David Cantrell wrote:
"It's what everyone else does" *is* the principle of least surprise.
That's getting the cause and effect backwards. There's lots of fucked up interfaces and user behaviors out there, just dig into Windows Linux GUI apps for examples, and some of them exhibit astonishing behavior. Often times users go right along with it because they've been trained to accept it. Many Unix shell utilities have this tendency.
And your statement implies that user expectations come solely from rote experience. I don't want to get into a whole UI design explanation right now, but let me just say it's not true. There's a whole world of ways to make an interface conform to expectations, and to control those expectations. Ways that work even though few people do it that way. Ways that aren't that hard to learn.
If "do what everyone else does" is one's driving design mantra then interfaces are simply being copied. Cargo-culting. There's a lot of crap out there and if one doesn't really know what makes a good interface, they're just doing what everybody else does and one can't separate the good from the bad.
More likely one copies the interfaces one has experience with which isn't even "what everyone else does" but it feels like it. This leads to the feeling that you're writing a good interface, it's what you're used to. It can explain why people will argue vehemently for broken interfaces: they learned by rote, it's what they're used to and they don't have the facilities to evaluate the interface subjectively. It "feels" right.
In the end, the Principle of Least Surprise is just a rule of thumb to look for flaws in an existing interface. It's not terribly accurate since what surprises the designer is very different from what surprises the user ("makes perfect sense to me"). That gets into designer vs user models and more than I want to go into right now.
-- 44. I am not the atheist chaplain. -- The 213 Things Skippy Is No Longer Allowed To Do In The U.S. Army http://skippyslist.com/list/