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About Face: The Essentials of User Interface Design 1st Edition
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- ISBN-101568843224
- ISBN-13978-1568843223
- Edition1st
- PublisherWiley
- Publication dateAugust 25, 1995
- LanguageEnglish
- Dimensions7.5 x 1.45 x 9.26 inches
- Print length580 pages
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From the Back Cover
- What should be the form of the program?
- How will the user interact with the program?
- How can the program's functions be most effectively organized?
- How will the program introduce itself to first-time users?
- How can the program put an understandable and controllable face on technology?
- How can the program deal with problems?
- How will the program help infrequent users become more expert?
- How can the program provide sufficient depth for expert users?
About the Author
Product details
- Publisher : Wiley; 1st edition (August 25, 1995)
- Language : English
- Paperback : 580 pages
- ISBN-10 : 1568843224
- ISBN-13 : 978-1568843223
- Item Weight : 2.19 pounds
- Dimensions : 7.5 x 1.45 x 9.26 inches
- Best Sellers Rank: #3,885,651 in Books (See Top 100 in Books)
- #1,079 in User Experience & Website Usability
- #1,334 in Microsoft OS Guides
- #6,844 in Web Development & Design Programming
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About the author

For over 30 years, Alan Cooper has been a pioneer of the modern computing era. His groundbreaking work in software design and construction has influenced a generation of programmers and business people alike and helped a generation of users embrace interaction design. He is best known as the "Father of Visual Basic" and is the founder of Cooper, a leading interaction design consultancy.
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To be fair, this is an old book (in the IT sense of the word), and a new "About Face 2.0" is apparently hitting the shelves soon. Thank goodness! A lot of the ideas presented in the original are timeless and important, but others have hopefully been relegated to the dumpster.
Goal-directed design, for example, is something that interface designers should never lose sight of. Cooper does an excellent job of digging up the real goals of users (as distinct from their job descriptions) and maintaining focus on how to satisfy those goals while balancing them with other realistic business concerns-profit, professionalism, efficiency, and so forth. He decries the "real world analogy" trap that so many developers fall into and stresses the limits of "metaphors" in promoting user understanding. He stresses the importance of visual feedback for all actions and the need to protect users from "modes."
This is all good material that developers and project teams should always keep handy for the inevitable design arguments. (Although note that the tone of this book is relentlessly programmer-focused, hailing from a time when all "design" was done by coders, and interface or usability specialists simply didn't have a place in IT.)
But when Cooper gets into suggestions for "breaking the mold" and coming up with new and different types of interfaces, he loses me. He seems to vastly overestimate the readiness of users to learn new interface features and new designs. More recent comments from other usability sources acknowledge this basic truth. Joel Spolsky, for example, states that "An interface is well designed when it works exactly the way the user expects it would." Steve Krug states it even more baldly as "Don't make me think!" Don't make me think about the PROGRAM, that is; users are very willing to think about their tasks, they just refuse to waste time learning your cool new interface for what is (to them) just a complicated and badly-designed tool.
Cooper makes sweeping suggestions, such as doing away with file structures and directories entirely, or increasing the reliance on "chord clicking" and triple-clicking for key functions (for power users only, of course). He wants more icons and less text because of space considerations, even though he acknowledges that icons are inherently confusing to new users (idioms-something that can be learned only through experience) and are often poorly executed.
He also introduces several new concepts to the platform, such as a "milestones" feature in word processing. These new notions may perform valuable functions, but at what cost? Their suggested implmentation is awkward and confusing; the terms themselves are hard for non-coders to understand. Do we really want all dialog boxes to have an additional button: "OK, Cancel, Abandon"? It seems that, in his enthusiasm for trying something new and different, he temporarily forgets his own caveat: "No matter how cool your interface, less would be better."
I'm glad that a new version of this book has been developed; hopefully it has retained the core principles and jettisoned the specific examples, particularly the "totally new and different!" ideas. For better or worse, we have a standard for software interfaces now; changes must be approached with caution and delicacy, no matter how much of an improvement they seem to offer. Today's user base won't waste time learning a new interface and doesn't care how "cool" or even valuable it is. Don't forget the focus on user goals-and their goal will never be "learning to use this great new software."
About the only weak point I saw is that the book was written in 1995, and many of the software titles he uses as examples have since been updated, in some cases more than once. On the other hand, if you are able to overlook the dated examples while reading the book, you can often look at the revised versions of the software to see how the problems he mentions have been corrected. (I think that some UI people in at least one very large, Seattle-area software company read have read this book and applied some of the ideas.)
Many of his ideas are controversial, and any number of them have never, to the best of my knowledge, been implemented, but they all flow from a common basis of "How could this be made easier." And when Cooper explains his ideas, they make sense.
I would love to see a revised and expanded Second Edition, but until that comes out, this book is at the top of my list to be read by people who develop UIs.
He describes writing a UI design document based, not on roles people play (not directly), but inventing "real" people with concrete skills and characteristics, imbedding stock photo in the document to make the "person" more real. Good idea to enhance UI Use Case type documents.
But the book contains no examples. Only abstract statements. What does a good UI document look like? How detailed should it be?
I contacted him via email to obtain so concrete examples. He refused claiming his examples are owned by his clients. I responded suggesting simplification to remove identifying info or he (or I) getting permission from the client for some limited access. No response.
Is he for real? Does he have concrete examples? Prove it!! Or is he just blowing smoke.
This book exposes the distinction between implementation model and mental model, and brings the concept of "perpetual intermediates" as the most common category of the users. The authors show how to classify applications by posture on the web and on desktop and handheld computers, as well as on mobile phones and public kiosks.
The aspects of the modern User Interface are well covered in this book: data entry and retrieval, direct manipulation and pointing devices, metaphors, idioms and affordances. Parts of the book are devoted to such interface constituencies as controls, menus, toolbars and tooltips.
You will also find chapters about installation process and dialog etiquette in this book.






