Not-So-Great Expectations
Joel Spolsky, at Joel on Software, had a provocative post earlier this month, entitled "Usability in One Easy Step (First Draft)."
Here’s an extract:
So, usability. That’s really at the heart of good design, and I’m going to spend a lot of time on it.
The good news is that I can teach you everything I know about usability while standing on one foot. Ready? Here we go:
Something is usable if it behaves exactly as expected.
That’s it! That’s the whole story! As Hillel said, all the rest is commentary.
One foot, ladies and gentleman! The other, we presume, is aimed squarely at the collective posteriors of UXD practitioners everywhere, with their techniques and theories and methodologies and other varieties of snake oil.
It’s a truism that "making things easy is hard." Spolsky’s Principle (First Draft) strikes me as being simultaneously concise, self-evident and facile. His use of the passive voice is revealing:
". . . if it behaves exactly as expected."
Expected by whom? Under which conditions? Spolsky makes an easy argument by dividing the world into two groups (Mac and PC users), whose expectations have been created and honed by software developers with extreme–documentable–precision. But how many real-world cases are this clear-cut? User expectations often come in more than two flavors.
User-centered design has developed various methods for discovering and confirming user expectations throughout the design process, from research on best practices through full-blown usability testing. Indeed, a classic probe incorporated into usability walkthroughs (and one I use heavily) is the repeated question "Is this what you expected to see/happen?"
It can take a lot of skill, time, and effort to gather and synthesize user data, and then determine the most effective way to apply the knowledge to the design. And what happens in the (all-too-frequent) instances in which there are no expectations?
Looking forward to Spolsky’s Second Draft. Hopefully, he’ll have both feet on the ground next time.
