Buried options are irritating. Yesterday, I wanted to switch my external editor in iPhoto from Pixelmator to Photoshop, but had to hunt and hunt for the setting. Here’s the relevant options screen:

Totally obvious where to set it, right? Yeah, not so much. See, I don’t want to switch to editing every photo externally, so clearly “Edit photo:” isn’t what I want, given my mental model of my goal is “I need to change the external editor” versus “I need to change if photos are edited internally or externally.”
Too bad “Edit photo:” is only place the external editor is listed, as part of the drop-down:

Of course, by choosing Pixelmator, it sets the option to edit externally, but also pops up the standard Open dialog to locate the application’s binary. Ugh!
Here Apple has done what they (unfortunately) often do: go for simple over flexible, combining two discrete tasks into a single control. It fails both ways: if I want to just switch from internal to external edit, I get a dialog I don’t need and have to dismiss, and if I want to choose another program, but keep my default setting, I have to change that setting back after selecting the new editor. Would it really have killed them to add another line to the dialog with “External editor:,” a label for the current one, and a “Choose…” button? Nope. Sure, it would have added to the weight of the dialog, but it would have also saved me time in a) not having to remember the wacky, custom behavior of the control, which since seldom used is easy to forget, and saved me an extra step when I need to make a change.
I’ll admit I’ve designed stuff like this before, thinking “Hey, look how clever; I combined related tasks and eliminated a control. Yay!” But you know what happens every time I put something like this in front of users? They don’t get it, and rightly so. They’re not in on my cleverness, which came from , frankly, overthinking. They just want to get their task accomplished. We often forget that when a user sees a piece of UI for the first time, they’re not regarding it the same way we do in a design review, so even (to designers) too-long and too-dense dialogs can be successful, if they get the user from A to B as quickly as possible*. Start doing real user testing, Apple, and you’ll have fewer irritating fails like this one.
*=In fact, I just designed something like this last week. It’s atrociously cluttered, but it’s totally clear what the (complex) task is, and how to accomplish it. We’ll see if users agree!




