The Humane Interface: New Directions for Designing Interactive Systems (ACM Press) |
|
|
|
|
| Jef Raskin |
| March 2000, Addison-Wesley Pub Co, Textbook Binding, 256 pages, ISBN 0201379376
|
|
|
|
 |
|
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.
|
 |
|
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
|
|
 |
|
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.
|
 |
|
"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.
|
 |
|
| 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. |
|