Ralph Ammer – Make Me Think
ralphammer.com
ralphammer.com
Oh, and the rest of the article agrees, and makes its points much better than I ever could. Excellent article!
Design is not only visual design. I'm reading mentions to don't make me think, and the whole book talks about pitfalls of bad design not making it usable.
In fact, the problem comes from engineers precisely doing things overcomplicated, UIs overcharged with steps and functionalities, etc.
For some reason culture of big tech startups dictated that design is somehow moving pixels around a screen or copying some trending dribbble shot. Sad reality. All those silly interfaces done by a front end developer with 0 real design skill is the problem.
The ghosts of the emoji keyboard macbook pro and the trash can would like a word with you :)
This kind of slip up destroys the point being made.
Yes and:
> What is our mental model? ... by using increasingly complex technologies with ever simpler interfaces.
Yup. The difference between mental models and abstractions.
My personal working definitions:
- Useful mental models reveal how something truly works.
- Abstractions attempt to hide complexity.
I've struggled for decades to articulate my own personal philosophy of design. I'm sorry if this doesn't make any sense. It's so clear in my head.
Better mental models are at the root of all my design break throughs.
One example:
Late 90s I worked on print production manufacturing software (ScenicSoft's Preps, TrapWise, Color Central, etc). Every other image positioning (aka imposition) app looked like CADD meets Illustrator tailored for putting ink on paper. So they digitized the creation of artifacts. It took noob me years to finally understood the problem domain for bookwork; how everything is determined by the folding and binding, done at the very end of the mfg process. Information flows BACKWARD thru the system.
Eureka.
I was finally able to model the process. Think origami for bookwork.
So then it was trivial to create a simple form-based app to create impositions as needed.
Every other app solution tried to manage the complexity, hide the excruciating details. Abstraction.
My solution revealed how the system works. Simplifying the problem so any one could do bookwork. Mental model.
Does anyone know how he makes them?
There's a lot of issues with this kind of thing, but it is definitely an interesting new lens to look at problems through.
I don't think I'll be using these ideas in my designs though. The modern "Just works" philosophy seems to work way better than people claim it does.
Sure, there's a few things that are arguably a true negative to forget, like cooking and such, but I am perfectly fine with the fact I've never needed to solve a calculus problem and I don't understand 99.99% of the billions of lines of code I use.
I don't need to know obscure tech details because we have division of labor.
I always disliked the title of Steve Krug's book (even if I appreciate some of the design sentiments) because it seems to lionise intellectual sloth.
To me the problem is actually deep and accords with the split between philosophies of Artificial Intelligence (AI), which is anti-humanist, deferential as (Ellul, Mumford, Postman) would frame it, and the more optimistic IA (Intelligence Amplification) which is _real_ human-centred design.
There are also resonances with how Taplin tackles the Reckless Engineer as one who sweeps problems under the rug of UX in order to "move fast (and leave things to just break later)"
This whole cargo-cult (cultivated ignorance) of truly celebrating "Not Thinking" is pathological. It is setting us all up for quite some disaster.
Remember when Twitter came along? Facebook already existed.
HOTAS in aviation might be a case of "don't make me think", but it is built on hundreds of hours training your body till it understands the movements of controls intimately enough.
Similarly a well trained operator on "clunky", "ancient" Mainframe system can handle for example your airline booking with great finesse and speed, and similarly with Bank tellers - meanwhile "intuitive" interface often ends up with people mousing and mousing and mousing to hit the right menu