Sometimes a particular user action might have serious results, e.g. deleting data.

How do you decide when to step in and help the user be sure they know what they're doing?

How much help is too much?

Example of too little trust

I'm using a work laptop running Win2k.

If I create a folder in CAPS, it 'helps' me by changing my folder name to initial capitals e.g. "NAFTA" to "Nafta". What could it do better?

  1. It could leave me the hell alone. I'm the one naming the folder. If I want a folder name in caps, it's my choice and my responsibility.
  2. It could change it to initial capital - ONCE. But if I rename it back to "NAFTA", it should respect my wishes. (Win2000 fails to do this. It thinks that, even if I actively rename a folder to a term in full caps, I'm probably mistaken!)
  3. It could use some intelligence and look the word up in a dictionary. If it doesn't recognise the word, leave it alone. If it does recognise it, change it for me, but only once.

Too little trust 2

I used go on a networking website called Ecademy.

When I posted a blog on this site, there was only a Preview button. What you have to do is preview first, to check the layout, then you get (re)Preview and Submit options. The blog is only posted when you submit.

I have lost messages on at least 3 occasions because of this over-cautious behaviour! The problem would be lessened if the result page after clicking 'Preview' had a bright red banner saying "STOP, you haven't submitted your message yet!!".

What should they do? Users have the ability to edit their blog messages, so why not trust them to check it themselves?

Example of enough trust

In this screenform, the user can delete records from a database by selecting one or more checkboxes, and clicking the button.

Trusting the user: Deleting records wtih 2 actions

In this case, because the user has to do two separate actions, there is no 'Are you sure..?' prompt. That would be too much 'help'.

It can sometimes be appropriate to present an 'Are you sure..?'. The decision comes down to a combination of: likelihood of triggering the action in error, and severity of the consequences.

The Percentage Game

If in doubt, play a percentage game: Estimate the chance that a user triggering an action (e.g. delete) is doing it in error, and multiply that by the pain caused (the severity of the consequences, out of 100).

e.g. Taking the form above, there's a probability of 1% that someone clicking the button doesn't mean to delete the records. Multiplied by a pain of 60/100, .01 x 60 = 0.6 likely pain.

Compare that with: the probability that the user isn't making a mistake, multiplied by the pain of having to click the confirmation. In this case, it might be 99% probability x 5/100 likely pain, gives .99 x 5 = 4.95 likely pain.

The prompt is therefore about 8x more inconvenient than having the chance to make a mistake. That's why, in that case, it's better to trust the user.

Read it offline

Buy the entire Basics of Web Design section as a PDF e-book:

only £1.50 GBP

Do you love our approach to crafting simple & effective web sites that just work for people?

We'd love to hear about your web strategy. Contact one of our team today!

Search this site
Pro Tips
Learn how to make fantastic web site designs..
Buy "Save the Pixel" now!
On “Save the Pixel”
Clicss templates, great robust useful CSS templates from £40
Share this Article
Send to a friend now&hellip
Follow Ben Hunt on Twitter
Floor 3
111 Buckingham Palace Road
London
SW1W 0WQ
UK
Phone
+44 (0)207 1600 989

Articles + tutorials in Basics of Web Design

Basics Index
List of articles in Basics section
The Simple Shall Inherit the World Wide Web
The case for Simplicity in Web Design - why it makes business sense
Conventions
Explores the value of conventional design solutions, which are time-saving shortcuts for visitors and designers that should be used wherever a suitable convention exists.
The Design Spectrum
This article introduces a simple conceptual model that I find helpful when designing or critiquing web sites, considering whether pixels are spent for style or function.
The Golden Rule of web design
My golden rule - a simple touchstone to help all design decisions
How to Design for the Web
Designing for the web means designing sympathetically with the way people actually use the web, not how we think they should.
How to make a web site
The absolute basic mechanics of how you go about making web pages and publishing them on the web.
Layout - the basic rules
Learn the principal techniques that govern effective web page layout
Logical Order
When your pages flow logically, they're easier to get. This article tells you why, and gives tips for structuring your pages logically.
No-one looks at the screen
Why nobody enjoys looking at a screen, what that means for web sites, and how we can design sites to mitigate for it.
Factors Influencing the Web Browsing Experience
Looks at various other factors that influence us when we browse the web, and what designers can do to address them.
People are Impatient
We are all impatient when using web sites, for good reasons. Web sites be designed with this in mind will be more successful.
Readability
How to make your web pages easier to read.
Scanning
Most people don't read the content on your web pages, but scan for meaning and clues. Design to aid scanning.
Search Engine Optimisation Basics
Learn the basic principles and purpose of Search Engine Optmisation (SEO).
Simplicity
Why simple design is better.
The Sphere of Design
Following on from the design spectrum, a different model for visualising the balance of using your pixels.
Text-based Logos
Explains why text-based logos (logotypes) are so effective. You don't necessarily need a graphical logo.
The Brain's Strengths
Understanding how our brains have evolved can help web designers create more effective layouts.
Trusting the User
Why it's important to trust users when designing web sites and applications
Why Most Web Sites Suck
We don't have bad web because it's difficult to create effective web sites, but because the people who make them are not properly equipped.
Why the web is hostile and how we cope
Good web sites must be designed for the way people really browse the web. Unfortunately, people don't use web sites in the way web designers think they do.
Accessibility
Introduction to accessibility on the web, i.e. ensuring that everyone can get your content, regardless of disability