Good Example 1
Ribbon interface of Microsoft Office Suite
The purpose of the Microsoft Office’s interface is to
provide way to users to interact and create with the productivity tools in the
suite. As a suite of software, although every piece of them serve for different
purpose and produce totally different things, all software in the suite share the
same design language. The iconic “Ribbon” (the main tool bar navigation of
Office suite software) classify each tools you need in the software into categories.
This shows a very good consistency and standards that is shared among the suite
to reduce efforts spent on learning for users. It also helps to maintain an
aesthetic and minimalist design that the content would not be too crowded nor hidden.
Good Example 2
Microsoft Arc Touch Mouse
The purpose of this interface is let user control the very
portable mouse device through some simply input. The operation you can do with
the interface is quite simple. Rather than usual operation (right click, left
click, scrolling) which is totally identical to conventional mouse, the Arc
Touch Mouse also allow users to turn it on and off. User turn the mouse on by
bending it to a curved shape and turn it off by bend it flat again. This match
between users real world practice a lot because when people trying to mouse,
they want it to be a mouse like curved shape so that will actually be a very
natural movement to bend the mouse from flat into curve in order to use. It
also has great error prevention that it only allow bending towards 1 direction,
so users is really hard to bend it the other way and break it eventually. Moreover,
at the state of curved and flat, user need to apply quite a bit of force in order
to bend it, so it can barely turned on or off eventually.
Bad Example 1
Analog buttons UI of games on smartphone.
The purpose of this interface is to provide smartphone users
a way to interact with the game like playing games on a console. This kind of
interface can create gamers a kind of familiar way to play game on a touch
screen, because pressing button to perform corresponding action is most usual
way to interact with games in non-touch screen environment. Which make it to
some extent handy to user since it speaks the user’s language. However I think
the problem it brings is much more severe than the benefit it provides.
First of all as the buttons are on screen, users will easily
find out that contents, even the buttons themselves, on the screen being covered by hands when
their fingers trying to move around the screen in order to reach those buttons.
This results in bad visibility of the system status.
Also, as the buttons are all analog, it has no physical
shape you can touch or feel, plus they are usually covered by your hand, it is
very easy for user to press on the wrong button or mispress. This shows this
interface has very weak error prevention as well as not giving user sufficient
feedback.
I think the correct way to prove this is to come up with a
totally different way to interact with games on smart phone rather using the
conventional way and design games base on that. For example use more tab,
swipe, rather than having user to press the analog button. Or make use the sensing
device such as gyro, accelerometer to create new ways of control.
Bad Example 2
MBTA ticket machine
The purpose of this interface is to provide customer ticket
purchase and card refill services. The machine’s interface is simple and straight
forward, satisfying the principle of having a minimalist design. However, the
issues of the experiences is huge as well.
First thing you will notice is that the card reader for
Charlie card is located very far away from the screen. Which usually make user
take a while to look for it when they see the instruction of tapping Charlie
from the screen. This demonstrate the recognition problem of the machine. However
if you are owning a Charlie ticket instead of a card, the place you can insert
the ticket is located below the screen this time, which is totally not
somewhere next to the card reader as people would have expected. Also for payment
methods, the input of cards, coins and bills are all located at different
location. This shows it does not have a good consistency and standard to the
design.
I think the builder should rearrange the location of
different ports. For example, move card reader to the left hand side of the
screen so after user see the “tap your card” message, they can recognize where
they should tap right away.