On 17.06.2008, at 11:15, MacArthur, Ian (SELEX GALILEO, UK) wrote:

>>>     Kidding aside, I don't find myself defending this kind of design
>>      (mass overloads of widgets) very often, but in some cases it's
>>      really the situation calls for, especially real time stuff like
>>      show control and audio/video production.
>>
>>      But as a general rule, yeah, it's usually wrong.
>
> It seems to me (observing the guys who do this well) that they really
> *don't* register all the controls - their mind blocks them up into
> groups, and only a few key items from each group (maybe a slider
> position) even registers in the brain.
> (And I've seen this fail - where some of the "minor" knobs were in the
> "wrong position", and the operator had a big problem noticing this,  
> even
> when it was obvious to me - he just didn't even see this controls  
> until
> there was the "logical disconnect" in his internal model, I guess.)


This is why stepping back from a problem for a while an comming back  
later often solves the problem.

To diverge a little: loosing the oversight in a complex UI and  
focusing on only very few settings is really hard to fix with a GUI  
design. Some attempts (like the bouncing paper clip that tries to  
guess your problem) went awefully wrong.

The military solves some of this by giving the soldier a strict order  
by which to test settings and pounds that into the brain, so that even  
under extreme stress a procedure is followed, designed to  
systematically solve problems. Missing an important setting is not  
possible that way. A GUI could aid this by providing an "I am stuck"  
button which then starts a tutorial style run-down of all settings,  
highlighting the controls in the UI in that order.

Matthias

----
http://robowerk.com/


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