#2 Bad: Lycos Email Progress Indicator
This is something I only spotted recently (I rarely use my Lycos mail account - it gets too much spam for it to be usable!!), but it is a good example of a designer simply not thinking things through.
Design Problem:
Here is a series of 3 screen grabs of what happens after you click send on an email:
Step 1:

Step 2:

Step 3:

Why is this bad?
The first thing you are presented with after you click send is a window showing 2 tasks, both of which are ticked, so your natural assumption is to think that your email has sent. However, it actually takes time for the email to really send so this window sits there giving the impression that something has gone wrong.
The design is violating the standard mental model for a progress indication. A mental model is our representation of the system and encapsulates our expectations that we have built up from experience. Any deviation from our expectations makes the system hard to interact with or simply confusing.
What Should Have Been Done?
Lets have a look at what could have been done. Here's step 1 and 2 re-done:
Step 1:
Step 2:

I was a tempted to carry on the existing theme of green ticks by using a red cross to show that the individual step hadn't completed, but by doing this would give the impression that something may have gone wrong and that the step had failed. Instead, I opted for an infinite progress indicator. This is simply an animated GIF and shows the user that something is happening until the step finishes and it is replaced with the green tick.
I also opted to move the progress indication to the right as this is the convention for ticking off an item in a list. This convention is part of the standard mental model so it improves the interaction by giving people what they expect.
On the internet we have colour, pictures and animations to clearly display states to our users. However, sometimes restrictions or limitations remove some of these possibilities. In these cases it is important to try to make a state as clear as possible: you could use a colour similar to the surrounding surface to create a perception of an "off" state; you could group together indicators where un-related elements can exemplify "on" and then rely on the ability to infer other states; if appropriate a great effect can be achieved by not showing a state at all until it becomes relevant (e.g. the standby light on the iBook is invisible until it shines through the opaque plastic when the laptop goes into standby mode).
Design Problem:
Here is a series of 3 screen grabs of what happens after you click send on an email:
Step 1:

Step 2:

Step 3:

Why is this bad?
The first thing you are presented with after you click send is a window showing 2 tasks, both of which are ticked, so your natural assumption is to think that your email has sent. However, it actually takes time for the email to really send so this window sits there giving the impression that something has gone wrong.
The design is violating the standard mental model for a progress indication. A mental model is our representation of the system and encapsulates our expectations that we have built up from experience. Any deviation from our expectations makes the system hard to interact with or simply confusing.
What Should Have Been Done?
Lets have a look at what could have been done. Here's step 1 and 2 re-done:
Step 1:
Step 2:
I was a tempted to carry on the existing theme of green ticks by using a red cross to show that the individual step hadn't completed, but by doing this would give the impression that something may have gone wrong and that the step had failed. Instead, I opted for an infinite progress indicator. This is simply an animated GIF and shows the user that something is happening until the step finishes and it is replaced with the green tick.
I also opted to move the progress indication to the right as this is the convention for ticking off an item in a list. This convention is part of the standard mental model so it improves the interaction by giving people what they expect.
On the internet we have colour, pictures and animations to clearly display states to our users. However, sometimes restrictions or limitations remove some of these possibilities. In these cases it is important to try to make a state as clear as possible: you could use a colour similar to the surrounding surface to create a perception of an "off" state; you could group together indicators where un-related elements can exemplify "on" and then rely on the ability to infer other states; if appropriate a great effect can be achieved by not showing a state at all until it becomes relevant (e.g. the standby light on the iBook is invisible until it shines through the opaque plastic when the laptop goes into standby mode).

