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The Humane Interface: New Directions for Designing Interactive Systems
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Jef Raskin
Addison-Wesley, Paperback, Published April 2000, 233 pages, ISBN 0201379376
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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.

Table of Contents

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


Customer Reviews

Customer Reviews: 1     Average Customer Rating:

Jun 16, 2004     Reid Sweatman from Layton, Utah
Will radically change how you think about interfaces.
I didn't buy this one here (sorry Bookpool), and almost didn't buy it at all, as it didn't pass the trivial pass/reject riffle test (quick judgement call on technical content).

Glad I looked a little deeper, though. I bought it on the strength of one section that concerned an interface I was in the process of refactoring at the time. However, the more I went through it, the more it opened my eyes. A lot of it I intuitively knew, but a lot was new to me. At the very least, it will give you ammunition when arguing for specific changes to an existing interface in the face of management or marketing inertia. At best, you'll write truly usable interfaces in your future work.

I would guess that in many ways this is a basic-level book, but I wouldn't condemn it for any reader, save for someone who could have written it himself, and I'll wager there aren't many of them. It gathers together a lot of disparate research and presents it in a very readable form, minus the massive data and bad prose of the original studies and theoretical works. The references to the material it draws on are all there, so you can use it as an index to that as well.

This one actually changed my mind on interface features I'd put years of thought into, and believed in strongly. Or hadn't thought about at all, but merely accepted as gospel. I was worried at first about the author's credentials in connection with the Macintosh OS, thinking it might be too Mac-centric (I've worked on about every platform at one time or another), but while some examples are couched in those terms, the work is surprisingly free of platform-dependent biases.

You can read it quickly, but the points it raises will stay in the back of your mind. It may be a quick read, but you'll be thinking about it for some time, and it's an uncommon tech book that has that kind of staying power. Take it with you on your next business flight; you can finish it on a longer haul or a couple of short ones, or just hop around in it. But I feel confident in saying that odds are, you'll like this one and find it very useful if you do anything with user interface, either software or hardware.



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