Why smart people make bad products

February 1st, 2010 by Rob Haitani

I said I’d write about user interface, so let’s start by asking why products are hard to use. Well, that’s a long discussion. But after trying to explain the brain in 350 words this can only be easier.

First, software interfaces are not constrained by the annoying laws of physics. It’s nice that you can jump anywhere, or things magically appear.  But the constraints of physics have an upside: predictability. Water wet. Fire bad. When traveling, you might wonder if you can drink the water, but you’re pretty sure you shouldn’t step into the campfire.

I’m reminded of a book called Einstein’s Dreams. Each chapter describes a world with different laws of physics—time flows backwards, or in circles. Trying new software is like entering different worlds where you have to figure out the rules. And some apps are like the world where cause and effect are erratic. If you can’t figure out or remember what action leads to what result (a “mental model”), you’re paralyzed.

Of course software is constrained by logic in the programmatic realm, where developers live. Your interface world is just a shadowy parallel existence. So why don’t we map UI to the programmatic world? We did once—it was called DOS. (Remember “dir/w…?”).

But aren’t there known UI conventions? Wouldn’t software be easy if designers followed consistent design conventions? Well, that’s like saying I’d understand molecular biology if you’d just use correct spelling and grammar. As lawyers say, “necessary but not sufficient.”  You must “edit” an interface, like you would prose, until it’s clear and concise. You also need  skill with metaphor. Suppress your understanding of how the technology works, and instead structure an interface around what your customer wants to do. I don’t want to launch phone.exe, query contacts DB, and call the telephony library. I want to tell my wife I’ll be late.

So that’s a high-level take at why smart people can make bad products. Later, I’ll talk about  why I think design processes are sometimes misguided, and the curse of feature creep.

Come on in, the fire's fine!

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