"Your brain is able to predict that if you don't see it, it might very well be rollover-only."
This statement is so wrong I don't even know how to react to it or steer you away from this sort of thinking. I'm just completely taken aback. Not trying to be argumentative or anything, but no no no no no. No, the user is not going to intuit that the function must be invisible because he can't see it. Arg.
Here is the proof. Usability testing.
the user is not going to intuit that the function
must be invisible because he can't see it
User intuition changes over time as familiarity with new interfaces is gained. A system whereby edit/action buttons appear only when the mouse is on the right hand side of the screen seems reasonable -- if users have trained themselves to expect this behaviour and UIs consistently use this pattern in predictable ways.If every user interface with mouse input used a "hover the cursor to the right of the screen for edit/action buttons" pattern, it'd become quite natural to users.
Gnome 3 is a good example of where hidden elements are used successfully. Hovering the mouse in the top left "Activities" corner of the screen will show hidden content. The bottom right corner of the screen also shows hidden content (this time, without any visual affordance). Users learn to expect the hidden items to appear when hovering the cursor. No affordance is required. The downside is that users may not be able to discover this behaviour without help from a tutorial or manual (at least until "hot corners" become a standard UI pattern).
With web pages and apps, it's up to each designer to decide where and how things are laid out, and everyone has their own opinion, so if 20 designers decide to hide their components, how is the user to find them? The last thing I want to do is play hide-and-seek moving the mouse around a webpage/app randomly in the forlorn hope that maybe one of the gadgets or magic locations will pop up a control that I can use.
Put in a gear icon that I can mouse over. Put SOMETHING there that says "hey! I can be interacted with!" Otherwise I'll just ascribe the interface as designed by someone incompetent and look for an alternative.
I misinterpreted your "What is the affordance of invisibility?" question as in "what are the benefits of invisibility?". Thanks for clarifying. I didn't know (and couldn't find) that specific definition of affordance. Is it a technical term?
Just seeing the interface component intrinsically describes its use. This is not possible for invisible components, therefore they have no affordance at all.
It's true. But this isn't very relevant to this article is it? we're talking about hidden items, not invisible items.
"Your brain is able to predict that if you don't see it, it might very well be rollover-only." This statement is so wrong I don't even know how to react to it or steer you away from this sort of thinking. I'm just completely taken aback. Not trying to be argumentative or anything, but no no no no no. No, the user is not going to intuit that the function must be invisible because he can't see it. Arg.
You can be argumentative by showing some reasoning to your opinion. That would help. What is wrong with my statement in your perspective? Either way maybe I can clarify further. I don't think intuition and experience (prediction) are separated. I strongly believe in Jeff Hawkin's theory [1]. All we do is this: we learn things, and later, based on what we learned, we make predictions, and act based on those predictions. And I think this is very relevant with interface design. If a certain pattern becomes frequent, people will become familiar with that pattern, and that pattern will become more usable. The drawback to that is that some patterns may be crappy, but it's still something I take into consideration in making interfaces, consciously or not. Of course you can try to ignore all that and think completely outside of the box - I've tried it a few times and while it's a lot of fun, a lot of people get disoriented for longer, even though the concepts are simple. Think about how fast the learning curve in a simple 2D platform game is. Their rules are quite alien to our real world (super high jumps without dying, hitting bricks throws a mushroom, etc etc) but what makes that learning curve really fast is that we've learned it again and again. It wasn't easy the first time, but 2D platform are a familiar pattern; my generation has learned it since early age, with Mario and Sonic. Intuitive is, in a way, anything that feels familiar. And a familiar pattern in github is hidden functionality that appears with a rollover. If I don't see something, I can guess that it may show up when I so a rollover.
Here is the proof. Usability testing.
How does usability testing prove that "the user is not going to intuit that the function must be invisible because he can't see it"? Can you elaborate? Have you done the testing or have you read about it being statistically proven otherwise?
[1] http://www.ted.com/talks/jeff_hawkins_on_how_brain_science_w... (to be clear I'm alluding to the part about prediction)
Yes, usability testing confirms this, which is why you do it. Put key functions in hidden controls and then ask people to perform tasks that require discovering the controls. Most won't find them. In another comment here I mention my experiences with usability testing and finding that the much more well known paradigm of context menus is used or thought of by extremely few users. Advanced users will use it a lot, especially after the first time they look for context menus and find they are there and robustly designed in a given app, but non-advanced users, which is the vast majority, will never look there. In working with customers, some find the existence of features in context menus only after many years of work with a given program. One absolutely can not depend on users to assume that needed functions can be found in invisible items.
I appreciate that it isn't too much of a shibboleth for you and that you could stick around, I'd be interested in knowing a little more about the literature you mentioned. Do they propose specific techniques to usability testing? Which one do you use? In my case it's watching friends/family/expo attendants interact with the app but I don't have much of a formulated technique, it's casual, but I'd be interested in knowing more (and in the process I may be convinced that I should actually read that literature).
One absolutely can not depend on users to assume that needed functions can be found in invisible items.
I don't think it's that simple. It depends on the context and on the target. On a professional tool targeted to software developers like github, and being a consistent pattern, then yes, I think you can depend on that. If on the other hand you use that pattern in a context where it's not frequently seen, and/or it's not a consistent pattern in your app, you probably shouldn't depend on it, no.
A quick overview - in usability testing, testers are chosen, given an introduction to the software, and observed while they try to get stuff done with your product. This ideally involves two people aside from the tester - the "greeter", who interacts with the user/tester and guides them through the process, and an observer who focuses completely on watching the user at work.
Usually, two types of measures should be taken: numerical (number of errors, amount of time taken to find functionality, etc.), and qualitative (the user's attitude, comments - all the things you didn't think to measure in advance).
Quantitative measures are very important because then comparisons can be made - do users find functionality more easily/complete tasks faster with the "Edit" button hidden? By how much? How much longer do they take (if at all) to find that functionality when the button is hidden?
In sum, a usability study should be systematic - more like a psychology experiment or ethnography study than a product demo.
Pop-ups providing first use advice to users may improve usability results for new users. For experienced users, pop-ups are likely to decrease usability.
Placing many buttons on a screen will likely make it harder for new users to start using the interface. They will have to investigate many more options amongst the clutter, leading to more decision making ("what is this button? do I click it?") and a corresponding decrease in usability.
In the case of GitHub, the question of whether new and/or experienced users regularly need to use the "Edit" button needs to be investigated. The cost of making an interface control highly visible to new users may exceed the cost of experienced users needing to search for help on how to perform the rare action.
I was commenting on the question about usability testing (which yes, should include testing of experienced users); I don't have the information to make a judgment on the Edit button; I presume Google and Github both saw something in their testing that led them to make their design decisions. However, I am interested to know, in Google's case, what improvement, and what problems, they saw from this particular change. Anyone work on the new Google Contacts?
> Too many elements are a distraction.
> What is the affordance of invisibility?
There is a middle though: instead of either making it invisible OR cluttered, couldn't you just design it with a small clue, such as an arrow, which would open a drop-down menu when rolled over (on a computer) or tapped on (on a touch device)?
A drop-down menu with a small icon to prompt the user would hit the middle between simplicity and obnoxious prompting.
Some sort of clue would be really helpful. Advanced options can do in an options panel, but there needs to be someway to see the options panel exists.
Despite my horror and long post, I myself do use one form of invisible element in my own designs. Context menus. Right click and get tools that are relevant to what the mouse is currently above. This is a useful place to stick shortcuts for advanced users. It's not as great for things that are very rarely used. But here is the thing. Although there are definitely those who use them all the time, the hard core users, almost no normal users use them or are aware of them. In usability testing, if you ask someone to perform a task on an interface they have just seen for the first time, not even 1 in 100 will be able to do it if it depends on right clicking to find a menu item with the command. Users do not click on things they don't see. Since I use right click menus all the time it's easy to think others do as well. Well they will if they see it in a tutorial video, or someone demonstrating to them. I have had customers that have used my designs for many years and I meet them and go to demo something and when they see a right click use, invariably the response is something like "Oh, I didn't know you could do that!" Not right click, but do the hidden function. They know there is a right mouse button. They just don't use it to find contextual menus. Right click menus are there for the advanced users. So there's stuff that is faster to get to with the menu, but I try to always have another way to do the same thing. Rarely there are very advanced things. And yes I put them there to not clutter up the interface. Sometimes it is some rarely used function for which there is no obvious way to present it in a UI. It shouldn't be the only way to do anything done commonly, and probably shouldn't be the only way to do anything important. If it's something trivial and optional to use of the program, sure it can be an easter egg to be found by the hard core users.
The solution to clutter isn't to hide functionality. It's to have your software do /less things/. If you need it to do more things, make those few things your software does a flexible set of tools that can be combined in novel ways.
Update: (I got downvoted so I thought I'd modify the post a bit, hopefully it's better?)
in any case, when it comes to software design, clutter isn't the worst thing software can do. Hiding things is, however, pretty close to the worst thing you can do. At least, without a consistent and obvious method of discovering the hidden things.
> When it comes to software design, clutter isn't the worst thing software can do. Hiding things is. So, to paraphrase JWZ: "You have a problem with clutter, so you hide it. Now you have two problems." Thus, the solution to clutter isn't to hide the functionality because that creates more problems not less. The solution to clutter is to have fewer functions.
That's really good. Some reading this might be confused by fewer functions as meaning dumbing down and restricting the user, so let me expand that. That's not what it is. Fewer functions means making things simpler to the point that they are generic enough to have much more functionality, but with fewer explicit functions. For example, the unix command line is pretty simple to look it, but unlimited in what you can do. Type whatever you like there. The pipe thing lets you stitch things together in combination.
I really, really like this idea as a solution to fix possible hidden rollovers usability issues. Like the best ideas it sounds obvious once you hear it. If it is well executed (I would imagine something clean and simple yet recognizable like a point within a circle) and when/where it does work, then - like you said - it's a solution that works for both touch and rollover, and that's exciting too.
Another compromise solution is to put text on the page, but to grey it out, or otherwise make it less visually distinctive according to it's lack of importance.
Hide all but the most common actions on a page, but make it clear and consistent where the other actions will be found.
Can you imagine how frustrating that is?
Now imagine I'm someone who is used to using the keyboard; or I have a motor-function illness which means I find using mice hard or etc etc.
For sure I understand all the points about why some people love this functionality. But please give me an option to turn it off and have all controls exposed on the page.
Here's how I see it (and as you'll see, I'll be taking various assumptions. Please feel free to tell me I'm wrong (but make a case)):
We like to have everything at hand, but we also like (it's more like a need actually) to focus. Too many elements are a distraction. That's basically why we put things in boxes even if we don't intend to transport them anywhere: out of our sight. Our brains want/need to focus. That would be my answer to your question "What is the affordance of invisibility?".
The example of Google - if that really is a delete contact button, I don't use that app - I would agree is bad design, because its effort to find it outweights the benefits of having it hidden (partly because its placement is not apparently logical and that makes it extra hard to find).
In the first example in the article (github) however, I would tend to think that that specific solution is OK. The author of the article forgot to explain what that button does. A quick look at github, a rollover and a click (three actions) shows me that its function is it edits the description of the repository. How often do you edit the description of a repository? Not that often. Probably very rarely. And the more you use github, the smaller its usage gets proportionally to the rest of the app. The day you need it, you'll find it relatively quickly. Because you've experienced this practice for a while in other sites, and even more so because you've seen github act like that every now and then. Your brain is able to predict that if you don't see it, it might very well be rollover-only. The first logical place you try is the within the repository dashboard, over the description of the repository. Not too hard. I think in this case the benefits of every time I read that page not having that element there and not having to neutralize it myself with my brain by ignoring it vastly outshine the effort of looking for it when I rarely need it. It's a good deal. [1]
I would love to understand a little more about why this concept didn't work out for you.
edit: typos, formatting and deleted some unneeded parts
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[1] The github element in the case of a touch interface is not great, I would agree, because it's harder to predict that by touching the white area of the description the button will show up. But it works (as in: you can still access it). And you have to cut interface designers some slack (or instead give us the strength we need): we're still trying to figure out what to do exactly with the current mess of having two very different types of clients (mouse and touch) accessing our web interfaces. After we figure out if we should unify, we need to figure out how. Killing rollover interactions might be a necessary casualty in that road (but that would make part of me sad, there are wonderful usages of rollover, see for example the custom sliders in here: http://worrydream.com/LadderOfAbstraction/), either way I'd love to understand a little more, and I assumed that in this discussion we're focusing on rollover, not touch.