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User Centered

Studying the design of everyday things

Posts tagged with "forcing functions"

Welcome! Now go away!

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This just in, from the "God bless and keep our customers...far away from us!" department.

Yahoo has taken the "first run" concept to new heights. The first time you use the new yahoo photo, it starts as a normal webpage*, looks like a regular page, then...BAM!

The screen goes grey. Going grey is a good way to indicate that you can't interact with those elements. Except...a second ago I could!

To give you a feel for what happens, you have to understand that the page doesn't load in a greyed out state, it loads in a "looks like it is fully interactive" style, then switches to the inactive state. As if to say, "Ha ha!" (queue that kid from the Simpsons). You thought you were in control, but WE are.

It even gets worse. After one attempt to get rid of the "help," I was forced into page one of a six page tutorial. Same grey background still.


And the creme-de-la-creme, is the condescending, "We'll let you pass,"

remeniscient of Monty Python's Holy Grail. If you answer these three questions... "What is the average airspeed velocity of an unladen swallow?"

How many times do I have to say this, people? (at Yahoo) Users hate when you put things in their way. When you force them to do things your way.

* The "start as a webpage then switch to grey" is especially visible with Opera's progressive rendering, where Opera displays content as soon as it has something, instead of waiting for the entire page to load first.

Amazing oversight, Techie toys part 1 of 3

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With Christmas upon us, I thought I'd blog about every child's favorite realm for the use of technology: Toys.

...before you can begin to play with Amazing Amanda, you must set the correct date and time.

We just bought Amazing Amanda for our niece, and this little gem of a quote was the first thing in the instruction manual. How could any toy begin with the words, "before you can play?" It's like a Big Mac with a label, "before you can eat this burger..."

Toys = play. It's the mathematics of childhood. Why would you add any other variables to that perfectly balanced equation?

Well, Amanda has certain features that are time-dependent. She "wakes up" at the same time as your child, she knows when Christmas and other holidays are (though there was nothing in the instructions about Kwanzaa or Hanukkah--the doll is Norwegian, I might mention).

But is time-dependence any reason to cripple her main function? (Play, in case you forgot, like the designers did). By erecting a barrier like this, you're saying that the user cannot continue without completing these tasks. The true story is that in a computer, it is often easier to make one brick wall than to build indivual boxes around all the affected functions.

So Amanda can't say, "Time for lunch, mama!"* She can still go potty, get fed, recognize when you brush her hair, change her clothes... The number of different things she can do is pretty...Amazing.

Anytime you feel the need to popup a dialog box, (Usability principle) stop and think: What can the user still do? You'll have a huge list, and you'll see that your super-important must-be-decided-now forcing function really only affects one tiny part of the user experience. Instead, build little boxes around just the things that really can't be done. Is it more difficult, slightly. Is it worth it, absolutely! When it's done right, the user feels like your technology is actually helping them instead of just getting in the way.

* For students of Norwegian, that's "Nå er det lunsjtid, mama!"

Part 2 Some assembly required: Buyers as users, Part 3 Just like me!: Anthropomorphism