

This article was originally published in the May
2009 issue (Vol 14, No. 2)
About the Author
Ben Shneiderman www.cs.umd.edu/~ben) is a Professor
in the Department of Computer Science, Founding Director (1983-2000) of the Human-Computer Interaction
Laboratory, and Member of the Institute for Advanced Computer Studies at the University of Maryland at
College Park. He works on information visualization for networks and electronic health records.
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STC UUX Community Newsletter |
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| Usability Interface |
Lively Controversies over Usability Design
By Ben Shneiderman
The following is an excerpt from the 5th edition of Designing the User Interface
reprinted with author Ben Shneiderman's permission.
Many of the rapid advances in user interfaces have been shaped by the contrasting visions of
researchers and designers, which have sometimes broken out into heated controversies. There have
been continuing debates over which directions would be most fruitful. In each case, there is room
for victory claims by all parties and reasons to believe that with more research funding the future
will favor their positions. Informed discussion can lead to agreement, or at least ways to balance
the dangers with greater protection. Issues at the center of the debates include:
- Machine automation versus user control. This fundamental
issue remains a lively source of controversy, spawning many sub-debates
about issues such as the degree of automation in cockpits, the utility
of automatic indentation in word processors, and the dangers of autonomous
agents in financial markets. While designers are often proud to enhance
automation, users-some more than others-often want to be in control.
Users' desire for mastery and a sense of accomplishment can be undermined
by an overly enthusiastic interface that does more than they want. Making
automation understandable, predictable, and controllable helps in many
situations, especially if designers have built-in highlighting and other
informative feedback to make the machine's state clear to users. Some
examples may help clarify why users may desire control. Doctors do not
want machines that make medical diagnoses; rather, they want machines
that enable them to make more accurate, reliable diagnoses, to obtain
relevant references to scientific papers or clinical trials, to gather
consultative support rapidly, and to record that support accurately.
Similarly, air-traffic or manufacturing controllers do not want machines
that automatically do their jobs; rather they want machines that increase
their productivity, reduce their error rates, and enable them to handle
special cases or emergencies effectively. The argument for user control
is tied to the belief that an increase in personal responsibility will
result in improved service. Advocates of increased automation argue
that in some complex fast-moving situations (such as NASA shuttle launchings),
only a machine can make adequately fast and accurate decisions. In such
cases, careful design and thorough testing are much needed, but launch
failures and the long history of computer glitches should be cautionary
tales for those who believe that automation can be made to be flawless.
- Speech recognition versus visual interaction. Early dreamers
believed that speech was the "natural" way for humans to interact
and therefore that speech recognition would be the "natural"
way for users to operate computers. While speech-recognition technology
has matured, it has proven to be only modestly effective in interfaces.
Dictation and limited phone-based systems have shown steady improvements,
but the huge success story has been visual interaction. Computers are
not like people; they have large displays that can rapidly offer visual
overviews, present large forms to fill in, and offer multiple choices
in menus. Since the cognitive load of speaking is high, it makes good
design sense to instead allow users to point and click (activities the
human brain can process in parallel with planning). In addition to visual
displays, well-designed interfaces allow operators of digital cameras,
game computers, and fighter planes to rapidly slide switches, press
buttons, and move joysticks.
- Natural-language interaction versus direct manipulation.
The early fantasy of typing commands or speaking to computers in natural
language to get answers to questions has thrived in Hollywood but languished
on Wall Street and Main Street. The idea remains alive in scenarios
of typing natural-language questions to web-based agents or speaking
simple commands to household appliances, but the commercial markets
have grown more rapidly for direct manipulation and graphical user interfaces.
Natural-language interaction, whether by typing or talking, has usually
proven to be more cumbersome and slower than pointing, dragging, and
clicking on graphical representations. Devotees of natural-language
interaction still believe that with further research improvements their
approach could become attractive, but direct manipulation strategies
also continue to improve.
- Anthropomorphic partners versus human operation. The metaphors,
images, and names chosen for user interfaces play a key role in the
designers' and users' perceptions. It is not surprising that many user
interface designers still mimic human or animal forms: Our first attempts
at flight imitated birds, and the first designs for microphones followed
the shape of the human ear. Such primitive visions may be useful starting
points, but success comes most rapidly to people who move beyond these
simple concepts. Except for purposes of amusement or for crash test
dummies, the goal is rarely to accurately mimic the human form, but
rather is to provide effective service to the users in accomplishing
their tasks. Lewis Mumford, in his classic book Technics and Civilization
(1934), characterized the problem of "dissociation of the animate
and the mechanical" as the "obstacle of animism." He
described Leonardo da Vinci's attempt to reproduce the motion of birds'
wings, then Ader's batlike airplane (as late as 1897), and Branca's
steam engine in the form of a human head and torso. Mumford wrote: "The
most ineffective kind of machine is the realistic mechanical imitation
of a man or another animal . . . for thousands of years animism has
stood in the way of . . . development." Choosing human or animal
forms as the inspiration for some projects is understandable, but significant
advances will come more quickly if designers recognize the goals that
serve human needs and the inherent attributes of the technology that
is employed. Hand-held calculators do not follow human forms, but they
serve effectively for doing arithmetic. Designers of championship chess-playing
programs no longer imitate human strategies, but use hardware accelerators
to explore billions of alternatives. Vision-systems researchers have
realized the advantages of radar or sonar range finders and retreated
from using human-like stereo depth-perception cues. Mature technologies
such as industrial robots, clothes-washing machines, or robotic vacuum
cleaners are not based on anthropomorphic designs. Still, in recent
years, the belief in human-inspired robot design has been carried forward
by a community of researchers who have shown some successes in helping
autistic children, providing training, and offering robotic assistance
for older adults.
- Adaptive versus adaptable interfaces. Designers who believe
in their capacity to model and thereby anticipate user needs have proposed
adaptive interfaces in which the layout and content change based on
past user performance. Their goal of helping users by offering only
relevant interface controls and content is admirable, but there are
two problems: (1) users are not always predictable, so the changes based
on past performance may not be helpful, and (2) changing interfaces
can be surprising and disruptive to users who become familiar with a
stable choice set. A successful compromise is to keep a stable display
and then add one element-for example, a toolbar-that offers varying
choices. Another useful adaptation might be in display areas that are
already changing, such as a newspaper web site that has a box filled
with topics predicted to be of interest to a specific user.
- Media richness versus lean design. Some communications theorists
have argued that users will prefer and perform more effectively with
richer media. They believe that videoconferencing would win over telephone
conferencing, and that phone conversations are inherently more effective
than typewritten messages. There are times when these beliefs are valid,
but the surprising successes are often with leaner designs. Videoconferencing
has the extra burden of requiring participants to give more attention
to how they look and to show their interest in other speakers. By contrast,
phone conferences allow participants to check e-mail or do something
else during less interesting moments in the conversation. Similarly,
text messaging and Twitter have become huge success stories because
the messages exchanged are lightweight, take less time to read, are
easily searched, saved, and re-sent. Both sides in this controversy
have good claims for success, but over-generalizing leads to flawed
predictions. While users often appreciate rich media with high-resolution
video and high-quality audio, the high payoffs in rapid usage and low
cognitive load for lean designs are also strong.
- 3D versus 2D interfaces. The compelling success of Hollywood
filmmakers in telling stories and showing the world through moving images
is apparent. The three-dimensional video games from Electronic Arts®,
Sony, Microsoft, Nintendo and others, as well as the animated films
from Pixar®, Industrial Light & Magic®, or Disney®, are stunning accomplishments
for the graphics technology community. They offer users and viewers
satisfying experiences that would be difficult to achieve in two-dimensional
flat representations. However, in showing information, 2D strategies
are almost always more effective: Users tend to initially favor 3D,
but with regular use, well-designed 2D interfaces are perceived as more
effective and preferred. Despite the attraction of 3D, immersive 3D
interfaces and even 3D glasses to give stereo effects have not yet proven
to be widely effective or popular. Here again, the controversy has led
to refined understanding that higher dimensions and more immersive environments
are not always better. Lower cognitive load, simplified navigation,
less occlusion, and powerful actions are attractive goals.
- Data gathering versus privacy. Technology advances have given
corporations and governments the capacity to collect vast amounts of
data about individuals to advance their commercial or security goals.
However well intended the goals are, the loss of individual privacy
because of rapid search capabilities is a dramatic change that is disturbing
to many people. While radio-frequency identification (RFID) tags can
speed drivers through toll booths or commuters through train stations,
the detailed tracking of personal behaviors undermines traditional expectations.
Credit databases facilitate loans, but they are a centralized collection
of personal information that could be used by criminals or oppressive
political groups. Terrorist-detection schemes may promote security,
but data-mining strategies have been challenged as ineffective and potentially
invasive of personal privacy, while other approaches might simultaneously
increase security as well as privacy. Even social-networking and user-generated-
content web sites raise concerns as individuals put personal information
and photos in public spaces where they could be maliciously misused.
Controversies are an indicator of lively interest and emergent technologies. New controversies are
arising about the benefits of ambient displays, strategies for motivating participation in social media
participation, technologies to protect privacy, and much more. If controversies signal strength, our
discipline is thriving.
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