Escaping UI Idioms

Personally I find that whenever my engineer brain switches on, my designer brain switches off. I have to step away from coding for a while in order to objectively make the best decisions about what to implement and how. When I let my engineer brain do the designing, I end up falling into age-old preconceptions about how things should be. This is especially true when it comes to UI design.

But is it the best idea to blindly follow UI conventions, either new or old? On the one hand, a familiar UI layout and universal UI idioms will make it easier for users to jump straight into your program. However, if those idioms aren’t well suited to your application, the user can quickly find themselves confused, frustrated, and lost. If the UI was unfamiliar but uniquely designed around your application, the users will be less confused because they have no expectations which can be unwittingly subverted.

Some bad features:

  • Confirmation emails which require you to click a link before you can do anything with your account. Confirmation emails that require a link to be clicked in 24 hours but which do not impede progress are much better.
  • The “re-enter your email” fields on signup forms. Every modern browser automatically enters your password.
  • Separating the “Find” and “Replace” functions, putting them in the “View” and “Edit” menus respectively.
  • Speaking of “View” and “Edit” menus, the standard “File”, “View”, “Edit” menu tabs often don’t suit applications. Choose menu item labels that suit your application.

An example of a good feature is the use of universal symbols for universal functions. Using a crazy new “save” icon is not a good subversion of conventional UI idioms. Another is exit confirmation; in a lot of cases, confirming whether you want to save before exiting is a great feature.

Here are two features which are not standard for applications with text-editing capability but which should be (I’ve only seen it in a handful of programs, of which Notepad++ is most prominent):

  • A “Rename” option under the File menu, which saves the file with a new name and removes the file with the old name. This saves the tiresome task of doing “Save As” and then deleting the file in the save window, or (God forbid) having to navigate to the file in your OS’s file browser and renaming the file there.
  • Special character (\t, \n) and Regex support in “Find and Replace” modes.

VR Isn’t Ready

Recently I’ve heard a lot of hubabaloo about VR, especially with regards to games. This wave of hype has been going on for while, but it has personally intensified for me because one of my professors this semester is running a VR startup. I’m also working on a VR-compatible game, so VR talk has become more relevant to me.

Array of current VR headsets

Array of current VR headsets

First off, I believe VR is still 10 years away from its prime-time. The tech is just not advanced to a viable level right now, and some fundamental issues of user experience have yet to be solved.

For example, my professor gave an example of why VR is such an immersive mode of interaction: the first time people put on the headset and jump into a virtual world, they reach out and try to touch objects. He trumpeted this as being evidence of a kinetic experience (i.e. it pushed them to “feel” things beyond what they immediately see). While is this kind of true, I see it far more as evidence of a fundamental shortcoming. The moment a user tries to interact with the world and fails, they are jerked out of the fantasy and immersion is broken. This is true in all games; if a user believes they can interact with the world in a certain way but the world doesn’t respond correctly, the user is made painfully and immediately aware that they are in a game, a simulation.

Control VR isn't enough.

Control VR isn’t enough.

This brings me to the first huge issue: the input problem. VR output is relatively advanced, what with Oculus and Gear VR and Morpheus. But we’ve seen little to no development effort targeted at ways for the user to interact with the world. Sure we have Control VR and such projects, but I think these haven’t caught on because they are so complicated to setup. Oculus made huge strides by turning the HMD into a relatively streamlined plug-and-play experience with a minimal mess of cables. We have yet to see how Oculus’s custom controllers affect the space, but I have a feeling they aren’t doing enough to bridge the haptic gap. We won’t see VR takeoff until users are no longer frustrated by the effort to give input to the game by these unintuitive means. As long as users are constantly reminded they are in a simulation, VR is no better than a big TV and a comfy couch.

Speaking of big TVs: the output tech isn’t good enough. The 1080p of the DK2 is nowhere near high enough to be immersive. Trust me: I’ve gotten to try out a DK2 extensively in the past few months at zero personal cost. My opinion is informed and unbiased. Trying to pick out details in the world is like peering through a blurry screen door. As long as I’m tempted to pop off the headset and peek at the monitor to figure out what I’m looking at, VR isn’t going to take off. Even the 2160×1200 of the consumer Oculus won’t be enough. When we get 3K or 4K resolutions in our HMDs, VR will be a viable alternative to monitor gaming. Of course, this tech is likely 5-10 years away for our average consumer.

These never caught on.

These never caught on.

This all isn’t to say that current VR efforts are for naught. These early adopter experiments are definitely useful for figuring out design paradigms and refining the tech, However, it would be foolish to operate under the assumption that VR is poised to take the gaming world by storm. VR is not the new mobile. VR is the new Kinect. And like the Wii and Kinect, VR is not a catch-all interaction mode; most gaming will always favor a static, laid-back experience. You can’t force people to give up lazy couch-potato gaming.

Of course, outside of gaming it may not be a niche interaction mode. In applications where immersion is not the goal and users expect to have to train in the operation of unnatural, intuitive controls, VR may very well thrive. Medicine, industrial operation, design, and engineering are obvious applications. It might even be useful for education purposes. But temper your expectations for gaming.