Cortlandt Winters wrote:

Andreas said
This is just my relatively uninformed opinion however, i'd love to hear
counterargumentation when it comes to the usability issue.

Hi Andreas,

I enjoyed your rant's but in the end they are reactionary nonsense.

Usability doesn't depend on the technology. It depends on design.

Silly bear!
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I disagree ;)
I think usability depends largely on habit and familiarity, more so than design and "scholar" ideas of user friendliness. I believe conformity under the design paradigms of a given OS is what makes an application inherently user friendly. No matter of pointing arrows and step by step tutorials can shake the fact that pointing arrows and step by step tutorials were needed in the first place.

I've read my share of books on usability, and i work primarily with web designers at the office who talk of nothing but usability. Their knowledge comes from god knows how many bouts of user feedback, testing and simple experience. My knowledge comes from building standalone applications that are cross platform, and thus don't really need to adhere to any OS interface paradigms beyond "click on stuff to do stuff". You could say they adhere to a UI design philosphy of familiarity, which plays on visual cues to give the user an inherent understanding of the functionality based on her experience with the framework UI of the platform (in this case the web browser). I on my hand adhere to a tactile UI design philosophy, which plays on natural action: Which is more intuitive for an "uninformed" user when asked to stack boxes? To press two buttons, or to drag box a on top of box b? However, whenever we've tried to couple these design philosophies, we run into issues such as back button incompatibility, or users becoming confused with regards to the flow of the website and the flow of the application embedded in the website.

My last project, which i posted a crapload of photos of in the lounge recently, was a tablet pc driven multiuser game installation intended for school kids aged 13-15. We had a major issue deciding what was the intelligent approach to the solution: To make the interface as hands on and "Physical" as we could to play on the strengths of the stylus/tablet, which turned out to be a bad decision. We chose to implement hand writing based chat and a number of other click-drag-push-pull-tap functionality that we carefully thought out to adhere to our immediate sense of what the user logically would attempt to do in the given situation, but it ultimately backfired on us. Kids were looking for elements they knew from their own PCs, kids with "computer experience" (if that's even a thing today) would always try and take charge, or would be put in charge by those less sure of themselves, and since we had gone to such lengths to simplify and streamline the interface, we alienated them. Those that didn't know were overriden by those that thought they knew, and those that thought they knew were too jaded to simply accept how the interface actually worked. For a game designed to be played *once* by a given group of individuals over a period of 2 hours, this wasn't really what we wanted to do: We had effectively pulled out the technical common ground from under their feet.

The result was kids that were really intrigued by the technology and that really caught on to it near the end, but who had spent the first hour merely getting around the edges of it. For a game, you don't want to fight the interface, you want to play. My boss thinks it was a resounding success, i think it was a painful lesson: Don't screw with the wheel: They know how the wheel works, don't make it octagonal, don't turn it into a ball or a hovering disc of power or whatever. They know the wheel turns, so let them turn the wheel if it reaches the same end.

I like the idea of creative and innovative interfaces, i really do. I'd go as far as to say it's something i burn for, it's a lot of fun to work with. Unfortunately, i'm a developer. So are you guys. It's so easy to forget the end user, and in my own experience with focus testing, often users who are negative are forgotten and users who are merely satisfied or slightly positive are seen as proof of concept. I know this has become more of a rant than anything, but i think dramatically altering the flow of a website is a concept i hope people aren't taking lightly in spite of the exciting technologies. I know we hate conformity, but in UI design, i think you could almost call it a virtue.

I'm a reactionary nonsesical buffoon quite often, but this isn't a new discussion to me and it's something that has always bugged me with Flash development. I think there's a pretty stark limit to how far we can go "cooling up" a site, and i think we need to learn how stark it is. At least here in Norway ;)

- Andreas
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