The Principle of Least Astonishment
The Principle of Least Astonishment (POLA) is a concept in computer programming, software design, and human-computer interaction (HCI). Formulated by George Miller in the early 1970s, the principle states that within a given context, the behavior of a system should be consistent and expected. In other words, any surprise for the user should be minimized. The principle of least astonishment helps to simplify the interface design, making it easier to use and less prone to user error.
On a fundamental level, POLA is about surprise. Any discrepancy between the users expectations and how the system actually behaves can result in confusion, frustration, and ultimately user dissatisfaction. For example, if a software system is designed in a way that users have to learn a new behavior every time they need to use it, it can be very difficult and time consuming. If users are uncertain or do not understand the expectations, they may become frustrated or give up altogether.
When designing a software system, the aim should be to create an interface that is easy to understand and use. Ideally, a user should not have to think too hard or try to figure out what to do or how to do it. It should be intuitive, self-explanatory, and require only minimal effort to use. This is where POLA comes into play.
The basic idea behind POLA is this: when designing an interface, designers should take into account how users think, feel, and expect the system to behave. Everything from the color of buttons to the order of menu items should be carefully considered, and given careful thought as to how they will impact the user experience.
For example, if a menu item is organized alphabetically, it is reasonable to assume that a user will scroll to the item they are looking for. However, if the menu items are presented in a random order, the user may become confused or frustrated and be less likely to use the system.
In terms of interface design, the principle of least astonishment states that user interface elements should be arranged in an intuitive, predictable way. For example, when designing an application, the users should be able to easily recognize menus, buttons, and icons and know where to find the necessary information. Similarly, when trying to accomplish a certain task, users should be able to quickly identify the relevant steps required to complete it.
The principle of least astonishment is an important concept to keep in mind when designing a software system. By following the principle, designers will ensure that the interface is consistent, understandable, and easy to use. By understanding the user’s expectations, designers can make sure user expectations match the behavior of the interface, and minimize any surprise or confusion they may experience.