Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!samsung!uunet!brunix!doorknob!rsw From: rsw@cs.brown.EDU (Bob Weiner) Newsgroups: comp.human-factors Subject: Re: rules of thumb Message-ID: Date: 27 Jun 91 09:33:32 GMT References: <1991Jun26.092540@axion.bt.co.uk> Sender: news@brunix.UUCP Organization: Brown U. Lines: 50 In-reply-to: jpope@axion.bt.co.uk's message of 26 Jun 91 08:25:40 GMT In article <1991Jun26.092540@axion.bt.co.uk> jpope@axion.bt.co.uk (john pope) writes: > > A lot of the discussion in this group seems to be bitty: > ie I don't like this, I don't like that. > > I wonder if anyone has any general `rules of thumb' for > considering human factors when designing products. * Follow a process like: analyze user needs design test on REAL, naive users, not techno-wizards iterate-design iterate-test ... User testing is essential and all too often left until it is too late. Novice, medium, and expert user feedback is all invaluable. * Try it yourself. Seems obvious, huh? How many people at Microsoft can type command-option-shift-t with verve on a Macintosh? Yet, they seem to put such things in all their programs. (The answer, I believe is that many of them remap their keyboards and so never deal with what they show their user base.) If you're a keyboard junkie, make sure you doubly test your mouse interface. You can generalize these ideas for other types of interfaces. * Employ natural or familiar metaphors accurately. This allows people to draw on their prior experience and thereby become comfortable with the interface more rapidly than if they have no grounding with which to decide how to operate elements of an interface. Example to emulate: Go Corp's use of notebook section dividers (tabs) which when selected/touch, flips the view of the notebook to the starting document page associated with the tab. Example to learn what not to do: Apple's decision to use the garbage can icon as a means of ejecting floppy disks. * Embed deep (as opposed to surface-level) customizability in the product and its interface. Otherwise, people with experience won't be able to make your interface operate in a way they are used to and so most likely won't take full advantage of it. Such a requirement can also drive you to create more modular and coherent designs. * Minimize the focused attention needed to operate your interface (unless it is a proficiency testing or minimal capability testing device. -- Bob Weiner rsw@cs.brown.edu