By Paul Chavez On August 09, 2011
For many years I was an advocate of simplicity when it came to user interface
design, maybe to an extreme. Making interfaces simple is very hard
work, but at the time my personal interest was fueled by the high number of
bad, overly complicated interfaces that the audiovisual industry in general
(myself included) had created for our customers.
In the past 10 years,
the level of interface
design appears to have
improved significantly.
This is partly because
the AV world has begun
to understand how to better match the technology
we are providing with human perception and our
cognitive abilities. There has also been a convergence
toward some interface conventions (fueled in part
by website uniformity) that has made many interface
layouts more familiar to users and, as Mac inventor
Jef Raskin was known to say, “intuitive equals
familiar.”
Today I am more comfortable with the fact that
some interfaces need to be complex. Complexity
is completely appropriate for some users, such as
people configuring and commissioning large sound
systems. The real art of interface design is not only
to simplify, but also to design an interface with an
appropriate level of complexity. In Donald Norman’s
latest book, Living with Complexity, he states, “Good
design can help tame the complexity, not by making
things less complex—for the complexity is required—
but by managing the complexity.” He goes on to
explain that the skills needed to manage complexity
lie in making the product design understandable and
properly appraising the abilities and skills of the
people using the product.
Knowing your customer, or at least your customer
“persona,” is at the root of choosing the appropriate
level of complexity for an interface design. For
complex systems, even with impeccable organization,
you may still be asked to create an interface that is
too complex for the user. This is a significant fork
in the road for the designer, and one that I want to
focus on because I think it is where designers often
go wrong.
It’s common for customers to ask for more
complexity than they can handle. It is very easy to
ask for features in a system while unknowingly
creating more complexity than either the user or the
physical interface can handle. The complexity of the
system should mandate the appropriate interface
(touchscreen, on-screen display, hard button, dials
and gauges, etc.). Many times the customer asks
for features that literally overflow the touchpanel
or wall plate that has been pre-chosen without
consideration for the task at hand. Using complexity
appropriately does not mean that the controls are
hidden three layers down a hierarchical winding
road! Complexity still requires elegance and great
organization, and it often requires more physical real
estate from an interface.
Training may also be required for a moderately
to significantly complex system (such as a
72-channel digital audio console or large
lighting console), but the other thing that often
needs to go hand-in-hand with complex systems
that require training is frequent use of those
systems. You would not want to fly in a plane
where the pilot only flies once every six months—
it is not a good idea. Complex systems only
become familiar and usable through repeated
and frequent use. So, if a customer is asking for
a complex system, make sure they have the time
to stay familiar with the complexity you’re giving
them.
It is up to you to advise when the customer
goes down the wrong road toward more
complexity than they have the skill and time to
handle. Rapidly prototyping interfaces on paper
or simple CAD tools are one of the best ways
to run trials on what a customer is asking for—
before hardware is purchased or even proposed.
Ultimately the equipment chosen will then be driven
by the customer’s need and by the simplicity, or
complexity, of the required system.
Paul Chavez (pchavez@harman.com) is the director of systems
applications for Harman Pro Group. He is a usability evangelist
and a futurologist. Chavez has designed a variety of audiovisual
systems ranging from themed attractions to super yachts.
He has also taught and written on the
topics of interaction design, audiovisual
design, and networking.
Organize to Add
Usability
The primary skill needed for making
any system more understandable and
usable is the ability to organize well.
Most of the graphic design principles
that apply to user controls are those
that help to organize the content of
a control panel: grid, grouping, using
subtle or “just noticeable” differences
in color, and determining what needs
to be visible and what can be hidden.
The use of the grid and grouping
alone can help fix those panels you’ve
seen with 10 or 20 floating buttons
where each button looks equally
important.
Using your organizational skills
means pre-sorting for your user, e.g.,
determining what controls are related
to each other and how to group multiple
controls so that the most used
and important controls have a slight
“visual advantage” over other objects
on the page. This involves asking
what can be done make a control
subtly “more important” than the
others (and coloring it red is almost
never the right answer). Some possibilities
are changing the color saturation
of the control just a little, sizing it
slightly larger, or placing it in a more
accessible location.
You don’t have to do very much,
which is why cognitive scientists call
this a “just noticeable difference.”
—P.C.