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Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

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Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#71

This article put Nielsen in the corner of "technically correct", but the influence he had on me at least was a strong focus on "empirically correct". i.e. doing actual tests (with humans) on what kind of things work to convey information. He did this to the detriment of "looking good", which is why his stuff ended up looking "hopelessly outdated", but I think he was on the right side of the fight.

I took a number of courses from the NNG Group, over the years, including from Nielsen and Tog (I don’t think Don Norman ever gave classes). It taught me great respect for usability. Designers hated Nielsen.

Certain designers may have hated Nielsen, but their users hated them, and they have more users hating them than Nielsen has designers hating him, and users matter much more than designers, so I think he came out way ahead.

Bruce Tognazzini is the OG GUI Guru of 80's user interface design!

https://asktog.com/atc/about-bruce-tognazzini/

Tog not just invented and implemented, but also deeply rationalized and documented a lot of great user interface techniques, like the "mile high menu bar", which partially exploits Fitts' Law (in the "up" direction), but made more sense on the original single small Mac screens. (While pie menus more fully exploit Fitts' law (in "all" directions") and they work great on large screens, giving you even more "leverage".)

https://www.joelonsoftware.com/2000/04/27/designing-for-peop...

>When the Macintosh was new, Bruce “Tog” Tognazzini wrote a column in Apple’s developer magazine on UI. In his column, people wrote in with lots of interesting UI design problems, which he discussed. These columns continue to this day on his web site. They’ve also been collected and embellished in a couple of great books, like Tog on Software Design, which is a lot of fun and a great introduction to UI design. (Tog on Interface was even better, but it’s out of print.)

>Tog invented the concept of the mile high menu bar to explain why the menu bar on the Macintosh, which is always glued to the top of the physical screen, is so much easier to use than menu bars on Windows, which appear inside each application window. When you want to point to the File menu on Windows, you have a target about half an inch wide and a quarter of an inch high to acquire. You must move and position the mouse fairly precisely in both the vertical and the horizontal dimensions.

>But on a Macintosh, you can slam the mouse up to the top of the screen, without regard to how high you slam it, and it will stop at the physical edge of the screen – the correct vertical position for using the menu. So, effectively, you have a target that is still half an inch wide, but a mile high. Now you only need to worry about positioning the cursor horizontally, not vertically, so the task of clicking on a menu item is that much easier.

>Based on this principle, Tog has a pop quiz: what are the five spots on the screen that are easiest to acquire (point to) with the mouse? The answer: all four corners of the screen (where you can literally slam the mouse over there in one fell swoop without any pointing at all), plus, the current position of the mouse, because it’s already there.

>The principle of the mile-high menu bar is fairly well known, but it must not be entirely obvious, because the Windows 95 team missed the point completely with the Start push button, sitting almost in the bottom left corner of the screen, but not exactly. In fact, it’s about 2 pixels away from the bottom and 2 pixels from the left of the screen. So, for the sake of a couple of pixels, Microsoft literally “snatches defeat from the jaws of victory”, Tog writes, and makes it that much harder to acquire the start button. It could have been a mile square, absolutely trivial to hit with the mouse. For the sake of something, I don’t know what, it’s not. God help us.

Another great technique he documented in the original Apple Human Interface Guidelines was the "drag delay" of popping up "pull right" submenus, to mitigate a problem that linear menus have, but pie menus don't. People keep forgetting and re-inventing it in sometimes better, sometimes worse ways, but he invented and implemented it for the original Mac, then most importantly documented it in the first edition of the Apple's 1987 Human Interface Guidelines, and the Mac UI still supports it. It's the kind of thing nobody notices if it works well, that's invisibly built into the toolkit, that nobody appreciates how much thought and nuance went into it, that deserves a lot of user testing and iteration to get right. (Or you could just use pie menus and not have that problem! ;)

https://news.ycombinator.com/item?id=39210672

>aidenn0 on Jan 31, 2024 | parent | context | favorite | on: Kando: The Cross-Platform Pie Menu

>>For example, while moving horizontally to a sub-menu, you can easily cross the width of a single line since it's not easy to move your mouse absolutely steady horizontally (in pro graphic apps you'd usually hold a Shift for that), so instead of moving to a sub-menu, you switch to another item. In a Pie menu that's much harder since as you move further the menu's area increases, so the tolerance is higher

>This is why properly implemented context menus don't strictly require you to move in a straight line. Implementations vary; I just tried it with the firefox context menu on linux and found that, once the submenu was open, I could move the cursor quickly to the submenu on any path, even taking a diagonal line to the most extreme options in it. I have also seen implementations where you had a ever widening path you could take as the cursor moved closer to the submenu, making the active area of the currently selected parent item trapezoidal.

>DonHopkins on Feb 2, 2024 | prev [–]

>That astonishingly clever technique was invented by Bruce "Tog" Tognazzini and described in the first edition of the Apple's 1987 Human Interface Guidelines (page 87, "drag delay").

https://news.ycombinator.com/item?id=32961306

https://archive.org/details/applehumaninterf00appl

https://andymatuschak.org/files/papers/Apple%20Human%20Inter...

>>Two delay values enable submenus to function smoothly, without jarring distractions to the user. The submenu delay is the length of time before a submenu appears as the user drags the pointer through a hierarchical menu item. It prevents flashing caused by rapid appearance-disappearance of submenus. The drag delay allows the user to drag diagonally from the submenu title into the submenu, briefly crossing part of the main menu, without the submenu disappearing (which would ordinarily happen when the pointer was dragged into another main menu item). This is illustrated in Figure 3-42.

>Implementations certainly do vary, but the point is that it's essentially a weird magical non-standardized behavior that isn't intuitively obvious to users why or how or when it's happening. It's extremely difficult to implement correctly (there's not even a definition of what correct means), and requires a whole lot of user testing and empirical measurements and iterative adjustments to get right (which nobody does any more, not even Apple like they did in the old days of Tog). Many gui toolkits don't support it, and most roll-yer-own web based menu systems don't. So users can't expect it to work, and they're lucky when it works well.

>Pie menus geometrically avoid this problem by popping up sub-menus centered on the cursor with each item in a different direction, so no magic invisible submenu tracking kludges are necessary. Don't violate the Principle of Least Astonishment!

https://en.wikipedia.org/wiki/Principle_of_least_astonishmen...

>I think it's important for users to intuitively understand how the computer is going to interpret their gesture, without astonishment, and for the computer to provide high fidelity unambiguous instantaneous feedback of how it will interpret any gesture.

>I like how Ben Shneiderman defined "Direct Manipulation" as involving "continuous representation of objects of interest together with rapid, reversible, and incremental actions and feedback".

https://en.wikipedia.org/wiki/Direct_manipulation_interface

>>In computer science, human–computer interaction, and interaction design, direct manipulation is an approach to interfaces which involves continuous representation of objects of interest together with rapid, reversible, and incremental actions and feedback. As opposed to other interaction styles, for example, the command language, the intention of direct manipulation is to allow a user to manipulate objects presented to them, using actions that correspond at least loosely to manipulation of physical objects. An example of direct manipulation is resizing a graphical shape, such as a rectangle, by dragging its corners or edges with a mouse.

>Those ideals also apply to pie menus. Pie menus should strive to provide as much direct feedback as possible, via tracking callbacks, previewing the reversible effect of the currently selected item (possibly even using the distance as a parameter), so you can easily use them without ever popping up the menu.

>For both novice and expert users, the directly obvious geometric way pie menus track and respond to input is more intuitively comprehensible, predictable, reliable, and most importantly REVERSIBLE than traditional gesture recognition (like Palm Graffiti, or StrokePlus.net) or "magical" kludges like the submenu hack.

>With pie menus there's a sharp crisp line between every possible gesture, that you can see on the screen.

>But with a gesture / handwriting recognition system, you wonder where is the dividing line between "u" and "v"? The neural net (or whatever) is a black box to the user (and even the programmer). Some gestures are too close together. And most gestures are useless syntax errors. And there's no way to cancel or change a gesture once you've started. And there's no way to learn the possible gestures.

>But with complex magical invisible submenu hacks, you wonder if it's based on how long you pause, how fast you move, where you move, what is the shape, why can't I see it, how does it change, what if you pause, what if my computer is lagging, what if I go back, what if I didn't want the submenu, how do I make it go away, why can't I select the item I want, what do I do?

>But with pie menus, if you make a mistake or it doesn't behave like you expect, you can at least see and understand what went wrong (you were on the wrong side of the line) and change it (move back into the slice you meant to select). No fuzzy gray area or no-man's-land or magic hand waving. And the further out you move, the more "leverage" and precision you have.

>The area and shape of each item target area should not be limited or defined by the font height and the width of the longest label. It should be maximized, not limited, to encompass the entire screen, all the way out to the edges, like the slices of a pie menu. If you move far enough, it's practically impossible to make a mistake, as the target gets wider and wider, so you can even use pie menus during an earthquake or car chase.

Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#72

Earlier quoted context omitted.

He did a book ("Designing Web Usability" I think) with an unconventional layout and it clearly hadn't been user-tested as it had a flaw (text too close to the binding) that made it ironically hard to use. I think he was on point with a lot of stuff, but I've been a bit jaded ever since!

I thought the same thing of his website when he first hit the scene. Great info, but the design was so bad it made it difficult to read. It was quick though, and today’s reader view would have fixed that issue. Being usable doesn’t mean zero design; everything needs to work together.

It’s kind of ironic that Nielsen’s site and even his book layouts were often frustrating to use. But maybe that proves his own points.

Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#74

Earlier quoted context omitted.

Yes, to be fair, Nielsen essentially has had the last laugh. Simple navigation, consistency, fast loading times, and ruthless minimalism, and the full Flash intro page is a relic.

The full flash intro page is only a relic because Apple dropped support for Flash. Now, so many designers have a full page video that play, and prevent text from loading until every bit of bloated JavaScript finishing downloading and executing. It's a different package, but it's the same junk.

I despise the full-background, 4K video pages.

Makes connecting from bad cells a royal pain.

But some of the dependency libraries can be almost as bad.

I don't like 1MB pages, so a button can be animated.

Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#75

Earlier quoted context omitted.

I took a number of courses from the NNG Group, over the years, including from Nielsen and Tog (I don’t think Don Norman ever gave classes). It taught me great respect for usability. Designers hated Nielsen.

Certain designers may have hated Nielsen, but their users hated them, and they have more users hating them than Nielsen has designers hating him, and users matter much more than designers, so I think he came out way ahead. Bruce Tognazzini is the OG GUI Guru of 80's user interface design! https://asktog.com/atc/about-bruce-tognazzini/ Tog not just invented and implemented, but also deeply rationalized and documented…

He was a great teacher, as well. Not sure if he still gives classes.

Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#76
post #33

Now David Siegel has changed his opinion on climate change. He created a website with independent climate research: https://www.cuttingthroughthenoise.net

LOL

It looks pretty nice and it's well written and I won't delve deep into the flaws, I'm sure others will.

However one big thing that climate change skeptics/deniers keep missing or handwaving about renewables is that they've never listened to Wayne Gretzky. None of them are skating to where the puck will be. Living in the past is worse for everyone.

Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#77

don't forget the greatest webdevs of the late 90s...Larry and Sergey people now don't seem to appreciate how much Google's radically simple homepage changed the web look at web design right before Google took off - it was always about adding more to the page, and most sites were a mess Larry and Sergey showed that radical simplicity was literally worth a trillion dollars

The simplicity was nice, but people switched to Google because of PageRank.

right, but they could have polluted the google.com page with endless garbage based off of the popularity of search....but they didn't

for example...they could have dropped some links below the search bar to some homegrown sports site they set up...and that would have become the most popular sports site...its hard for most people to resist that

Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#78
The irony that web art history (design, ux, &c.) is so much more difficult to study and appreciate—compared to traditional forms—when it should be the easiest, always surprises me.

I try not to profess in mixed company that young designers should know the history of the web (it’s so young after all!), lest I be pegged an old man yelling at clouds. However, there was a time when there was a really interesting intersection of print designers coming to work on the nascent web, asking for the moon, and web developers teasing out compromises because the platform was so limited. Now that the platform is so capable that it could accomplish those designs, we don’t have designers capable of imagining it.

I’d love for a designer to ask me to do something different for a change of pace. There have been many neat APIs that have slowly made their way to CSS over the years sitting unused.

Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#79
post #46
post #18

I enjoyed Zeldman's A List Apart, and had no idea that he was so old at a time that we were all in our mid-twenties, I thought he was our cohort :D Nielsen I can honestly leave, maybe he did help millions of people have easier to use sites, but I found him rigid and boring; especially rigid with his prescriptive approach to sites - "the home page should have these links". I think Philip Greenspun skewered him at some…

The users were also different back then. It was not only about putting it all on one page, but even about putting it all above the fold, based on the today astonishing fact that many users did not scroll down. Because they did not know they could, with later experiments observing a tipping point when scrolling became normal. Think about that, what a different environment the sites had to work in. Not only technically…

I'm not sure that realization was great, given how often I have to scroll and scroll and scroll to find information on a business web site that should be front and center -- things like location, phone number, hours, etc.

Re: Gurus of 90s Web Design: Zeldman, Siegel, Nielsen

#80

This article put Nielsen in the corner of "technically correct", but the influence he had on me at least was a strong focus on "empirically correct". i.e. doing actual tests (with humans) on what kind of things work to convey information. He did this to the detriment of "looking good", which is why his stuff ended up looking "hopelessly outdated", but I think he was on the right side of the fight.

Back then, it felt like he was one of the rare few people who was actually focused on serving the needs of the user. Those were the days when too many sites thought it was a good idea to show a Flash splash screen before entering a site, and designers seemed to have a grudge against text that was big enough for a normal person to read.

Teenage me thought there was NOTHING cooler than a flashy splash page and those micro bitmap fonts a la "silkscreen".

Who am I kidding I still think it's awesome.

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