The iPhone is Not Easy to Use: A New Direction for User Experience Design
johnnyholland.org
johnnyholland.org
Even worse are the modal gestures such as shake to undo and swipe to delete. If users discover them at all it’s usually by accident. They don’t map to anything (outside of an Etch-a-Sketch) and there are no clues to indicate that they’re available. Being mentioned in a WWDC keynote does not count as a clue.
I have a lot of experience critiquing user interfaces, especially from a Norman-esque viewpoint, and would like to point out that while the above criticisms have some merit, they are practically negated by the fact that nearly every iPhone commercial puts these gestures front and center. Because the ads effectively serve as tutorials, people who've never owned or used an iPhone can nevertheless walk into an Apple store knowing how to use it. You can even just walk into a store and watch one of the videos they have running--one hardly has to consult a WWDC keynote, for crying out loud.
It is also vastly easier to show a computer illiterate person how to zoom, undo, etc. using these gestures than it is to do the same on a desktop. You can't get much better than this, frankly. That there is a literacy requirement at all is not evidence of bad design: you still have to learn how to hold a pencil, after all. It's astounding that Apple's managed to reduce the literacy requirements as much as they have.
My three year old picked up how to manipulate the planet in Star Defense[1] straight away after seeing a friend of mine play it on his iPhone. Also Shape Builder[2] (some kid's puzzle game) was immediately obvious.
She had a little harder time figuring out how a mouse works.
[1] note: I'm sort of affiliated since that friend's company made that game
[2] not connected to this game
http://www.useit.com/alertbox/981115.html
Note that 3D works for games because the user does not want to accomplish any goals beyond being entertained. It would be trivial to design a better interface than DOOM if the goal was to kill the bad guys as quickly as possible: give me a 2D map of the area with icons for enemy troops and let me drop bombs on them by clicking the icons. Presto: game over in a few seconds and the good guys win every time. That's the design you want if you are the Pentagon, but it makes for a boring game.
The guy does undersell the iPhone's usability, though. In particular, the key phone feature -- dialing the name of someone on your contact list -- is far more usable than an old-school dial telephone (where you have to remember a number) and likewise far more usable than on a cheap cell phone (where you have to do a lot of button-press scrolling, or use a numeric keypad to type the letters of someone's name... which means you have to remember the name in advance.) Indeed, the iPhone has exactly what the usability folks have been agitating for for years: A big flat list of people's names or pictures, where you touch one and it immediately dials them.
I think the moral of that story is Pareto's Rule: if you nail the usability of one common feature, people will praise your device's usability in general, even if the rest of it plays out like an adventure game.
Now that those features have been added and the UI for the iPhone has become more distinct from the Mac, you get the critique that it is all way too complex.
It's ridiculous to pick on the iPhone for its "swipe" and "shake" gestures, declare it "hard to use", and look for some other adjective that doesn't have to do with usability to explain its strengths.
Heaven forfend!
You really only need the big green button to make calls. You press it and you get a human operator who offers to complete the calls, either by accepting a number, or a name, or (most likely) a name from the contact list that you or someone else has set up in advance.
You can find the buttons in the dark. You can operate the phone without vision. You don't need fine motor skills beyond finding one big button and pushing it. You don't need to read numbers. You don't need to know how to read, period.
That is a device designed for usability. Of course, most of us don't want one, because it is too boring and would make us feel kind of silly... which is exactly this designer's point.
Not when compared to trying to find an entry on the iPhone when you are elderly and blind.
But, yes, it's got tradeoffs, like any designed object. This is why designers get paid: There's no simple checklist of things you can do to make your design good. It has to fit the use case. This is what the essayist is trying to say: From a certain point of view, the iPhone has a lot of interface elements that are hard to use. But, nonetheless, it meets a different important design criterion: It's delightful to explore. There are interface elements that are incredibly obscure, ("Why have all the application icons started shivering like they were cold?") but once you find them it's kind of thrilling, like a magic trick, or an Easter egg. (I find those shivering icons highly amusing, even if nobody has any clue what they mean the first time through.)
But not everyone wants that. The fact that no one design can suit everyone is one reason why we want a diversity of options in the marketplace.
But an iphone is hardly comparable. It is an ipod, internet browser, game machine, and cell phone. And the usability considering the multi use is FANTASTIC.
Also, the other glaring example here is the one about the mail client refresh-vs-reply arrows. Aren't these two icons the exact same icons used for pretty much the whole history of the internet? Circular arrows = refresh; Left arrow = reply.
New things sometimes require just a bit of effort because you aren't familiar with it. In other words, easy-to-use != just like every other phone out there. It's pretty close to a 'fundamentally new UI' - just because you don't grok it within 5 seconds doesn't make it hard to use.
So can the information on how you should partition your hard drive for Linux installation. Yet (historically) most people think Linux installation is a usability disaster.
Or for another way of looking at it, do you really think that an interface which requires you to go online (or read a manual) to figure out how basic stuff like undo or delete work represents "good usability"?
Also, as the author points out, what is "refresh" supposed to do in the context of a single message? Just because a symbol is familiar, it doesn't mean its meaning is automatically clear if it's taken out of context. For example, at my workplace recently got a new microwave that has a play/pause button. In this case, it's relatively easy to figure it out but it still gave me a pause.
You do realize that this is the developer's classic response to a usability issue? The user is just clumsy/stupid/lazy/ignorant/blind/stubborn [pick one]. I'd agree that you can't make UI decisions based on one person's reported problem, but the correct response is not "RTFM" but "This issue should be tested in a usability lab with a reasonable cross section of the target market".
That's the thing. It was. And it works for everyone I've ever met, including my wife and my parents who are the polar opposite of 'technical'. I'm not making baseless claims of the user being [insert one of the choices], it was based on my (rather extensive) experience with the device and users of it.