Consistency and predictability are admirable qualities in both app interfaces and tech book series. That’s why I see the irony of opening this book with some abstract stuff—a bit of background, some conceptual material—instead of diving right into the how to get things done stuff that you’d ordinarily expect to find in a typical Take Control book.
However, you need the abstract stuff because this book is about understanding how and why your apps and devices act they way they do, and understanding that requires context. Don’t worry: it’s only a very little bit of background and barely a handful of concepts.
Specifically, this short chapter briefly explains What Usability Is, which has a lot to do with determining how you and your devices interact, and even more specifically, it describes What Affordances Are, which end up involved one way or another in nearly all of the mysteries you encounter as you use your devices.
Usability is the field that studies how people use things, and it attempts to learn and to prescribe more efficient and effective ways to use them. As software and digital devices have become increasingly more important economically, so, too, has the field grown. Today, most major software and hardware developers have one or more teams of usability specialists working with the software and hardware engineers; in some cases, the usability specialists are engineers themselves.
Software usability specialists tend to do two sorts of things:
Categorize interactivity methods and patterns: This activity trickles down to developers in a lot of ways. A fair amount of it comes directly from Apple in the form of software frameworks (for example, Apple’s UIKit framework), and as usability guidelines. It can also arrive indirectly—for example, in the form of the free apps that Apple provides. These apps, such as Pages and Keynote, not only give Apple’s customers useful software but also give Apple’s developers actual working examples of various interface methods and patterns of interactivity.
Test (and evaluate) interactivity patterns and methods: It’s not a mystery why usability testing is big business: usable interfaces are profitable! A successful user interface means fewer user support calls and emails that developers have to field, and all those support calls and emails cost money. Usability studies generally focus on evaluating the following (you may want keep this short list in mind as we look at the various usability puzzles covered in this book):
How easy something is to learn
How efficient it is to get something done
How easy it is to relearn it after being away
How pleasant it is to use
The term affordances looms large in the field of usability analysis. It refers to the actions that a user thinks are possible, that are afforded, usually, but not always, based on what the user can see: the term encompasses anything that an environment offers the user. For example, there are a lot of ways to open a door, but the presence of handle strongly suggests to a user at least one method by which the door attached to it might be opened.
The Mac interface, for example, teems with visible affordances, clues that something on the screen is clickable or draggable. Some Mac affordances are obvious because they resemble real-world objects, such as buttons you can click. Others you learn very quickly because they behave consistently from app to app, such as the visually distinct title bar on a window that you soon learn is the area you drag when you want to move the window.
When it comes to apps, the virtue of a visual affordance is that it gives you a target that you can click or drag in order to do something. The affordance doesn’t tell you just what clicking or dragging the target does, only that you can click or drag it to do something.
Unfortunately, such an affordance takes up screen space, and that’s a serious drawback on screens that don’t have much available space to begin with (hello, Apple Watch).
Today’s Apple devices and their apps offer many visible affordances, but they also offer what the voices in my head call invisible affordances, such as the bottom border of an iPad screen: nothing about the bottom of the screen says you can “drag up from below me to see other apps you have recently run” but you soon learn that dragging up from beyond the screen’s bottom border consistently has that result.
Many of the mysteries this book explores are just such invisible affordances.