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Mastery, Mystery, and
Misery: The Ideologies of Web Design
Behind a website's superficial appearance
lies its fundamental understanding of
user behavior in an interactive service.
Choices such as whether the "buy" button is red
or orange or whether the navigation menu runs
across the top or down the left side are much
debated, but make at most a few percent
difference in usability. In contrast, the
design ideology can make or
break a site.
I see three contrasting approaches to design,
which I have dubbed mastery, mystery, and
misery.
Mastery: Empowering Users
The original ideology of hypertext
and the World Wide Web, as expressed by Vannevar
Bush (1945), Ted Nelson (1960), and Tim
Berners-Lee (1991) makes individual users the
masters of the content and lets them access and
manipulate it in any way they please. User
empowerment requires perfect usability and
simplicity: only if users know what every design
element means will they feel in control of the
medium.
Search engines are the
archetypical embodiment of the mastery ideology.
They place users firmly in the driver's seat and
take them where they want to go. You can get
anywhere on the Web using a subservient
interface that accepts any words you throw at it
and serves up a simple, linear list of
rank-ordered choices.
Not coincidentally, ever since the WebCrawler
debut in 1994, users have proclaimed
search as one of their main activities on
the Web. Being in control feels good.
Complying with design standards
and conventions is one of the main strategies
for strengthening users' feelings of mastery.
Understanding what they're being shown and
knowing what they must do to achieve a desired
effect -- that's the stuff of mastery.
In the mastery ideology, the designer's job
is to provide the features users need in a
transparent interface that gets out of the way
and lets users focus on the task at hand.
Leading e-commerce sites typically understand
this; they sell more when users focus on
products rather than on puzzling out the
design's surface manifestation.
Mystery: Obfuscating Choices
Many Web designers prefer more "exciting"
designs that challenge users to explore sites
using novel interaction elements. This school of
thought laments the trend of having all sites
look like Yahoo. "Killer Sites" was an early
exponent of mystery;
boo.com was an archetype of the glitzy site:
more in-your-face than useful.
A simple user interface is not boring.
It excites users because it lets them
connect with the content and engage the company
behind the site.
Website designers stare at their designs all
day, every day. In contrast, users visit for
four minutes and then leave. Very different
experiences in terms of what's boring and
exciting. Don't aim at an exceptional experience
for yourself and your team members.
Our testing of the
usability of Flash designs clearly
demonstrated the fallacy of the mystery
ideology. Almost every time a design employed a
non-standard scrollbar, users failed. Our test
users typically overlooked numerous options
because they didn't realize that the highly
decorated or otherwise unusual scrollbars
actually served a function.
Users don't want to admire the scrollbars.
Truth be told, they don't even want scrollbars
as such, they just want to access content and
have the interface get out of the way.
Even designers who believe in user mastery
can be tempted to taint their designs with
shades of mystery. It's easy to delude yourself
that an ornamental feature will attract users.
For example, most users disliked the category
name "lifestyle" on bbc.co.uk according to the
British government's user research. One user
said, "Lifestyle, what the hell's that? I
like gardening, it's not my 'lifestyle.'"
Another user said, "I would never have
looked at a lifestyle section, it doesn't mean
anything to me." (It's long been a
usability guideline to refrain from
using fancy terms to label navigation categories;
use specific, everyday language instead.)
Users don't like websites that patronize them
or tell them what to do. They like websites that
support the goals of their visit.
The
website of J.K. Rowling (author of the Harry
Potter books) might be an exception to the
avoiding-mystery rule. The site feels more like
an adventure game, but that’s appropriate
because its primary purpose is to feed fans
rumors about Rowling’s next book. The site
contains many an oblique element. There's no
way, for example, that you'd ever guess that a
bunch of paper clips are a link to the FAQ. The
site violates most
guidelines for hypertext links: it has no
perceived affordance of clickability and only
the most tenuous of metaphors maps the reference
domain to the target domain. |