<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/css" href="/stylesheets/rss.css"?>
<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/">
  <channel>
    <title>Depth-First: Designing the Obvious</title>
    <link>http://depth-first.com/articles/2007/09/28/designing-the-obvious</link>
    <language>en-us</language>
    <ttl>40</ttl>
    <description>Walking the Web of Chemical Informatics</description>
    <item>
      <title>Designing the Obvious</title>
      <description>&lt;p&gt;&lt;a href="http://www.amazon.com/gp/product/032145345X?ie=UTF8&amp;amp;tag=depthfirst-20&amp;amp;linkCode=as2&amp;amp;camp=1789&amp;amp;creative=9325&amp;amp;creativeASIN=032145345X"&gt;&lt;img border="0" src="http://depth-first.com/demo/20070928/book.jpg" align="right"&gt;&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=depthfirst-20&amp;amp;l=as2&amp;amp;o=1&amp;amp;a=032145345X" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;Designing good user interfaces is difficult work. One of the hardest things about it is what you're forced to give up: abandoning your hard-won mental map and adopting that of the user; stripping half the product's features - and then stripping half of what's left; and fending off &lt;a href="http://headrush.typepad.com/creating_passionate_users/2005/06/featuritis_vs_t.html"&gt;featuritis&lt;/a&gt; with a big club as the product matures. Everyone knows these things are important, but for some reason we repeat the same mistakes over and over.&lt;/p&gt;

&lt;p&gt;So it was with great enthusiasm that I found Robert Hoekman, Jr.'s new book &lt;a href="http://www.rhjr.net/dto"&gt;&lt;em&gt;Designing the Obvious&lt;/em&gt;&lt;/a&gt;. Good technical books collect illustrative examples and present them clearly. But great technical books provide a system for understanding the examples. &lt;em&gt;Designing the Obvious&lt;/em&gt; is one of them.&lt;/p&gt;

&lt;p&gt;As an example, have you ever considered a confirmation dialog to be a symptom of a fundamentally flawed application design? The next time you find yourself needing one of these doodads, consider this passage:&lt;/p&gt;

&lt;blockquote&gt;
    &lt;p&gt;The only implementation-model piece of design I've seen while using Backpack is the JavaScript alert message that pops open when I attempt to delete something from a Backpack page. It asks, simply, "Are You Sure?"&lt;/p&gt;
    
    &lt;p&gt;While the message is a pretty standard confirmation message - which we're all used to seeing - it's a sign of the underlying system. It's a big ol' banner that says "I don't have an undo feature and the only way I can deal with you deleting an object from your page is to interrupt your workflow with this message to make sure you know what you're doing."&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Hoekman's solution is simple - give your users an undo feature and ditch the confirmation dialog. This makes perfect sense, but how many times has the opposite been done instead?&lt;/p&gt;

&lt;p&gt;Sometimes the obvious is far from obvious.&lt;/p&gt;</description>
      <pubDate>Fri, 28 Sep 2007 08:29:00 -0400</pubDate>
      <guid isPermaLink="false">urn:uuid:5a0eb4af-bc2d-4d6a-b47d-e44b75c19793</guid>
      <author>Rich Apodaca</author>
      <link>http://depth-first.com/articles/2007/09/28/designing-the-obvious</link>
      <category>Meta</category>
      <category>designingtheobvious</category>
      <category>webdesign</category>
      <category>userinterface</category>
    </item>
  </channel>
</rss>
