top of page
Search

#78: User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play (Notes)

Writer's picture: Wen Xin NgWen Xin Ng

Picked up this book in hopes of getting to the crux of what it really means to be "user-friendly." With so much technology designed to make life seamless, I wondered if taking user-friendliness to the extreme might actually lead to a loss of autonomy—whether, in a frictionless environment where everything is done for us, we risk losing control over our own choices. Capturing the book's main ideas here. 😌💡


Chapter Summaries:


 

Introduction: The Empire of User-Friendliness

  • Definition of User-Friendly:

    • 1. Computing. Of hardware or software: easy to use or understand, especially by an inexperienced user; designed with the needs of a user in mind.

    • 2. In extended use: easy to use; accessible, manageable.

  • Simplification as Progress:

    • Gadgets today have transformed our daily lives by making technology invisible and intuitive.

  • Implications of Design Neglect:

    • Insufficiently thought-out interfaces could have disastrous results.

      • Example: The Three Mile Island nuclear incident occurred in 1979 in Pennsylvania, when a reactor partially melted down due to a combination of equipment failure and human error. A confusing and poorly designed control room interface contributed to operators misinterpreting warning signals, delaying critical responses needed to stabilise the reactor.

      • "There was no clear logic in the way the control panels were designed. In the same control panel, there were 14 different meanings for red and 11 different meanings for green. The lights were not grouped towards any logical action set. The plant valve alert and the elevator alerts were next to each other."

"The problem was that they spent so much time designing the technical parts, and none on understanding what it was like to work there, what was going on for people. The control room was done last, almost an afterthought when there wasn’t time or money left.”
 

Part I: Easy to Use


Chapter 1: Confusion

  1. Consistency in Design:

    • The predictability of design patterns helps users build mental models.

      • Example: Navigational consistency across apps allows users to pick up new ones quickly because swipes, taps, and menu layouts are similar.

  2. Importance of Feedback:

    • Feedback bridges the gap between user actions and product responses, allowing users to feel confident in using technology. The feedback loop is critical in ensuring users know their actions have the intended impact.

      • Example: When you tap an app icon on an iPhone, it briefly greys out as visual feedback, indicating the app is launching. This subtle visual response assures the user that their action was registered.

 

Chapter 2: Industry

  1. Rise of User-Centred Industrial Design:

    • Industrial design has shifted from prioritising function alone to emphasising user experience and ease of use.

    • Understanding human limitations and behaviours is central to creating more intuitive products.

    • The study of ergonomics and human factors began to shape how products are designed to fit naturally into people’s lives.

      • Example: The design of the telephone handset itself, with the mouthpiece at one end and the earpiece at the other, made it possible to use a telephone with one hand, while a flat surface for resting the handset between your head and shoulder freed both hands entirely. Both details made talking on the telephone something that could be done while doing something else. They made phones and conversation a more natural part of everyday life.

 

Chapter 3: Error

For men to perform better in machines, they didn’t need to be trained more; rather, the machine needed to be crafted around them so that they needed to be trained less.
  1. Designing for Human Errors:

    • Machines need to be designed for human use, rather than requiring humans to adapt to the machine's design. Errors should be anticipated and designed around to ensure a safer user experience.

      • Example: In redesigned airplane cockpits, the flap control is often shaped like a flat lever to differentiate it from the rounded landing gear lever. The distinct shape help pilots quickly identify the correct control by touch. This error-proofing design reduces mistakes and improves safety by enabling intuitive differentiation.

 

Chapter 4: Trust

  1. Building Trust Through Mimicking Human Behaviour:

    • People expect tech to behave in a socially acceptable way, similar to human interactions. Design elements should mimic trusted behaviours or interfaces to instill confidence.

      • Example: Audi's self-driving cars are programmed to slow down politely when merging into traffic. By emulating courteous driving behaviour, such as yielding and smoothly adjusting speed, these cars build trust with human drivers and pedestrians, making the self-driving technology feel safer and more reliable.

      • Example: People tend to be more forgiving and more trusting towards voice assistants that don’t act like know-it-alls. A more humble and conversational tone makes these assistants feel approachable and relatable.

 

Chapter 5: Metaphor

  1. Power of Metaphors:

    • Metaphors simplify complex interfaces by connecting them to familiar concepts.

      • Example: Email inboxes draw from the physical concept of mailboxes, while social media feeds are like streams—continuous and ephemeral.

    • Metaphors also shape user expectations and behaviour.

      • Example: An inbox, like physical mail, implies messages are intended specifically for the recipient, encouraging users to address each item. In contrast, a stream or feed, like a flowing river, doesn’t demand the same attention; it’s there for users to dip into at their convenience, without any obligation to consume it all.

      • These metaphors come with built-in etiquette—email is personal and requires attention, while social media is more casual and shared—allowing users to intuitively understand how to interact without explicit rules.

  2. Use of Embodied Metaphors:

    • Embodied metaphors use physical experiences to influence user perception.

      • Example: A heavy object implies quality, while warmth suggests trustworthiness.

Metaphors will always be one of our most powerful entry points to the user-friendly world, possessing the singular ability to make the foreign feel familiar, providing us mental models for how things work.
 

Part II: Easy to Want


Chapter 6: Empathy

  1. Latent vs. Explicit Needs:

    • Designers often need to look beyond what users say they want and instead identify their unspoken needs, as people may not fully understand or express what would genuinely improve their experience.

    • This can help designers avoid creating products that may technically meet requests but ultimately fail to connect with users (like " Homer’s perfect car" from The Simpsons, a chaotic design that incorporated every request without considering practicality or appeal).

    • By focusing on unspoken needs, designers can discover meaningful problems worth solving. Finding an interesting problem to address can be more impactful than focusing solely on finding interesting solutions, as it leads to innovations that resonate with users’ real lives.

      • Example: The OXO Good Grips kitchen tools were created after OXO’s founder noticed his wife, who had arthritis, struggled with traditional kitchen utensils. Although she hadn’t explicitly asked for easier-to-use tools, her difficulty revealed an unspoken need for more ergonomic designs that would benefit not only people with arthritis but also the general population. Observing this unspoken need led to the creation of comfortable, easy-to-grip utensils that became popular among a wide range of users,

 

Chapter 7: Humanity

  1. Universal Design:

    • Disability is so often an engine of innovation, simply because humans will invent ways to satisfy their needs, no matter their limitations.

    • Universal design, originating from disability accommodations, enhances usability for everyone.

      • Example: Screen-reader technology for the blind inspired a captioning tool for PowerPoint that translates presentations in real-time. This captioning tool eventually evolved into a retooled Skype feature offering real-time language translation for conference calls.

  2. Microsoft's Framework for Designing for Artificial Intelligence:

  • Humans as Heroes: AI should support, not overshadow, human capabilities and preferences.

  • Honour Societal Values: AI should respect social context and behave discreetly.

  • Evolve Over Time: AI should learn the whims and nuances of a person’s preferences.

 

Chapter 8: Personalisation

  1. Personalisation Without Overload:

    • The promise of personalisation is to give us exactly what we want most while we spend as little energy as possible on making a decision.

      • Example: Carnival Cruise Line’s Ocean Medallion is a wearable device that enhances the onboard experience by delivering personalised services based on guest preferences and behaviours.

      • Apart from enabling streamlined check-ins and serves as a digital room key, the medallion customises dining experiences by recording guest preferences, so favourite food and drinks can be offered proactively. Similarly, the medallion provides personalised activity recommendations based on guests' past choices and interests.

Fogg Behaviour Model

  • Describes how behaviour is influenced by the interplay of motivation, ability, and triggers. For a behaviour to occur, there needs to be sufficient motivation, the action needs to be easy to perform, and there must be a well-timed trigger to prompt the behavior.

    • Motivation: Create a reason for the user to engage, even if it’s trivial.

    • Trigger: Provide a cue or prompt that allows the user to act on their motivation.

    • Ability: Make it easy for the user to take action.

Example: Netflix’s auto-play feature

  • Motivation: Users are motivated to continue watching to see what happens next in the series.

  • Trigger: At the end of an episode, Netflix displays a countdown and the “Next Episode” screen, prompting users to stay engaged.

  • Ability: The next episode starts automatically, requiring no additional action from the user.

The reward is the seamless continuation of the story, making it easy for users to binge-watch without interruption. The countdown and auto-play create a habit loop, encouraging users to watch “just one more episode.”

 

Chapter 9: Peril

  1. Potential Pitfalls of Over-Automation:

    • While automation can simplify tasks, it can also lead to disengagement.

      • Example: When drivers rely heavily on autonomous systems (i.e. self-driving cars), they may become less attentive and slower to react in emergencies, assuming the car will handle all situations. This “automation complacency” can be dangerous, as drivers may struggle to re-engage and take control quickly when the system encounters unexpected conditions or malfunctions.

  2. Balancing Convenience and Human Agency:

    • The more automated systems become, the more users risk losing control or autonomy.

    • Concerns about frictionless environments and their effects on human agency.

But what if stress and the agency that comes with constantly fiddling with your environment are, in some ways, the essence of what it means to be human? Would we really want to live in a world that was truly friction-free, where the room temperature adjusted before we ever had a chance to feel any kind of discomfort? Wouldn’t that make us more and more like floating brains in a vat stuck in The Matrix, unaware of what’s real? Wouldn’t the machines then be dictating our desires, rather than merely anticipating them?
 

Chapter 10: Promise

  • Usability focuses on making a product easy to use, accessible, and efficient (i.e. functionality).

  • User-friendly design goes beyond usability by creating products that are not only functional but also resonate with users on a human level, fostering satisfaction, loyalty, and long-term connection.

    • It involves crafting the entire user journey, including emotional highs and lows, to make the experience more meaningful and engaging.

    • Asking users to write "breakup letters" to products they no longer use often reveals emotional reasons behind product loyalty or abandonment.

 

Afterword: Seeing the World Through User-Friendly Eyes

  • Enduring Principles for User-Centred Design:

    • To build user-friendly products, designers need to constantly evaluate how users interact with the world.

    • Design must evolve to accommodate new user needs while retaining core principles of empathy, ease of use, and emotional connection.

 

16 views0 comments

Recent Posts

See All

Comments


bottom of page