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      <title-group>
        <article-title>W orkshop Faces Position Paper of Consistency W orkshop on "The in Cross-platform</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Chip Alexander</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Experience Design Group</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sun Microsystems</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2006</year>
      </pub-date>
      <abstract>
        <p>In this position paper, I will be addressing two questions from the Workshop Summary: What aspects of consistency matter in cross-platform design? What evidence has been gathered to inform us? What are the biggest unknowns? What are the unique problems for ensuring consistency in application interfaces that span multiple platforms? As both a consumer and someone passionate about usability design, I am constantly evaluating usability issues across di erent types of products -- PDA's, automotive controls, phones, and of course "full size" computers and applications running on them. In particular, I nd that in my avid use of a PDA, I have a great tool for also studying how user experiences can migrate among vastly di erent platforms. This is especially true when similar applications are available on both, such as the Palm Desktop vs. PDA versions of the calendar, address book, etc. and the di erent versions of web pages on a full-size computer vs. a PDA. One of my rst projects at Sun was the Java Look and Feel: Advanced Topics book published by Addison and Wesley, as one of the two lead designers, which put me rmly in the fat-client world of design and its constraints. Since that time, I have transitioned to focus particularly on the overall look and feel of Sun's web applications, but have done UI reviews of products across many platforms on Sun's UI review board. Further, as one of the senior sta in the Experience Design group at Sun, I coordinate with the branding team and with designers working on projects on other platforms (desktop apps, thick client apps like Java-based ones, web apps, etc.). My experience in the branding aspects has particularly expanded in the last year, as I have become a brand representative within the software group, and participated in an international conference speci cally on corporate branding issues. Based on all these experiences, I believe the choice of where to follow native look and feel vs. where to have a consistent experience across platforms that may also express the corporate brand is a complex one which cannot be addressed with a simple overarching rule. Instead, it depends on the speci c element of the user interface. Below, I've listed a few categories of elements that require varying degrees of consistency, and some examples of each.</p>
      </abstract>
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      <title>INTRODUCTION</title>
      <p>First, a bit about myself as background. I have over 19 years of experience designing user interfaces
and leading user interface design teams. Most of it has included de ning overall style for a product
line and making guidelines, at ASK Computers, at Ross Systems, for about 6 years at Oracle Corp.,
at a startup Bidcom Corp., and for the last 4 years as an architect at Sun Microsystems -- where I
focus almost exclusively on the overall style of Sun products.</p>
    </sec>
    <sec id="sec-2">
      <title>RESTRICTED</title>
    </sec>
    <sec id="sec-3">
      <title>TO PLATFORM-CONSISTENT</title>
    </sec>
    <sec id="sec-4">
      <title>LOOK</title>
      <p>AND</p>
    </sec>
    <sec id="sec-5">
      <title>ELEMENTS</title>
    </sec>
    <sec id="sec-6">
      <title>FEEL</title>
      <p>The rst category is the set of widgets whose appearance and behavior are both restricted, usually
© 2006 for the individual papers by the papers' authors. Copying permitted for private and
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copyright owners.
by platform guidelines, so cannot follow a consistent branded look of the company creating them.
Buttons are a great example of this. While designers can make buttons which look different as part of
expressing their brand, the primary button (such as OK on a dialog box) needs to always be on the
right on the Mac and in Gnome, and needs to always be on the left in Windows, Palm, most phone
applications, and many other platforms. Doing otherwise will lead to users rejecting the product as
being simply wrong, or clearly ported without consideration to a new platform, and will definitely not
lead to a good impression.</p>
      <p>Moreover, if the visuals are changed, they need to be changed significantly, to clearly show a brand.
If buttons look like they are a small deviation from Windows buttons on a product running on the Mac,
many Mac users will reject it as not truly a Mac product. So the designer either needs to use native
buttons or go to something dramatically different in order to have the buttons seem acceptable on all
platforms.</p>
      <p>Another critical requirement is to observe the needs of those with physical challenges who need
accessibility aids, particularly on "full sized" computer platforms. Many of these homegrown elements
seem to just ignore such needs, and leave an important segment of their user groups unable to use
the application as a result. It can also lead to legal issues and product acceptance criteria issues,
particularly with government-purchased software.</p>
      <p>A further set of elements that fall into the category are those restricted to be the native widget due to
security issues. For example, to open a local file on a PC, one needs to use the Windows Local File
Selection dialog. Accessing local files without doing so is difficult or impossible, due to security
issues. This forces these elements to follow the native look and feel, no matter how much it contrasts
with a branded look and becomes inconsistent.</p>
      <sec id="sec-6-1">
        <title>ELEMENTS THAT CAN CHANGE LOOK BUT NOT FEEL</title>
        <p>The second category of elements is the set of standard, basic widgets that can change appearance
for branding, but should never change their behaviors.</p>
        <p>A great example of this is scroll bars. While most people would have no objection to an application
which changed some appearance aspects of a scroll bar such as its color, what I often see instead in
"branded" scroll bars is something quite foreign that was made from scratch to look unique and
stylish to the designer or developer's preference. What I then typically find is that the control covers
the basics such as scrolling the page if you click the arrows. But some of the more subtle behaviors I
have come to expect, such as clicking in the scroll bar to move by a page, dragging the elevator to
move quickly, or even scrolling from the keyboard, all don't work correctly, or at all.
Had these scroll bars carried all the behaviors I reasonably should expect as a user, not just the
fundamental up and down, a visual re-branding of the scroll bar would have been fine (presuming it is
easily recognizable as a scroll bar of course). But often these things are overlooked in favor of just
making something new and cool. And of course, like the first category, all the standard behaviors
must still work if they are customized, including keyboard access – both for accessibility and to
satisfy non-challenged users accustomed to operating them that way.</p>
        <p>As a contrasting example, I have multiple times seen re-branded check boxes that work just fine, on
both full-size computers and handheld PDAs. They often have a fun unique look that gives character
to the site and furthers its unique branding. But there is no question they are check boxes, and carry
all the behaviors users expect, down to clicking on the label to change the value, or tabbing to them
and using the keyboard to change the value. Creating a new custom element even allows for creating
additional states beyond what is provided by the native widget, such as showing the values are
mixed for the selected set ot items. But again, this is acceptable because all the standard behaviors
work too.</p>
        <p>Additionally, some behaviors are larger than individual elements, and absolutely must follow the
standards of platform rather than be consistent for a company. A great example of this is the 'Save'
methodology. The Palm platform's Save model is one of everything you do (save for in a brief dialog
box) being saved without specific user request. If a company introduced a Palm version of their
Windows application and included the Windows behavior that your work is lost if you shut the device
or close it without saving, users would quickly stop using the product as they would lose work when
following the normal behaviors they have come to rely upon on that platform. Yet even the Palm
Desktop which comes with a Palm PDA follows the "save it or lose it" methodology, and works fine,
as users expect that behavior on the Windows platform, so are not hurt by it.</p>
        <p>ELEMENTS THAT CAN INNOVATE AND DEVIATE IN THEIR LOOK
OR FEEL
The third category is those elements that are collections of small widgets into more complex
elements. These seem to me to be great areas to create a consistent product-specific design that
improves the user experience.</p>
        <p>A great example of this is the wizard. There are of course some basic elements users expect in a
wizard, such as Previous and Next buttons to guide them through. But beyond those basics, this is a
great place to create easy-to-use designs, innovate, and express branding.</p>
        <p>In the Java Look and Feel, for example, we have wizards that include tabs on the left panel of the
wizard to choose between viewing the set of steps or help about the current step. Another nice
feature is a Last button to allow the user to optionally jump to the summary step once the minimum
amount of information has been entered. Such features can certainly be used across platforms
without issues, and the innovations can become part of the company's brand and even their
competitive advantage without problems. This again is possible because instead of being a small
basic component, it is an assembled element and can therefore take on personality without causing
problems, so long as the elements inside follow the standard rules of the platform.</p>
        <p>Another good example of branded design is the choice of graphic style used in an application. When
Yahoo introduced their My Yahoo Portal for PDAs and cell phones, the page had to be completely
redesigned for the substantially smaller presentation space. But it was still immediately recognizable
as Yahoo, not just from the logo but also from the appearance of the round News, Mail, etc. icons on
the opening page. That visual design portion of Yahoo's experience can be carried across platforms
of different sizes and helps convey brand and provide consistency, without a loss in the user
experience.</p>
        <p>ELEMENTS THAT DON'T FALL NEATLY INTO ANY OF THE ABOVE
CATEGORIES, AND CAUSE ISSUES
The last category is of elements that don't fall into any of the buckets above. It includes elements like
file hierarchy trees that can pose real challenges.</p>
        <p>Trees are difficult enough elements that if the user does not see controls to which they are
accustomed, they may not figure out how to operate the control. At Sun we have seen exactly that
issue in usability testing our web application tree controls. In our web applications, we originally
designed our own branded tree controls, which looked like circles with lines coming out to the right or
down depending on state (some deridingly called them flushers). But in usability testing these
applications, we found consistent issues with people not recognizing them as active controls that
could be used to open branches.</p>
        <p>We therefore switched to the standard triangles/arrows, which are used by Netscape and the Mac
alike. But while the results improved, many of our usability testing subjects accustomed only to
Windows still did not recognize these as controls to open branches. However, unlike buttons and
checkboxes, simply going with the platform look and feel is not easy, as there is no native "tree
control" to call. That leaves us trying to improve our control (which is our latest plan) or hand coding
different trees for each platform, and copying the look and feel of that platform despite some legal
concerns in doing so. I would be very interested in hearing how others have addressed the problems
in this last category in their applications.</p>
        <p>Additionally, not all widgets fall neatly into one or more of these categories. For example, are tabs
something which can be branded and improved upon, especially given the real usability issues in the
Windows model when more than one row of tabs is required? Or, like scroll bars, will users be
confused when a standard behavior of a basic element is changed, even if for the better? This
decision may also differ when moving from the full-size computer space to a PDA, as what fits within
the screen can drastically change what is possible in such navigation controls. Dealing with such
widgets which do not fall neatly into clear categories is another topic I would love to get input from
others on, as well as whether other designers agree with my categorization conclusions in the first
place.</p>
      </sec>
      <sec id="sec-6-2">
        <title>CONCLUSION</title>
        <p>Many standard elements fall nicely into one of three categories – those which can change their
appearance to innovate and express brand but are restricted to an expected behavior due to platform
standards and user's behavioral expectations, those which are restricted by platform standards and
user's behavioral expectations in both appearance and behavior, and those which are flexible for
innovation and branding without such restrictions. I have given examples of each, and hope readers
can use those examples to extrapolate to similar elements and situations.</p>
        <p>However, the situation is not so simple on all elements, and some can cause real issues. There are
some elements which users will be confused by if they do not have the standard appearance of the
platform, but where providing those individual appearances can be challenging due to platform
differences and no available platform-provided support to do so. Others can be challenging because
which category they fall into is unclear and subjective. I hope that other participants in the workshop
can help provide their own viewpoints to compare and contrast with mine, and that through
discussion the workshop can help build consensus in those areas.</p>
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