Book Cover

Larry Tesler Interview
The Laws of Interaction Design

 

Are there any unbreakble laws for interaction designers?

Just one. Design for the users.

How did you come up with Tesler's Law of the Conservation of Complexity?

In the early days of our field, when I worked at Xerox PARC, the idea of user interface consistency was new and controversial. Many of us realized that consistency would benefit not only users, but also developers, because standards could be encapsulated in shared software libraries. We made an economic argument: If we establish standards and encourage consistency, we can reduce time to market and code size.

In 1983-85, when I was developing the MacApp object-oriented framework at Apple, I advocated a three-layer code model. In addition to the Macintosh Toolbox--a shared software library--and the application itself, I made the case for an intermediate layer that implemented what I called a "generic application". A generic application was a real interactive program--with windows, menus, and commands--that did nothing at all, but did it in a standard way. You could create, open, save and print documents, but the documents lacked form and were empty of content. You built your actual application by modifying the generic application in an object-oriented way.

To sell the idea to Apple management and independent software vendors, I came up with the Law of Conservation of Complexity. I postulated that every application must have an inherent amount of irreducible complexity. The only question is who will have to deal with it.

Because computers back then were small, slow and expensive, programs were designed to be compact, not easy to use. The user had to deal with complexity because the programmer couldn't. But commercial software is written once and used millions of times. If a million users each waste a minute a day dealing with complexity that an engineer could have eliminated in a week by making the software a little more complex, you are penalizing the user to make the engineer's job easier.

Whose time is more important to the success of your business? For mass market software, unless you have a sustainable monopoly position, the customer's time has to be more important to you than your own.

The idea of the object-oriented framework, developed at PARC by Trygve Reenskaug, and the idea of the generic application, which I developed with my MacApp team, made investment in ease of use more palatable to developers by making it cheaper to reduce complexity than to increase it. The further down in the software hierarchy that you push the complexity, the less work has to be done by everybody above. MacApp's promise was, if you make life easier for our mutual customers, we'll make development easier for you.

What are the most common mistakes that beginning interaction designers make?

What mistakes beginners make varies a lot, partly based on their background and training.

Some educators, particularly in computer science departments, tell their students to design for themselves as the users. If taken literally, that advice leads to interfaces that only computer science students can use.

I do believe that if you learn to place yourself in the shoes of the user, you can design "for yourself" and really be designing for the user. I call this approach "Method Design" because the mind set is similar to that of Stanislavsky's "method acting". You're really not designing for yourself at all. You're designing for "your character". Of course, to be a successful Method Designer, you need to know your character. That's one reason designers should observe ethnographic studies and usability studies.

Beginners often succumb to pressure from management to "save money" by skipping usability tests despite serious open questions. At the other extreme, beginners sometimes run many more tests than necessary, bring in too many subjects, spend too much time preparing formal reports, or fail to pick their battles.

Usability testing should always be done before a designer finalizes unproven or controversial interface elements. But testing should be conducted in the cheapest possible way.

Of course, it is sometimes necessary to demonstrate the value of research to skeptics. In that case, it is worth taking a couple of hours to edit a highlight video showing the severity of the users' confusion.

Two other mistakes made more by beginners than experienced designers are to ignore standards and to follow standards unthinkingly. Consistency is usually good, so you need a really good reason to diverge from standards. But you can not be sure you have a really good reason unless you actually see your users do much better with the custom design element than with the standard.

Choice of words is important. Shorter is usually better. But if you have to explain what "x" means to many of your users--or worse, to your teammates--then you should probably replace "x" by whatever you said to explain it.

To my mind, what most separates an expert from a beginning designer is the ability to draw from a larger space of potential solutions. Given a particular problem, the beginner and the expert may at first think of the same solution, say, a multi-page flow with numerous forms. But the beginner is likely to fixate on the solution even if it is inordinately complicated. The senior designer will consider radical alternatives, say, a way for the user to see the data as it would look in its final state and edit it in place.

The senior designer won't stop simplifying until the design is simple enough. It need not take months to go through this simplification process. It can take just days, or hours, even seconds. Great design often takes time, but it's wasteful to spend time on approaches that are not simple enough to have a chance of being final.

 

 
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ABOUT LARRY TESLER

Larry Teslers resume reads like the history of interaction design. Hes worked at Xerox PARC, Apple, Amazon, and is now at Yahoo! as Vice President of their User Experience and Design Group. While at Xerox PARC, he helped develop some of the language of interaction design including pop-up menus and cut-and-paste. His law of the Conservation of Complexity is known to programmers and designers alike.

FROM THE BOOK

Table of Contents

Read an excerpt "The Elements of Interaction Design" in UXmatters

Marc Rettig interview excerpt on Interaction Design's History and Future

Hugh Dubberly interview excerpt on Systems Design

Brenda Laurel interview excerpt on Design Research

Robert Reimann interview excerpt on Personas

Luke Wroblewski interview excerpt on Visual Interaction Design

Shelley Evenson interview excerpt on Service Design

Carl DiSalvo interview excerpt on Designing for Robots

Adam Greenfield interview excerpt on Everyware