November 21st, 2007
Microsoft has an aptly named article "How To Create The Best User Experience". We applaud the suggestions and hope programmers take them to art when designing their applications, but there is a bigger picture we think they are missing. A positive user experience is one in which the user (end-user, visitor, operator, customer) interacts with the application (device, product, interface) and walks aways with a positive opinion of that said interaction. More specifically, one in which they visitor is able to complete their desired task successfully and in a streamlined manner. That's it. No rules on buttons, white-space, or error messages. Sure, a nice button will help with this, but whether it is a 10 pixel or 100 pixel button depends more on the user's desired task then some universal rule.
Principles for a positive User Experience
Principle 1: Can you quickly understand what it does?
Imagine you are a monkey walking into room. There, on the ground of the room, is a yellow stick next to a white, blank, flat piece of material. If you were a monkey you'd pick up the stick, maybe stick it in your mouth, ear, and nose, as that is what you do with a stick--you stick it in places. But then you'd notice that one end of the stick is leaving marks. If only you had a blank, smooth surface to leave such marks. Ah ha--that white, black piece of material! Before you know it, you are drawing figures and shapes on the piece of paper. You have just quickly figured out that the device can help you write and draw (and clean out your ear).
Another way to think of this is -- is the application intuitive? It helps if the user can create an easy mental model of it's use. For example, a book is like a newspaper is like a magazine -- you turn pages from left to right. That isn't to say that a book is the best user experience. But it is saying that if people are accustomed to one way of interaction. An idea book replacement would replicate this interaction convention.
The same applies for any technology device. Applications that create a good user experience don't require a 10 lb manual to use. A MAC gets credit for making an intuitive user experience -- one much easier than the old days of command-line DOS. Revolution.
Principle 2: Can you easily interact with it?
An intuitive device may make it easy to understand how to use it, but it doesn't necessarily make it easy to use. Take your computer keyboard as an example. It makes sense to push the keys (intuitive) but you still have to figure out what each button does (learn how to type). While you quickly intuited how to use the device, you now have to figure out how to translate the intuitive action into meaningful ones. This takes time and energy. Even worse, the common keyboard layout causes you to hold your hand in a slightly awkward manner. This has been improved upon with ergonomic keyboards. To put it another way -- it is comfortable.
Principle 3: Is it beautiful? Is it Fun?
Readers of this blog know we are biased towards beautiful interfaces. We have our reasons.
Principle 4: Does using the product create meaning?
Experiences with meaning provide an invaluable benefit. A website that is intuitive, easy to use, and beautiful fun is one thing. A website that, through just basic, provides meaning to your social life, is a revolution. Think Facebook. Yes, the website enables you to set-up a profile, make lists of things you like, and post stuff. But the amazing thing is when you reconnect with a long-lost friend or start being part of a community of people with similar interests. No longer is the website just another dispensable online tool, it's a vibrant community of friends.