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Applying the Rule of Least Surprise
Applying the Rule of Least Surprise
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The Rule of Least Surprise is a general principle in the design of all kinds of interfaces, not just software: “Do the least surprising thing”. It's a consequence of the fact that human beings can only pay attention to one thing at one time (see The Humane Interface [Raskin]). Surprises in the interface focus that single locus of attention on the interface, rather than on the task where it belongs.
Thus, to design usable interfaces, it's best when possible not to design an entire new interface model. Novelty is a barrier to entry; it puts a learning burden on the user, so minimize it. Instead, think carefully about the experience and knowledge of your user base. Try to find functional similarities between your program and programs they are likely to already know about. Then mimic the relevant parts of the existing interfaces.
The Rule of Least Surprise should not be interpreted as a call for mechanical conservatism in design. Novelty raises the cost of a user's first few interactions with an interface, but poor design will make the interface needlessly painful forever. As in other sorts of design, rules are not a substitute for good taste and engineering judgment. Consider your tradeoffs carefully — and consider them from the user's point of view. The bias implied by the Rule of Least Surprise is a good one to hold consciously, mainly because interface designers (like other programmers) have an unconscious tendency to be too clever for the user's good.
One implication of the Rule of Least Surprise is this: Wherever possible, allow the user to delegate interface functions to a familiar program. We already observed in Chapter�a> that, if your program requires the user to edit significant amounts of text, you should write it to call an editor (specifiable by the user) rather than building in your own integrated editor. This will enable the users, who know their preferences better than you, to choose the least surprising alternative.
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