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144   Chapter 5   Understanding how interfaces affect users

                         have a positive effect on people's  perception of  the system's  usability (Tractin-
                         sky, 1997). Moreover, when the "look and feel" of  an interface is pleasing (e.g.,
                         beautiful graphics, nice feel to the way the elements have been put together, well-
                         designed fonts, elegant use of images and color) users are likely to be more tolerant
                         of its usability (e.g., they may be prepared to wait a few more seconds for a website
                         to download).  As we  have argued  before, interaction  design should  not just  be
                         about usability per se, but should also include aesthetic design, such as how pleasur-
                         able an interface is to look at (or listen to). The key is to get the right balance be-
                         tween usability and other design concerns, like aesthetics (See Figure 5.3 on Color
                         Plate 6).



                          A question of style or stereotype? Figure 5.4 shows two differently designed dialog boxes.
                         Describe  how they differ  in  terms of  style. Of  the two, which one do you  prefer? Why?
                         Which one do you think (i) Europeans would like the most and (ii) Americans would like
                         the most?

           Comment        Aaron Marcus, a graphic designer, created the two designs in an attempt to provide appealing
                         interfaces. Dialog box A was designed for white American females while dialog box B was
                         designed for European adult male intellectuals. The rationale behind Marcus's ideas was that
                         European adult male intellectuals like "suave prose, a restrained treatment of  information
                         density, and a classical approach to font selection (e.g., the use of serif type in axial symmetric
                         layouts similar to those found in elegant bronze European building identification signs)." In
                         contrast, white American females "prefer a more detailed presentation, curvilinear  shapes
                         and the absence of some of the more-brutal terms . . . favored by male software engineers."
                            When the different interfaces were empirically tested by Teasley et al. (1994),  their re-
                         sults did not concur with Marcus's assumptions. In particular, they found that the European
                         dialog box was liked  the best  by  all people and was considered  most appropriate for  all
                          users. Moreover, the round dialog box designed for women was strongly disliked by every-
                          one. The assumption that women like curvilinear features clearly was not true in this con-
                          text.  At  the  very  least,  displaying  the font  labels in  a  circular  plane makes  them  more
                         difficult to read than when presented in the conventionally accepted horizontal plane.



                             Another popular kind of  expressive interface is the friendly interface agent. A
                         general assumption is that novices will feel more at ease with this kind of "compan-
                         ion" and will be encouraged to try things out, after listening, watching, following,
                          and interacting with them. For example, Microsoft pioneered a new class of  agent-
                         based software, called Bob, aimed at new  computer  users (many  of  whom were
                         seen  as computer-phobic). The agents were presented as friendly characters, in-
                          cluding a friendly dog and a cute bunny. An underlying assumption was that having
                          these kinds of  agents on the screen would make the users feel more comfortable
                          and at ease with using the software. An interface metaphor of  a warm, cozy living
                          room, replete with fire, furnishings, and furniture was provided (see Figure 5.5)-
                         again intended to convey a comfortable feeling.
                             Since the creation of  Bob, Microsoft has developed other kinds of  agents, in-
                         cluding the infamous "Clippy" (a paper clip that has human-like qualities), as part
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