making you fit, or vice versa
11 Jun 2011 03:31 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
One of my biggest issues with application development is when any driver in the development (whether programmers, designers, or the corporate decision-makers) declare that "users can just get used to this". I end up arguing the opposite, every single time. Like arguing that users do need a halfway button that says "save and continue" on a really long form, or that we can't drop the red asterisk for colorblind users who won't see the red outline on a text-box, or that a series of steps aren't obvious or intuitive. I don't believe you can force users -- or that you even should -- into changing their own perceptions and patterns just because you think it's easier to not include that second button, or because you believe asterisks will "mess up" your pretty styles.
Since an application's purpose is to help someone work more efficiently (whether at a new task or just redoing an old task in a new format, like in-browser), making the users slow down to learn a new pattern-language seems counterproductive. You have to fit the application to the users, and any changes must be slow and subtle. We're all old dogs, really, when it comes to how we interact with patterns.
I see the same argument in fiction, where users (readers) argue for things like "pronounceable names" or dislike settings or conflicts that don't mesh with their expectations. Things like female characters who are androgynous enough that an unfamiliar character might, at first, not be sure of the female character's sex/gender. Or hierarchies that don't work in the same way as those the reader knows. Or even just value systems that aren't in-culture for the reader: different priorities, like setting one's family/parents above one's personal ambitions. Those kinds of stories are the opposite of the application-design style above, because they don't bend to the user's conventions, but expect the reader to bend to mesh with the story.
[paragraph above is badly-phrased, see comments for discussion/elaboration]
Maybe such unfamiliar-named, unfamiliar-setting stories might reach a wider audience if they worked more to meet with reader non/familiarity? Like taking a non-English name and anglicizing it a little differently to make its pronunciation more obvious, more understandable to English-familiar readers? (I am suddenly thinking of Korean names, which seem to be anglicized in any of a variety of ways, and frequently have vowel-combinations that would be one way based on English rules, but are pronounced quite differently.) Another is cultural, where the protagonist notes things that would be taken for granted in the protag's own culture (ie, family over individual or vice versa), but are distinctly different from the reader's culture, and thus are tagged or lampshaded solely for the reader's benefit. (Characters who note the side of the road driven is a huge, if rare, example: who the hell ever stops to think about what side of the road they drive on, if they grew up with that understanding/assumption?)
I recall someone on my dwircle was discussing/reviewing a book set in Japan, I think it was, where the main character noted such cross-culture differences. Those familiar with Japanese culture found it off-putting, it seemed, because these seemed like things a Japanese person would never think to randomly compare. I mean, how often do you go around your native/home culture and say, "I'm getting cucumbers and okra, but you'd never see these in a Russian supermarket"? Those who not quite familiar with Japanese culture seemed to be more forgiving, maybe because they were glad of being given some handle on the differences. It can be hard to assess what's "strange" for a character when the entire setting is strange to you, as the reader.
Bend to the user/reader, or expect the reader/user to bend to the story? What do you think?
Since an application's purpose is to help someone work more efficiently (whether at a new task or just redoing an old task in a new format, like in-browser), making the users slow down to learn a new pattern-language seems counterproductive. You have to fit the application to the users, and any changes must be slow and subtle. We're all old dogs, really, when it comes to how we interact with patterns.
I see the same argument in fiction, where users (readers) argue for things like "pronounceable names" or dislike settings or conflicts that don't mesh with their expectations. Things like female characters who are androgynous enough that an unfamiliar character might, at first, not be sure of the female character's sex/gender. Or hierarchies that don't work in the same way as those the reader knows. Or even just value systems that aren't in-culture for the reader: different priorities, like setting one's family/parents above one's personal ambitions. Those kinds of stories are the opposite of the application-design style above, because they don't bend to the user's conventions, but expect the reader to bend to mesh with the story.
[paragraph above is badly-phrased, see comments for discussion/elaboration]
Maybe such unfamiliar-named, unfamiliar-setting stories might reach a wider audience if they worked more to meet with reader non/familiarity? Like taking a non-English name and anglicizing it a little differently to make its pronunciation more obvious, more understandable to English-familiar readers? (I am suddenly thinking of Korean names, which seem to be anglicized in any of a variety of ways, and frequently have vowel-combinations that would be one way based on English rules, but are pronounced quite differently.) Another is cultural, where the protagonist notes things that would be taken for granted in the protag's own culture (ie, family over individual or vice versa), but are distinctly different from the reader's culture, and thus are tagged or lampshaded solely for the reader's benefit. (Characters who note the side of the road driven is a huge, if rare, example: who the hell ever stops to think about what side of the road they drive on, if they grew up with that understanding/assumption?)
I recall someone on my dwircle was discussing/reviewing a book set in Japan, I think it was, where the main character noted such cross-culture differences. Those familiar with Japanese culture found it off-putting, it seemed, because these seemed like things a Japanese person would never think to randomly compare. I mean, how often do you go around your native/home culture and say, "I'm getting cucumbers and okra, but you'd never see these in a Russian supermarket"? Those who not quite familiar with Japanese culture seemed to be more forgiving, maybe because they were glad of being given some handle on the differences. It can be hard to assess what's "strange" for a character when the entire setting is strange to you, as the reader.
Bend to the user/reader, or expect the reader/user to bend to the story? What do you think?
no subject
Date: 12 Jun 2011 02:31 pm (UTC)No, IMO/IME the bad interfaces are most often due to the person/team creating it just plain being unable to step into a less-abled person's shoes to see how the interface would seem to someone who isn't as familiar, or savvy, or able. We do tend to assume that other people are generally like us, unless experience or life has taught us that our experiences aren't universal -- and most developers I've worked with do have privilege to some degree, to be able to develop those blindspot/assumptions. Usability and accessibility are built into an interface from the beginning, after all, and once you learn/accept those parameters, it takes no more time to do it right than it did to do it wrong.
Strange, isn't it? SFF readers do seem to be more willing to tolerate experimentation (of the science kind, of the style kind, and so on) but they're right up there with romance readers when it comes to cheerfully ignoring privilege issues. Just each genre tends to a different type -- SFF, it's appropriation, while romance, it's gender-issues. To generalize very, very broadly.
Bafflegab: that is an AWESOME word. Taking it!
no subject
Date: 13 Jun 2011 01:06 am (UTC)And yes, we definitely had some issues on the interface developers doing the "you're not actually worthy of sonsideration as a human.
Aka, "Opposing Side's Opinion is Meaningless, Shut Up and Sit Down."
Because, y'know, it might have meant acknowledging problems that had to be fixed were not going to allow the project to go live on schedule, so we will pretend there aren't any.
Until after the go-live hoopla is over and the actual users have put in their complaints about getting it fixed (you can wait a year for major pieces of work to be resumed, thank you, we'll let you know when we get to it) and the actual process is completely borked.
As in, not meeting legally-mandated deadlines, borked.
But hey, not our deveopers' problem, right?