Interface design matters.

How does the end-user interact with the product?

Through whatever system the designers/engineers put together. Something can have the fastest processor, the fanciest graphics card, an ocean of content, but ultimately the gatekeeper for appreciating the product is the interface.

This applies to phones, games consoles, calculators, cameras, and any number of other examples.

Back in February I mentioned a particular game mechanic in Saints Row 3; pressing a particular button combo allows quick entry into a vehicle rather than a protracted animation. The understanding being that the slow way doesn’t really add much to the player’s enjoyment.

Why is it that to access the two second timer feature on my digicam I have to navigate a menu EVERY TIME?

Similarly why is it that to there’s twelve million menu screens in the Pok√©mon games?

Here’s an article from 2008 that gives some background and opinion.

This isn’t supposed to just be criticism of Japanese interfaces but of them in general. The reason I bought an iPhone was simple – it did most of what my Nokia N70 (running Symbian Series 60) did but with a much cleaner interface.

Over time perhaps ergonomics and interface design will expand as people realise that they do in fact matter. Until then it would seem there’s a lot of work to be done in the field raising awareness.

Or you could just return the device, as suggested by someone I was debating the topic with. I’m sure a one person boycott will turn some heads at Sony and Microsoft.

0 responses to "I really hate their animated joviality."

Leave a Reply