[Sigia-l] Skill based interfaces (was Coat Hanger Usability)
Stew Dean
stew at stewdean.com
Mon Mar 1 18:27:57 EST 2004
At 19:56 01/03/2004, Scott Nelson wrote:
>On Monday, March 1, 2004, at 11:35 AM, Lyle_Kantrovich at cargill.com wrote:
>>For example, what is the basic measure of
>>"usability" of a BMW car?
>
>Pet peeve: this industry (the entire tech industry as well) needs to come
>up with a better example than the automobile.
>
>It seems like people quickly forget the extensive period of instruction
>that goes into driving a car: this is not an example of a seamless system
>- if it were truly "usable" we wouldn't need the extensive series of
>licensing procedures & penalties that exist around the world, nor would
>the automobile be amongst the deadliest man-made machines in the world.
Only if 'usable' means intuitive - which to me it does not. I do several
things that I had to learn to do - like touch type and play the guitar. The
guitar is not intuitive and requires some time to learn. I call these skill
based interfaces. If someone is going to be doing a task over and over then
transparency of interface overrules the need for it to be intuitive. For
example in the right hands a command line interface can carry out tasks
quicker than a windows interface.
I tend to down play the term usability as often the best interfaces are not
the most clear and easy to use, instead they might be interesting or
require some skill that rewards the user and leads to an improved
experience overall.
Quick example some of you may be familiar with. If anyone has played a 3D
first person game then the typical 'wasd' set up is easier to use than the
intuitive interfaces of some 3D space viewers (they tend to use various
different mouse modes like walk and fly). I can move through space very
quickly using the key set up in games like Unreal and Half Life but
'intuitive' interfaces make things really difficult.
Anyone know of any one who has done any work on 'skill based interfaces'?
The car being a good example.
Cheers
Stew Dean
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