When a novelist
| AXIOM |
Well-orchestrated user interfaces are transparent. |
To a novelist, there is no such thing as a "good"
Webster defines orchestration as "harmonious organization," a reasonable phrase for what we should expect from interacting with software. Harmonious organization doesn't yield to fixed rules. You can't create guidelines like, "Five buttons on a dialog box are good" and "Seven buttons on a dialog box are too many." Yet it is easy to see that a dialog box with 35
For many things, more is better. In the world of interface design, the contrary is true, and we should constantly strive to reduce the number of elements in the interface without reducing the power of the system. In order to do this, we must do more with less; this is where careful orchestration becomes important. We must coordinate and control all the power of the product without letting the interface become a gaggle of
It's easy to create interfaces that are complex but not very powerful. They typically allow the user to perform a single task without providing access to
It's not as difficult as it looks. Orchestration doesn't mean bulldozing your way through problems; it means finessing them wherever possible. Instead of adding the File Copy and Rename functions to the File Open dialog box of every application, why not just discard the File Open dialog box from every application and replace it with the shell program itself? When the user wants to
Following this logic, we can also dispense with the Save As … dialog, which is really the logical inverse of the File Open dialog. If every time we invoked the Save As … function from our application, it wrote our file out to a temporary directory under some reasonable temporary name and then transferred control to the shell, we'd have all the shell tools at our disposal to move things around or rename them.
Yes, there would be a
There are many cases where interaction, usually in the form of a dialog box, slips into a user interface unnecessarily. A frequent source for such clinkers is when a program is faced with a choice. That's because programmers tend to resolve choices from the standpoint of logic, and it carries over to their software design. To a logician, if a proposition is true 999,999 times out of a million and false one time, the proposition is false—that's the way Boolean logic works. However, to the rest of us, the proposition is overwhelmingly true. The proposition has a
possibility
of being false, but the
probability
of it being false is minuscule to the point of irrelevancy. One of the most potent
Programmers tend to view possibilities as being the same as probabilities. For example, a user has the choice of ending the program and saving his work, or ending the program and throwing away the document he has been working on for the last six hours. Mathematically, either of these choices is equally possible. Conversely, the probability of the user
Figure 9-3:
This is easily the most unnecessary dialog box in the world of GUI. Of course, we want to save our work! It is the normal course of events.
Not
saving it would be something out of the ordinary that should be handled by some
The dialog box in Figure 9-3 is inappropriate and unnecessary. How often do you choose to abandon changes you make to a document? This dialog is tantamount to your spouse telling you not to spill soup on your shirt every time you eat. We'll discuss the implications of removing this dialog in Chapter 13.
Another example of confusing possibility and probability could be found in Microsoft Excel's (now obsolete) Version 4.0. When you selected one or more cells and press the Delete key to clear the field, a small dialog box popped up asking what you wanted to delete. This dialog box, shown in Figure 9-4, "conveniently" allowed the option of clearing the formats, formulas, or notes from the selected
Figure 9-4:
In Excel, Version 4.0, this dialog box popped up every time you pressed the delete key. This is quite reasonable if you are a computer, but if you are a human it means that you have to deal with the remote possibilities of deletion every time you try to do the high-probability clearing of the formula. Using Excel with this dialog was like listening to the symphony pause every time the conductor had to
This dialog drove users crazy with its unnecessary obtrusiveness. It is true that there are three types of deletion operations: format, formula, and notes. However, it is also true that, although people delete formulas with great frequency, they rarely delete formats or notes. Just because something is possible doesn't mean that it is probable. An advanced delete function, available from a drop-down or pop-up menu,
Programmers are judged by their ability to create software that handles the many possible, but improbable, conditions that crop up inside complex logical systems. This doesn't mean, however, that they should render that readiness to handle offbeat possibilities directly into the user interface. The obtrusive presence of edge-case possibilities is a dead giveaway for user interfaces designed by programmers. Dialogs, controls, and options that are used a hundred times a day sit side-by-side with dialogs, controls, and options that are used once a year or never.
| AXIOM |
Design for the probable case; provide for the possible case. |
You
might
get hit by a bus, but you probably
will
drive safely to work this morning. You don't stay home out of fear of the killer bus, so don't let what might possibly happen alter the way you treat what almost
The way that a program represents information is another way that it can obtrude noisily into a user's consciousness. One area frequently abused is the representation of quantitative, or numeric, information. If an application needs to show the amount of free space on disk, it can do what the Microsoft Windows 3.x File Manager program did: give you the exact number of free bytes, as shown in Figure 9-5.
Figure 9-5:
The Windows 3.x File Manager took great pains to report the exact number of bytes used by files on the disk. Does this precision help us understand whether we need to clear space on the disk? Certainly not. Furthermore, is a seven-digit number the best way to indicate the disk's status? Wouldn't a graphical representation that showed the space usage in a proportional manner (like a pie chart) be more meaningful? Luckily, Microsoft Windows now uses pie
In the lower-left corner, the program
Visual presentation expert Edward Tufte says that quantitative presentation should answer the question, "Compared to what?" Knowing that 231,728 KB are free on your hard disk is less useful than knowing that it is 22 percent of the disk's total capacity. Another Tufte dictum is, "Show the data," rather than simply telling about it textually or
In Windows XP, Microsoft's right hand giveth while its left hand taketh away. The File Manager (shown in Figure 9-5) is long dead,
Figure 9-6:
In Windows XP, Microsoft has replaced the electric
Unfortunately, that pie chart isn't built into the Explorer's interface. Instead, you have to seek it out with a menu item. To see how full a disk is, you must bring up a modal dialog box that, although it gives you the information, takes you away from the place where you need to know it. The Explorer is where you can see, copy, move, and delete files; but it's not where you can easily see if things need to be deleted. That pie chart should have been built into the face of the Explorer. In Windows 2000, it
is
shown on the left-hand side when you select a disk in an Explorer window. In XP, however, Microsoft took a step
Software frequently fails to present numerical information in a graphical way. Even rarer is the capability of software to enable graphical input. A lot of software lets users enter numbers; then, on command, it converts those numbers into a graph. Few products let the user enter a graph and, on command, convert that graph into a vector of numbers. By contrast, most modern word processors let you set tabs and indentations by dragging a marker on a ruler. The user can say, in effect, "Here is where I want the paragraph to start," and let the program calculate that it is precisely 1.347 inches in from the left margin instead of forcing the user to enter 1.347.
"
This principle applies in a variety of situations. When items in a list need to be reordered, the user may want them ordered
When someone is asleep, he usually looks asleep. When someone is awake, he looks awake. When someone is busy, he looks busy: His eyes are focused on his work and his body language is closed and preoccupied. When someone is unoccupied, he looks unoccupied: His body is open and moving, his eyes are questing and willing to make contact. People not only expect this kind of subtle feedback from each other, they depend on it for maintaining social order.
Our programs should work the same way. When a program is asleep, it should look asleep. When a program is awake, it should look awake; and when it's busy, it should look busy. When the computer is engaged in some significant internal action like formatting a diskette, we should see some significant external action, such as the icon of the diskette slowly changing from grayed to active state. When the computer is sending a fax, we should see a small representation of the fax being scanned and sent (or at least a modeless progress bar). If the program is waiting for a response from a remote database, it should visually change to reflect its somnolent state. Program state is best communicated using forms of rich modeless feedback,
For programmers, it is important to know exactly what is happening process-wise in a program. This goes along with being able to control all the details of the process. For users, it is disconcerting to know all the details of what is happening. Non-technical people may be alarmed to hear that the database has been modified, for example. It is better for the program to just do what has to be done, issue reassuring clues when all is well, and not
Many programs are quick to keep users apprised of the details of their progress even though the user has no idea what to make of this information. Programs pop up dialog boxes telling us that connections have been made, that records have been posted, that users have logged on, that transactions were recorded, that data have been transferred, and other useless factoids. To software
As discussed before, the program should make clear that it is working hard, but the detailed feedback can be
It is important that we not stop the
| DESIGN TIP |
Don't use dialogs to report normalcy. |
By the same token, don't stop the proceedings and bother the user with problems that are not serious. If the program is having trouble getting through a busy signal, don't put up a dialog box to report it. Instead, build a status indicator into the program so the problem is clear to the interested user but is not obtrusive to the user who is busy elsewhere.
The key to orchestrating the user interaction is to take a goal-directed approach. You must ask yourself whether a particular interaction moves the user
It's easy to assume nothing about what your users want and rather ask a bunch of questions of the user up front to help determine what they want. How many programs have you seen that start with a big dialog asking a bunch of questions? But users—not power users, but
normal
people—are very uncomfortable with explaining to a program what they want. They would much rather see what the program
thinks
is right and then manipulate that to make it exactly right. In most cases, your program can make a
Just because we use the word
think
in conjunction with a program doesn't mean that the software needs to be intelligent (in the human sense) and try to determine the right thing to do by reasoning. Instead, it should simply do something that has a statistically good chance of being correct, then provide the user with powerful tools for shaping that first attempt, instead of merely giving the user a blank slate and challenging him to have at it. This way the program isn't asking for permission to act, but rather asking for
| AXIOM |
Ask forgiveness, not permission. |
For most people, a completely blank slate is a difficult starting point. It's so much easier to begin where someone has already left off. A user can easily fine-tune an
Another problem crops up quite frequently, whenever functions with many parameters are invoked by users. The problem comes from the lack of differentiation between a function and the configuration of that function. If you ask a program to perform a function itself, the program should simply perform that function and not interrogate you about your precise configuration details. To express precise demands to the program, you would request the configuration dialog.
For example, when you ask many programs to print a document, they respond by launching a complex dialog box demanding that you specify how many copies to print, what the paper orientation is, what paper feeder to use, what margins to set, whether the output should be in monochrome or
A much more reasonable design would be to have a command to print and another command for print setup. The print command would not issue any dialog, but would just go ahead and print, either using previous settings or standard,
The print control on the Word toolbar offers immediate printing without a dialog box. This is perfect for many users, but for those with multiple printers or printers on a network, it may offer too little information. The user may want to see which printer is selected before he either clicks the control or summons the dialog to change it first. This is a good candidate for some simple modeless output placed on a toolbar or status bar (it is currently provided in the ToolTip for the control, which is good, but the feedback could be better still). Word's print setup dialog is called Print
…
and is available from the File menu. Its name could be more clear, although the ellipsis does, according to GUI standards, give some
There is a big difference between configuring and invoking a function. The former may include the latter, but the latter shouldn't include the former. In general, any user invokes a command ten times for every one time he configures it. It is better to make the user ask explicitly for configuration one time in ten than it is to make the user reject the configuration interface nine times in ten.
Microsoft's printing solution is a reasonable rule of thumb. Put immediate access to functions on buttons in the toolbar and put access to function-configuration dialog boxes on menu items. The configuration dialogs are better pedagogic tools, whereas the buttons provide immediate action.
Asking questions is quite different from providing choices. The difference between them is the same as that between browsing in a store and conducting a job interview. The individual asking the questions is
| AXIOM |
Asking questions isn't the same as providing choices. |
Dialog boxes (confirmation dialogs in particular) ask questions. Toolbars offer choices. The confirmation dialog stops the proceedings, demands an answer, and it won't leave until it gets what it wants. Toolbars, on the other hand, are always there,
Contrary to what many software developers think, questions and choices don't
Users don't like to be asked questions. It cues the user that the program is:
Ignorant
Forgetful
Weak
Lacking initiative
Unable to fend for itself
Fretful
Overly demanding
These are qualities that we typically dislike in people. Why should we
Worse than single questions are questions that are asked repeatedly and unnecessarily. Do you want to save that file? Do you want to save that file
now?
Do you
really
want to save that file? Software that asks fewer questions appears
In
The Media Equation
(Cambridge University Press, 1996), Stanford sociologists Clifford Nass and Byron Reeves make a compelling case that
Choices are important, but there is a difference between being free to make choices based on presented information and being interrogated by the program in modal fashion. Users would much rather direct their software the way they direct their automobiles down the street. An automobile offers the user sophisticated choices without once issuing a dialog box. Imagine the situation in Figure 9-7.
Figure 9-7:
Imagine if you had to steer your car by clicking buttons on a dialog box! This will give you some idea of how normal people feel about the dialog boxes on
your
software. Humbling, isn't it?
Directly manipulating a steering wheel is not only a more appropriate idiom for communicating with your car, but it puts you in the superior position, directing your car where it should go. No user likes to be questioned like a suspect in a lineup, yet that is exactly what our software often demands of us.
In the cockpit of every jet fighter is a brightly
Just like a jet fighter needs an ejector seat lever, complex desktop applications need configuration facilities. The vagaries of business and the demands placed on the software force it to adapt to specific situations, and it had better be able to do so. Companies that pay millions of dollars for custom software or site licenses for thousands of copies of shrink-wrapped products will not take kindly to a program's inability to adapt to the way things are done in that particular company. The program must adapt, but such adaptation can be
| AXIOM |
Hide the ejector seat levers. |
Programs must have ejector seat levers so that users can—occasionally—move persistent objects (see Chapter 11) in the interface, or dramatically (sometimes irreversibly) alter the function or behavior of the application. The one thing that must never happen is accidental deployment of the ejector seat (see Figure 9-8). The interface design must assure that the user can never inadvertently fire the ejector seat when all he wants to do is make some minor adjustment to the program.
Figure 9-8:
Ejector seat levers have catastrophic results. One minute, the pilot is safely ensconced in her jet, and the
Ejector seat levers come in two basic varieties: those that cause a significant visual dislocation (large changes in the layout of tools and work areas) in the program, and those that perform some irreversible action. Both of these functions should be hidden from inexperienced users. Of the two, the latter variety is by far the more dangerous. In the former, the user may be surprised and dismayed at what happens next, but she can at least back out of it with some work. In the latter case, she and her colleagues are likely to be stuck with the consequences.
By keeping in mind principles of flow and orchestration, your software can keep users engaged at maximum productivity for extended periods of time. Productive users are happy users, and customers with productive, happy users are the goal of any digital product manufacturer. In the next chapter, we further discuss ways to enhance user productivity by eliminating unnecessary barriers to use that arise as a result of implementation-model thinking.