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Developer Center Article

Jakob Nielsen
Jakob Nielsen
Usability Expert
http://www.useit.com/
 

A team at Macromedia developed Pet Market to serve as a sample application for their MX product releases. While their ultimate goal was to show developers how to build a rich internet application, they also wanted to promote good usability techniques in their user interface. They got a lot right, but not everything.


What Works Well in Pet Market

The One-Page Model. Pet Market demonstrates many of the usability benefits from abandoning the page-browsing interaction model as the basis for functionality-rich applications. Page views are fine for reading articles and also work fairly well for many other types of content-oriented applications, but are not as good as a graphical user interface for supporting object-oriented user interfaces to more advanced functionality. The biggest usability win in Pet Market is the checkout process. Most current e-commerce sites divide checkout across a series of individual pages that make it hard for users to understand the entire process and even harder to make changes to data entered on previous pages.

In contrast, the Pet Market checkout design integrates the various steps into a single dialog where the user's progress is nicely visualized by a simple animated seep as different sections of the total form are opened or closed. Users get a single overview of the entire process and clearly understand their progress. More important, going back to change data in an earlier step doesn't really require going "back" in the sense that's common in web navigation. Instead, the user stays within the same context and simply opens up the section that needs change. Outlining applied to form-filling and transaction flow. Good.

Immediate feedback for the user's actions. Shipping charges are a classic pitfall in e-commerce: users hate sites that obscure the total amount they have to pay for their order. Pet Market provides a simple choice of shipping method during the checkout process and utilizes the active nature of the Flash application to update the charge summary immediately when the user selects a new shipping method. Immediate feedback is one of the most important and well-established usability guidelines, and yet traditional web pages often leave users hanging until the next page view before they can judge the result of their actions (and those are the good sites; poorly designed sites don't tell you at all).

The application does the computations. Pet Market also provides immediate feedback on the estimated delivery date when the user changes the preferred shipping method. Too many e-commerce sites tell users the number of business days required for shipping and then leave it up to the user to add up the dates to discover when they will receive their purchase. Adding is one of the things computers do considerably better than humans, so let's allocate that job to the machines, taking advantage of the computational power of the Flash application.

Animation to show relationships. Pet Market uses animated transitions to enhance the user's feeling of context when moving around the application. For example, when you click the "Fish" button, it zooms out from the list of category buttons and grows into a menu of fishes. Similarly, selecting a specific fish from the list causes a product box to grow out from the element you clicked. I am not sure that these transitions are necessary for this simple interface, but for a more full-featured application there are great benefits from visualizing the connection between the "before" and the "after" state when something complicated happens. A classic example is the way windows zoom from icons on the Macintosh. You know why you got that window after double-clicking an icon. In contrast, Windows just throws up a window somewhere on the screen, which is particularly disorienting for big-screen users who have many windows open.

Back button works. In my comments on designs implemented in earlier generations of Flash, I have been highly critical of the way they break the Back button in the browser. Past annoyances make it that much sweeter to find that the Back button does work in Pet Market. In fact, if you want just a single argument for upgrading to Flash MX for your projects, Back-button support is it. Back is the user's lifeline in any navigational user experience: no matter how good your information architecture, and no matter how well you visualize this structure in your user interface design, people will make mistakes and go to places they don't want to be. Back is undo for navigation and has to be available or users will feel trapped. (Other undo features also increase usability, such as the ability to edit previous steps in the checkout process that I mentioned earlier.)

 
Features of Pet Market to Avoid

In defense of the designers of Pet Market, I recognize that they were only creating a demo application and did not have the budget to handle all the design details that are necessary to construct a real e-commerce site. "Give us a few millions in venture capital, and we can definitely build out the design," I hear them say. Fair enough, but it's still my duty to point out that Pet Market violates many of the guidelines for e-commerce usability. If it were a real site, it wouldn't sell very many pets without fixing these problems.

Twenty years' experience has taught us that exemplary applications from a platform vendor have a disproportionate impact on designers who emulate all aspects of the examples: both good and bad. When the Macintosh shipped, designers were more likely to copy the design of MacPaint (a live user interface) than follow the official Human Interface Guidelines (a printed report).

To keep web developers from inadvertently replicating the weak features of Pet Market, let me highlight its main usability problems:

·
Weak initial homepage. Users are greeted by a big block of generic marketese. Since web users are impatient, it is much better to skip the "welcome" message and cut to the chase and explain the site by featuring examples of real content on the homepage. In this case, special offers, photos of interesting pets, and a few articles or pet-related news would work well.
·
Non-informative product screens. There is a serious lack of content in the product descriptions. People need more than a few lines of text to commit to a major purchase. How much bigger is a large koi than a medium one? More photos would also be good, for example to show the differences between male and female animals, as would the ability to enlarge the photos. (Flash-based animated zooming would be neat, but hold off on rotation and 3D which is usually more confusing than photos from a few alternate viewpoints.)
·
History list. It's a cute feature, but not very useful as implemented. The small colored squares do not emit sufficient information scent to allow users to remember their navigational history. Even worse, real shoppers would probably spend most of their time comparing alternative products within a given category (e.g., looking at ten different tropical fish) as opposed to bouncing between categories, so all the squares would be the same color. Relying on the tooltips to differentiate between the colored squares or requiring users to click on the arrow button to get the complete history isn't something web users expect to do and isn't easily discoverable. A design with more screen real estate at its disposal (for example a stock trading application) might use visual miniatures with more information for each of the past destinations (e.g., the logos of each stock considered), and such a quick overview of the past could well be useful.
·
Don't drag. Product screens offer the option to either click an "add to cart" button or to drag the item to the cart. You never want to offer users a choice of interaction techniques for simple operations like this: the brainpower needed to understand multiple options and pick the best one far outweighs any possible benefit. Productivity applications where people perform an operation hundreds of times a day benefit from shortcuts and multiple interaction techniques; but keep e-commerce designs simple. Now the Macromedia team might say they included both choices to demonstrate the possibilities, but if Pet Market were going live one of these options should be removed.
·
Details matter. Pet Market doesn't follow the guidelines for e-commerce usability to the letter and here are two common ones that are especially important to highlight:
·
The checkout process uses a pop-up menu for users to enter the state abbreviation for shipping addresses in the United States. E-commerce guideline #178 recommends using a type-in field, not a selection list, since typing two letters is much faster than moving the hand to the mouse and manipulating a scrolling menu.
·
The menu of shipping charges is not sorted according to criteria of interest to users (cost or shipping delay). Linear lists, such as menus, are much easier to comprehend and operate when they are sorted according to a parameter that users understand.
 
Taking the Premise Seriously: Selling Pets on the Web

Until now, I have assumed that it would actually make sense for an etailer to sell pets. In the real world, it seems a stretch of the imagination to assume that very many people would click to add a cute puppy to their shopping cart without ever seeing or cuddling the creature.

If this had been a real e-commerce project, I would have advised the venture capitalists to spend some money on field research before they proceeded with funding a full-fledged online pet store. Find out how people shop for pets in traditional pet stores and other sales channels. Can we really sell dogs, or should we refocus the company on exotic fish?
If it were decided to retain dogs and other bigger pets in the product line, it would be time to experiment with alternative interfaces to support customer needs. For example, the field research might have discovered that shoppers would have a great interest in seeing their specific pet. Such a finding could lead to a design with a photo gallery of each pet in the current inventory.

We might also discover that customers want to observe the behavior of their potential pet and not just look at a static photo. This finding might cause us to add video to the design, either as a live feed from the kennel or as pre-recorded clips. Incidentally, video support is one of the features of Flash MX, and Pet Market might be an application that would benefit from integrating this feature closely with the main user experience. For other types of applications, video might be a distraction: it's all a matter of choosing the features that will support users' tasks, which is why I would spend a few percent of the budget on field research if Pet Market were to win VC funding.

 
Moving into the Future

We are still at the very early stages of building user-centered applications for the Internet. The web browser was a great early tool and remains a decent user interface for reading and browsing articles. The functionality-rich applications that can be built in Flash MX are another great step, and can make many new tasks easier to accomplish online. To achieve this vision, it will be necessary to emphasize usability in the designs. The ability to throw even more features at the user can easily result in a confusing user experience unless developers remember the basic rules: simplicity, consistency, and a focus on supporting the users' key tasks. And, as always, remember to test your design with real users.

 
Reference

Jakob Nielsen, Rolf Molich, Carolyn Snyder, and Susan Farrell:
E-Commerce User Experience, report with 207 design guidelines from user testing.

 

 

Jakob Nielsen, Ph.D. is principal of Nielsen Norman Group, a think tank focused on making technology more suited for humans. His books include the best-selling Designing Web Usability: The Practice of Simplicity, published in 21 languages, and the new Homepage Usability: 50 Websites Deconstructed.