Keeping the Guesswork Out of the User Interface
February 17th, 2012 . by Benjamin RobbinsA recent review by Matthew Panzarino of the iOS app Clear has brought to light the value of User Interface standards. Panzario makes the case for the UI of Clear:
“Clear takes a different tack, as its interface lacks any standard buttons and operates completely through gestures, taps or direct manipulation of the list items on the screen…Frankly it’s so different from how apps normally work and offers so little assistance to those unfamiliar with gestures that the guys at Realmac and Impending, the two studios responsible for Clear, had a tough time deciding how to introduce new users to using the app. But once a user is familiar with just the basic operation of the app, they take off like a rocket using them with ease.”
While Panzario acknowledges the learning curve, the hurdle is dismissed once familiarity has set in. Yet, this type of app-centric thinking would prove daunting if applied to your entire app ecosystem. Imagine if every app you downloaded you had to figure-out how to interact and operate it. Clear has departed from the norms of app User Interface expectations at the expense of clarity. This is done under the guise of being intuitive to a gesture-based device. Unfortunately, all it has done is turned gestures into ‘guess-tures’.
I am not advocating for slavish boring design or lack of innovation. Great design is actually very challenging. It requires presenting only the most relevant of information and task options at the right moment. As well, it should be visually engaging. But most of all, it has to be self-explanatory. If you need accompanying instructions with how to use your app – especially a mobile app – you have missed the mark. I should be able to download an app and immediately begin to use it without having to try and figure out how to make it go. This doesn’t mean there aren’t options or complexities in the app. But an app shouldn’t have the added challenge of figuring out basic operation.
Here is where Clear became unclear – while leveraging gestures is native to the device it is only one component of the UI. Text is an essential part of the User Interface. Eliminate it and you just removed an entire dimension of the application experience. The real challenge with Clear’s approach is that they are actually handicapping themselves by eliminating one of the components. Swiping to the left in one app may mean one thing and something completely different in another. But an OK button means OK in all apps because the action of pressing it is combined with my ability to comprehend the meaning of OK. The text that is part of the User Interface is essentially a nicely self-contained user manual.
User interface standards are a slowly evolving bunch. There is practical value in having them. Not having them would mean a learning curve with each app we encounter. That is neither efficient nor productive. There is a time and a place for innovation and the introduction of new standards. The pinch/zoom of the iPhone is a perfect example. But, its introduction worked because it was, and is uniform across the entire platform and not app specific. Pinching in one app does the same thing as pinching in another.
Great app UIs leave no guesswork for users. Great apps don’t require any training. Great app UIs are self-explanatory. Most importantly, a great User Interface instinctively relies on the coupling of both our physical manipulation (gestures) with our cognizant (thinking/reading) abilities. It is enough of a challenge to design a great User Interface – don’t add to the challenge by attempting to reinvent the wheel. Now go create brilliance!
Benjamin Robbins is one of the founders of AdminBridge – providing IT Administration from mobile devices. For more information visit http://adminbridge.com. He blogs regularly at http://remotelymobileblog.com










