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58   Chapter 2  Understanding and conceptualizing interaction


                         not matter whether rules are contravened. Once people understand why the bin is
                         on  the  desktop,  they  readily  accept  that  the  real-world rule  had  to be broken.
                         Moreover, the unexpected juxtaposition of  the bin on the desktop can draw to the
                         user's attention the additional functionality that it provides.
                             Too constraining. Another argument against interface metaphors is that they
                         are too constraining,  restricting  the kinds of computational tasks that would be
                         useful at the interface. An example is trying to open a file that is embedded in
                         several hundreds of files in a directory. Having to scan through hundreds of icons
                         on a desktop or scroll through a list of  files seems a very inefficient way of  doing
                         this. As discussed earlier, a better way is to allow the user to instruct the computer
                         to open  the desired file by  typing in its name (assuming they can remember  the
                         name of the file).
                             Conflicts with design principles. By trying to design the interface metaphor to
                         fit in with the constraints of  the physical world, designers are forced into making
                         bad design solutions that conflict with basic design principles. Ted Nelson sets up
                         the trash can again as an example of  such violation: "a hideous failure of  consis-
                         tency is the garbage can on the Macintosh, which means either "destroy this" or
                         "eject it for safekeeping" (Nelson, 1990).
                             Not being able to understand the system  functionality beyond the metaphor. It
                         has been argued that users may get fixed in their understanding of the system based
                         on the interface metaphor. In so doing, they may find it difficult to see what else
                         can  be  done  with  the  system  beyond  the  actions  suggested  by  the  interface
                         metaphor.  Nelson (1990) also argues that the similarity of  interface metaphors to
                         any real objects in the world is so tenuous that it gets in the way more than it helps.
                         We would argue the opposite: because the link is tenuous and there are only a cer-
                         tain number of  similarities, it enables the user to see both the dissimilarities and
                         how the metaphor has been extended.
                             Overly literal translation of existing bad designs. Sometimes designers fall into
                         the trap of  trying to create a virtual object to resemble a familiar physical object
                         that  is  itself  badly  designed.  A  well-known example  is  the  virtual  calculator,
                         which is designed to look and behave like a physical calculator. The interface of
                         many physical calculators, however, has been poorly designed in the first place,
                         based on poor conceptual models, with excessive use of  modes, poor labeling of
                         functions,  and  difficult-to-manipulate  key  sequences (Mullet  and  Sano, 1995).
                         The design of  the calculator in Figure 2.10(a) has even gone as far as replicating
                         functions needing shift keys (e.g., deg, oct, and hex), which could have been re-
                         designed as dedicated software buttons. Trying to use a virtual calculator that has
                         been designed  to emulate a poorly designed physical calculator  is much harder
                         than using the physical device itself. A better approach would have been for the
                         designers to think about how to use the computational power of  the computer to
                         support the kinds of  tasks  people  need  to do when doing  calculations  (cf. the
                         spreadsheet design). The calculator in Figure 2.10(b) has tried to do this to some
                         extent, by  moving the  buttons closer  to each other  (minimizing the amount of
                         mousing)  and providing flexible display modes with one-to-one  mappings with
                         different functions.
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