Showing posts with label User-interface. Show all posts
Showing posts with label User-interface. Show all posts

December 30, 2015

Simplify Me

So here's the monitor in the "modern" and beautiful Fort Lauderdale International airport. 

Can you see the number of electrical plugs, wires, connections, input/output ports, etc. on this device?

Obviously, it is comical and a farce as we near the end of 2015. 

Think about the complexity in building this monitor...in connecting it...in keeping it operational.

Yes, we are moving more and more to cellular and wireless communications, to miniaturization, to simple and intuitive user interfaces, to paperless processing, to voice recognition, to natural language processing, and to artificial intelligence.

But we are not there yet.

And we need to continue to make major strides to simplify the complexity of today's technology. 

- Every technology device should be fully useful and usable by every user on first contact. 

- Every device should learn upon interacting with us and get better and better with time. 

- Every device should have basic diagnostic and self-healing capability. 

Any instructions that are necessary should be provided by the device itself--such as the device telling you step by step what to do to accomplish the task at hand--no manual, no Google instructions, no Siri questions...just you and the device interacting as one. 

User friendly isn't enough anymore...it should be completely user-centric, period. 

Someday...in 2016 or beyond, we will get there, please G-d. ;-)

(Source Photo: Andy Blumenthal)
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January 4, 2009

The Need for Control and Enterprise Architecture

Human beings have many needs and these have been well documented by prominent psychologists like Abraham Maslow.

At the most basic level, people have physiological needs for food, water, shelter, and so on. Then “higher-level” needs come into play including those for safety, socializing, self-esteem, and finally self-actualization.

The second order need for safety incorporates the human desire for feeling a certain degree of control over one’s life and that there is, from the macro perspective, elements of predictability, order, and consistency in the world.

Those of us who believe in G-d generally attribute “real” control over our lives and world events to being in the hands of our creator and sustainer. Nevertheless, we see ourselves having an important role to play in doing our part—it is here that we strive for control over our lives in choosing a path and working hard at it. A lack of any semblance of control over our lives makes us feel like sheer puppets without the ability to affect things positively or negatively. We are lost in inaction and frustration that whatever we do is for naught. So the feeling of being able to influence or impact the course of our lives is critical for us as human beings to feel productive and a meaningful part of the universe that we live in.

How does this impact technology?

Mike Elgan has an interesting article in Computerworld, 2 January 2009, called “Why Products Fail,” in which he postulates that technology “makers don’t understand what users want most: control.”

Of course, technical performance is always important, but users also have a fundamental need to feel in control of the technology they are using. The technology is a tool for humans and should be an extension of our capabilities, rather than something like in the movie Terminator that runs rogue and out of the control of the human beings who made them.

When do users feel that the technology is out of their control?

Well aside from getting the blue screen of death, when they are left waiting for the computer to do something (especially the case when they don’t know how long it will be) and when the user interface is complicated, not intuitive, and they cannot find or easily understand how to do what they want to do.

Elgan says that there are a number of elements that need to be built into technology to help user feel in control.

Consistetency—“predictability…users know what will happen when they do something…it’s a feeling of mastery of control.”

Usability—“give the user control, let them make their own mistakes, then undo the damage if they mess something up” as opposed to the “Microsoft route—burying and hiding controls and features, which protects newbies from their own mistakes, but frustrates the hell out of experienced users.”

Simplicity—“insist on top-to-bottom, inside-and-outside simplicity,” rather than “the company that hides features, buries controls, and groups features into categories to create the appearance of few options, with actually reducing options.”

Performance/Stability—“everyone hates slows PCs. It’s not the waiting. It’s the fact that the PC has wrenched control from the user during the time that the hourglass is displayed.”

Elgan goes on to say that vendors’ product tests “tend to focus on enabling user to ‘accomplish goals…but how the user feels during the process is more important than anything else.”

As a huge proponent of user-centricity, I agree that people have an inherent need to feel they are in some sort of control in their lives, with the technology they use, and over the direction that things are going in (i.e. enterprise architecture).

However, I would disagree that how the user feels is more important than how well we accomplish goals; mission needs and the ability of the user to execute on these must come first and foremost!

In performing our mission, users must be able to do their jobs, using technology, effectively and efficiently. So really, it’s a balance between meeting mission requirements and considering how users feel in the process.

Technology is amazing. It helps us do things better, faster, and cheaper that we could ever do by ourselves. But we must never forget that technology is an extension of ourselves and as such must always be under our control and direction in the service of a larger goal.


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April 22, 2008

“Consumerized” IT and Enterprise Architecture

“Ergonomics (or human factors) is the application of scientific information concerning objects, systems and environment for human use…Ergonomics is commonly thought of as how companies design tasks and work areas to maximize the efficiency and quality of their employees’ work. However, ergonomics comes into everything which involves people. Work systems, sports and leisure, health and safety should all embody ergonomics principles if well designed. The goal of ergonomics and human factors is to make the interaction of humans with machines as smooth as possible, enhancing performance, reducing error, and increasing user satisfaction through comfort and aesthetics. It is the applied science of equipment design intended to maximize productivity by reducing operator fatigue and discomfort. The field is also called biotechnology, human engineering, and human factors engineering.”

“In the 19th century, Frederick Winslow Taylor pioneered the "Scientific Management" method, which proposed a way to find the optimum method for carrying out a given task… The dawn of the Information Age has resulted in the new ergonomics field of human-computer interaction (HCI). Likewise, the growing demand for and competition among consumer goods and electronics has resulted in more companies including human factors in product design. (Wikipedia)

Despite all the talk of ergonomics, we’ve all had the experience of getting a new IT gadget or using a new IT application that necessitated that we go through reams of instructions, user-guides, manuals (some 3-4 inches thick), and online tutorials, and still often we end up with having to call in to some IT support center (often in India these days) for walking through the “technical difficulties”.

Not a very user-centric architecture.

Well finally companies are waking up and factoring in (and designing in) ergonomics and a more user-centric approach.

The Wall Street Journal, 22 April 2008, reports “Business Software’s Easy Feeling: Programs are Made Simpler to Learn, Navigate.”

Many vendors have ‘consumerized’ their corporate software and online services making them easier to learn and navigate by borrowing heavily from sites such as Facebook or Amazon.com. They have also tried to make their products more intuitive by shying from extraneous features—a lesson learned from simple consumer products such as Apple Inc.’s iPod.”

Other vendors are developing products using “user experience teams” in order to build products that are user-friendly and require minimal to “no formal training to use.”

David Whorton, one of the backers of SuccessFactors, an online software company, stated: “We’ve moved into an environment where no one will tolerate manuals or training.”

Similarly, Donna Van Gundy, the human resources director for Belkin, a maker of electronic equipment said: “Employees just don’t want to be bothered with training courses.”

The bar has been raised and consumers expect a an intuitive, user-friendly experience and a simple user interface.

Go User-centric!!


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