Why we take simple designs for granted

520 or 90 is an app that helps Seattle drivers decide whether to take the 520 or 90 bridge by calculating time and cost. The first screen you see is simple. When we tested it, people knew how to use it. Looking at it, it seems pretty obvious that it should be designed this way, right?

Well, it definitely wasn’t at first. Simple solutions are almost always obvious once you see them. That’s why it’s so easy to take them for granted. But take a look at some of our earlier design concepts – some of which, frankly, I’m a little embarrassed about.

When we first thought about 520 or 90, we had this grand map idea in our head. That’s how existing solutions work, after all.

The Map Design

Okay, where do I start with the usability problems we found with this. For most people that we first tested this on, it actually went OK. But if you look deeper, the design had a bunch of holes:

  • What if someone makes their start and end taps on the same side of the water? Then they wouldn’t be crossing the bridge, which is the whole point of the app. We’d have to throw up some rude error message, or figure out how to disable half the map when it came time to make the second tap.
  • Some people tapped on the 520 and 90 blue circles, expecting us to give a recommendation about the bridge.
  • Some people wondered why the map wasn’t showing the current traffic on the roads.
  • Then there’s the fat finger problem – users are not going to be completely accurate with their taps, and you shouldn’t expect them to. So, we’d have to provide some way to start over if people screwed up their tap. Meh.

The Quadrant Map Design
So we came up with an idea to solve the fat finger problem: divide the map into quadrants! Then the user just has to hit a region. You think this would test well?

It didn’t. It was horribly confusing. Once we finally abandoned our grand map vision, we tried a list.

The List Design


This one tested decently. People understood how to use it. But, look at it. It’s so cluttered. In good design, what isn’t there is just as important as what is.

Okay, so how about a less cluttered design? We wondered whether people would get the “enter a zip code” method:

The Zip Code Design


They didn’t. Not only is it a bunch of extra annoying taps to enter in a number, people don’t always know the zip code of where they’re coming from or going to, and it’s a rude design to expect them to.

The Final Design
In the end, we combined the best parts of the list view with the best parts of the zip code method.
Here’s the super rough mockup:

With some photoshopping, you get what’s in the app today:

The asked-for feature that we cut

There’s another feature we were considering for this screen. One that is frequently suggested to us by people we show the app to: location awareness.

Unfortunately, location detection is not instantaneous. It takes the phone a couple seconds. What if the user had selected one thing, and the GPS detected another? Would we just replace their selection without asking? Or pop up an error message asking which one they wanted to use? Yuck.

You know what’s not obvious? Cutting a feature because you just couldn’t get the UI right. But it’s exactly what we did. (It’s also what Dropbox did, and that’s why there’s only one dropbox folder.)

It wasn’t easy to make this call. As engineers, we’re naturally inclined to want to come up with smart solutions that take advantage of the latest technology. It kind of bruised our egos a bit, as if we were somehow now technically inferior for not using location awareness. But, our number one goal was to create a simple design. So, at least for this release, we cut it.

Related post: How we picked the logo for 520 or 90

8 Comments , , , , , , ,

8 Responses to “Why we take simple designs for granted”

  1. June January 10, 2012 at 6:06 pm #

    Awesome, looks fabulous! Love the logo font too… we use Museo Slab too. It’s getting so trendy now, and I even saw a Wells Fargo billboard using it. Love you!!

  2. Karen January 10, 2012 at 9:54 pm #

    Ohh I had no idea you guys use museo slab as well. I found it on fontsquirrel and loved it.

  3. andy matthews January 12, 2012 at 11:13 am #

    Good choice of jQuery Mobile. Is this a native app compiled with Phonegap or simply a web app?

  4. Karen January 12, 2012 at 7:58 pm #

    Hey Andy – we use PhoneGap.

  5. Pierre April 18, 2012 at 3:32 pm #

    Great post, it’s very instructive how you’ve gradually come up with this KIS design.
    Definitely not the kind of thing I was expecting when following the lead of that resignation song…

    Good luck with you new job!

    Pierre

  6. Ken Burnside April 20, 2012 at 8:20 am #

    “Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away.” — Antoine de Saint-Exupery

    Nice demonstration of this. I design pen-and-paper boardgames for a living – that quote is hanging next to my monitor for me to read whenever I see it. There is a certain minimum amount of complexity needed to make a game engaging to the player. There is a certain additional amount of complexity needed to convey the nuances of theme in a game. There is a maximum amount of complexity that a player will put up with in a pen-and-paper game.

  7. Lowell May 3, 2012 at 12:24 pm #

    Good stuff.

    For the GPS UI problem, did you consider having the default selection in the drop down for ‘Start’ be ‘Use my location’?

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