I can summarize my experience designing user interfaces like this: if you were to place a refrigerator and a toilet side by side in a room with no windows and a door which locked from the inside, 9.3 out of 10 people entering that room would defecate in the freezer and urinate on the floor.
Four of them would lock the door.
The world isnât a horrible place: its interface merely needs some polish. So here I am, waiting in line for a public restroom. Two feet to my left is a concrete wall. Two feet to my right is another concrete wall. Ten feet in front of me is a door. Iâm standing ten feet from the door because I donât want the guy coming out of the door to run face-first into me before I can turn my back to the wall and kindly step out of the way. I know that standing any closer to the door would have this catastrophic result because nobody looks up anymoreâespecially not anyone coming out of a public restroom: theyâre either shoegazingly homeless, or theyâre on Twitter.
I stand there, 10 feet from the door, staring at the big, red, âOCCUPIEDâ tag above the door knob, practicing my telekinesis, not feeling too awful about my continuing inability to telekinect.
So some guy with earbuds turns to the side and scoots between me and the concrete wall to my left. He swaggers right up to the door and gives it a good once-inward with his palm-heel. The door does not fling open like itâs part of a saloon in a silent film. He steps back, puts his hands on his hips, and breathlessly exhales a âHuhâ. I might scoff a little bit accidentally.
Thirty seconds pass.
He turns around, his right index finger curled like a Chee-toh roughly in my direction.
âOh man hey sorry dude were you in line?â
âYeah.â
A man in a suit comes out of the bathroom door, just then, adjusting his tie. He bonks his forehead into the back of the other guyâs head. I put my back to the wall and let them both walk past.
I rush in. My bladder is like a football. Oh, hey: he managed to get an ice-cream-scoop-sized serving of feces between the sink knobs.
Or thereâs this: my bladder is like a deflated soccer ball and I am rushing toward a public restroom door. I know that at any moment any other male in the vicinity can turn into a sidewinder missileâa heatseeking sidewinder missile â and Get Right In There.
As I draw closer to the door, the green âVACANTâ tag sings to my eyes. I fall knuckles-first against the door (knuckles are hard and bony and thus easier to wash bacteria off of). The door flies open, and now Iâve seen something I canât unsee: a homeless man resembling Santa Clausâif Santa wore a tattered navy raincoat and a knit wool capâwith his hands flat against the wall behind the toilet, his pants brought down roughly to the middles of his thighs. Heâs squatted halfway, screaming through his nose. And for some reason the toilet is full of . . . balled-up . . . newspaperâ
His skull rotates in my direction. His red eyes fly open wide. His dangling beard quakes as he booms âOH NO YOU DIâNâT!â
This is the Macarthur Bay Area Rapid Transit station on 40th and Telegraph in Oakland, California, by the way. On the inward-facing side of that door is a medium-sized, rectangular, red plaque engraved with bold white letters: âTURN KNOB TO LOCK DOOR TO ENSURE MAXIMUM PRIVACYâ.
So hereâs what we take away (every other day) from this constant ongoing experiment:
The people who canât read canât lock the door if and only if the idea of locking the door when they go to the bathroom has never occurred to them.
Research possible personality-type correlation between adult persons who donât fear intrusion while defecating and adult persons who never got around to learning how to read.
Grueling minutes later, Postmodern Santa Claus emerges from the concrete box with a look on his face like heâd just stared at a ghost for an hour. The door falls shut behind him. I make a real-life backslash face (:-/) as I think: am I really going to go in there? Of course Iâm not going to go in there. I look at my iPhone. I refresh the Bart Bart application. The train for San Francisco is coming in three minutes. Itâs a 16-minute ride to Powell in San Francisco. I am having a pleasant-enough day that I can suffer for 19 minutes.
A lot of the more cynical game-people on the internet are Sarah Jessica Parker, and Angry Birds and Whereâs My Water? are the first-generation iPhone. Mobile games are Facebooking the fuck out of triple-A gamesâ MySpace, all over the place, every day, in new, terrifying, breathtaking fashion.
So now Iâm on the train platform. I refresh my iPhone app: it says the train is arriving. I peer away from the iPhone, at the world-sized window to the real world: no, the train most certainly is not coming. I look up at the electric sign board. Text is just scrolling like crazy. The fire department is having an open house; tickets are on sale to a Tony-Award-Winning play; trains will be running from 5am on Sunday for Bay To Breakers (âBay To Breakersâ is San Francisco slang for âStay The Fuck Homeâ), and stations will be open from 4:40 am, et cetera.
This is the sign board thatâs supposed to tell me when the train is coming.
It stops on â9:48 amâ, and sticks there until 9:49 am.
So hereâs where I remember why downloading that Bart Bart application was such a good idea.
Finally, the train arrival information: a train is coming for San Francisco in eight minutes.
Hereâs where I remember why the Bart Bart application isnât a perfect idea: it just shows you the train timetables. It doesnât account for the accidents and incidents of the world.
I get on the train. It slides its head into a dark tunnel halfway to 19th Street. It stops. It stays stopped for a long time.
Eventually, the train driver comes on the PA and speaks quickly:
âWe cannot be stopping at 19th streetâwe canât stop at 19th street. There has been a medical incident . . . there has been a medical incident which is also a police incident.â
I swear those were the exact words: âa medical incident which is also a police incidentâ.
Iâve been playing Whereâs My Water? on my shiny iPad 3 for 15 minutes, on the train stopped in that tunnel, before this thought occurs to me, in so many words: Modern civilization sure was designed before someone invented the concept of Number-One Free iOS App
***
Just let me talk a little bit more, and Iâll go away. Hereâs the beginning:
Imagine yourself, absolutely ignorant of the method of operating a can-opener.
Try to wipe your slate clean. Imagine someone puts a can-opener in one of your hands and a can in the other. Itâs not an electric can-openerâthough those are just as confusing, come to think of itânor is it the modern manual can-opener. Itâs a handle with a blade on the end. Imagine youâre an alien from a planet that doesnât have tin cans, or even aluminum cans.
Or: try to imagine the instrument without its target, and then vice-versa. Try to separate them. Let your mind linger on the tactile presence of either thing. Consider that neither of them is a problem, and neither is a solution. Give yourself 30 seconds with this exercise.
Donât worry: itâs supposed to be impossible. If itâs impossible, it means youâre smart enough to be able to read.
Itâs a one-in-a-billion sort of savant who can learn how to read given only a book, solitude, and an adequate light source. This hypothetical brain-superman aside, we all learn by the patient funneling of othersâ experiences: teachers who understand the difference between ignorance and stupidity, and generously decide to take the time to search for intelligence.
Itâs every once in a while that even the most zen of educational paragons encounters an Actual Idiot. We have old sayings such as âa bad apple spoils the whole bunchâ, and itâs these peopleâthe freezer-poopersâwho deposit molecules of hatred around civilized environments, gumming up the urban machine, generating passive-aggressive leaks.
âIdiot-proofâ is a buzz-word in the software industry. Itâs also a buzz-word in civil engineering, which is nice, and itâs also a buzz-word in the fast-food industry, which is hilarious.
Someone could sayâin many more wordsâthat what is idiot-proofed is not necessarily genius-proofed, or (especially) the other way around.
***
So, to continue my public transit story from earlier: Iâm in San Francisco, waiting for a bus. Which bus? Google Maps tells me I can take the 38, the 38, the 38, the 38, or the 38. These buses stop at four different stops, each located less than a block from my current position.
On the surface level, this sounds convenient: multiple buses with the same number, some of them stopping where others donât stop, in the name of keeping traffic in the downtown area as smooth as humanly possible. The number â38â immediately tells the potential passenger where the bus will eventually be going. The hypothesis is that no one is going to get on the bus at 2nd Street and get off at 3rd Street. Thatâd be a scientifically weird spurt of laziness.
So, on the surface, itâs like this: wherever you are relative to Market and Montgomery Streets, you can stand at any one of those corners and have a bus stop right in front of you in a matter of minutes. Okay:
Being smarter, unfortunately, only makes it stupider.
The not-genius-proofed part, which coincidentally un-idiot-proofs the whole situation, is that if I have the NextBus app conveniently installed on my iPhone, I can see when the next bus is coming, and where it will be. When I see three â38â buses coming in the next six minutes, if Iâm sort of in a hurry, I probably want to get on the one which is coming first.
Of course, NextBus is hardly reliable. Itâs a noble endeavor: they track the locations of the actual buses as they move down actual roads, using Global Positioning. Itâs not like Bart Bart, which just spits out the timetable: itâs smarter. Itâs got Big Financial Backing.
Being smarter, unfortunately, only makes it stupider: it breaks the heart, again and again, to see a bus listed as arriving in â3 minutesâ, only to see the time pop up to â6 minutesâ, then â5 minutesâ, then â9 minutesâ.
The truth is: buses drive down roads, down which unpredictable humans are also driving cars. You canât ever really know when a bus is coming, outside of seeing it rounding a corner a block away as you step back from the curb. Being able to stare at a technologically marvelous little portal into Information Iâm Probably Better Without only makes the wait sting.
NextBusâs slogan, which you see every time you launch the app, is âWhy Wonder?â After many months of use and many minutes of careful thought, here is my answer: âBecause at least Iâm in charge of my own wonderment.â
So hereâs where it falls to the bus system: the system needs to have a lot of buses, one of which stops at any given stop, say, every 10 minutes or so. Now everyone who steps up to a bus stop sign feels secure in thinking, âI definitely wonât be standing here any longer than 10 minutes.â
So Iâm standing on a curb island in the middle of Market Street, waiting for a bus. A bus bobs up and down one of those sublime, near-invisible San-Franciscan hills. There, on its electric marquee, are the words âGO GIANTS!â
While I appreciate the team spirit, Iâd . . . Iâd really like to see the number of the bus.
So the bus glides to a stop, and the doors veen open, and I ask the driver, âSo, hey, is this the 38 bus?â The driver half-rolls his eyes. âNo, sir, this is the 71 bus, where are you goingâ, he says, all punctuated wrongly like that. I tell him I need to go to the Haight. âThisâll take you there,â he says, and I shrug, like, âOf course it will!â So thereâs another problem.
Iâm sitting in the back of the 71 bus which also goes the same place as a 38 busâor, I realize later, as an F bus or an N busâand Iâm playing Whereâs My Water? on iPad, and thinking a little bit more about The Planet Earth as a User Experience.
Hereâs the end of this little anecdote:
I go to get my hair cut at Bladerunners. The haircut is fantastic. Not 30 seconds out of the salon, a hippie just barely in control of four black labradors has written a poem about my hair.
***
THE PROFESSIONAL USER INTERFACE DESIGNER
I amâsort of accidentallyâa professional user interface designer. Over the last several years, Iâve done a lot of different tasks in my effort to vampire-suck-extract a stomach-full of hot, thick information from the neck of the video game industry. The ultimate idea is to make video games with my own studio. Weâll see how that works out. One of the things Iâve ended up doingâand this is a recent developmentâis design user interfaces for game developers.
I do this for moneyâno, thatâs not a metaphor: they actually pay me. What a weird world this is.
My little studio Action Button Entertainmentâs first game, ZiGGURAT (please buy it (I have a tumor which is unfortunately not getting rid of itself)), had been on the App Store for a week before someone in the San Francisco Bay Area emailed me about the options menu.
Wellâitâd been on the App Store for a day, technically, before someone emailed me about the options menu. That first someone wasnât able to find the options menu. He was, however, able to figure out the name of one of the guys who made the game, and then somehow extract my email address from the internet. The answer was: âTouch the little gear on the title screen.â
He emailed back instantly with some âfriendly adviceâ: âYou should make two buttons on the title screenââSTARTâ and âOPTIONSâ.â I said that was extra localization work and that I liked the gear icon. He didnât respond to that.
Well, a week later, someone in the Bay Area emailed about the options screen. He opened by telling me he was an all-time reader. He said he liked ZiGGURAT. He made a sideways comment about it being âprobably a little too hardcore for the massesâ.
Then he got right into options screen talk. âI like it a lot. My team is looking for someone to design an interface for our game. Could you ask your interface guy how much he charges?â
I blinked at the suggestion. I remembered our interface screen.
I remembered the process by which I had designed it: email to my art-brother and co-founder, Brent Porter.
âA little box at the top that says âOPTIONSâ. Under that, a large box containing multiple options, spanning edge to edge, one-fourth the screen in height, the words âPRECISION MODEâ on one side, the words âSLINGSHOT MODEâ on the other, a translucent pink square atop the active selection. The words âAIMING GUIDEâ, centered beneath the above options, the word âOFFâ alone in pink textâthis changes to âONâ when the player touches the option. . . The wordâs âPLAY NOWâ in huge all-capital letters in the middle of the bottom of the screen, roughly one third the screenâs width.â
Apparently, having a pink box atop the active control scheme and having the words âOFFâ and âONâ in pink letters despite all other text being white illustrated beyond a shadow of a doubt that whoever had designed our interface had been, in fact, a Professional User Interface Designer.
Itâs like this: the literate player knows that the opposite of âOFFâ is âONâ.
Even literacy, however, does not grant a player psychic powers, so the first-timer cannot guess that âSLINGSHOT MODEâ is the opposite of âPRECISION MODEâ. Thatâs why those two choices are presented in such a way, with a large translucent box atop the active selection.
As for the large translucent box: have you ever played a game with an option menu where you werenât sure what you were highlighting? Like, maybe the text dims a microscopic bit. I hate that. I hate it so much I never even think about it, and when it came time to design an options screen for my own game, I subconsciously funneled my hatred into something that Just Worked.
So there it was: a menu that worked.
I replied to the nice man on the email: âMy co-founder Brent Porter did the art for that interface, if you want a similar look. I myself detailed the layout, if the layout is what grabs you.â
The guy replied in 10 minutes: âWhat tools do you use for layouts? Can I share you something on Balsamiq?â
So there it was: you canât throw an egg in Silicon Valley without hitting the windshield of a Volkswagen Jetta whose owner works at a start-up whose trademarked name is a misspelled food (or salad dressing).
You canât throw an egg in San Franciscoâs SoMa district without hitting a window of a technology companyâs office inside of which someone is wondering aloud, âHow do people keep messing up user interfaces?â
This is why Balsamiq existsâthis much I gathered in 45 seconds of fierce Googling. I decided it best not to lie in my reply:
âIâm not familiar with Balsamiq, though it looks pretty neat.â
It costs $80 to get a Balsamiq account. I did their interface with MSPaint, and they paid me $64 an hour.
<â A month later, I was a registered Balsamiq user. I'd dismantled every successful game or app's interface in a Balsamiq mockup. It's really a neat product. The Balsamiq slogan is "Because Life's Too Short For Bad Software". I feel the same wayâI also feel like the average Skype call is too long for Skype's interface. Seriouslyâis there an uglier, more labyrinthine, horrible interface attached to a piece of Essential Software than that of Skype? It almost makes me cry, sometimes, when I can't get to sleep and I accidentally remember it. I got on board the Balsamiq train while consulting as a game designer at a start-up in San Francisco. One day, the project lead says to me, "Hey, can you hop on Balsamiq and mock up the interface" and I was like, "OK give me your account information". If you've ever groaned aloud at Skype, if you've ever filled a pause in an Important Conference Call with a sighing lamentation of "Oh my god Skype sucks so much" or replied to a beautiful girl's "What are you up to today?" with "Good lord Skype's interface is hideous", then your iPad is the Louvre, and Jetpack Joyride is the Mona Lisa.
So, thereâs the answer to every start-upâs question about why user interface is often so bad: they just ask any guy on the team to do it, usually when he has a cup of coffee in his hand and is standing, though not moving in any direction closer or farther from his desk.
Luckily for this start-up, they had pinged a savant. So thereâs how good user interface happensâon accident. And no, Iâm not arrogant for calling my interface designs âgoodâ. A âgoodâ user interface is no more remarkable than a tied shoe: it doesnât come untied and cause anyone to cut their throat on an escalator. By which I mean: thereâs a right and a wrong way.
The surest tools for the modern video game interface designer are Jetpack Joyride and Whereâs My Water?. If youâve ever groaned aloud at Skype, if youâve ever filled a pause in an Important Conference Call with a sighing lamentation of âOh my god Skype sucks so muchâ or replied to a beautiful girlâs âWhat are you up to today?â with âGood lord Skypeâs interface is hideousâ, then your iPad is the Louvre, and Jetpack Joyride is the Mona Lisa.
I attended a talk on Jetpack Joyride at the 2012 Game Developerâs Conference in San Francisco. The brochure said it would be about âdepth in simplicityâ, which I realized was a BS sort of way of saying the director was going to talk about the user interface for 45 minutes and the user experience for 15. My expectations did not disappoint me.
When it comes down to it, Jetpack Joyride is barely even a thing. Itâs a wisp of a game-like phone application. Itâs the modern equivalent of those accursed handheld video poker games. Man, those were great. Jetpack Joyride is a tiny little tea saucer piled medium-high with fun friction.
The goal of the developers, said the director, was to make a âstickyâ game. âStickyâ is marketing language for âaddictiveâ and âbrain-destroyingâ. It means the player is going to come back to it again and again, even (especially) while standing in the middle of a fucking escalator at rush hour.
Turning a Fun Little Friction into a âstickyâ experience requires
A user interface
A user experience
âUser Experienceâ is how the user interface manifests itself between starts and stops of the game. Itâs a tenuous concept that Iâve never heard anyoneâpro or amateurâactually sit down and talk about in preschool storybook terminology.
If you wanted me to tell you everything great about Jetpack Joyrideâs user experience, weâd be here literally all week. Instead, Iâll talk about one aspect of the game, and how it fits into the whole experience so smoothly that it makes itself essential.
In Jetpack Joyride, you occasionally pick up a âspin tokenâ during the game. These tokens allow you to use a slot machine after you lose. The slot machine gives you giftsâexcept for the somewhat rare times when it gives you nothing. The slot machineâs gifts might be immediate, or they might carry over to your next play. Every once in a blue moon, the slot machine might let you continue the game where you left off.
Jetpack Joyride is a high-score chase, and the score is âdistanceâ. You lose when you hit an obstacle. If youâve collected a spin token, you might be able to win a revive. Or you might win a bomb, which blasts your dude into the air and earns you some extra distance. During your blast through the air, you might collect more coins or tokens! Who the heck knows!
Or your reward, ever so frequently, might be some extra coins.
Now look at Bejeweled Blitz (or donâtâyou can have more fun with a scientific calculator and a handful of over-the-counter sleeping pills). Every once in a while, youâll see a friend with a score of, like, 900,000. Play as you might, match those jewels with the diligence of a regular worker bee as you might, you just canât get more than 50,000 points. How the heck did your friend do that? It laser-burns the center of your brain.
Then, suddenly: 200,000 points!
The answer to this riddle is that Bejeweled is horribly random, its math morbidly lazy. For godâs sake, there are seven gem colors and the field is eight-by-eight wide. Notice how literally every time you press the âshuffleâ boost button you get at least one match. Thatâs because the game is programmed to never start the board with three gems of any color touching. Listen: I have read only the first chapter of just one of those huge âLearn C++ in twenty-one daysâ books, and I am pretty sure I could program that algorithm even while listening to some really exciting music that kept begging me to do something more fun.
So Jetpack Joyrideâs slot machine â a wonderful, simple, immediately recognizable splash of user interfaceâbecomes a crucial part of the user experience. Itâs because itâs a recognizable object that itâs able to perform this design sleight of hand. Maybe weâve just played six times in a row; the game is starting to fear weâre going to stop playing. So the slot machine straight up gives us a âDouble Coins Next Runâ power on our first spin. Now we want to play again.
Behind all this, the store in which we spend those coins is perfectly easy to use: we see a list of items, small icon images on the left side, a price on the right, and the itemâs name in the middle. Scroll the list of items by sliding. Tap an item to expand its listing vertically, revealing a one-line description under its name and a âBUYâ button under its price. Touch âbuyâ to buy the thing.
I mocked up a store interface that borrowed this âtouch to expandâ store style which is all the rage in mobile games these days.
The CEO said: âI donât like that the âBUYâ button only shows up when you expand the item to view its description.â
âItâd look sleazy if it said âBUYâ next to the price of every item in the highest level of the store menu.â
âJetpack Joyride does it that way,â one guy said.
âNo, it doesnât,â I replied immediately. âI have Jetpack Joyrideâs shop menu burned into the back of my brain. Itâs the iPhone Click Wheel of shop menus.â Itâs more than thatâitâs the iPhone music browser of in-game stores.
âIf youâve ever looked at a Zynga game,â the CEO said (and let the record show it was the CEO who brought Zynga into this), âyouâll see theyâre always guiding the user toward a specific action.â
I had Castleville open in a Chrome tab. I put it on the big screen TV in the conference room.
âI want to buy a cobblestone road,â I said. âTell me how to buy one. Tell me what to click. Tell me what to click, and Iâll click it. Letâs get me a cobblestone road-segment, guys.â
During the ensuing two-minute silence, I went into my Balsamiq tab and put the word âBUYâ next to every price in the top-level store mockup.
âHere, look at this.â
âHmm.â
âThat looks better.â
âI mean, if I were a user,â one guy said, âI wouldnât want to read the description of an item before buying it. The name of the item, and that tiny preview image is enough.â
âYeah, what if I didnât want to read the description?â
ââThe Product is Irrelevantâ, marketers say,â I said. âHowever, this is a dance we all dance. Itâs as much seduction as it is common decency. Avast: Jetpack Joyride.â I held up my iPad. It was Jetpack Joyrideâs shop screen. (And no, I donât actually talk like that.)
âI could have sworn it said âBUYâ by every price. I stand corrected.â
âHmm,â the director said. âHmm. Letâs go ahead and do it like this.â
So it is that, more often than not, a professionalâs role is in pointing out precedents, not making them.
Alsoâand I say this as the highest complimentâthe majority of higher-ups couldnât think like an idiot if you put a gun to their head. I suppose, at the end of the day, my professionally applicable talents have nothing to do with intelligence and everything to do with experience with and knowledge of idiocy.
For my qualifications in experiencing idiocy, I refer you to the toilet anecdotes with which I started this essay. Also, Iâll have you know that I recently tried to use Kinect voice commands to buy Fez
https://www.youtube.com/watch?v=1wCbt6vvhnc
<â My brain is constantly contemplating such disasters. Some might call me a complainer, though I'd like someone, someday, to phrase me as a person with "attention to detail". If no one complained, literally nothing would get better. Literally. Thus, my hypothesis: no one complains directly to whatever jerk-hive of slackers is designing the Xbox 360 dashboard updates every year. Seriously, itâs a game console, and âgamesâ is, like, tab number four to the right of the start page.
OLD, NEW, AND ETERNAL
Smartphones are going to kill us all.
Before you say anythingâno. It is not ironic at all that a professional developer of smartphone applications says that smartphones are going to kill us all. Right up front, let me say that though I condone smartphone usageâespecially the usage of apps for which I earn royaltiesâI am by no means encouraging use of apps during situations when oneâs attention is better directed at, say, the road. Does a kitchen knife salesman apologize for all stab-murders? Of course not. And for the record, I do not develop any of the GPS apps people stare at as they walk up a staircase or toward a streetlight or into an open manhole. None of the apps I develop sends the user text messages which vibrate their jacket pocket and inspire them to bury their face in their phone screen just in time to head-on collide with the man or woman of their dreams.
On the one hand, maybe smartphones will lead to more breedingâthe whole âaccidentally run into someoneâ pick-up technique makes a lot more sense when everyone is always looking downâwhich means humanity might not be on the way out, after all.
I guess Google really wants to nip that one in the bud with their Google Glasses initiative.
Lately, Iâve been looking at an app called Highlight. Iâm doing this professionally, because literally three independent game developers have tasked me with inventing an innovative game-design concept around âsomething like thisâ.
I swear, when I first moved to Japan in 2001, all NTT DoCoMo phones had something like this built in: when someone else using the app is nearby, it pings you.
It took someone about a month to develop that appâfor casual sex.
An article on VentureBeat or VentureAdventure or Yay4Venture or whatever other website with âVentureâ in the titleâactually, Iâm thinking of six articles that all used the same quoteâdescribed it like this: âSocial discovery is a growing space.â
Netflixâs user experienceânice interface, by the way (loveliest on Apple TV)âtells me what movies Iâd like, based on movies Iâve already watched and/or rated. Highlight sucks away at the iPhoneâs battery in the name of constantly radar-sweeping for other users of the app whoâget thisâshare Facebook friends or interests with you.
As soon as I get off the train in downtown San Francisco, Highlight is telling me that Iâm near two-dozen people who know people I know and/or like things I like.
If I go to places my friends and I actually hang out, in The Cool Parts of Oakland . . . I get nothing.
âSocial Discoveryâ is a âgrowingâ space, not a âgrownâ one.
So hereâs where I think about Harry Beck, designer of the London Tube map diagrams. It was Harry Beckâs opinion that, underground stations being, well, underground, the passengersâtoday weâd call them âusersââare not constantly mindful of geography. The precise geographical location of the stations doesnât matter at all, not to mention nearly as much as a stationâs location relative to the passengerâs destination.
Itâs like this: a passenger getting on the train knows where he is. He sees the name of the station on his way into the station. Or, he knows the name of the station beforehand, because he lives nearby: itâs his station. A weathered passenger can get to and from home and multiple destinations, because he has memorized routes. He knows when to get off the train: he knows the name of the stop where he has to transfer.
What about the passenger embarking on a journey to a destination for the first time? Heâll need to look at a map. Though as heâs not the one driving the darn train, he doesnât need to know the geographical location. What he needs is information. He needs to look at the map and say, âThis orange line goes here, and then stops at this big junction together with a bunch of other train lines. I want to transfer to this blue one at this place, and then itâs one, two, three, four stops until Iâm where Cousin Pip is having his wedding.â
So Beck drew his underground diagrams with clean angles and legible station names. When it served the purpose of relaying information clearly, Beck did not hesitate in making two stations farther apart than they really were. The purpose of the diagram was to sacrifice geography for order
Of course, it blew far too many minds. Powdered wigs jumped off craniums at the speed of sound. The roof repairmen had a good year, that year, in 1933. Before Beck, Londoners used hideous, geographically faithful maps.
Today, we use Beckâs map.
So, a few years ago, I saw this on my Facebook, coupled with the comment âOMFG SO TRUEâ:
https://www.youtube.com/watch?v=Xb-tQDEEAts
<â I unfriended that person, eventually, and I'd love to pretend it was because of that. No, it had nothing to do with iPhone loyalty â it was that I just can't stand "Sex and the City", and she just kept posting âSex and the Cityâ clips. (She was also my sister, to prove even biology canât bias me as hard as âSex and the CItyâ can.)
That clip brings up a point, though: in 2008, a woman asks for a phone; someone hands her an iPhone; she takes one look at the screen and immediately says, âI canât use thisâ. She asks for another phone, a ârealâ phone.
Aha â a ârealâ phone.
Technically, the cynic says, isnât a ârealâ phone the kind with a coily cord and a dial?
Every generation or so, what was once old becomes ârealâ; later in that generation, what was ânewâ becomes âeternalâ, and what was âoldâ and ârealâ ceases to exist.
Can you imagine someone who couldnât work an iPhone today? I am sure Iâll get 2000 cynical responses to that question from Android users, so Iâll rephrase that: Can you imagine someone today who couldnât work an iPhone or Android phone? Oh manâI just remembered the Windows Phone. Iâm sorry. I donât have time to rephrase that question again. Iâm really sorry.
That âSex and the Cityâ clip is a cockroach in the motel room of my career.
Around the time the âSex and the Cityâ movie hovered over the carpet, biting societyâs ankle, the iPhone was still a thing for âhipâ early adopters. These early adopters knew immediately that this thing was a bridge-burner: that the future wouldnât happen without one of these appearing next to âphoneâ in the dictionary. For cheap laughs, we make fun of minorities who believe in thingsâwhether those are religious things or the future conquering power of a piece of technologyâand so: thereâs that YouTube clip.
LookâIâve said so before, though Iâll say it again: just because I own a MacBook Air and an iPad and an iPhone doesnât mean Iâm an Apple Fanboy. I am typing this right now on the Windows 7 FrankenPC that I use 95% of the time. So bear with me when I say the iPhoneâs interface design is god darn fantastic. Right thereâyou press The Only Button on its face, and the screen lights up. Thereâs a square with an arrow. You slide it in that direction. Thereâs an icon on the bottom, right near where your finger was when you slid that square. Itâs green. It has a picture of a phone. You press that, and thereâs the phone.
Weird that it looks like an old-timey ârealâ phoneâthe kind with the coily cord and rotary dialâthough. Then again, when Apple changed the iTunes logo from a CD (that stands for âCompact Discâ) to an innocuous blue circle with some music notes inside it, purists threw up onto their keyboards while logged in to internet forums.
Stillâshouldnât Sex Lady have seen that little phone-shaped icon? Shouldnât it have registered in her squirrel brain that âthis is a phone like the phone I knowâ?
Youâd think. Again: in the freezer, on the floor, with the door unlocked.
That âSex and the Cityâ clip is a cockroach in the motel room of my career. Thereâs the hypothetical toilet and a refrigerator side-by-side in a room with no windows and a door which locks. On a bad day, it feels like the feces might materialize in the freezer without anyone even entering the room.
And, just like that, a friend irresponsible enough to be filthy rich was letting me drive her Nissan GT-R. What a beautiful machine. I plugged my iPhone into the provided USB cable. An interface popped up on the built-in screen. Navigating the menus to try to find the song I wanted was a painful chore. It was like weeding the garden with a pistol pressed against the back of my neck. The touch screen was so unresponsive, clunky, and ugly. I had to jam my finger into it as though making sure an avocado wasnât, in fact, a rock. I liked jamming this car with my body partsâthough just my feet. This touch screen made me feel dangerous and slimy. Its built-in GPS interface was terrifying. It was like some kid had drawn it up with crayons and handed it to a robot programmed to Obey The Child At All Costs.
Later, perfectly parallel parked by the waterfront, with a heavy morbid curiosity, I tooled around with this Horrible Interface Gone Horribler. Said I, aloud, to my rich friend: âIf the rubes who designed this interface made a video game, no one would play it! Literally no one!â
I stumbled into the âaboutâ page. You should have seen how cartoon-wide my eyes were: the interface designer had been âPolyphony Digitalâ, makers of the Gran Turismo games.
The Nissan GT-R is an automobile so low to the ground that if I would have LOLed, I would have by necessity been ROFLing.
IN CONCLUSION
A friend hip to Feng Shui entered my apartment.
âThis place has a fantastic energy flow. Look at that. Look at that.â
âHuh.â
I donât think my friend is dumb or weird. Heâs not a Wiccan or a Veganâoh, wait, he is both of those. Oh, man, he also plays WoW. Okay, uhh, start over: my friend is very intelligent. He âgetsâ a lot of things. The point is, heâs a graphic artist specializing in web interfaces.
The Nissan GT-R is an automobile so low to the ground that if I would have LOLed, I would have by necessity been ROFLing.
He wanted to be an artist. He studied art. Then he switched to graphic design. Somehow he ended up in an advertising firm; after that: web interfaces. His interfaces are pretty good. I mean it as a compliment when I say he doesnât seem to actually think about them. He just makes them, and they work. Thatâs a pretty huge talent.
So, he just âgetsâ stuff on so many levels that he has to genuinely reach for other stuff that heâalso innatelyâgets. Hence Feng Shui.
Meanwhile, thereâs me. Iâm sort of a jerk. As a consultant, Iâve witnessed firms with a complete product which is enjoyable and usable, floundering for literally months on end in attempt to define the âcharacterâ and the âworldâ. Should this game be about yetis? Should it be about ninjas? Should it be about pirates? Can we get zombies in there? Are zombies too graphic for younger or older users? What about cute zombies? I think I saw a game with a cute zombie in it.
I didnât think about where I put my sofa. I said, âWell, that sofa has to go right there.â Iâm either the ideal CEO or a perfectly useless one. It feels like, if Iâm wrong about one thing, Iâm wrong about everything.
Professional User Interface Designers often refer to the non-battle between Facebook and Myspace.
âWe can Facebook these guysâ MySpaceâ = âwe can make a similar product with a user interface so much better that everyone will use our product instead of theirsâ.
A lot of the more cynical game-people on the internet are Sarah Jessica Parker, and Angry Birds and Whereâs My Water? are the first-generation iPhone. Mobile games are Facebooking the fuck out of triple-A gamesâ MySpace, all over the place, every day, in new, terrifying, breathtaking fashion.
We at Action Button Entertainment have a new mobile game coming before the end of June. Thatâs a promise. The game is all ready to go. Itâs for every mobile device you could possibly buyâas long as you donât go inventing your own mobile device in the next month, you can enjoy this game of ours. It took us two weeks to make.
Now give us five weeks to make the interface.
tim rogers is, among other things, someone you can follow on twitter
(Top photo via meepoohfoto/Shutterstock)