The Greatest Usability Test
It’s been a while since I wrote something on design. I have been gathering my thoughts recently and this is the result.
User interfaces are everywhere. From the newspaper you read in the morning, checking emails at office, dispensing coffee, visiting a hospital, even your alarm clock. Good user interfaces, well that’s something else!
Imagine for a moment that you’re an alien from Mars approaching Earth to conquer it. You walk out from your spaceship and find something on the ground that you can hold in your hands. Suddenly, it starts emitting a shrill noise, and with the fright you drop it thinking it’s a weapon or worse, a bomb. It falls to the ground, but the shrill sound doesn’t stop. It does look pretty harmless though, so you pick it up. You examine it and you find something that is protuding out. You press it down and the alarm clock that you are holding in your hands goes silent. Obviously, since you haven’t been introduced to the context of a clock, you have no clue whatsoever what a “circular face with some writings” with two “hands” makes a clock. But you also need to be introduced to the context of the button on top of the clock that turns off the alarm. Without that knowledge you would have no idea of how to turn it off.
Same goes for all the other physical and virtual objects we interact with everyday. It is the endeavour of us designers to make our life difficult in order to make the object simple and easy to use for the user. Now what defines “simple and easy?”. The interface should be simple enough to be understood by your Mom and easy enough to not require a manual to use. This is the greatest usability test one can try. Before releasing a design or uploading a website, show it to your mom and ask her what she thinks of it. Can she use it within 5 minutes of your introducing her to it? This is something I keep in mind whenever I design and it is my constant endeavour to simplify. That’s not always the easiest thing to do, and sometimes functionality comes in the way. And then you have to compromise one for the other.
Let me take an example. My mom had her first email account on Rediff. She was quite used to that interface and even when they updated it, she chose to stick on to the old interface. She knows her way around there – from where to find contacts, to where all the email folders are. I recently got her signed up on gmail. She started using it parallely with rediff. After a couple of weeks I happened to notice her using gmail. She was finding it quite difficult to grasp the concept of how the emails are displayed and why do they have a number in brackets next to the ones she had replied to etc. I then told her that it is not a single mail, but gmail shows them as conversations. It was only then that she understood the concept and then she had overcome her fear of using gmail and started using it regularly. I’m sure you have had a similar experience when you use a service for the first time. Unless you have seen a tutorial video or read up some instructions, it is very difficult to get started immediately.
The results of the test are quite intangible and feedback that you can get from it can be very vague at times. Visual/Textual cues are very important to ease navigation around an interface. Use large readable text wherever possible. Use graphical icons to indicate function if the text becomes too much. Avoid clutter and use colours to differentiate various aspects of the interface. Also, efficiency is the key – doing the absolute most possible with what you have.
The tips above are very basic and can be used by anyone who’s making an interface. Special attention to software developers who are often required to do UI work as part of their job. Don’t try to make your life easier by making things complex. Complicate your life to make your user’s life simple.
Prats/Pratsie
on November 29th, 2009
Loved the way this is written ! the end note is worth remembering for anyone working for other’s benefit and services
niiice !
Twitted by sidv
on November 29th, 2009
[...] This post was Twitted by sidv [...]
Shubham
on November 30th, 2009
Loved this! I Everyone can connect to the instances you have stated here. Makes me wonder how complicated UI’s still exist?? Motorola still sells- feature heavy but difficult to use-phones
Guess some people need to go back to school to get their basics right..
Kartikay
on November 30th, 2009
The difficulty is that easy for someone is difficult for another – how do you survey and sample the target audience for some new UI that you would publish?
ah, the problems of life!
Siddharth Vanchinathan
on December 6th, 2009
thanks for the comment guys.
@kartikay – i think instead of trying to design UIs for specific target users, classify your users by age and design for that instead! coz everyone is human after all!
Navneet
on December 6th, 2009
Not only age, Sid, but also based on culture, interests, etc.. you should really know how to be a (P.C.) Separatist.
The ad industry uses focus groups to get feedback, is that the kind of surveying you’re talking about for UIs, Kartikay? I don’t think UI designers have that privilege. Game designers do, though, and still most design utterly shit UIs, so I don’t think it helps. I mean, how many times do I need to scare the shit out of my pants in the middle of the night at that unexpected LOUD EA SPORTS Intro Sound EFFECTS on my earphones huh?
Moms might be a good place to start…though not my mom
The thing about moms is that they love everything you do. GMail is not your product, so moms can shit-talk about it all they want (initially) but when it comes to your big break, you’re mom’s gonna call it the best darn UI in the UIverse (pardon the pun).
cheers
Siddharth Vanchinathan
on December 6th, 2009
@nav – the reason why i talk about our moms is that they’re uninitiated. they haven’t grown up with computers or electronic devices around them, so a lotta times they don’t get technology! the thing is, my mom doesn’t shit talk about gmail, she just doesn’t use it the way it’s supposed to be! so it’s that reason i’m saying that they’re the best source for first level feedback, the kinds that don’t need focus groups!
Navneet
on December 7th, 2009
By using mom and shit-talk in the same sentence, I meant that the uninitiated audience dislikes the UI for being a little bit cryptic. The uninitiated don’t have the experience of knowing the difference between good and bad UI design. It turns out to be an act of listening to an amateur for professional opinion. Even though it would provide good insights and is a good idea, it’s not the greatest test (in the professional sense). The uninitiated need to learn and explore, just like your mom finally did with GMail Conversations, how to navigate a UI.
The last sentence is Confucius-like in it’s wisdom, though… it goes for almost all aspects of design.
What I find a negative force propagating in the design world these days, particularly web design, is exactly that point: making the user’s life simple. Users are becoming more and more sophisticated these days, if you’re making your UIs simple, you are presuming to penetrate the largest audience possible… is that really a good thing in a culture that ridicules mass-produced, samey-looking, samey-doing products?
In other words, make your UI as true to the concept as possible. The concept is God. It’s the interpretation of the concept the audience needs to understand in order to navigate a UI. Like the interpretation of ‘Pinching’ for zoom in Touch interfaces. Or the concept of Conversations in GMail interpreted as a stack of emails. Interpretation can be done by anyone, though, whether simple or hard to understand. In this way, you will make sure your UI is interpreted well by the main people, which is the target audience, which is the only audience that understands the concept in the best possible way and hence is most equipped with how to navigate it. An example would be The Matrix website’s UI.
Siddharth Vanchinathan
on December 7th, 2009
I will disagree with you there. The purpose of “designing” a UI is to make it “usable”. HCI has a lot of research and rules in place for what’s “usable”. How will you determine the target audience for the UI? Anyone who will use your service is part of your target audience. And specially designing for something on the web, you cannot restrict your target audience to technically more advanced people. You will still have new users on gmail who don’t understand how the hell conversations work unless they’re told about it!
The problem with keeping it true to the concept is that people who came up with the concept may not know jack about usability.
Did you understand anything about the matrix UI? It would have been so much different if you could understand what Tank was controlling and how he was sending those programs to Neo! The matrix is probably the worst UI ever!
Navneet
on December 7th, 2009
All of those conceptions might work as the safest approach. Additionally, people don’t come up with the concept. An artist or designer or creative person/team comes up with the concept. That’s what they are being paid for. Otherwise, you just act as a computer operator for their brain. And those new users on GMail who still don’t understand conversations will one day, eventually get it, and on that day they will appreciate it more. Till that day comes, they can use hotmail or Y! Mail just like the people still using the older, slower mail services to send letters.
Sending programs to Neo on The Matrix UI?! Dude, I mean the first website of The Matrix movie on the internet, which had hidden links and messages and stories talking about an alternate reality, which in turn formed the first ever largest Alternate Reality Gaming community. That’s utilising a concept in cyberspace. Something similar to the viral websites for The Dark Knight, but a hell lot more. What I’m saying is that UI needs to be faithful to the concept the target audience identifies, more than it needs to be to a more (or less) skilled audience.