12 Useful Techniques For Good (Voice) User Interface Design
Posted by: eolvera, in Dialog Design, Information Architecture, Usability
Smashing Magazine just published an article about Useful Techniques for Good UI Design, that even though concentrated on Web Applications, I felt there were a few techniques that could be reviewed with an eye towards VUI design:
- Highlight important changes
- Enable shortcuts in your application
- “Upgrade” options
- Advertise features of the application
- Use “color-coded” lists
- Offer personalization options
- Display help messages
- Design feedback messages carefully
- Use tabbed navigation
- Darken background
- Lightboxes and Slideshows
- Short sign-up forms
And by this I don’t mean “Please listen careful for our menu options have changed”. Here we’re talking about system status visibility - knowing where you are and that actions led to expected results. Implicit confirmations are a good example of this.
The key concept here is to offer users more responsive user interfaces. In the case of the phone, this can be somewhat compared to having “touch-tone equivalents” which allow expert users to breeze through applications without having to wait to be prompted for input. But here I would also argue that other things would fall under this same principle: good command selection, “shadow” options that even though not prompted for can be supported if tuning data backs up the decision, and even “parallel” choices which allow someone picking one branch to swiftly change “branches” without having to “go back” or return to a “main menu”.
I feel this would be similar to having functionality available for “expert users”. Proper use of barge-in as well as multi-slot support allows someone to interact in more “advanced” ways with a system keeping such a transition simple and intuitive.
And no, sending out “user manuals” for applications does not qualify for this. Here we would be talking about pointing out “new” features or even “advanced” features that are available. As with most non-task-oriented information, this should be presented only after the user has successfully completed their task.
Items appearing together are an issue, no matter what type of interface we’re talking about. Therefore it is really important to put attention to the different tools at our disposal to avoid this issue: voice intonation/emphasis (such as making menu options clearer), word choice (avoid confusion amongst different choices), silences (natural pauses to allow mental processing of the information), etc.
I’m sorry to say this has been out there for quite a few years for most interfaces, yet voice user interfaces hardly ever offer them. It may be harder to do than with visual interfaces (where you can change colors, rearrange items, etc.) yet small things like offering only relevant choices based on someone profile or remembering the last tasks they’ve performed go a long way in making users feel like they “own” the system.
Help is definitively one of those topics that has been debated a lot, and like most controversial ones, whether or not it should be used and how it should be used can be summarized in two words: “it depends”. Personally I feel help should not be a stand-alone piece of a design (whether it is a tutorial or a separate collection of help prompts) but rather an integral part of design – commands offered should be helpful to a user, error messages should add relevant information to help users recover, transition messages should help users know where they are and where they are going, etc.
Here we can think about transition messages (exit prompts) and error recovery prompts. Here, there are various things that can be done to make them more effective: control voice intonation so as to convey the right meaning, reword questions and statements so as to convey the same meaning without simply “reprompting” users (if the problem had to do with users not understanding you in the first place, simply repeating is not going to help at all)
This is one of those areas where visual design has an advantage over non-visual design. Nevertheless, good information architecture can help obtain similar results, where applications reflect user’s mental models making it easier for them to know what choices mean and how the system works. This makes users feel at ease since they feel more in control.
Conversely, here non-visual design has the advantage since all interactions happen in sequence. No need to “gray out” parts of our design since by the time we move on with a new “task”, all previous information now belongs to the past.
The concept here is to allow users to navigate back and forth. In the visual world there are a lot of tricks to reduce the noise and allow a user to focus on a particular item. In the case of non-visual design, there are ways to do similar things when the system has been properly architected, which should include consideration of “go back” behavior that would contextually match a user’s mental model, as well as proper “sub task” definitions so that if users need to make a change or update a certain piece of information, they don’t have to start all over again or get confused about how to do it.
This is another one where non-visual design has the opportunity to leverage information. The whole notion here is to minimize the effort needed to identify a user and to speed up the process. On one hand, this means taking advantage of what technology has to offer: ANI identification, DNIS separation (ideal for language selection), CTI (please, please, please don’t loose everything that the user has accomplished so far). And on the other, there are design techniques such as the removal of “optional” elements if that allows a user to proceed (and especially if that avoids confusion and distraction from the user’s real goal).
With more people spending more time watching video on their computers than on TV, it makes sense to have a
I’ve always been fascinated by the cross-pollination that can be achieved when various fields and disciplines work together. As you might have noticed from my various posts, I also like to keep an eye out for opportunities in the UI field – things happening in other fields that may not be working together in ours yet, but whose potential definitively makes them worth a second thought and an evaluation to see what properties and ideas can be applied to UI design.
While doing some research on Multimodal Usability and User Interfaces, I ran across a list of Three Main Attributes of Multimodal User Interfaces, which on careful thought, can definitively be applied to ANY User Interface. It was a nice refresher which reminded me of why good design is so difficult to achieve, but very rewarding.
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