
Thus, a deeper hierarchy is more effective for users of products with small
screens than a broad hierarchy, for expert users and novice users alike.
Icons
Icons are often used in menu design, particularly at the top levels of a hierarchy.
Research into the value of the icons, however, is mixed. MacGregor (1992) found
that when icons show an example of an item in that category, they reduce errors
by 40 to 50 percent. The generalizability of this result, however, is dependent on
the icon design and its success at unambiguously representing a category mem-
ber. Icons are also useful in menus as a means for achieving incidental learning
for later use in toolbars or other isolated conditions (Dix, 1995).
Baecker and colleagues (1991) asserted that the meaning of an icon should be
obvious to experienced users and self-evident to novice users. They declare that
many icons do not meet the former criterion, and most do not meet the latter.
As a result, they evaluated the impact of animated icons in reducing this problem,
and found that animated icons were useful and helpful. In every case in their
study where a static icon was not understood, the animated icon was successful.
Again, the generalizability of this result is dependent on the animated icon design.
The overall value of icons, however, is still debated. Some believe their great-
est value is in visual entertainment, adding some interest to an otherwise dull
piece of equipment, and that in terms of usability, they are at best irrelevant
and at worst distracting (Jones & Marsden, 2006).
Menu Alternatives
Menus are a definitive improvement over command line interfaces or function
key–based interfaces (e.g., pressing the FCN key simultaneously with another
key to see the phonebook, a common early interaction with cell phones). How-
ever, can they be improved? Jones and Marsden (2006) proposed an alternative
method for mobile phones—a structure inspired by BþTree interfaces used in
databases. This structure involves enabling users of mobile phones to begin enter-
ing the name of the function they wish to access and then to select that function
from the best-match list. For example, if users wanted to access Call Divert, they
would start spelling the function name using the keypad (in this case, pressing the
2 key for a
C
and pressing it again for an
A
). The system would then display a
scrollable list of all possible choices, such as Call Divert, Call Identification, Call
Barring, Banner, Backlight, and so on. The users could continue spelling to reduce
the number of matches, or select the desired option from the list at any time.
Users can also move through the entire list using the scroll keys without attempt-
ing to spell anything first. Thus, this design supports the novice user’s desire to
explore every function, as well as the expert user’s need to rapidly choose a
known function.
Using the Nokia 5110 mobile phone as a test case, they found that users in
their study required an average of 9.54 keystrokes to complete their tasks in the
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