Every year I greet a new group of computer science students
who have signed up for my HCI course. By the end of the
semester, most of them will have a reasonable grasp of the basics of HCI, and
some will even be enthusiastic about the topic. Projects turned
in by students, working in teams, have included a voice-controlled video game,
a gesture-controlled Web browser, a social networking application for gamers,
and a variety of personal information organizers, on the desktop as well as on
cell phones and other mobile devices.
Over the past ten years or so I've noticed students becoming
more interested in applications that push the bounds of what's currently
possible. The projects generally target what Jonathan Grudin calls discretionary hands-on use (Three Faces of
Human-Computer Interaction, IEEE Annals
of the History of Computing, 2005). That is, students are less interested
in building a better calendar system, financial planner, or electronic voting
ballot; they look to applications and devices that fit into the natural and
often optional activities of our everyday lives. How can I contact my friends?
Could I play a familiar game in a different way? What would people like to do
with their mobile phones that isn't easy to do now?
In some of these applications, the context of use is
critical. Surprisingly, it's not always easy to translate experiences with the
real world into insights about the design of interactive software. I'll ask my
students, “Have you ever heard the phrase 'stupid user'? [Everyone has.] Have you ever put salt in your coffee instead of sugar, because the paper
packets look similar? [Many have.] Did you think of yourself as a stupid
condiment user?” Of course, that's ridiculous, in the same way that the mistakes we make in using computers are much more often the fault of the designer than the fault of the user.
More detailed examples that students tell me about contain similar ideas:
I work as a technician in a veterinary hospital. We give puppies a vaccine called DHLPPC, which requires booster shots later. Some dogs have an allergic reaction to the Lepto virus (the L part of the vaccine), so later shots use the DHPPC vaccine (without the L). The problem is that both vaccines come in bottles that are the same size and have labels that are almost identical, except for tiny print on one reading “without the Lepto virus". The wrong vaccine can be deadly, but the labels make it really easy to make a mistake.
I work in a bank as a teller. Sometimes I'll go to the vault to pull out a stack of bills, which are wrapped in straps. The straps are colored and labeled with the total amount in the stack. The problem is that some of the straps are wrapped around different denominations of bills, but they're colored the same and have the same total dollar value. So if I'm in a hurry, I might want $1000 in $50s but I'll get $1000 in $100s by mistake, because it's hard to tell the difference between them when I'm rushed.
The shower faucet in my bathroom has a lever with a circle going around it. There's an Off label at the bottom. A blue arrow labeled Cold curves up on the left side, and a red Hot arrow continues downward on the right. The problem is that the lever must be turned in the direction opposite the arrows to turn on the water, and the labels are just relative--you turn one direction for colder and the other for hotter water. But if you just position the lever over the Hot label, only cold water comes out.
A few of the prototype user interfaces turned in by my students for the class will include labels and icons that are too small or too similar to
distinguish at a glance. This often happens with simulations of handheld
devices, which may include closely-spaced icons and small text labels.
This is fine, in some cases, for a mouse-driven desktop application, but it's prone to
error on a touch or handheld keypad interface. (Sometimes a touch screen
interface will be simulated to include roll-overs, in which an icon changes its
visual appearance when the pointer moves over without selecting it. The
developers are usually surprised that they hadn't realized that touch
interfaces aren't well-suited for this type of feedback.) Misleading icons and
text are just as common, when students haven’t thought hard enough about the
mental models that users may bring to the use of their application.
These are straightforward problems that are well-addressed
by evaluation in HCI, and students in my class usually find the results
compelling: “One of the users we worked with said that our prototype didn’t
have X. It actually did, but none of
the users could find it.” To those who still wonder whether the attention to
usability issues is worth the effort, I can say, “Imagine building an
application that turns out to be popular with, say, 10,000 users. Now think
about the last thing that you used—a faucet, a plastic container, even a
toy—that was a bit too complicated and took you an extra five seconds to figure
out. If you could save five seconds for every one of your application’s users,
how many hours of your individual effort would it take to balance that out?”
It’s not a perfect argument, but it does bring home the amount of leverage that
good design can apply.
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