These
columns discuss interaction design in the world around us. You can
find more of them in the book Designing
the Real World
(This column was written when the SIGCHI bulletin ceased publication).
First the bad news; this is the last real-world column in its present
form. Now the good news; the column continues in the same bi-monthly
format on-line.
And the even better news; on the web it be supplemented with all
the columns published to date and eventually other interaction design
resources including a selection of photos from my interaction design
collection; everything from bad navigation in hospitals to ice-cream
menus.
And now for this month’s column; ‘saying goodbye’,
or more accurately, the bringing to a close of interactions.
Everybody is familiar with the awful feelings left when an interaction
has not been finished properly. Having someone hang-up the phone
or walk out on you in the middle of an argument. Placing an order
on a website and suddenly finding yourself back at the home-page.
The worst offenders are movies and TV programs. Spinning their perfectly
crafted narrative along until, all of a sudden: Bang! It’s
the interval. Or even worse; Mulder has finally got through to the
secret room where the alien with the funny head is being kept when
all of a sudden: ‘to be continued
’
Consideration of saying goodbye is important in interaction design
because endings and beginnings are vital parts of any interaction.
Also, saying goodbye is an important human interaction and designers
of public spaces need to pay attention to how the meeting and departing
of people are supported in a public environment.
My worst experience of this was the design of a high-speed train
that had mirrored windows. I got on, selected my seat and then turned
to the window to wave goodbye to my hosts stood outside. The mirrored
glass meant that I could see out through a dark-pinkish tinge but
from outside it was worse; they could hardly see in at all, and
my last impression as the train pulled away was of them waving and
staring unseeing into my carriage like a couple of worried looking
zombies.
Another key area is the arrivals hall at an airport. People waiting
to meet relatives desperately want the earliest peek possible at
the person arriving. Normally, you wait by the arrivals doors leading
from the customs routes to the public area outside. I have waited
at one international airport where there were small windows off
to one side between the public waiting area and the baggage reclaim
areas. This meant that half the people waiting were not stood outside
the arrivals doors but were jostling around these little windows
for a first glimpse of their loved ones arriving to get their baggage.
Due to a bit of bad design the users were not using the environment
as the designers had intended. There was increased traffic between
these windows and the arrivals doors, ‘he’s on his way
to the doors quick let’s run to meet him.’ And a real
‘un-designed’ bustle around the windows, ‘is that
him way over there with the green coat on? Quick, lift little Robbie
up so he can see.’
In this way the beginning of the interaction with the arriver was
scrappily managed, but the ends of interactions also need to be
well managed; clarity is vital. Whether it be the decisive bringing
to a close of a salesman’s call, the formal ‘over and
out’ of a radio conversation or the closing bars of a piece
of music; having a clear end informs the other party that part of
the dialogue is at an end and that it’s time for something
else to happen.
The classic example from the world of the telephone is the part
human / part computer directory inquiries phone-service where you
ring up to get someone’s phone number. A human operator talks
to you to find out whose number you want and then when the system
finds it, a computer generated voice takes over to read the number
out digit by digit and repeat it if necessary. What this means for
the user is that they begin an interaction with a human and then
the interaction is suddenly terminated before they realize it and
there is no chance to say ‘good-bye’, and more importantly
no chance to thank the operator for helping them. I imagine that
it must be worse for the operators carrying out thousands of such
searches and not managing to get a word of thanks from the users.
Knowing about the end of an interaction is also necessary in interactions
with systems that have an effect that is not undoable. Making a
purchase, placing a bid online, sending an email. The first of these
is especially important; you want the user to be able to do lots
of things before they place their order (review it, change the amounts
etc) and so it must be clear to them which action is the final,
ultimate ‘really place your order’ action.
So it only remains for me to make one final point. The past years
of writing this column have taught me many things, but I think the
key thing that I have learned in this continual review of real-world
interactions is what you might call the ‘golden rule’
of interaction design and I can state it quite simply and directly:
‘The key thing I have learned is
’
To be continued
on a web browser near you.
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