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July 28th, 2000
     
 

A-Modal Design
Comments on Jef Raskin's arguments in "The Humane Interface"

 
     
 
Letters
 
 

Clark Stone wrote:

I went to JefRaskin.com and looked at the summary of "The Humane Interface." With that limitation, I have some serious misgivings about what Raskin appears to support and how it appears to conflict with the usual vectors of your own site. In particular, I am concerned about what appears to be an uncritical support for a-modal interaction and its obvious real-world conflict with what is "humane."

In the summary, Raskin refers to the command line interface (CLI) as the ultimate in amodality, and I have to say that scared the pants off me. If I never have to deal with a CLI for the rest of my life, it will be too soon. I understand the power of such - I was working with IBM mainframes at Shell Oil's computing headquarters in 1978 - but power is not the only index of good. In the past, CLI required the user to memorize, memorize, memorize command after command (and many combinations thereof) and almost always punished the slightest infraction of the CLI law. Comparing no-metaphor CLI with some-metaphor GUI, I'm going with GUI as significantly more humane.

Of course, it's possible I'm grossly misunderstanding what's in the book and on your site; and perhaps this future CLI is somehow metaphorical so folks don't get lost in that UNIX-like maze of arcane idiocy; but until then, my escutcheon reads "GUI."

Next, I'm worried about the general non-humane-ity of amodal interfaces because "people don't much operate amodally." Language is probably the central example of this: if I say, "Where is the chair?" it means one thing if I'm standing in my living room where my recliner used to be; and it means another thing if I'm at a committee meeting. That kind of context-sensitive interpretation of inputs (modality) is pervasive in the human demesne, almost ubiquitous, so I have trouble understanding what's so wrong with modal behavior.

I understand there are limits to modal behavior, and mistakes can be made. I'm Win at work and Mac at home, so I often reach for the control key in the wrong place when I'm just beginning at either place; and it's also true that people are confused when listening to someone talk and using the wrong frame of reference to interpret what's being said. But it's also true that we can usually sort it out with a few questions.

Perhaps that is the true danger of modality: people who are creating modal tools don't make it possible for users to ask a few framing questions in a human (humane) way. I work around this every day by saying to myself, "I know what it does, and this program has to have it...so what do they call it?" followed by a crawl through the user manual to orient myself to "what they call it." Now, I'm good at that, but most people aren't, and it would be a significant challenge for any tool to have a humane index, table of contents, and manual design.

Well, I've blown my gas, and I hope I wasn't too far away from what either you or Raskin actually said or meant.

cjs

uidesign.net reply...

Thanks Clark! A thoughtful note which requires a thoughtful reply.

This is one of the biggest and trickiest topics for the Interaction Designer. The real answer is that - amodal is mostly best except when it's not! In the same way that - users never scroll except when they do.

I don't think that I or Raskin have advocated a return to command line interface as it has it's failings as you point out. It also has a big plus, that the basic way it operates is consistent. It's that level of consistency that we're looking for. It's important not to confuse the modelessness issue with other issues of usability.

I have been giving some thought to the human ability to deal with modes. I have particularly been studying the development of my young dog. Though intelligent by dog standards, even a young human should have a stronger cognitive ability. I have observed that he is capable of understanding several modes and responding to commands in a mode sensitive manner. For example he understands two modes of walking on the leash: "Let's go" - walk on a loose leash without pulling; and "Heel" - walk to heel, no other options permitted. He can also handle more complex modes such as the command "Bedtime" which is a direction to return to his crate. This command is only followed if the sky is dark, most lights are out, the TV is switched off and so forth. Otherwise he simply ignores the directive as it is clearly "in error". The command to return to his crate at other times is "Home". If a dog can grasp modes then surely people can too?

The issues with modes are simply that communicating the mode switch to a user is often difficult or impossible. We tend to use environmental clues as well as the expressions and moods of others to communicate a mode. If your wife is stomping around the house, banging doors closed, playing music loud and ignoring you, then it's a pretty clear indication that it's not a good time to ask about that new car you want to buy. Or put another way, as humans we use a lot of markers to detect and identify modes. This is much harder to do on a computer.

As an example of this I have recently been doing a lot of work with WAP phones. Usability studies have shown that users are incapable of distinguishing the difference between the phones operating system and the microbrowser. The microbrowser is an application which runs on the phone. An application is a mode of operation. In a PC applications have a considerable latitude to display themselves in a recognizable fashion. Even then consistency is preferable across applications. With the phone it is impossible and therefore the microbrowser should ideally not represent a different mode of operation.

A typical phone might have an address book. If you like a collection of "my favorite people's numbers". Your WAP Phone portal may come with access to a stock brokerage such as Fidelity.com. They may offer the ability to store a list or collection of "my favorite stock ticker symbols". Semantically these are not particularly different cognitive objects. They are collections of favorites. It stands to reason that a user of a humane interface might expect those similar cognitive objects to be processed in a similar fashion. However with current WAP Phone technology this is not the case. The phones operating system handles the "my favorite numbers" completely differently from the WML microbrowser handling of "my favorite ticker symbols".

The WAP Phone browser looks "almost" identical to the phone's operating system on screen. There is "almost" no visual affordance that the microbrowser is running rather than the standard phone OS. Because the user has little or no way of distinguishing the difference in mode, and the cognitive objects being manipulated are semantically similar, the user has an expectation that they be handled in the same way.

With this example, a modeless design is certainly best.

In my editorial "Myth of the Big Screen" and in my earlier letter reply on "modal vs. amodal" I point out that I do believe that modal is better under some circumstances. However, the designer has to be very very sure why they are doing it and that it genuinely offers an improvement.

It is perhaps for this reason that application developers have been able to put modal designs to good use. They have an advantage that they can often tightly define their usergroup and identify the tasks and goals which they must assist or facilitate with the design.

I have argued that amodal design is a means for the designer to delegate the implementation to the end user. Much of the customizability built in to operating systems and environments is simply the designer delegating the final design to the end user. It is possible to get into deeply philosophical debate about whether this is better or worse. Are you a democrat or a republican in the field of user interface design?

At the risk of misinterpreting Raskin's point. When you are designing a device for anything other than a single purpose, for anything other than a narrow, tightly defined audience, then you must strive to establish a consistent and monotonous handling of similar cognitive objects. This is an A-Modal design.

I hope this throws some light on your questions. Thanks again.

David

 

 
 
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