The Humane Interface: New Directions for Designing Interactive Systems
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Editorial Reviews
Amazon.com Review
I've admired Jef Raskin for years. For those who don't know, he is the "Father of the Macintosh," one of the original geniuses who guided the Mac in the early days. But, more than a computer scientist, Raskin is a cognitive psychologist. He studies how the brain works with special emphasis on how that relates to us using computers. His magnum opus was the Canon Cat, which was an excellent and well-thought-out little computer.
In The Humane Interface, Raskin goes into detail describing how computers can be made easier to understand and use. Ever want to know why you really don't like Windows? The answer is in this book. In fact, there's so much in this book that makes sense, I really want to send a copy to every employee at Microsoft.
I loved reading this book and nodding my head in rabid agreement. Raskin states, "There has never been any technical reason for a computer to take more than a few seconds to begin operation when it is turned on." So why then does Windows (or Linux!) take so darn long to start up? The PalmPilot is on instantly, as is your cell phone. But for some reason, we tolerate the computer taking a few eons to start. (And until consumers complain about it, things won't change.)
Computers can be easy to use, and the people who design them and design software need to read this book. Do you ever get the impression that the person who designed a piece of software must have come from the same company that designed the front panel on your VCR? Why should you have to double-click anything? What does Ctrl+D mean one thing in one program and a completely different thing in another? And what's the point of the Yes/No confirmation if the user is in the habit of clicking Yes without thinking about it? Raskin neatly probes all these areas.
While I admire everything Raskin has to say, the book is pretty heavy on the psychology end. Myself, I enjoy cognitive psychology (especially books by Raskin's cohort Donald Norman), though some may find that part of the book boring. Even so, Raskin builds and backs his argument in a most eloquent and scientific manner. Especially if you design software or need to teach or train people to use computers, this book deserves a spot on your shelf. --Dan Gookin
From Library Journal
Copyright 2000 Reed Business Information, Inc.
From the Back Cover
"Deep thinking is rare in this field where most companies are glad to copy designs that were great back in the 1970s. The Humane Interface is a gourmet dish from a master chef. Five mice!"
--Jakob Nielsen, Nielsen Norman Group
Author of Designing Web Usability: The Practice of Simplicity
This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh. 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.
0201379376B07092001
About the Author
Jef Raskin (www.jefraskin.com) is a user interface and system design consultant based in Pacifica, California. Hewlett-Packard, IBM, Motorola, NCR, Xerox, Ricoh, Canon, McKesson, and AT&T all number among his clients along with dozens of less-well-known firms. His articles have been published in over forty periodicals including Wired, Quantum, IEEE Computer, and the Communications of the ACM. He is best known for having created the Macintosh at Apple and the Cat work processor for Canon.
0201379376AB04062001
Excerpt. © Reprinted by permission. All rights reserved.
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.
Excerpt. © Reprinted by permission. All rights reserved.
--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.
0201379376P04062001
Product details
- Publisher : Addison-Wesley Professional (April 8, 2000)
- Language : English
- Paperback : 233 pages
- ISBN-10 : 0201379376
- ISBN-13 : 978-0201379372
- Item Weight : 14.6 ounces
- Dimensions : 6.25 x 0.5 x 9.25 inches
- Best Sellers Rank: #890,467 in Books (See Top 100 in Books)
- Customer Reviews:
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He was right.
In those first four chapters, Raskin--the "inventor" of the Macintosh--offers what I think is a terrific introduction to the basics of interface design, cognetics and the quantification of interfaces. I lapped it up, despite Raskin's occasionally convoluted writing style. In fact, it gave me some ideas for a project I had worked on last year.
I suspect I'll turn to the first four chapters for reference in the future.
But Raskin goes afield, I think, in the latter half of the book. He proposes an entirely new interface for PCs--one that dispenses with file names, directory structures and applications.
I'm sure we all agree that the current Windows interface is far from ideal or humane, confusing untold millions and making work more difficult than necessary. But while Raskin's heart and intellect are in the right places, I think his proposed cure is nearly as bad as the disease. I am intrigued, however, by his ZIP or "zooming" navigation approach.
So--is this book worth your time (and money)? You'll have to make your own call. If you already have a background in interface design theory, The Humane Interface offers you a view of Raskin's dream for a new interface. On the other hand, if you know little about interface design, you might really enjoy the introduction Raskin offers and appreciate the stimulus his dream interface provides.
Unfortunately the whole concept behind the book is flawed.
I've been using computers for 40 very productive years and have
had numerous attempts at "interfaces" inflicted on me. I have to
say that the ideas of Don Norman and Jef Raskin are probably the
reason why I cannot use an Apple computer. I felt that the Apple
interface is too "user-affectionate" but Jef has shown me the
real root of the problem.
Jef argues that the user interface should be "noun-verb", that is,
you identify the thing and then do something to it. However, if
you use any tool you'll find that you "cut the board", not
"the board, cut". You naturally do "verb-noun"; at least I do.
And as I think about it, all USEFUL tools I use on a daily basis
are verb-noun based.
And there is the "quantifiable" nonsense about putting menus at
the top of the screen (Apple style) because it maximizes the Fitt
measure. Besides the notion that only one menu is of interest
(nonsense), there is also the notion that menus are useful at all.
I work for weeks without using any menu-based tools.
Then there is the idea that the available commands should be visible,
another point of nonsense. I have a command prompt which gives me
immediate access to 7,314 commands (per my search) at the moment.
Every command is immediately and always available. By GOMS measure
I am nearly at the optimal user interface. Anything else, e.g. mice,
menus, drag/drop, cut/paste, or any GUI-based interfaces are
measurably suboptimal. I should point out that I'm a linux command-line
user. I just type "print filename" and it prints. How hard is that?
Why does that need a menu, an icon, a print-preview, a file-chooser,
a printer-chooser, a command-bar, a keyboard shortcut, a help file,
a printer configuration wizard, a devices menu, ...
Please don't follow Jef's advice. You're only making computers hard to use.
The book does spend a fair amount of time describing various laws and rules for evaluating the effectiveness and efficiency of user interface designs. This portion of the text is sure to remain valid throughout the years.
Although not exactly a page turner, I would recommend this book for anybody who designs user interfaces on a regular basis - even if you don't use the laws described, at least knowing about them is likely to make you design better interfaces unconsciously.
While there is some interesting theory presented in this book, it is quite academic, and unfortunately not applicable for most "interactive systems" being created today.
If you are looking for information that would help you design a good interface, I recommend reading Alan Cooper's books, The Inmates Are Running The Asylum and About Face 2.0. The Inmates Are Running The Asylum introduces Cooper's methods for designing a good interaction with the user and presents a strong business case for doing so ( have senior management read those chapters ). About Face 2.0 is a detailed guide to using Cooper's methods.
Also, I strongly recommend Donald Norman's The Design of Everyday Things to anyone thinking about designing an interface or design in general. It is an entertaining book that helps to orient the reader to an interesting point of view which challenges the needless complexity and confusion inherent in the many devices we encounter every day.
Top reviews from other countries
The book focuses on interface design as a whole. So it gives many hints to bad design in common computer peripherals. But to most practitioner changing any of this is out of reach.
Furthermore, the book concentrates exclusively on interface design. So Jef proposes for computers not to have any power-switch and to be instant-on on any touch. This would be a great goal, but to have the device always on, has ecological and economical downsides that are just not addressed.
But the book is still very good. Propably just because it doesn't cling to what is possible, but what should be possible. The traditional interfaces serve mainly as bad examples. But again, this should be read by Microsoft, Trolltech, Sun and others, that actually provide GUI-Frameworks. To create a new GUI usually isn't whithin the projects budget (and would break with the target systems look and feel, anyway).
Last but not least, it gives some concepts for benchmarking interfaces. Now I can proove to my colleagues, that some of their long beloved interfaces are just crap.
I'd still call it a must-read because I don't know any other book like this.
Der Zuwachs der Rechenkraft von PCs und eingebetteter Computer, die von digitalen Weckern bis Fahrkartenautomaten überall in unserem Leben auftauchen, ist enorm.
Immer mehr und mehr "Features" in die Geräte zu quetschen ist die Strategie der meisten Hersteller und zu oft wird die Technik zum Selbstzweck: die Bedienung wird durch verspielte Zusatzfunktionen und unnötige Optionen geprägt, und entspricht nicht mehr dem eigentlichen Zweck und der menschlichen Denkweise.
So bleiben Nutzbarkeit, Benutzerfreundlichkeit und elementare Ergonomie meistens auf der Strecke.
Dieses Buch erklärt Ihnen an einfachen Beispielen, was Sie an diesen Geräten stört.
Es werden einige, leicht verständliche wissenschaftliche Begriffe eingeführt und auf Basis der Ergebnisse der "Cognitive Science" die Grundregel für leicht zu bedienende Nutzerschnittstellen abgeleitet.
Das Buch ist zwar 10 Jahre alt - eine lange Zeit hinsichtlich des Fortschrittes der Computertechnologie -, aber immer noch hoch aktuell. Es ist ein Muss für Software-Ingenieure und Web-Designer.
Denn die Geräte und Internet-Seiten der Zukunft müssen menschlich - "humane" - werden, um uns - den Menschen - besser zu dienen; und nicht umgekehrt. Sie müssen uns einfach, schnell und sicher - d.h. ohne langwieriges Anlernen, entnervende Sucherei und gescheiterte Versuche - zum gewünschten Ziel helfen können.









