The User Controls Navigation - Page 19
May 25, 2001
In traditional user interface design, the designer can control
where the user can go when. You can gray out menu options that
are not applicable in the current state, and you can throw up a
modal dialog box that takes over the computer until the user has
answered the question. On the Web, however, the user
fundamentally controls his or her navigation through the pages.
Users can take paths that were never intended by the designer.
For example, they can jump straight into the guts of a site from
a search engine without ever going through the home page. Users
also control their own bookmark menu and can use it to create a
customized interface to a site.
Web designers need to accommodate and support user-controlled
navigation. Sometimes you can force users through set paths and
prevent them from linking to certain pages, but sites that do so
feel harsh and dominating. It is better to design for freedom of
movement and flexible navigation that supports many different
ways of moving through a site. Get over it. The user holds the
mouse, and there is nothing you can do about it.
|
Users always request easy ways of comparing products or other
items discussed on a site. As long as information is restricted
to individual product pages, it is hard for users to form an
overview of the space and to understand where they should go. A
comparison table is a nice way to reduce the amount of navigation
and allow users to go straight to the one or two products they
are really interested in.
|
|
Dynamic comparison tables are a great way to enhance user control
over a large and complex information space. By allowing users to
list side by side the exact cars they are thinking of buying, the
site can even highlight the most important differences or
features that a buyer should pay attention to when contemplating
these cars. I don't think I would have highlighted passenger-side
airbags when comparing two cars that both have this feature.
|
Also, a traditional application is an enclosed user interface
experience. Although window systems allow application-switching
and make multiple applications visible simultaneously, the user
is fundamentally "in" a single application at any given time, and
only that application's commands and interaction conventions are
active. Users spend relatively long periods of time in each
application and become familiar with its features and design.
On the Web, users move between sites at a rapid pace, and the
borders between different designs (sites) are fluid. It is rare
for users to spend more than a few minutes at a time at any given
site, and users' navigation frequently takes them from site to
site to site as they follow the hyperlinks. Because of this rapid
movement, users feel that they are using the Web as a whole
rather than any specific site. Users don't want to read any
manuals or help information for individual sites, but they do
demand the ability to use a site on the basis of the web
conventions they have picked up as an aggregate of their
experience using other sites. In usability studies, users
complain bitterly whenever they are exposed to sites with overly
divergent ways of doing things. In other words, the Web as a
whole has become a genre, and each site is interpreted relative
to the rules of the genre.
Traditional GUIs are also part of a whole, of course, and it is
advisable to follow the vendor's design style guide because in
the balance between individual design and the whole, the scale
tips in favor of the whole for web designs. At the same time, we
don't have any established web design style guide that can
dictate how designers should use their interface vocabulary to
build sites that fit this whole. I am a strong proponent of
getting an official set of web design conventions; but as long as
we don't have one, my advice to web designers is to design to fit
in and to acknowledge that your site is not the center of the
users' universe. Users are going to move between sites, and we
have to make it easy for them to use each new site as they go.
|
Design Creationism Versus Design Darwinism
|
With traditional GUIs we had the luxury of an initial
phase of slow research and development at leading companies. Many
years passed between the invention of ideas such as windows,
menus, and icons, and the introduction of mass-market products.
Much in-house experimentation was done by responsible user
interface experts like the many researchers at Xerox PARC and
Bruce Tognazzini at Apple. As a result, bad ideas were rejected,
and good ideas were codified into guidelines before any GUIs were
inflicted upon the average computer user. A GUI style guide was a
carefully coordinated creation where the best ideas reinforced
each other to form a pleasing and usable whole. In contrast, the
Web is developing as we speak, and experiments happen on the open
Internet with us all as test subjects-not in a videotaped
usability lab. The result is a much harsher Design Darwinism,
where ideas crash and burn in public. Eventually, the best design
ideas will survive and bad ones will decline because users will
abandon poorly designed sites.
|
Breadth Versus Depth: Still More Examples - Page 18
Designing Web Usability
Help Users Manage Large Amounts of Information - Page 20
|