Hall of Fame
Usability
Norman and Nielsen stand out as two well published
figures who tried to bring reason to bear in the fast moving, and
at times anarchic, internet. Their common sense advice was based
on cognitive user models and real user trials. In other words, they
are not so much designers, as advisors on design, based on real
trial evidence. This empirical approach to design was badly needed
in a world of subjective judgements, where the whims of designers
often overruled the needs of users.
As the internet grew, it was subject to much use and abuse in design.
We have all been on the end of the abuse as we have struggled to
get to grips with the technology. We shouldn’t be surprised,
as computer tools are complex, it’s an evolving field and
tasks often need some learning. But good design applies as much
to the screen as to physical objects and we should be pleased that
some theorists have focused on solving these problems through user-based
evidence and trials. Usability is a balancing act between expert
designers and testing with experts and real users. All three are
often surprisingly scarce in web and e-learning design.
Norman (1957- )
Donald Norman’s touchstone for successful technology
is that it should be invisible, hidden from sight. Technology must
conform to human needs, not the other way around. This requires
user-centred design to humanise technology. An effective interface
should render technology invisible. We don't notice it because it
works effectively.
He has also applied his critiques to interface design and is a
consistent critic of inconsistent and gimmicky web design.
The Psychology of Everyday Things
In The Psychology of Everyday Things, Norman takes a wry look at
product design in everyday objects such as VCRs, computers, telephones,
car windows, dashboards, doors etc. to show good and bad practice.
It’s full of examples explaining why people push when they
should pull, click the wrong buttons and generally fail to complete
the simplest of everyday tasks.
His advice is straightforward and has plenty of relevance in e-learning
and web design. His first rule is ‘Design for usability’.
Usability, or ease of use, is paramount. Don’t make navigation
difficult. Make things visible – don’t keep the user
in the dark. A good example of how this goes wrong in e-learning
is the poor use of icons in navigation. Programmes sometimes have
graphics that look like icons but are not active, merely illustrative.
You click on them and nothing happens. Even worse, you may click
on an icon and something unexpected happens. The icon may even be
meaningless. In practice, icons usually have to be supported by
text.
Mapping is another of his principles in design. To steer a car
you turn the wheel to the right to go right and left to go left.
This is mapping. Apply this to navigation on the screen. To go forward
the arrow should face to the right and left to go back. In general,
in navigation, feedback (another Norman design principle) is also
important. You need to know when you’ve arrived at a destination.
Computer interfaces
In his later works he tackles, not objects, but computer interfaces.
How do new users understand what to do?
First, follow conventional usage, both in the choice of images
and the allowable interactions. Convention can constrain creativity
but on the whole, unless we follow the major conventions, we usually
fail. Those who violate conventions, even when they are convinced
that their new method is superior, are doomed to fail. (You cannot
successfully introduce a non-QWERTY keyboard today, or reverse the
window scroll bar convention. For better or for worse, human culture
changes slowly, if at all.)
Use words to describe the desired action (e.g."click here"
or use labels in front of perceived objects). Words alone cannot
solve the problem, for there still must be some way of knowing what
action is to be done and where. This requires a convention of highlighting,
or outlining, or depiction of an actionable object. It is also well
known that single word labels fail for most people. Thus, road signs
often use graphics - an international standard on road sign graphics
exists. Alas, most people do not understand those standards. It
is also the case that words are understood more quickly than graphics,
even a well known, understood graphic. Words plus graphics are even
more readily understood.
Follow a coherent conceptual model so that once part of the interface
is learned, the same principles apply to other parts. Coherent conceptual
models are valuable and, in my opinion, necessary, but there still
remains the bootstrapping problem; how does one learn the model
in the first place? By conventions, words, and metaphors.
Conclusion
Norman forced us to see design as a force, not only in real-world
objects, but also on the screen. We are only now starting to see
the importance of his advice in e-learning and web design with interfaces
which are truly invisible in the sense that that they are easy to
use and do not confuse.
Bibliography
Norman, D. (1986) User Centered System Design
Norman, D. (1988) The Psychology of Everyday Things
Norman, D. (1992) Turn Signals are the Facial Expressions of Automobiles
Norman, D. (1993) Things That Make Us Smart
Norman, D. (1994) Defending human attributes in the age of the machine
Norman, D. (1998) The Invisible Computer
Read about the Usability expert Nielsen
Read about the Usability expert Krug
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