If Mario Was Designed in 2010
This blog post by a game designer was intended to poke fun at contemporary trends in games. But, I think it also applies to a trend in usability. In usability, it’s cliché now to joke about putting something in the manual. Everyone in the field pretends that manuals don’t exist when they’re designing products (unless, of course, said product is the manual). But, I’ve never heard anyone discuss providing too much help or guidance. Sometimes when you don’t provide any guidance, the end user has the most fun and they learn more quickly how do things (like in Nintendo’s Super Mario Bros.).
My suggestion: Provide visual cues when appropriate. Allow for some exploration if it’s not a one-time-only or walk-up-and-use interface (like an ATM or grocery self-checkout). Users are smart and will figure some things out on their own. Don’t interrupt them frequently with tips–put all the help you want in a sub-menu.





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