On Feb 12, 2008, at 10:01 AM, paige saez wrote:

> I think calling an interface intuitive presupposes an enormous  
> amount prior
> knowledge. Something is intuitive only to someone already familiar  
> with it.

I run into this issue at least twice a day.

Basically, I've come to describe it as this: An interface is  
intuitive if it maps to the mental model of the person using it.  
Nothing more, nothing less.

So if you want something to be "intuitive," you better know exactly  
what your user's mental models are for the product you are designing.  
Otherwise, you're best hope is only going to be able to design  
something that is "straight forward." Easy to use? Forget it. That  
only comes rarely and if the problem you need to solve is fairly  
simple itself.

If you are designing a poker application, for example, using pure  
numbers with a dollar sign is one thing, but to make it feel  
intuitive, you'll also want to add "chips" since that's how people  
think when betting in poker. That approach maps to their mental model  
and therefore gives the application the proper feel.

> Essentially I am thinking this question: How can we create  
> interfaces that
> teach new behaviors? Some measure of intuitive plus novel would  
> seem to be
> the recipe....particularly as interfaces move away from computers  
> and into
> mobile devices and more ambient technologies I am curious about  
> what the
> word "Intuitive" means when we are no longer in the realm of the  
> familiar AT
> ALL. Can anyone suggest anything?

There is no way to do so out of the gate unless the application you  
are designing has a strong model to follow in the real world. In  
designing Lightroom, one of the problems was how to handle digital  
RAW files in a way that photographer could uncerstand. Basically, in  
researching Lightroom, it became clear to treat the entire flow of  
the product as the digital equivalent of developing a negative, since  
essentially, that's largely what RAW is equivalent to. By equating  
RAW to the same concepts as a real negative (where a negative can be  
developed into a print multiple times and in multiple ways), it opens  
the door for that new technology and new ways to use it while also  
providing a basis for people to start from that maps to something  
they understand. Is Lightroom intuitive? For some, I certainly think  
it is, but if you are not a photographer, it probably is not.

The whole "Library, Develop, Slideshow, Print, Web" in the top right  
corner basically maps to the large blocks of how many photographers  
think, generally speaking. And using "Develop" treats RAW in the same  
manner as one would treat a negative in the darkroom. That's the  
first road down the path of mapping to the person's mental model of  
how they handle photos.

I used to get a lot of people telling me products like InDesign  
aren't intuitive. Well... if you've never set type and don't know  
what leading is, or never laid out a 100 page magazine, of course  
it's not intuitive. You have no basis to even begin to understand the  
product. For those that do, it's only intuitive if the controls they  
are looking for are generally in the spots they would find them.

But to make it "intuitive" generally speaking? That's not a useful  
exercise. You have to know your audience and how they think before  
you can even bother attempting to make something intuitive. And if  
your audience is "consumer" good luck. You'll need to know more than  
that.

-- 
Andrei Herasimchuk

Principal, Involution Studios
innovating the digital world

e. [EMAIL PROTECTED]
c. +1 408 306 6422


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