I recently spent a day in Venice, wandering through the streets,
admiring the buildings, canals, and bridges. Lacking a strong sense
of direction, I was never entirely sure where I was. A guide book
told me that this effect is deliberate: the curving streets and
unexpected crossings were at least partly intended to confuse invading
forces.
There are obvious parallels to navigation issues in user interface
design. (This occurred to me only afterwards; I am not single-minded
enough to have been thinking about user interfaces while following the
signs between the Rialto bridge and San Marco.) It's become a
commonplace that interfaces should let users know, at all times, where
they are, where they've been, where they can go, and how they can get
there. Lacking good cues for this information, an interface becomes
difficult to navigate.
It's easy to find examples of poor support for navigation in the real
world. What's interesting about them is how different aspects of
design can combine to make navigation hard.
In some connected buildings on campus, the floors do not match up.
For example, to get from the second floor of Caldwell to the second
floor of Winston, you must take the stairs or the elevator rather
than simply walking straight ahead--if you did, suddenly you'd be
no longer on the second floor of one building but on the first
floor of another. Even if the buildings were built at different
times, the floor levels still could have been matched up. Finding
rooms can be hard for people who haven't visited the buildings
before.
Independently, each of these two buildings may follow a logical
internal structure, but their combination leads to problems. Here's a
related user interface story, somewhat artificial but not implausible.
Imagine a database program that allows you to add, delete, copy, or
modify records. For copying, the application brings up a window
showing the fields of the record so that you know what's being copied;
for deletion, the application shows a similar window so that you can
verify that the correct record is being removed. Following Windows
conventions, copying might be activated by a Control-C, deletion by
Control-X. Now suppose that your finger slips and you press the X
instead of the neighboring C key. If the windows for copying and
deletion are very similar, it may not be obvious that you've selected
the wrong operation until after you've already press "OK". A mistyped
command is no excuse for the designer, because it can be expected to
happen once in a while, just as someone may occasionally walk through
the wrong door or down the wrong hall in a building.
I recently returned to the U.S. from Europe, arriving at the
airport in Raleigh-Durham. I hate waiting, so I'd traveled with
only carry-on luggage. I'd expected to go through immigration,
then through customs, and then out the door to the parking garage.
Unfortunately, you can't leave the international gates without
going through the rest of the terminal, and since 9/11, that means
you have to go through another security checkpoint. So after
customs I had to wait in line with everyone catching a connecting
flight, walk through the metal detectors, and then fight my way
through the crowd of people re-checking their luggage, all just to
leave. (And why do passengers arriving from Europe need yet
another security check?)
In this example we see the problem of two groups of people with
different goals going through the same procedure, one that is much
less efficient for some of the people. I occasionally run into a
related problem when I go online when I'm away from my office. In my
office, I'm able to look through various online libraries without
trouble; my access is authenticated by the network I'm on. If I'm
working at a coffee shop, however, these same libraries ask me for
user names and passwords that I can only figure out with difficulty,
because I ordinarily don't have to deal with them directly. In other
words, I'm shunted off to an area where I have to prove my bona fides,
even if they're irrelevant to my goals. This may be inevitable, but
it makes for less efficient interaction.
At some fast food restaurants, there are two drive-thru windows.
The first window takes your money and the second window gives you
your food. The problem is that the windows can be too close
together. Once you pay and pull up behind the person who is
getting their food, there is not enough distance for the person
behind you to pull up to the payment window. This causes a
bottleneck at the food window. If the designers had put the two
windows at least a half car length farther away from each other,
three cars could be serviced instead of two. Also, people who have
a large order wouldn't back up the line as much, and the person
working the payment window would have less downtime during busy
periods.
This example is more subtle in its relationship to navigation. The
path is clear, in that people know where to go, and nothing prevents
them from (eventually) reaching the end. However, it is slow going
because there are other people involved and the system is not designed
for the most efficient flow. We can see an analogy to bandwidth
issues for online services. If a service is consistently overloaded,
slowing response time to frustrating levels, users will simply go
elsewhere for what they need.
For some interfaces, such as those for interactive games, Robert Louis
Stevenson's observation can be appropriate: "To travel hopefully is
better than to arrive" suggests in part that the experiences
encountered on the way to a destination, including surprises, are what
make a trip worthwhile. In most interfaces, however, especially for
productivity applications, users will generally be happier if they
simply get where they are going with as little time and fuss as
possible.