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The Literal Interface

Yesterday’s post about how touch-based interfaces disintermediate interaction brought to mind a 30-second vignette I witnessed at a hotel in Mexico last month. From behind sunglasses I watched several guests act out one of my favourite interface design rules: people try to interact with what they want to change.

There’s more than one problem with this sign, like the change from an action/outcome pairing to a translation pairing, but the real problem is that the buttons on the sign really look like buttons, and the arrow points right to them.

The sign, taken as an interface, was actually a legend to a pair of discrete buttons located elsewhere.

I admit it was a little funny to watch, but it was also a reminder of how we can do so much for people using our products by thinking carefully about where we place controls in relation to where the outputs occur.


Countdowns and Scrambles: Innovative Interactions for Traffic

Managing traffic, the kind with cars and pedestrians instead of clicks, can surely be called one of the Big Problems for interaction design outside the realm of software. Two innovations for traffic that I recently came across stood out for their strong parallels with successful software interaction patterns.

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Navigating Ma.gnolia 2

Over at the Ma.gnolia blog, I’ve written on the task of re-making the global navigation menus for Ma.gnolia 2. Global navigation is one of those interfaces elements that you don’t typically notice until it fails to get you where you need to go. When it does fail, it fails with a thud. And from that, we want to make sure that major changes are thought through and don’t leave people hanging.

I found that re-working navigation for an application as large as Ma.gnolia wasn’t quite as hard as starting from scratch, but it did present some real challenges. If I have one big take-away, it would be that global navigation can’t be refactored before most of the interaction it frames has been worked out. Kind of like arriving at a destination, then plotting out how you got there, instead of the other way around.

Some Thoughts on Site-Specific Browsers

I’ve been playing with single-site browsers for the last couple months, specifically using Fluid, created by Tod Ditchendorf.

For the uninitiated, single-site browsers (SSBs) give a website its own window and dock icon (or place in the task bar for Windows), apart from the main browser. I made a quick (3.5 min) screencast to show how SSBs are created and how they present themselves in the desktop environment.

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Portable Profiles and Privacy: Choppy Ux Ahead

I’m always watchful for how the words describing goals and software features can influence the final form and flow of those features. If I think a part of the product’s vocabulary works against its brand or the kinds of outcomes it’s supposed to create, I’ll work to get it changed.

Last week, changing words brought something I’d been mulling over into much clearer resolution. This week, conversations at Open Web moved it to the point where it might be good to share here.

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An iPhone UI Stencil for OmniGraffle 5

The past few days has seen me head-down in designing an iPhone application. The results so far: interaction flow, feature map, and about 15 screens on paper. For most new applications, my wireframes don’t assume any particular graphic treatment. With the iPhone, the look is established and relatively stable, so I feel pretty good about creating glossy mockups that will actually look close to the finished product. So long as I don’t need to create custom interface elements, I’m in safe territory doing so.

Ready to turn those paper sketches into usable wireframes, I turned to trusty OmniGraffle and started looking for a stencil of iPhone interface elements.

But no luck, as in no stencils to speak of that I could find. Moreover, the iPhone SDK beta doesn’t include the interface builder kit. I expect that future design work on iPhone and iPod Touch apps will also involve glossy mockups over standard wireframes, so I created a temporary stencil out of iPhone screenshots and a bit of custom shape creation. When the SDK is released with the interface builder, I’ll replace my hacked up elements with actual ones from the kit.

For now, though, I’m working with my homespun solution. Though it’s very much a draft with some rough edges and an incomplete inventory, it’s enough to get started. I thought there might be others out there thinking of designing an iPhone app and at a loss for how to mock up the interfaces, so I’m sharing the stencil here.

stencilicon.jpg iPhone & iPod Touch UI Elements | Download Updated: March 23, 2008

I’d appreciate feedback on it, and will keep the stencil on this page with improvements posted here over time.

Info Decompression

I spent a few days on the far-west coast of BC this week in a small town called Tofino. In the summer, Tofino’s population goes up to about 20,000, attracting surfers and nature lovers. In the winter, the population is about 1,500. As you can guess, in February, it’s a quiet place to be.

I didn’t check email, turn on my cellphone, or tell anyone the exact place I was staying. I turned off status reporting widgets and read minimal news. I didn’t listen to my iPod once (for real). Late in the week, a surprise snowfall cut off all communication for about a full day, removing land-line phones, television and Internet access for everyone there, like it or not. Local radio is the only kind of radio there, and they lost power as well. Now that’s quiet, and perfect for exploring the beaches, taking in views that defy description and getting lost in the oddities turned up by the tides.

I didn’t fall into some kind of Luddite bliss, but I did notice, by their absence, the demand for our attention that the mere availability of these channels creates. Silencing the flow of incoming information seems to be a staple of the modern vacation, but I think that speaks to a need not being met in our approach to information technologies, and not some inevitable consequence of connectivity. That is, we shouldn’t have to turn off communication channels as a defensive action.

There’s some blue-sky thinking about how the devices we use to access these channels could become aware of our states and bring information to us accordingly, but that’s a post-iPhone world and I’m interested in what we can do now.

When thinking about this I keep coming back to the idea of information richness. The conventional wisdom is that offering depth and interesting pivot points on the information an application delivers is a good thing in itself. We want information, give it to us, relentlessly so. That takes us back to the beaches of the Tofino area for a moment.

On my first morning out I kept coming across Sand Dollar shells. I wanted to collect a few whole ones for some friends back home, but because they are usually partly buried in sand, each one has to be checked to see if it’s whole or broken.

A Sand Dollar, maybe broken, maybe not.

Most are broken. Even after finding a few whole ones, I found that I had to resist an urge to check out each one I came across. It’s the beach-combing equivalent of leaving no stone unturned.

Leaving stones unturned is just something our brains don’t do well, for many good reasons. It’s not that info-richness is a bad thing in itself, either. It’s that it’s often offered without qualification, without meeting a true need other than that of data voyeurism. Always wanting to put lazy theory into a Quaker-like work mode, I’ve been putting together a sanity checklist that will keep the lessons of my week in Tofino in mind.

  1. What is the one essential and concrete purpose that presenting a view of information serves? If the answer is highly subjective or vague, then it must connect directly with the core emotional experiences that the product is designed to create.

  2. How deep does the view of information need to be to serve that purpose?

Applying these questions to previous projects, I see places where we came close to the sweet spot, and many other places where we really filled up at the Information Candy store. In About Face 2.0, a must-read book on interaction design, Alan Cooper identifies cardinal applications, or those that take up all of our attention for extended lengths of time. As the desktop computing experience dissolves into many and mobile devices, cardinality will be taking a back seat. Instead of designing for any one application, we’ll be designing more for an ecology of applications, each of them asking for some degree of attention from people. Being relevant rather than rich in the information that they provide will set applications apart more and more, I believe.

There are many rewarding and appropriate uses of rich information structures, and info-voyeurism certainly has its place. And, we all need to manage the channels that demand our attention, but not by dulling our natural curiosity and learning to ignore the scores of unturned stones presented on any given interface. Making information rich in relevance rather than data will be the key to making applications that fit well with our lives, rather than something we want to escape from every few months.