Simple and yes even simplicity is right up there with intuitive on
words to describe the quality of something that lead to long drawn
out threads without a lot of practical gibblets in there.

Why? B/c both terms are about mental models. What is "simple" is a
personal reaction to the system one is working on. For some a CLI is
very simple and powerful at the same time. I.e. Ubiquity is great.
The problem with the word simple is that its opposite is really
complex, but we aren't in the game of removing complexity and in
fact the ways we achieve good designs are actually through really
complex methods.

I see Maeda's book as less a call to simple design ala
"minimalism" as someone pointed out, but really a call to designers
to just think more deeply about the designs they put out there. We all
have a tendency to put our egos in our designs, and this often leads
to "too much" which CAN lead to confusion. But a great designer
does tear away at their designs.

But again, I think it is a mistake to say that simple is a goal.
Whenever this comes up with my clients, I often counter them with,
"but the processes we are interfacing with are quite complex". In
my current application this has meant reducing the GUI, but adding
guidance, and at that only in certain areas. There are some tasks
whose business processes are so complex that if you are engaged in
them, then reduction would cause so much inefficiency that the
software would be getting in the way.

On the remote side of things. Yes a single button can have multiple
purposes, but as Jef Raskin (RIP) has so cleanly explained, mode
changes based on context are complex mental structures that many
users struggle with. 

I think that Jef's world is not the world of 8 years from now, as
mode shifting is becoming 2nd nature to so many and is really the
great advantage of computational digital interfaces, but I do believe
for now, on a mainstream consumer device, putting too many modal
interfaces is not a great idea. 

A tangential thought. In graphic design, reduction often translates
to increasing white space, instead of using graphical elements. In
IxD whe don't talk about our version of negative space very often,
if ever. How do we reduce interactions themselves for the sake of
achieving better interactions without loss of any meaning,
efficiency, etc. for the purpose of a greater aesthetic whole --
hopefully even improvement).


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Posted from the new ixda.org
http://www.ixda.org/discuss?post=35089


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