In advertising, no phrase is more cliched than "new and
improved." Simplicity and ease of use in an existing product are
often no defense against incremental "improvements". In many cases,
results are predictable: a perfectly reasonable interactive experience
suffers some unfortunate change.
Usability testing for entirely new systems can in some ways be less
problematic than for systems that have been upgraded. In the latter
case, there's a strong temptation to take shortcuts. Designers may
have preconceptions about the importance of what has and has not
changed, and these expectations may lead to potential problems being
ignored. One of my students gives an example:
One day my young cousin asked if she could play with my new handheld
video game. A few moments later she came back to me and said that
it didn't work. When she gave it back to me, I saw that she'd put
in the game cartridge backward. With my older game system, this
would have been impossible because of a little sliding mechanism
that makes sure the cartridge goes in the right direction, but my
new game doesn't have the same design. It took me several minutes
to get the backward cartridge out.
It is possible that the designers believed that users would be
experienced enough with previous products to use the new product
correctly, or that visual guides instead of physical constraints would
be enough for correct usage, or that this problem only arises in some
unlikely circumstances. For individual users who run into
difficulties, of course, this is little consolation.
Usability evaluation of upgrades to a system can identify obvious
problems. Sometimes, however, the problems that arise can be subtle:
In the store where I work, we sell a combination night light/room
deodorizer, which plugs into an electrical socket and releases a
scent. It has a little flower on top. The problem with our product
is that it covers up both sockets in a standard wall outlet. If you
plug it into the top socket, the light bulb covers the bottom one,
and if you plug it into the bottom socket, the flower part covers
the top one. People are going to have to unplug the night light
every time they need to plug something else in, unless they have a
lot of outlets in the room.
In this case, usability problems with the improved night light might
not appear if it is evaluated in isolation (if an evaluation is even
considered for such a simple device) but rather only in the larger
context of how the light is integrated into a real environment. The
functionality added to the light is offset by the loss of existing
functionality that is not, strictly speaking, part of the light
itself. Varying context can makes potential problems harder to
identify.
Other problems can be seen when new functionality is given to users
who don't understand it or don't need it:
There's a new feature that Volkwagen has put in their Jettas. If
you turn your key all the way to the right when unlocking the door,
all four of the windows roll down at the same time. For the life of
me I do not understand why a car needs to have all the windows roll
down when you want to get in. When I first got the car two years
ago I was constantly frustrated, but eventually I learned the art of
unlocking my car. When my boyfriend or one of my family members
wants to borrow my car, I always have to remind them that my car has
this crazy feature.
It might seem obvious to an automobile designer that in a hot climate,
opening all the windows easiy and quicky would be a desirable
function. For one user, however, it's not even conceivable how this
could be useful.
Yet another case shows how a lack of distinguishing features between
an old product and its replacement can lead to problems:
When I bought a new car last year, I put a "North Carolina State
University" sticker in the rear window. The new sticker looked just
like the one in my old car, with red letters on a clear plastic
background. I put it on and smoothed out the air bubbles.
Unfortunately, it was not exactly like the older stickers. After a
few months the background plastic started to peel off, and I
realized you're supposed to press the sticker on and then peel it
off immediately, leaving only the letters. By that time the
background had become brittle and came off in pieces, along with
some of the lettering. I had to scrape it all off with a razor
blade and start over.
When I describe these examples to the students in my
human-computer interaction class, a common initial response is to
wonder how users can fall into such obvious errors. As the students
gain more familiarity with the concepts, it is easier for them to
recognize categories of such problems in changing an existing system
and to apply standard lessons for avoiding them.
- Preserve the usability merits of the existing system, if used
standalone or combination with other systems.
- Accommodate usage patterns for the existing system, so that
previously learned behavior does not lead to errors.
- Make it easy to learn new functions that are added to the existing
system; ensure that new, easily learned or applied functions are
actually desirable.
The first and probably most important lesson to learn in improving
a system, though, might be cast as a designer's version of the
Hippocratic Oath: First, do no harm to usability.