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H7 Flat And Narrow Tree *


 
   

WorldBeat internal menu tree.

 
    ...you have decided about the overall structure of the interaction, and found a way to unfold the initially simple appearance of your system into its full complexity over the course of the interaction - Incremental Revealing. Now you should think about the total size of this unfolding structure.
 
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    Many interactive exhibits consist of a number of "pages" through which the visitor can navigate. However, large information hierarchies, especially unordered networks with arbitrary links, quickly lead to disorientation.
 
   
 
  WorldBeat menu tree

WorldBeat, whose menu tree is shown in the opening picture, consists of a start page that explains briefly what the exhibit is about, and how to use the batons, and then leads to a main selection screen where the user can choose one of the six WorldBeat components, go back to the start page, or read the credits for the system. The component pages in turn offer one or more choices to continue further into the respective component, or return to the main selection screen.

 
  Interactive Fugue menu

The Interactive Fugue exhibit has a similar overall structure. The initial selection page leads to four subpages for its various features, which in turn lead the user through a sequence of subsequent pages to use those features.

The hierarchical organizing principle is ubiquitous in electronic systems and user interfaces. It is at the heart of the directory structure of the file system of all major operating systems, and replicated in their graphical "folder" view of the file system. It is also a general user interface pattern described by Tidwell [1998] as HIERARCHICAL SET.

 
  Seven information chunks

If the hierarchy is kept small enough, the current position can be remembered well, and the navigation metaphor be used confidently, even by computer novices. A commonly quoted maximum capacity of human short-term memory and processing is around seven chunks of information [Miller, 1956], so this is both a good estimate for an upper limit on the number of entries from which the user can choose at each level. The maximum path length should be even shorter to avoid people forgetting where in the tree structure they are.


 
    Therefore:

Use a tree-like hierarchy to organize the content of your exhibit. Make the tree no more than 5 levels deep, and put no more than 7 branches into any node.


 
   


 
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    Not all exhibits need to have this hierarchical layout. Systems that aim to convey one specific computer-supported experience can use realistic navigation styles - Augmented Reality.
 
   

This pattern is taken from the book "A Pattern Approach to Interaction Design" (PAID) by Jan Borchers (John Wiley and Sons, Chichester, UK, 2001). Copyright 2001 John Wiley and Sons. Used by permission. See http://media.informatik.rwth-aachen.de/paid.html for more information. Online version by Susan Babutzka, ETH Zurich (subabutz_at_student.ethz.ch).