Don Norman's book The Design of Everyday Things has become a touchstone for those of us with a penchant for design. It has introduced hundreds of thousands to his elegant view of the world and uncanny ability to pinpoint the essence of why some things just FEEL well designed.
His most recent book, Living with Complexity continues along those same lines, though pursuing a contrary tack to popular thinking. Despite the growing popularity of stripped down, simple designs, Norman argues that simplicity is not always the right direction to take for a design.
Norman references Tessler's law of the conservation of complexity, which states that every application has an inherent level of irreducible complexity. The only question is who will have to deal with it: the user or the developer.
He argues for a moderate view saying that some complexity is OK, even preferred. Objects that are too simple can be boring, while things that are too complex are confusing or upsetting.
This discussion of simple versus complex is playing out now in the mobile software space. Sophia Voychehovski, a UX designer for Turner, says the idea that mobile users are 'on-the-go' and therefore don't want or need the capabilities of the desktop site on their mobile device is false.
She said that users today don't want or prefer a stripped down version for mobile. They don't want things simple in this context...they want equivalent functionality presented in an intuitive way.
Going further, overly simplified software also faces the danger of feeling too flimsy. The lean startup concept of the minimally viable product has led to a series of software attempts that are flashy yet flimsy in the hope of attracting further funding. In some cases, I find that overly simplified interfaces seem to feel more gimmicky than elegant.
It can be too easy for companies to see the work of Google and Apple and assume that a stripped down interface is what symbolizes a modern company. Their examples, while simplified, reflect deep design work that caters to the well-researched needs of users...and the requisite complexity is just a layer or two away for those experienced users that crave the ability to tinker with the specifics.
Life has no error messages, Norman points out, and in this way software should emulate life more closely. In life, if you try to fill a five gallon bucket with eight gallons of water, it'll overflow and you'll see water spill out. There is no error message, you just see the result in front of you. Instead of scolding the user for not following the parameters of its software, well-designed code should assist the user in how best to continue.
It is specifically in that moment, right as the user has taken a mis-step that they are most receptive to learning: they can learn best when they face the need to learn.
This reminds me of the implementation model Alan Cooper discusses, in which a software interface reflects the inner processes of the software instead of presenting only those options that correlate with what the majority of users are trying to accomplish. The two men's ideas taken together advocate for software that helps users complete their goals while reflecting the requisite complexity behind the tool being used.
Striking that balance between elegant simplicity and overwhelming detail continues to be a challenge for user experience designers, and Norman's book helps to crystallize those issues into a continuing discussion of the merits of each.
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