Your audience will not want to be needlessly frustrated by getting lost and missing things, unless they are willing to put themselves through this because, overall, they find it's worth the effort. Even then the learning/exploration processes involved must themselves be rewarding if the user isn't to feel resentful.

Making users jump through hoops but producing an impressive experience (as in a computer game), or keeping interaction simple & immediate to suit a more modest or urgent pay-off (as in simple hypertext like Evening) are two approaches to creating usable and satisfying products.


Further Reading




© Timo Arnall 11th February 2002
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