The only two interface designs ever conceived:

Let’s see who can guess the two designs I’m referring to. Here’s a hint: they’re more psychological than technical—and if you say anything involving the words “GUI,” “CLI,” “mouse,” or “wizard,” you’re way off track.

The two designs are (drum roll)…

Memorized actions and search.

Though I seem to refer to these architectures as a dichotomy, that is more for historical than strictly technical reasons. For example, this mouseless GUI design shamelessly masquerades as a search design while subconsciously teaching the user memorized actions. However, the intersection of the two designs is usually limited to mixing paradigms, such as having shortcuts keys that are redundant with visible buttons, or listing available shortcuts in pull-down menus. The purest examples of these paradigms would be the command-line interface and the wizard—the former highly criticized for an exceptionally steep learning curve, the latter for inflexible, cumbersome operation.

While this distinction in paradigm seems to be a rather esoteric point, there are far-reaching consequences that an interface designer should be acutely aware of.

For example, selection between these two approaches is based on superficial, abstracted consequences of such design decisions. User interfaces more commonly are discussed by such phrases as “Do we want to use wizards?” and “Should we depend on shortcuts or icons?” rather than the underlying decisions “Are the users willing to be trained to learn the software for efficiency of use?”, “Do the users value ease of learning over operational expedition?”, or “How can we make the program easy to use but still encourage frequent users to adopt better use habits than beginners?” Just as horrific code comes from programmers designing software before understanding the problem they are trying to solve, this skipping over the most fundamental aspect of an interface rarely results in good design, and then only by accident.

Another example of the extraordinary importance of this distinction is the advent Graphical User Interface. Aside from falling cost, little else did as much to mainstream computing as the mouse-based GUI pioneered by Xerox Star and popularized (or, depending on your political stance, stolen) by Apple’s Macintosh. The magic of these computers is usually attributed to the hardware difference—the mouse—which, while good at its job, has its shortcomings. The real credit, however, belongs to the groundbreaking design of an interface which, instead of compelling the user to endure the tedious process of becoming an expert in the interface, allowed the user to learn only how to search within the interface for what they want. It was one of the most dramatic changes in the history of computing: from an at least partially memorization-based design to comprehensively search-based. Granted, there were precedents of on-screen hints, some menues, and so on, but training and the need to refer to a manual while using software was (until GUIs) not only acceptable, but expected (violating Jef Raskin’s sacred train of thought).

User interface designers have discovered that exclusively or primarily memorization-based interfaces are wholly unsalable for anyone outside of the professional software” market, where speed of use is king; “home users”, on the other hand, demand that interfaces be “intuitive,” “discoverable,” and usually attractive. Consequently, search-, and by extension, graphical mouse-based interfaces are blessed with the near entirety of usability research. (It seems that most researchers have decided that piling a bunch of keyboard shortcuts and feedback-less mouse actions into an program are the omega of professional “fast” interfaces, warranting little theoretical attention).

However, as the world becomes increasingly computerized, everyone comes closer to being a “computing professional,” and the time savings that further optimized interfaces confer become ever more beneficial to everyone. With memorization-based interfaces seemingly off the table, designers have made attempts of varying success to optimize the search experience.

Incremental search (perhaps better termed incremental refinment), popularized by iTunes more than any other application before it, has seen high praise, thanks to its ability to quickly refine your search domain to an essentially instantly visually searchable list. The greatest criticism is that it requires some fore-knowledge of what you’re looking for. Well-designed fuzzy search terms would fairly readily minimize this issue, however. More importantly, though, this interface leverages the user’s knowledge—in effect memorization—to turn a slow searching task into a very rapid one! See Long Zheng’s blog entry on “Scout” for Office’s new ribbon toolbar for an example of how to use even a little memorization to expedite access t commands, or even eliminate the context switching that the ribbon forces between most commands.

Another way give the user both slow (but easy to learn) search, and harder to learn (but faster to use) memorization is to blend memorization into the search process.

There are numerous other ways to improve the user experience—when a designer has a firm idea of the of the premises upon which an application is built.