What's at Stake with Interfaces

Previously…

As it evolved, the web slowly transformed; in becoming more democratic, it simultaneously became more standardised.

Interacting with the network: publishing and browsing

This evolution stems from the web’s need, in order to exist, to be activated by its users through publishing and consuming content. The form may change, but the uses remain the same.

To interact with this information network, users move through a set of physical objects (computer, mouse) and a set of graphical elements (buttons, text fields). All of these together make up what we call “interfaces”.

Chapter 1

What is an interface?

An interface is simply the point of contact between a user and a system. It is the visible, tangible part of the interaction.

Alan Zenreich, in Creative Black Book: Photography, 1985.

In everyday use, an interface most often means a graphical user interface — which, unlike the command line, has a visual dimension that allows for intuitive, visual interaction with the machine. This is the type of interface we are referring to here.

The Xerox Alto interface, considered the first graphical user interface for a personal computer, developed in 1973.

Designing for use

Because a graphical interface is inherently interactive, the designer must also think about pathways, reading experiences, and forms of interaction that guide users from point A to point B.

A diagram of Hypertext, as envisioned by Ted Nelson

It must also conceal the underlying technology and its complex computational logic — things the user does not need to understand in order to use it.

A Community Memory terminal installed at Leopold's Records, Berkeley

Use and experience

The dimensions of use and experience are therefore essential to understanding what is at stake in graphical interface design. Interfaces are made for users — so what do we want to allow them to do? And, by extension, what do we want to prevent them from doing?

A desire line is a path gradually worn by erosion from the repeated passage of pedestrians, cyclists, or animals — most often outside the 'official' routes designated by authorities.

Who were the first interfaces designed for?

The first generation of graphical interfaces was industrial and military. They were aimed at highly skilled (predominantly male) technicians, supporting them in specific military and managerial tasks.

Douglas Engelbart

Funded by this sector, Douglas Engelbart developed a whole set of interfaces (and therefore uses) that would later be repurposed for a general audience. He is one of the pioneers of early graphical user interfaces (GUIs), as well as input devices such as the mouse.

Advertisement for the Osborne 1 microcomputer, 1980.

As they became more widespread, graphical interfaces then had to answer a different question: how to allow a general public, unfamiliar with this new technology, to adopt it intuitively?

Chapter 2

The visual metaphor

The first mainstream interfaces

The first mainstream users were, in fact, office workers.

Advertisement for the Osborne 1 microcomputer, 1980.

The desktop metaphor

The desktop metaphor immediately asserted itself in these early interfaces, because it drew on a familiar visual vocabulary that users could easily relate to.

The Xerox Star interface, 1981

The Magic Desk interface for the Commodore 64

The Magic Cap interface, designed by Susan Kare for Macintosh

Creating a sense of familiarity

The goal is to make an action predictable by associating a graphical element with something the user already knows. By creating familiarity, we can ease the learning of a new technology.

The Xerox Star and its publishing tools, which also introduced the concept of WYSIWYG (What You See Is What You Get)

Skeuomorphism

Skeuomorphism is perhaps the archetype of this vision: interfaces are made to resemble everyday objects, even when the visual analogy is superficial (fake wood textures, books displayed face-out on a shelf, etc.)

These interfaces were especially prevalent in early versions of the iPad and iPhone — two new technologies that, like the computer, introduced entirely new uses. Here, the iBooks 1.5 application interface for iPad, 2011

Semantic distancing

Visual metaphors, though useful at first in making a new kind of use accessible, eventually — once the technology has been assimilated — become autonomous signs with their own semantics.

Although floppy disks have long been obsolete, the icon still means 'save'

Prompting a use

All of these forms share the same goal: intuitively prompting a use. By associating a graphical element with an existing object, users can understand its function and the consequences of their interactions.

The different states of a button communicate the type of interaction taking place

Standardising use

Design systems — and other component libraries — emerge from the idea that what matters is the user experience, and that all users share the same needs. This leads to designing interfaces in a standardised way, in order to rationalise usage and establish a shared language for interaction.

How much freedom for the user?

This way of thinking about interfaces raises an important question for the people who design them: what is the user, in order to have the best possible experience, actually able to do — or not do?

The settings available in the VLC media player.

The YouTube interface — considerably more restricted.

A necessary standardisation?

This standardisation makes the use of an interface more predictable, and therefore simpler to design.

Chapter 3

What does the user want?

Or: “who decides what the user wants”?

The social media interface

As we have seen, the separation of content from its presentation — with Web 2.0 — fundamentally changed how we interact with and publish on the web.

Social media platforms push this logic further, turning their platforms into spaces for content production alone. Users can no longer modify the interface they use, and agree to publish according to the conditions set by the application’s designers.

Instagram's interface offers access to different publication formats (story, reel, post), each governed by its own constraints (image, video), which in turn shapes the forms of exchange on the platform.

This disappearance of elements that allow users to personalise their experience produces a disempowerment: users delegate to designers the ability to choose how they can interact with content. Platform economies rely on users’ propensity to stay on the platform, consuming the content it serves. This disempowerment makes it possible to design interfaces that capture and sustain attention.

Zero-friction design

This approach to design aims to eliminate all friction from the interaction, drawing the user into a flow state. Many methods, drawn from behavioural science, are deployed to generate engagement through seamlessly fluid interfaces.

Infinite scroll

A striking example of this logic is infinite scroll: no need to click a button to load a new page — scrolling alone is sufficient.

If the early interfaces we have seen were designed to facilitate interaction with the machine, zero-friction design shifts the paradigm: it is the interface that generates (through a set of mechanisms) its own use.

“While variable content on social media pushes users to keep scrolling in search of interesting nuggets, clicking the ‘like’ button delivers a random reward to content creators. Likes and comments […] motivate them to keep posting.”

Nir Eyal, Hooked: How to Build Habit-Forming Products, 2014.

Engagement design

Notifications, for example, are a system designed to create the illusion of constantly evolving content, prompting us to check the interface again and again.

Confusing satisfaction with dependence

In interface design, there is a persistent confusion between satisfaction and time spent on the interface. The longer someone stays on a service, the more they must like it.

Much the same logic drives recommendation algorithms: the longer your attention rests on content delivered by the application, the more interested in it you are assumed to be.

“In search of signs of ‘satisfaction’ in activity logs, developers found them in user retention: just as repeated listening to a song could indicate a preference for it, continued use of a service was taken as a sign of satisfaction.”

Nick Seaver, The Traps of Attention

Dark patterns

A dark pattern is an interface designed to deceive or manipulate the user.

Emails from Duolingo create a false sense of urgency, reinforced by the sad expression of the app's mascot.

It is a subject of study in its own right — particularly valuable for understanding what is at stake in interface design and the role of designers in conceiving interfaces that are fair and suited to genuine use.

A dark pattern experience we've all encountered a few too many times.

Conclusion

The standardisation of interfaces brings about a standardisation of uses — one that disempowers us from interacting in a considered, intentional way with information. The Small Web (and the other practices we have seen) also propose renewed ways of using the web and rethinking our habits of engagement.

There is no neutral interface

More broadly, this inquiry questions our responsibility in society, and our role in structuring and articulating information. The complexity of digital design lies in defining the space left to users to experience the digital environment they are given.