Abstract
Increasingly, software interfaces bear the burden for com-
municating new and complex concepts to users. To do this,
the designer can employ create wizards, cue cards, drag-and-
drop, or other similar techniques. Interfaces contain an ever-
increasing amount of functionality. But, in order for these
methods to be effective, they must be properly designed.
How does the designer determine which approach is called
for? How can the designer determine what the user needs?
How can the designer create these tools so that they are
effective?
This tutorial examines the latest interface tools and the
techniques for developing them for complex products.
Keywords
Prototyping, low-fidelity prototyping, process management,
product development, contextual inquiry, modeling, practi-
cal techniques, wizards, cue cards, guided learning, com-
plexity management.
DESIGN CHALLENGES IN COMPLEX PRODUCTS
An interface is far more than a collection of widgets. An
interface communicates its content - the product's func-
tionality - via the multiple channels of the screen, help,
tutorials, etc. An interface that uses these channels wisely
will help users get work done, even as they are learning new
concepts.
Successful interface design is like magic. [2] The designer
must first decide what mental model the user should have,
and then consciously create an "illusion" with the product
interface that communicates this model to the user.
ADVANCED INTERACTION TOOLS
Designers of sophisticated products have an arsenal of state-
of-the-art interface tools at their disposal. "Wizards," "Cue
Cards," interactive tutorials, drag and drop, and intelligent
defaulting can help users work more easily and productively.
Unfortunately, we have observed that a poor implementation
of these tools can make the situation worse than having no
tool at all. Obviously, these tools all have important design
considerations.
"Wizards" and "Experts"
They go by many names - "wizards" in Microsoft prod-
ucts, "experts" in Borland, "advisors" in Meca - but the
concept is the same: an on-line tool to walk the user through
the steps of a complex process.
Many developers are considering wizard-like enhancements
to their product. Unfortunately, some wizards fall short of
their promise. We have seen instances of wizards that frus-
trate and confuse users. Obviously, there are important de-
sign issues for wizards. [1] For example, if the wizard pro-
vides only a subset of the available functionality (this is true
for Microsoft Excel's Chart Wizard), how does the wizard
point users toward the rest of the functionality? Also, as the
user becomes more familiar with the system, will he or she
still want and/or need to use the wizard?
"Cue Cards" and Interactive Tutorials
These methods help new users learn product concepts.
Implementations that use the users' data allow them to get
work done while they are learning, but make the designer's
job more challenging. Users often stray from the directions
provided on the screen (either by mistake or out of curiosity)
so the implementation needs to be "bulletproof" and
forgiving. Other design issues include finding out exactly
which information new users need, and giving users a choice
as to whether they want to learn the information.
Drag and Drop
Drag and drop can make users more productive by elimi-
nating the need for some keyboard and/or menu commands.
One problem with drag and drop is that this technique in-
herently lacks affordances - users may be completely un-
aware that this method is available. If an interface relies on
drag and drop for certain functions, the designer must ensure
that users have a way to learn of this method.
Advanced Data Entry
There are a number of tricks that designers can utilize to
facilitate data entry tasks. For complex formulas, the inter-
face can provide assistance with syntax. Repetitive entries
can be shortened to fewer keystrokes. With intelligent de-
faulting, the system "looks" at previously entered data to
determine the most likely entry for subsequent fields.
DESIGNING ADVANCED INTERACTION TOOLS
Often, the most difficult part of product design is under-
standing what the users need. Contextual inquiry allows
designers to gain insights into the users' job and work envi-
ronment, and the information thus obtained can substantially
influence the design of the product.
For example, a designer who wants to lower the products'
learning barrier can search users' work environments for
diagrams, handwritten notes, and other "cheat sheets" that
users rely on to get their job done. The designer can then
incorporate this information directly into the wizard.
Before creating the tool. designers should establish its goals.
For example, is the proposed wizard intended as a learning
aid for new users, or a productivity aid for experienced
users? With the goals clearly in mind, the designer can then
focus on design issues such as clarity and affordances.
Paper prototyping is a useful method for evaluating the
success of a particular approach, and for obtaining feedback
on how to improve it. For example, when developing a
wizard to assist new users with a complex process, designers
can determine whether these users actually understand the
steps and terminology in the wizard. Since this is a make-it-
or-break-it issue for this type of wizard, designers can nail
down a workable approach before investing the effort in
writing code.
MODELING
Developers often develop "myths" about their users and how
they use an interface. For example, "the person who installs
this product is the same one who uses it." Since these myths
form the basis for many of the developers' assumptions, they
can substantially affect design.
Myths often exist at a subconscious level - asking a developer
to "tell me your myths about users" is unlikely to elicit
any useful information. However, there are ways to unearth
myths and use them as the basis for a model of the user. The
designers continually refine this model as they acquire more
knowledge of users.
PROVIDING ACCESS TO FUNCTIONALITY
Toolbars
As users gain expertise, they can benefit from shortcuts.
Toolbars seem to keep growing. Unfortunately, having more
icons on the toolbar does not necessarily make users more
productive - there seems to be a point of diminishing
returns. Surprisingly, many users don't customize their
toolbars when this option is available, so the designer still
bears the burden for determining which functions should be
on the toolbar. Icon recognition is also an issue. Putting
words on toolbars and/or having a readily available way to
determine the purpose of an icon aids users.
Live Status Bars
Similar in concept to toolbars, live status bars serve a dual
purpose: to show the user the current status of something
(the selected object, the current view, etc.) and to let the user
change this status.
Tabbed Dialog Boxes
Tabbed dialog boxes allow multiple functions to be collated
under a single menu access. They allow the user to make a
variety of disparate changes in quick succession, but add
their own unique design issues: what happens if the user
wishes to cancel only one of several changes made?
Right Mouse Button
The right mouse button is a handy way to put commonly-
used functions literally at the users' fingertips. However, the
right mouse button shares a problem with drag and drop -
users may be completely unaware of this functionality.
When users select with the left mouse button before
accessing functions with the right, we have observed that
they often move the move between the clicks. This can
result in their performing the function on the wrong object.
DESIGNING ACCESS TO FUNCTIONALITY
Contextual inquiry can yield a wealth of information about
the task frequency, users' terminology, usage of keyboard
and mouse, steps of the task, and any patterns in the input.
The users' background is also relevant - for example,
people who are primarily Macintosh users are unaccustomed
to multiple mouse buttons.
It is often a good idea to provide redundant access to func-
tionality, but not every function needs to be available via
each possible method.
In usability testing, designers should be alert for missing
affordances, excessive "tool time," and should take note of
where users actually look.
References
1. Snyder, C., Spool J. Building Better
Wizards, User Interface Engineering, In Press
2. Tognazzini, B. Principles, Techniques, and Ethics
of Stage Magic and Their Application to Human Inter-
face Design, INTERCHI '93 Human Factors in
Computing Systems (Amsterdam, April 24-29), ACM
Press, p.p. 355-362) CHI 1993 Proceedings.