1 post tagged “obvious”
Interaction design not only requires a bundle of testing but it requires a lot of personal experience. As a developer, it would be incredibly difficult to design a product without any familiarity to the end result. Without personal experience to the end product, emotional attachment will be bias in favor of ease of development. As an interaction designer it is important to remember that product experience to users, no matter what the product, count on tasks being obvious.


Taking a quick glance at the two remotes above, what tasks can you determine will be obvious to complete. Let's suppose that the person will be watching TV in the dark. Without being able to look at the remote, will it be easy to figure out what buttons to press? The remote on the right uses differing shapes, placement and space around the buttons to distinguish tasks from one another. The user will be able to learn how to use the remote during daylight or under the light. Familiarity with the product soon begets the obvious nature to complete tasks.
Of course, on the left, lights allow the user to see which button is which and how to complete a task like changing the channel. However, due to the number of buttons and the few spacing there is between them - the user will have to look at their remote every time they want to use it.
Obvious interaction is not so obvious when it of course depends on perspective. Anyone on a team will have a differing perspective of obvious interaction when they are looking at the same product. However, the key point in making things obvious is about taking away prerequisites. So for instance, in the remote example lighting was taken away. Without looking at the remote which is easier? How often will the user need to relearn the interface? How long will it take to learn the interface the first time? These are a few important questions when thinking about obvious interaction.