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The Humane Interface: New Directions for Designing Interactive Systems (ACM Press)

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Summary TOC Back Cover Preface Author Look Inside Comments
Jef Raskin
March 2000, Addison-Wesley Pub Co, Textbook Binding, 256 pages, ISBN 0201379376

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Summary
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This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh project. Other books may show how to use today's widgets and interface ideas effectively. Raskin, however, demonstrates that many current interface paradigms are dead ends, and that to make computers significantly easier to use requires new approaches. He explains how to effect desperately needed changes, offering a wealth of innovative and specific interface ideas for software designers, developers, and product managers.

The Apple Macintosh helped to introduce a previous revolution in computer interface design, drawing on the best available technology to establish many of the interface techniques and methods now universal in the computer industry. With this book, Raskin proves again both his farsightedness and his practicality. He also demonstrates how design ideas must be built on a scientific basis, presenting just enough cognitive psychology to link the interface of the future to the experimental evidence and to show why that interface will work.

Raskin observes that our honeymoon with digital technology is over: We are tired of having to learn huge, arcane programs to do even the simplest of tasks; we have had our fill of crashing computers; and we are fatigued by the continual pressure to upgrade. The Humane Interface delivers a way for computers, information appliances, and other technology-driven products to continue to advance in power and expand their range of applicability, while becoming free of the hassles and obscurities that plague present products.

 
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BA books: Table of Contents
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Preface xi

Acknowledgments xiii

Introduction: The Importance of Fundamentals xvii

Chapter One: Background 1

1-1 Interface Definition 2
1-2 Keep the Simple Simple 2
1-3 Human-Centered Design and User-Centered Design 3
1-4 Tools That Do Not Facilitate Design Innovation 4
1-5 Interface Design in the Design Cycle 5
1-6 Definition of a Humane Interface 6

Chapter Two: Cognetics and the Locus of Attention 9

2-1 Ergonomics and Cognetics: What We Can and Cannot Do 9
2-2 Cognitive Conscious and Cognitive Unconscious 11
2-3 Locus of Attention 17
2-3-1 Formation of Habits 18
2-3-2 Execution of Simultaneous Tasks 20
2-3-3 Singularity of the Locus of Attention 24
2-3-4 Origins of the Locus of Attention 27
2-3-5 Exploitation of the Single Locus of Attention 29
2-3-6 Resumption of Interrupted Work 31


Chapter Three: Meanings, Modes, Monotony, and Myths 33

3-1 Nomenclature and Notations 33
3-2 Modes 37
3-2-1 Definition of Modes 42
3-2-2 Modes, User-Preference Settings, and Temporary Modes 47
3-2-3 Modes and Quasimodes 55
3-3 Noun-Verb versus Verb-Noun Constructions 59
3-4 Visibility and Affordances 62
3-5 Monotony 66
3-6 Myth of the Beginner-Expert Dichotomy 68

Chapter Four: Quantification 71

4-1 Quantitative Analyses of Interfaces 71
4-2 GOMS Keystroke-Level Model 72
4-2-1 Interface Timings 73
4-2-2 GOMS Calculations 76
4-2-3 GOMS Calculation Examples 77
4-3 Measurement of Interface Efficiency 83
4-3-1 Efficiency of Hal's Interfaces 87
4-3-2 Other Solutions for Hal's Interface 90
4-4 Fitts' Law and Hick's Law 93
4-4-1 Fitts' Law 93
4-4-2 Hick's Law 96


Chapter Five: Unification 99

5-1 Uniformity and Elementary Actions 101
5-2 Elementary Actions Cataloged 103
5-2-1 Highlighting, Indication, and Selection 105
5-2-2 Commands 109
5-2-3 Display States of Objects
5-3 File Names and Structures 117
5-4 String Searches and Find Mechanisms
5-4-1 Search-Pattern Delimiters 127
5-4-2 Units of Interaction 129
5-5 Cursor Design and a Strategy for Making Selections 133
5-6 Cursor Position and LEAP 136
5-7 Applications Abolished 139
5-8 Commands and Transformers 143

Chapter Six: Navigation and Other Aspects of Humane Interfaces 149

6-1 Intuitive and Natural Interfaces 150
6-2 Better Navigation: ZoomWorld 152
6-3 Icons 168
6-4 Techniques and Help Facilities in Humane Interfaces 174
6-4-1 Cut and Paste 177
6-4-2 Messages to the User 178
6-4-3 Simplified Sign-Ons 183
6-4-4 Time Delays and Keyboard Tricks 184
6-5 Letter from a User 187

Chapter Seven: Interface Issues Outside the User Interface 191

7-1 More Humane Programming Language Environments 192
7-1-1 System and Development Environment 192
7-1-2 Importance of Documentation in Program Creation 194
7-2 Modes and Cables 195
7-3 Ethics and Management of Interface Design 198

Chapter Eight: Conclusion

References 205

Appendix A: The One-Button Mouse History 207

Appendix B: SwyftCard Interface Theory of Operation 211

References 215

Index 221

 
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Back Cover
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The honeymoon with digital technology is over: millions of users are tired of having to learn huge, arcane programs to perform the simplest tasks; fatigued by the pressure of constant upgrades, and have had enough of system crashes.

In The Humane Interface, Jef Raskin -- the legendary, controversial creator of the original Apple Macintosh project -- shows that there is another path. Raskin explains why today's interface techniques lead straight to a dead end, and offers breakthrough ideas for building systems users will understand -- and love.

Raskin reveals

  • the fundamental design failures at the root of the problems so many users experience;
  • shows how to understand user interfaces scientifically and quantitatively; and
  • introduces fundamental principles that should underlie any next-generation user interface.

He introduces practical techniques designers can use to improve their productivity of any product with an information-oriented human-machine interface, from personal computers to Internet appliances and beyond.

The book presents breakthrough solutions for navigation, error management, and more, with detailed case studies from Raskin's own work. For all interface design programmers, product designers, software developers, IT managers, and corporate managers.

 
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Preface
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"I don't know what percentage of our time on any computer-based project is spent getting the equipment to work right, but if I had a gardener who spent as much of the time fixing her shovel as we spend fooling with our computers, I'd buy her a good shovel. At least you can buy a good shovel."
--Erasmus Smums

Creating an interface is much like building a house: If you don't get the foundations right, no amount of decorating can fix the resulting structure. The Humane Interface reexamines the cognitive foundations of human-machine interaction to elucidate a crucial aspect of why interface designs succeed or fail. One finding is that present-day graphical user interfaces, such as those of the Windows and Macintosh operating systems, which are based on an architecture of operating system plus application programs, are inherently flawed. A different approach is required if computers are to become more pleasant and if users are to become more productive. This book describes some of the fundamental flaws in user interfaces and describes solutions for overcoming those flaws.

Although the techniques covered in The Humane Interface apply to a wide range of products--including web sites, application software, handheld personal data managers and other information appliances, and operating systems--this book does not present a survey of the field of human-machine interface design. Rather, this book strikes out in new directions while also reviewing those established parts of interface design that are needed in the development of the new material.

If we are to surmount the inherent problems in present human-machine interfaces, it is necessary that we understand the teachings of this volume; it is not, however, sufficient. Many important aspects of interaction design are not included here because they are well covered in the literature. This book is intended to complement existing--or to be a prolegomenon to future--treatments of interface design.

The audience for this book includes

  • Web designers and managers who want to give their sites a special ease of use that appeals to audiences and helps customers to find the information they need and to buy what they want
  • Product designers and product managers who need to be able to create web sites or products that will win and retain customers by offering ease of use and ready learnability and by having a first-rate feature set
  • Corporate managers who correctly insist on making products that have low maintenance and that reduce the need for help desks
  • Programmers who do interface design--and who doesn't these days?--and who want to understand more of the factors that make their work most useful
  • IT (information technology) managers who need to know which interface features will minimize their costs for training and which interface designs are likely to aid productivity
  • Consumers who want to learn what to hope for in terms of pleasant interaction with computers and other equipment, and what is wrong with the way today's software is designed
  • Computer science and cognitive psychology students who want to understand what lies behind heuristics of interface design

Finally, this book is for human-machine interface researchers, who will find that they will never again be able to view interfaces in quite the same way they did before reading The Humane Interface.

 
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Author info
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Jef Raskin is VP of Human Interaction at Telocity, Incorporated. Previously, as an independent interface and system design consultant based in Pacifica, California, his clients included HP, IBM, Motorola, NCR, Xerox, Ricoh, Canon, and AT&T. A prolific writer, his current and recent contributing editor positions include Wired, Mac Home Journal, and Pacifica Tribune. Best known as the creator of the Macintosh computer project at Apple Computer, he also counts the Canon Cat among his most innovative designs.
 
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