/clean/structured/extensible/blazingly fast design of the ENGINE. Perhaps they unconsciously resist anything that hides, conceals, or otherwise covers the beauty of their design.
Well the fact of the matter is, very few people examine the engine or transmission or suspension when buying or driving a car. In fact few people even care. Drivers are typically interested in getting where they want to go in reasonable comfort without mechanical malfunctions, running out of fuel, or having to understand the disc-brake mechanism. That's why the DESIGNERS of cars are different people than the ENGINEERS .. perhaps our industry too will someday embrace this distinction. Until then, we engineers have sole responsibility for the utility of our creations. We still mostly have to wear the interaction-designer-hat and should take the time to learn from people who spend time really thinking about these problems, like AC, and iarchitect.com.
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