As I leafed through my ever growing stack of tech magazines
yesterday, a column in eWeek by Peter Coffee, entitled Thoughtful gestures
– don’t make complexity elegant; make it disappear caught my eye.
Mr. Coffee was writing about a patent
application from Apple for processing multipoint gestures on a touch input
device. The language of patent applications is notoriously dense and jargon laden, so in laymans terms, this is about making it easier to interpret what a user wants when they touch a screen or touch pad at multiple points at the same time. Some simple examples of multipoint gestures include squeezing, stretching or twisting motions while touching a screen with your finger tips.
Mr. Coffee's contention is that this invention is a way of making
more complex tasks easier to perform, that it has no real-world, practical application, and that this is the wrong problem for
inventors to tackle. He states
that “I’d rather see interface efforts based on watching what
users do, understanding common needs and designing systems in which those
actions are simple. Making complexity elegant is an achievement, but I'd rather
just make that complexity invisible.”
This is a fine sentiment, and a good one-sentence
description of user experience design, but he really misses the point of how
new input device inventions relate to user-experience design.
He illustrates the uselessness of gestural interfaces by describing
two ways of saving a users work – one using a whole series of convoluted
gestures that makes the user look like she’s doing the Macarena, and a simple,
elegant way of using keyboard strokes. Boy, based on that example, gestural interface sure sounds like a bad
idea, and inventors should stick to improving how to use existing input
devices.
The trouble with this example is that the same argument was
made about the mouse when it joined the keyboard as an interface device. There were (and are) many things that are
easier to do with a keyboard than with a mouse – saving a file using shortcuts,
typing a letter, entering data in a spreadsheet, just to name a few. Does that make the mouse useless? Why use something as complicated as a
mouse?
Let’s take the case of a user putting together a process
diagram in Visio. Using a keyboard
interface, a user can perform a lot of complicated keyboard strokes to
generate, place, link and annotate the diagram elements. Meanwhile, back in the real world (as Mr.
Coffee would say) the user simply drags and drops the elements in place using
his mouse, touch pad or pointer.
Clearly, different interfaces are good for different types
of actions, and it’s up to the user experience designer to apply the
appropriate combination of available interfaces in a way that lets the user
simplify and streamline their interactions.
So where might using a multipoint gesture interface simplify
a current, real world interaction? How
about Google Maps: Multipoint gestures such as squeezing,
stretching or turning, combined with single point gestures like dragging, could
make navigation significantly simpler and faster than the current mouse-based approach.
The point of inventions like this is not to make more
complex acts achievable, but what things can be simplified using these
inventions. Almost all ways in which we
interface with computers are pretty complex. For example, learning to use a keyboard is a lot more complex and time
consuming than learning to use a mouse, and learning to navigate using keyboard
shortcuts requires much more familiarity with an application than using a
mouse. Gestural interfaces need be no
more complex than keyboard or mouse interfaces.
So inventors, keep inventing! Between user experience designers, developers and usere, we'll take the best inventions to make things genuinely simple.