Chapter 1. What Users Do


This book is almost entirely about the look and behavior of applications, web applications, and interactive devices. But this first chapter will be the exception to the rule. No screenshots here; no layouts, no navigation, no diagrams, and no visuals at all.

Why not? After all, that's why you may have picked up this book in the first place.

It's because good interface design doesn't start with pictures. It starts with an understanding of people: what they're like, why they use a given piece of software, and how they might interact with it. The more you know about them, and the more you empathize with them, the more effectively you can design for them. Software, after all, is merely a means to an end for the people who use it. The better you satisfy those ends, the happier those users will be.

Each time someone uses an application, or any digital product, they carry on a conversation with the machine. It may be literal, as with a command line or phone menu, or tacit, like the "conversation" an artist has with her paints and canvasthe give and take between the craftsperson and the thing being built. With social software, it may even be a conversation by proxy. Whatever the case, the user interface mediates that conversation, helping the user achieve whatever ends he or she had in mind.

As the user interface designer, then, you get to script that conversation, or at least define its terms. And if you're going to script a conversation, you should understand the human's side as well as possible. What are the user's motives and intentions? What "vocabulary" of words, icons, and gestures does the user expect to use? How can the application set expectations appropriately for the user? How do the user and the machine finally end up communicating meaning to each other?

There's a maxim in the field of interface design: "Know thy users, for they are not you!"

So this chapter will talk about people. It covers a few fundamental ideas briefly in this introduction, and then discusses the patterns themselves. These patterns differ from those in the rest of the book. They describe human behaviorsas opposed to system behaviorsthat the software you design may need to support. Software that supports these human behaviors help users achieve their goals.




Designing Interfaces
Designing Interfaces: Patterns for Effective Interaction Design
ISBN: 0596008031
EAN: 2147483647
Year: 2005
Pages: 75

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