Interface designers can often gain insight from past efforts to solve
a problem. Imagine that I've been asked to design a new interface for
some task, to replace an existing interface. I might find that my
user population is a small group of experts who have only limited time
to meet with me to talk about the new design effort. Design documents
for the existing interface are nowhere to be found. Whatever the
reasons for the lack of information, it's useful for several reasons
to analyze the existing interface: it may improve my understanding of
the task; it will have flaws and shortcomings to avoid in a future
design; it may suggest partial solutions that I hadn't considered.
This kind of analysis is a staple of research and practice, and
yet it is by no means easy to work backward from a finished artifact
to the designer's rationale. (Describing the problem in this way puts
us in the role of archaeologists doing field work on virtual
artifacts, though usually in less dusty environments.) As an
exercise, it's can be interesting to read cases of apparently (or
actually) poor design in the real world and come up with possible
rationales. Here's an example:
My brother recently had a stay in the hospital. His room was
similar to most hospital rooms: it was boring, even just to visit.
The only real entertainment was a television in the corner. The
problem was that the remote control that the hospital supplied left
much to be desired. This remote had a single button to change the
channels. When the television was turned on, it was tuned to the
lowest channel. Each time you pressed the button, the channel
would go up to the next one. When the last channel was reached,
pressing the button would turn the television off. Fortunately we
were able to locate an aftermarket remote that worked with the
television and didn't cost that much. But whoever designed the
remote seemed not to consider the convenience of the patient. The
little money they saved came at a high price of frustration to a
patient who should be taking life easy.
This case turns out to be hard to analyze, even informally, partly
because it's hard to conceive of a more ludicrous design. What could
the designer have been thinking? Eventually, however, it's possible
to think of explanations that are not completely implausible. The
device might have been targeted at patients with very little mobility,
for whom pressing more than a single button is beyond their
capabilities. The device might allow a caretaker to change channels
for a patient as quickly and with as little fuss as possible. Leaving
interface considerations aside, the device might have been much
cheaper to manufacture than a more capable one. None of these
explanations is especially good. What makes the exercise worthwhile,
though, is that it requires thinking about various factors that make a
design appropriate or not: who exactly the users are, the environment
in which they work, external constraints on design, and so forth.
Other real-world design cases suggest issues more directly
relevant to human-computer interaction, including design tradeoffs and
the role of context. From my repository of design cases submitted by
students come the following two examples:
I have noticed that every time I go to the drive-through ATM
machine at my bank, I have to get out of the car to operate the
computer. If I pull up to closely, (which apparently many people
do, judging by the multi-colored paint smears), I too will leave a
paint sample of my car behind. To me this is not a user friendly
system. If I choose to pull up, and not get out of my car, I will
have to take my seatbelt off and open the door half way to reach
the controls.
There is a women's restroom on the first floor of Mann Hall. The
two stalls are extremely small and the doors swings inward toward
the toilets instead of outward. The designer should have
considered the fact that the users of this bathroom were going to
primarily be female students with purses and bookbags on their
backs. The way the doors open makes it even more difficult to
maneuver in these tiny stalls!
It is easy to see the importance of spatial tradeoffs in both
examples. Restrooms are necessary but not "productive" areas in
university buildings, and will be allocated much less space than
classrooms. Drive-up banking machines similary take up space that
might instead by allocated to parking or even to a larger building.
Tradeoffs also can be seen in accessibility and cost. These tradeoffs
have analogs in interface design: How much space and prominence should
this particular piece of information receive? Will the graphical
interaction also support screen readers for the visually impaired?
Will this interface be usable on a mobile device? Will it be more
cost effective to use off-the-shelf interaction components, or should
a specialized look and feel be developed?
We can also see the importance of task context in these
examples. If you are driving a car through a narrow lane while
putting away a bank card, or shifting a backpack from one shoulder to
another while trying to close a door, you are trying to do two things
at once. The result is sometimes a costly error. It's again easy to
see analogs in interface design. A travel planning system on a
desktop machine is unlikely to be as effective when encountered in the
navigation system of a car or in a subway station. Voice input will
be less useful for interacting with bank machines, in voting booths,
or in a crowded office. If a user interface is designed in a way
that initially seems unintuitive, it may be that the designer had in
mind a different set of tasks than the interface is used for.