Lars Pind

internet software, coaching, and entrepreneurship

Lars Pind - internet software, coaching, and entrepreneurship
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User Interface Fashion

April 16, 2001 · 0 comments

Looks Are Deceptive

When I bought my last car, I thought it looked slick, fresh, cool. But then, a couple months later, a friend of mine bought a new car that looked even slicker, fresher, cooler. I could never look at mine with the same eyes again. It didn’t have the same freshness anymore. I have to get a new one, now!

What does this have to do with software? Well, software’s got to look fresh, too. You may think that you buy software on pure rational merits, but often, the facts are against you.

Microsoft, of course, has known this for ages. They are constantly moving the fashion in user interface design (not interaction design, mind you) forward, with every new product release. And everybody else has played catch-up. Excluding Apple.

Long ago, the Windows 3.1 interface was mostly black-on-white. Then Microsoft added 3D borders on dialog boxes and buttons. Then came a completely new look in Windows 95, including a small video clip when you copy a file. Then came the Office 97 tool bars with buttons that have no border until you move your mouse over them. Then, in Office 2000, came the little icons in the menus, not to mention “Clippy”, the animated paper clip. And now, with Office XP, the look of the menus has changed yet again.

Arguably, a lot of these changes are at least attempts at productivity enhancements. But the productivity enhancement part of it could easily have been achieved without an aesthetic redesign. Microsoft, having a clue, redesigned.

Why? Well, I don’t know about you, but the first thing I do when I get my hands on a new piece of software is to play with the user interface. Click on things. Pull down the menus. Right-click everywhere. Just to get a sense of what it does. Learn what’s new. Read the “What’s new” section in the help, you say? Never! I just want to have fun. And since at that moment, I usually don’t have a real task at hand, say, a letter or a program to write, or a diagram to draw, I play with the UI, just for the fun of it. Silly? Yes, I’ll admit to that. But it gives me instant gratification. And as FedEx and UPS well know, instant gratification is worth real money.

What Happens When You Don’t

One example of a company that did not follow Microsoft’s lead, is Borland. At the time, I used Delphi most of my programming work, and I upgraded diligently. And for a long time, each new version that came out would look exactly like the old one. All the new features would be hidden under the surface. Exception handling? Cool, but you can’t see it or play with it. Faster compilation? Excellent, but what does it matter if the first program I write with my new toy is Hello, World? DCOM support? Sure, but that takes hours to get anything useful out of. No instant gratification. I just paid over a thousand dollars for a brand new version of Delphi, and I’ll be damned if it doesn’t look exactly like the one I already had. Wait! Maybe I’m still running the old version? Nope. What a waste!

Of course, later, I’d realize that there was actually good bang for the buck in that upgrade. But Borland lost their opportunity to up-front give me that warm and fuzzy feeling. Microsoft would never blow that chance. They know that first impressions last.

Borland’s software may be technically superior, but it looks like it’s last year’s model. And every review there is will always include screen shots. If you can’t see immediately from the screen shots that there’s something new and cool, why buy it? Well, yes, of couse, for boring, rational reasons, but that’s just not as much fun. And after all, if the vendor couldn’t even afford to give it a new look, is there any reaosn to believe they spent the effort to make it better under the hood? We all know that, despite meticulous cost-benefit analysis, the tech CEO usually ends up buying the software that looks coolest. Or the industrial robot. Or the car. Or the beard trimmer. Or whatever.

Hence, Microsoft always do something fresh with the menus and the toolbars, which happens to be the first thing you see when you start the program. Microsoft, of course, is uniquely positioned to introduce fashion just there. Windows already includes basic menus, toolbars, and buttons. But the latest, trendy menu design isn’t released to the general public. If you want to follow suit, you have to implement it yourself, and you’ll find yourself playing catch-up. And since Microsoft dominates your desktop, anyway, eventually everybody will follow suit. And by then, Microsoft will be on their way to something new.

Interesting Side Notes

The splash screens that pass by as you install the software is yet another testament to the value of instant gratification: Gotta let the guy know he bought the coolest software on the planet, while he’s waiting impatiently to get it installed. God, computer users are impatient and ungrateful beasts!

An interesting example of a company that has been successful in not following Microsoft’s visual appearance lead, is Adobe, most notably their Photoshop product. Photoshop has its own unique look and feel, partly because of their Mac background, partly just because Adobe is stubborn, and rightly so. But Photoshop arguably has a different audience than most other software: Hard-core graphic professionals that use it every day. Photoshop already has a considerable learning curve, but the learning curve is equally rewarded in productivity-enhancing short-cuts. The point is that Photoshop’s audience will be inclined to look much deeper before being disappointed. But Adobe still knows better than to not provide something visibly new with every release.

Another, related thing, that Microsoft does well, is always include some obscure feature, that is clearly useless, but fun to show to your friends. Word’s “Text Effects” (a tab in the Font format dialog) is an example of this. When has anyone ever had the need to surround a text by marching red ants? Yet it’s there, and it’s fun to say “Did you know that Word could do this?”. Likeways with Auto-summary. It’s utterly useless in practice, but when you take your friend’s doctoral thesis and ask for a 5-line summary, amusing nonsense ensue. Or the dockable toolbars. Lots of fun to play around with, but not a single person that I know actually ended up having them any other place than right below the menu. And I won’t even mention “Clippy”. The point is that you tend to show it to your friends, and that they tend to want to have that, too, so they can show it to their friends. So the next Monday, they go beg their boss to buy the latest version of Microsoft’s software. And eventually, he will.

Is It Worth It?

So is it worth it to invest in a new, snazzy look for the latest version? Microsoft obviously seems to believe that it is. Not to mention the car industry. And, of course, the fashion industry.

And, not surprisingly, I believe so, too. Especially if you’re operating in web software and not desktop software, it doesn’t really cost that much to hire a graphic designer and tell him: Redesign this, so it looks like next year’s model. You might as well. Where you’re going to find the money? How about using the money that you gained by doing your interaction design.

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Subway Sounds

April 08, 2001 · 4 comments

New subway cars were recently put in service in New York city. I had my first ride with one of them today, on the 6 line from Astor Place to 59th st. And I don’t like them. It’s not that I generally hate the MTA. In fact, I love New York’s subways. It’s just that I use them every day, so when the MTA does something stupid, I feel compelled to comment on it.

The new cars have many usability problems: The light’s terrible, the materials used are sterile and unfriendly to humans, the colors are ugly. But those problems are not what urged me to write.

What did urge me to write is the recorded voice. The new subway cars have a recorded voice that announces the stations, as well as the all too familiar "Stand clear of the closing doors". The usability of the recorded voices is, at one level, clearly superior to that of the live train operator, which, as you’ll know if you’ve ever taken the subway in New York city, are pretty much inaudible. But why does the recordings have to sound that unnatural?

Something magical seems to happen inside people’s head when their voices are recorded for these purposes. A complete transformation takes place. People start to talk funny. They exaggerate the pronunciation to the extreme.

Think about it for a second. Somewhere at the MTA headquarters, sits the person responsible for overseeing the recordings of these announcements. Let’s say his name is Chris. Chris is a person, a real human being. And Chris has actually, consciously decided that this was the way the recorded voices for his subway cars should sound. Was Chris not thinking? What ears was he using when he heard these dreadful recordings?

Alan Cooper has trick for intuitively assessing the usability of software systems: Pretend the software is a human being. How would we react to a human that acted the way the software does? Very often, we’d be outraged. I’d like to apply the same technique here.

If I was a journalist, I’d find Chris, and ask him out for an interview over lunch. And from the moment we met, and through the whole conversation, I’d speak to him using the same voice as these recordings, the same inhuman pronunciation. I bet, by the end of the meal, he’d have gone crazy. In fact, I think Chris would walk out on me way before the lunch was even over.

Thank you, Chris, for forcing us to listen to this every day!

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MetroCard Mess

April 04, 2001 · 32 comments

MetroCard Vending Machines, Brooklyn Bridge station, New York

Metrocard Vending Machines. If you’ve been on a subway station in New York during the last year or two, you know what I’m talking about: The humongous boxes that people use to buy the MetroCards you need to ride the subway.

The Good News

One school of thought recommends that you start out with saying something positive, when what you really want to get at is a critique. I’ll honor that principle here: They’re actually not that heinous to use. If you’ve ever used the subway in Washington DC, you’ll know that DC is much, much worse off. It helps, too, that the fare system in New York’s subway is a lot simpler to understand than it’s DC cousin. Another difference from DC is that there are usually manned booths next to them, so you can actually avoid using them altogether, if you want to. The human being is usually much superior to a machine as a user interface (although, sadly, that’s very often not the case in New York in particular). And finally, the New York ones get bonus points for using a touch-screen, which, when the technology actually works, works very well.

The Hopeless Hierarchy

Old-Fashioned MetroCard Vending Machine, Brooklyn Bridge station, New York

Now that we’ve gotten the positives out of the way, let’s look at some mistakes that could’ve been avoided. The user interface is designed as a hierarchical menu of mutually exclusive choices, a typical programmer-directed, as opposed to goal-directed, design strategy. I’ll walk you through it, so you can get an idea of how it is:

First, in order to get started at all, you have to touch a “start” button on the screen. Instead of just being ready to serve, the giant machine has decided to go to sleep, so it must be woken up before it’ll start taking your orders. That is simply gratuitous.

The second step is to choose a language. A more sensible approach would have been to assume English (except, perhaps, in parts of Brooklyn, Bronx, Queens, or in Chinatown, where you might want to default to Spanish or Chinese), and then present options for changing the language at the bottom of the screen, out of the normal flow. Especially given that the vocabulary necessary to buy a MetroCard is very limited. These buttons could possibly stay on the screen during the whole transaction, so users could change the language later, if they wanted. This is assuming they don’t clutter the screen.

The third step is to choose between a MetroCard and a SingleRide card. I have lived in New York for about a year and a half now, and I still get tricked by this from time to time. How is the user supposed to know the difference between these terms? There’s no other explanation, just the two buttons: MetroCard, SingleRide. It turns out that a SingleRide card is just that: A card that’s only good for a single ride, akin to the token that’s being phased out. What confuses matters for me, though, is that there are two types of MetroCards: The “Unlimited Ride” variant, where you can ride as much as you want within a certain time period (1 day, 7 days or 30 days), and the “Regular MetroCard” variant, where you have a dollar amount on the card and it subtracts $1.50 each time you ride. If you accidentally confuse the SingleRide slang for the Regular MetroCard slang, you have to start all over. As a side note, since this is a “MetroCard Vending Machine”, I’m assuming that a SingleRide card stricly speaking is also a type of MetroCard. But who knows the lingua franca at MTA?

The fourth choice, if you selected the MetroCard option, is to choose between refilling an existing card or getting a new card. Being the green consumer that I am, I select Refill, to minimize plastic waste. It then asks me to insert my old, expired MetroCard in a slot, which I dutifully do, only to be told that “this card cannot be refilled”. The logical thing to do here, would be to assume that the user then wants a new card instead. But not to this machine. It cancels the whole operation, forcing the user has to start all over again (touch start, select language, choose between MetroCard and SingleRide, and remember to not select Refill).

The fifth step is a choice between Unlimited Ride or Regular MetroCard. I already explained the difference between these two. There’s plenty of space on the screen to include some explanation here, but they chose not to, probably because they were lazy and liked their slick only-white-buttons-on-a-black-screen visual design.

The sixth step, if you chose Unlimited Ride, is to select the time period. The options are 1 day ($4, called a Fun Pass for no obvious reason), 7 day ($17), 30 day ($63) or the 30 day ExBus ($120) variant. Again, we’re not told the difference between the 30 day and the 30 day ExBus, but we are told that the latter is about twice as expensive as the former. I still don’t know what the difference is. I’m probably not the only person in the world who doesn’t, so maybe some explanation would be appropriate.

As the seventh step, you have to choose how to pay. You can choose between ATM/Debit card, Credit card, or Cash. If you select ATM/Debit card, you’re asked to dip your card, which you do. If it couldn’t read your card, e.g., because you dipped it too quickly or too slowly, it’ll ask you to dip your card again. But the machine is so insecure that it has to ask you first, whether you really want to dip again or no. So if you just naively go ahead and dip your card again when you see that it wasn’t read correctly, it won’t look at it. First you have to hit the “Yes” button on the screen, then it’ll take a look at your card again.

All Over the Place

This is where the machine goes crazy, neurotically moving the interaction all over the face of the box. The ninth step is to enter your secret ATM card code (if you’re using an ATM card) on a miniature keyboard below the screen, next to where you dipped your card. The tenth step is to approve the charge by hitting a button on the screen (“Your card will be charged $63. OK/Cancel”). The eleventh step is to pull out the newly issued MetroCard from a slot to the right of the screen. The twelfth step is to choose on the screen whether or not you want a receipt. If you said yes, the thirteenth step is to pick up your receipt in yet another slot.

Closeup of MetroCard Vending Machine, Brooklyn Bridge station, New York

This last round is worth pausing at. The machine has nine different means of interaction:

  1. A screen
  2. A slot for dipping charge cards
  3. A keyboard for entering ATM card code
  4. A slot for inserting and retrieving metrocards
  5. A slot for inserting dollar bills
  6. A slot for inserting coins
  7. A slot for receiving receipt and change
  8. A scrolling display at the top displaying irrelevant messages
  9. Printed instructions and other text on the box

As a user, you have to continually move your eye focus around, trying to guess where the machine wants to talk to you now. I can’t see any easy way of lowering the number of these means of interaction, but at least they could have arranged things so they were neatly packed with the screen (the main focus of interaction) in the middle, and the six others on each side of the screen, and then have given visual hints on the screen (read: arrows) as to where the interaction was to take place next, so the poor user doesn’t have to go hunt-and-seek all the time.

If they also made sure they arranged all the slots so that the normal case would be a straight-forward sequence from the upper-left to the lower-right, chances are it would be easier to anticipate where the next interaction would take place.

A Goal-Directed Design

Subway, New York City

What would a goal-directed design look like?

Without spending too much time pondering, it seems safe to assume that the user’s goal is to ride the train. More specifically, it is to get a MetroCard of some sort, and pay for it.

A bunch of disclaimers: I haven’t spent more than 10 mintues thinking this over, and I don’t plan to (unless the MTA offers to pay me for it). I’ll probably overlook some features, and may run into some issues with cluttered screens that are hard to solve unless you actually sit down and fiddle with the graphic presentation, which I won’t do either. And finally, whatever I come up with would have to be subjected to usability testing.

All that said, I’d go for basically the same three-step process: Select what you want; pay for it; get it. That seems to be generally accepted in kiosk design. Since there aren’t really that many options to choose from, we can present the user with a simple list:

Welcome!      Please pick a card:
One ride$1.50 
Value card$3- $100 
1 day unlimited$5 
7 day unlimited$17 
30 day unlimited$63 
30 day unlimited ExBus$120 
<th bgcolor=”#ffffff”>Espanol
ChineseFrancais

The screen says “Welcome!”, so the user will know that the machine is readu for a new user, and not left somewhere in the middle of a transaction broken off by a previous user. It’s ready to serve, and offers the user the full menu of cards that it has, complete with their prices.

Instead of SingleRide, it says “One ride”. Plain English, no jargon. The Value card has a price range of $3 to $100, making it clear that you get to choose how much value to put into it.

Then there is a little whitespace, making it clear, that the options now coming are somehow qualitatively different from the ones before it. After the whitespace, we list the three normal types of unlimited ride cards, making it clear that the only difference is the time period and the price.

Bag, New York City Subway

Then another whitespace before we list the ExBus card (which I still don’t know what is, otherwise I’d’ve called it something other than ExBus jargon). The price is in red, to make it obvious that you should be aware that this is quite expensive, and should only be chosen if you know what you’re doing.

The next screen would be the pay screen, simply saying something like “Please dip your ATM, Debit or Credit card <—OR insert bills or coins—>” with arrows to the respective slots. Once the user starts inserting a card or cash, we can switch to a display specific for the chosen means of payment. Of course, it should still have an option to switch payment type, say, if the user discovers that he doesn’t have enough cash, or that his card can’t be used in this machine. Note that there are arrows to the credit card/cash slots.

Screen three would be something like “Want to refill an existing card? Please insert it now in the slot on the right—>” with a button saying “New Card”. If the user dips a card that cannot be refilled, he can either try again or hit “New Card”.

The interface outlined above is by no means revolutionary. If I was charged with the task I’d spend slightly more than 10 minutes brainstorming the options available. But it’s a starting point, and, I’d claim, much better than the current interface. I dare you to implement it and do the usability tests, and we can see.

Heuristic Lessons

What lessons can we draw from this? Here’s a list of heuristics that have been violated in the interaction design of the MetroCard vending machine:

World Trade Center, morning

  • Avoid hierarchical menus.
  • Avoid gratuitous steps like the wake-up call.
  • If 90% of the population is likely to be okay with a choice (lanuage, in this case), then see if you can get away with assuming this choice, and only have the 10% actively choose something else. This is especially true if the choice doesn’t have very grave consequences.
  • Don’t ask the user to choose between things when he doesn’t know the difference or the consequences of his choice.
  • If there are two options, and one of them turns out to be impossible, let the user try the other one. Don’t cancel. The user probably still wants to ride the train, even though his current card couldn’t be refilled for some technical reason unknown to the user.

Welcome to New York!

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