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Repetition for Fun and Failure

Jan 11th, 2007 No comments yet. Tags: , ,

Repetition is so very important to everything. I mean it! Everything!

It’s the belief in repeatability that drives our trust in science. It’s the process that makes our brains better at almost anything we can do. It’s the thing that turns the jagged jumble of a fractal shape into the structures of the natural world. Still not convinced? It’s the last step in Lather-Rinse-Repeat. Spooky, like the golden ratio.

In seriousness, repetition is one of the basic facts of life. It’s hard-wired into our most elementary thinking machinery and behaviour. One of the most important ways that we differ from traditional computers is that when we recognize repetition, we start to not notice it. Think about the last 5 times you brushed your teeth? Anything out of the ordinary? If not, then you likely don’t remember much about those individual experiences. If something strange did happen, like an important phone call or hearing some big news while you brushed away, the repetition is broken with uniqueness and you’ll likely remember it. Just ask any five people what they were doing when they heard about some huge event, and you’ll see this trick of the mind in action.

You may rightly question, what has this got to do with making software? Answer: abso-freaking-lutely everything.

Let’s start with a truism I learned from reading either Alan Cooper or Jeff Raskin’s writing: there’s no such thing as intuitive software. What can possible be intuitive about software? Nothing in the world works like it, so there’s nothing from which to draw natural inferences. Instead, we bootstrap the learning process with metaphors: layered objects, desktops, folders, rulers, envelopes, and so on.

It’s through the repeated use of these metaphors that software becomes familiar, and when we say intuitive we really do mean ‘familiar enough to drastically lower the learning curve.’ But ‘intuitive’ fits better on a brochure, so it’s the word we’re most familiar with. Funny how that turned out.

Se learn through repetition, and as we do we necessarily start to ignore the details of each repetition. This bit of knowledge is extraordinarily powerful for anyone designing a coherent set of software features. We can often rely on repetition to reinforce the pathways through information and actions that we create with software. We can also count on seeing it misunderstood and mis-used. Behold, one of the deadly sins of interface design: setting people up to fail by making critical, non-recoverable tasks repetitive.

An amazing example of how thousands of Windows Vista users will be screwed by bad use of repetition comes from an article on gaming technologies. While talking about the gauntlet of warnings that people to pass when introducing software on Vista, the author :

The principal user experience problem with LUA’s is that when a consumer wants to download and install a game demo off the Internet, they must first click past the IE warning dialogs, and then respond to the security elevation dialog Vista pops up requiring an admin account name and password to enable the software installation.
For boxed games, this may not be super intrusive because consumers purchase relatively few boxed titles annually, and have already paid for the game at the point that they experience the elevation dialog… The same will be true for core gamers surfing free downloadable demos. The frustration value of this experience is akin to what it would be like if you had to enter a username and password per song you wanted to try in Apple iTunes.

The intrusive dialogs are also oddly pointless, because Vista’s frequent warning dialogs do nothing to differentiate legitimate commercial software from known hazardous products, so consumers will still mistakenly install malware. Kids will either have to ask their parents to respond to elevation dialogs per download they want to try, or have their own elevation account and password and continue to download whatever they want.

It sounds pretty safe, if cumbersome, but it’s not even near safe. Using the same authentication interface makes granting permission easier. It also makes ignoring important details easier, while encouraging users to rely on muscle memory rather than think about what they’re doing. This is a problem in many interfaces, and not exclusive to Windows at all. But leave it to Windows to lower the bar to pain.

The Vista design ensures the absolute trivialization of the warning steps by increasing the number of instances, decreasing the importance of each instance, and making it an obstacle to immediate gratification. This is the perfect storm of disastrous repetition: Vista will train an army of unwitting users how to habitually pass an important, protective measure. Hackers will have it easy, with victims hurriedly and habitually granting malicious code the permission it needs to make trouble.

Fixing the scenario requires a rethinking of the administrative authentication interface. User names and passwords are a fact of life, and aren’t going anywhere. They shouldn’t be tossed out of the scenario, but instead reinforced with cues that interrupt the tendency to ignore details and rely on memorized action. Such cues could be floating placement of some interface elements, greater emphasis on details of the action being authorized, and possibly a challenge in the form of a choice or question about the context for the action (choosing a category for the software being installed, for example).

So say it three times with me: where you see repeating events in the software you’re creating, treat it with care. Dealing with repetition properly will make their lives truly easier; failing to address its dangers will lead to ‘what did I just do?’ moments that we all, regretfully, know too well.

Ma.gnolia Roots Goes Live

Sep 18th, 2006 No comments yet. Tags: , , ,

Today at Ma.gnolia, we released a great feature called Roots. Put simply, it’s a link that brings you the collective assessment of the website you’re looking at, as determined by Ma.gnolia members who’ve bookmarked that page.

Part toy, part research tool, part info-voyeurism; Roots is among the first tools to build on social bookmarking as a platform for enriching the way we use the web instead of merely supplementing it.

This is much easier to understand when see for yourself, so give the icon below a click:

As you can see, not a huge number have bookmarked this page, but with the Roots bookmarklet, you can apply this trick to any page you’re looking at, and get a quick measure of what Ma.gnolia members think. One of the best things about Roots is that you don’t have to be a member to use it, either. It just does more if you are.

Find out more and get the Roots bookmarklet and badges here. To learn more about Roots’ talented designer, Bill Lindmeier, check out his blog.

Facebook – Documenting a Social Software Phenomenon

If you’ve been watching my bookmarks in the sidebar or through a feed, you’ll know I’ve been watching Fred Stutzman’s thoughts on Facebook, the social networking website for students. As I dig into Fred’s work, I realized this was worth a blog post and not just some links on the side.

What I like about Fred’s writing on Facebook is that he doesn’t just comment; he gets involved by advising students and faculties on how to engage a social software phenomenon while keeping in mind important things like privacy. His blog also documents the evolution of issues from the perspective of a researcher, which should be required reading for anyone managing or designing social software.

You can find all of his Facebook articles with this search, and he provides a summary post on his research as well.

iSurance? Old World Business Meets the Digital Age

Sep 11th, 2006 No comments yet. Tags: ,

We enter new eras not with ribbon cuttings and big parties, but by small steps that can pass by easily unless we look for them. Here’s an example of what’s going on as the worlds of digital content become more of a mainstay of our day to day lives:

From the Independent, an article about how insurers are starting to provide policies for loss of digital content.

This is great news for two reasons:
First is that traditional business is taking digital content more seriously and approaching it not as a problem, not as a fad, but a reality of modern life that has new service needs.

Second is that it marks the first time I’ve ever seen anyone take responsibility for protecting digital content. Most software licenses, and I’ll be writing more about those in the future, aggressively deny any warranty or right of reimbursement should you lose your digital content. The new insurance services being offered recognize the value of digital content to its holders (you and me) and says that business can not only put a value on that content, but can also offer some protection.

As digital content gains recognition from traditional business as something with legitimate, protected value, I think we’ll see digital content gain a more equal footing with tangible belongings in law. And that, I hope, will put pressure on software licensors to be more realistic and responsible in their license agreements.

We wouldn’t buy a house without an inspection and certification that it is safe and built properly; we wouldn’t allow cars to be sold that suddenly emptied their gas tanks onto the streets. There are laws to protect us from such things. Soon, we might also see laws that give more protection to the immense value we create on our hard drives.

Design by Fire

Aug 21st, 2006 No comments yet. Tags: ,

Reality TV is one of my guilty pleasures, often because it’s so bad that it’s good, if you know what I mean. One of the best for being the worst was American Inventor, where contestant brought in their ideas for inventions that were refined and eliminated in rounds of voting.

Blogger Phil Ryu has launched a website for designing the next great Mac app through the same model: ideas will be submitted, voted on by a panel of established Mac developers, and eliminated through five weeks of voting on My Dream App (www.mydreamapp.com). The goal, to find real gems of ideas for cool apps, and to guide them to the 1.0 release. The panelists are made up of recognizable names Mac development, tech journalism and blogging, and I hope the advice they can give will be a boost to aspiring designers.

I think Phil’s idea is an interesting one, but the cuteness of the American Idol parallels end up sabotaging the potential. What sours me is the premise that there can ultimately be only one winner, a model that requires elimination for the sake of elimination, rather than a real building of potential. It also precludes the notion of two or more projects merging in the course of the contest as a part of the process, which in the fledgling age of the mashup is an idea that should only be encouraged, not discouraged by pure competition.

An amusing side note: in the forums one person complained about the 500 character limit for submitting an idea description and asked for more space. The response?

…the 500 character limit won’t change. It’s our belief that any great app can be described in 500 characters, and we also can’t judge thousands of page long ideas.

Come on; was it really a substantive decision to decide it in character numbers, like 501 is out but 500 is in? A humane way would be to give a maximum number of words or a suggested range. Better yet, ask for an elevator pitch to start things off and work from there.

All is not lost, of course. This is the prototype, the 1.0, season one of My Dream App, and despite my doubts I’ll definitely be watching.