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The Inmates Are Running the Asylum Hardcover – January 1, 1999
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- Print length261 pages
- LanguageEnglish
- PublisherSams
- Publication dateJanuary 1, 1999
- Dimensions6.5 x 1 x 9.5 inches
- ISBN-100672316498
- ISBN-13978-0672316494
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Rather than provide users with a straightforward set of options, programmers often pile on the bells and whistles and ignore or deprioritize lingering bugs. For the average user, increased functionality is a great burden, adding to the recurrent chorus that plays, "computers are hard, mysterious, unwieldy things." (An average user, Cooper asserts, who doesn't think that way or who has memorized all the esoteric commands and now lords it over others, has simply been desensitized by too many years of badly designed software.)
Cooper's writing style is often overblown, with a pantheon of cutesy terminology (i.e., "dancing bearware") and insider back-patting. (When presenting software to Bill Gates, he reports that Gates replied: "How did you do that?" to which he writes, "I love stumping Bill!") More seriously, he is also unable to see beyond software development's importance--a sin he accuses programmers of throughout the book.
Even with that in mind, the central questions Cooper asks are too important to ignore: Are we making users happier? Are we improving the process by which they get work done? Are we making their work hours more effective? Cooper looks to programmers, business managers, and what he calls "interaction designers" to question current assumptions and mindsets. Plainly, he asserts that the goal of computer usage should be "not to make anyone feel stupid." Our distance from that goal reinforces the need to rethink entrenched priorities in software planning. --Jennifer Buckendorff
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Product details
- Publisher : Sams; 1st edition (January 1, 1999)
- Language : English
- Hardcover : 261 pages
- ISBN-10 : 0672316498
- ISBN-13 : 978-0672316494
- Item Weight : 1.45 pounds
- Dimensions : 6.5 x 1 x 9.5 inches
- Best Sellers Rank: #595,186 in Books (See Top 100 in Books)
- #146 in Personal Computer Books
- #2,395 in Business Technology
- #5,013 in Mathematics (Books)
- Customer Reviews:
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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Because it is far cheaper for manufacturers to use computers to control the internal functioning of devices than it is to use older, mechanical methods, it is economically inevitable that computers will insinuate themselves into every product and service in our lives. This means that the behaviour of all of our products will soon be the same as most obnoxious computers, unless we try something different. The incredible power of computers means that few people can afford to ignore them. Even if you don't have a desktop computer, you probably own a VCR and an ATM card, which are software-based products. It is unrealistic to simply say you "won't use computers". They aren't just getting cheaper; they are getting ridiculously cheaper, to the point of ubiquity and disposability. Many familiar products that we imagine as mechanical (or electronic) are no longer made without computers. Cars, washing machines, televisions, vacuum cleaners, thermostats and elevators are all good examples.
This book is written with humour, liveliness, and amusement, it has a lot of funny illustrations. Yet it reveals the problems of software industry which were left attention for decades. One of the problem is "elastic user", such a user which must bend and stretch and adapt to the needs of the moment. When a company speaks about the software it develops, every party involved (management, programmers, testers, sales) include different meaning into the word "user". In "Goal-Directed design", the participants never refer to "the user". Instead, they refer to a very specific individual: "a persona". To create a product that must satisfy a broad audience of users, logic will tell you to make it as broad in its functionality as possible to accommodate the most people. Logic is wrong. You will have far greater success by designing for one single person. Imagine that you were designing an automobile to please a wide spectrum of people. You could easily identify at least three subgroups: the soccer mom, the carpenter, and the junior executive. Mom wants a safe, stable vehicle with lots of space and big doors for hauling the kids, dogs, groceries and other stuff. The carpenter wants a rugged vehicle with all-wheel drive and abundant room for ladders, lumber, bags of cement, and tools. The young executive wants a sporty car with a powerful engine, stiff suspension, convertible top and only enough room for too. If we make such a combination vehicle, what a goofy, impossible car will appear! Making three different products in software is lot easier than making them in steel, too. Another problem which the author points to is "the customer-driven death spiral", where "conceptual integrity" is the only solution.
The author declares that the key to solving the problems is interaction design, and exposes the Goal-Directed design method that provides manufacturers of high tech products with an insightful understanding of their users and a practical blueprint for a superior result. Alan Cooper, the author of the book, and his company, have designed a wide range of products ranging from clean, simple kiosk systems to complex scientific applications, controls for consumer-oriented computer peripherals, conceptual designs for entire product lines, eCommerce sites. The list of companies that adopted the Goal-Directed design includes many industry leaders, large and small, such as 3M, Proctor & Gamble, Dolby Labs, Fujitsu, HP, Informatica, Logitech, SAP, Charles Schwab, St. Jude Medical, and Varian. The description of Goal-Directed design in this book is very reader-friendly and is targeted to the broad audience. Alan Cooper gives the further explanation of this method in his following book "About Face 2.0", aimed mostly to the engineers. Although these two books are still not enough to deploy this method in your organisation, they show how vital this technique is for a successful product.
I agree with the earlier reviewer, who said that the people most needing to read it probably won't. This would seem to be a great book for development managers and purchasers of software, but I think the only people likely to read the whole thing are professional developers.
I have two criticisms of the book (for which I give it 4 out of 5 stars): too often it comes across as an advertisement for the author's company; and I would have appreciated more "how-to" information. To this latter point, the author himself says in his preface that he had intended to write a "how-to" book, but was talked into writing a "business case" book instead. I hope that he will soon follow up this effort with the planned "how-to" book.
A final question -- what is with these 1 star reviews? I've read a few of them now, for different books, and I have to question whether the reviewer has even read the book. If so, they seem to have completely missed the point. At the very least, if giving a 1 star review, please provide some detailed criticisms so I can decide whether I am likely to share your opinion.
Where some UI authors drone on about why everything is bad and they're so smart but give little proof of that, Cooper makes you laugh at what is wrong and then offers multiple solutions to the problems. It's entertaining and refreshingly current without throwing out the past, bloating his ego or boring you with page after page of going-to-get-to-my-point-any-second-now writing. His insights into the various situations that plague the computer industry are quite good and his solutions are sound. It's high time companies start re-structuring, since bad program design is getting into nearly everything that is controlled with electricity.
Other good things about the book are the care at which the sections are thought out and the brevity of each section. In most chapters he knows when to shut up and get on to the next point. And the next point is most often a nice progression from the previous, and so on. The flow is very good and the points are well made.
It isn't without its troubles but when for instance he repeats himself, it isn't as bad as many authors.. It is often to recap, reference back, say just in case the reader has not read the previous telling, or for the effect of restating so obviously.
Also for me personally, it made me realize some of the things that I've done in my work are better practices than I'd thought.. and things that I've felt iffy about are confirmed bad by his experience and opinion. Altogether, helpful.
Top reviews from other countries
This book show me how wrong I was, and even if my Interactions and Interface wasn't too catastrophic, they weren't as good as they needed to, and that I have to re-learn everything about Interaction Design, because sadly I usually work without Interaction Design team. So I have to learn, to take time (even spare-time if necessary) to design before coding, even if it will be still imperfect, it will always be better than coding first then trying to trick an already created interaction.
The design of the product, and of the way the user may interact with it, as something which MUST be given the proper attention, the right placement in the production lifecycle and which requires sincere domain experts (interaction designers).
Many companies are possibly in a far better situation than in 2006, regarding this topic - others are definitely not.
A great book, easy to read, full of irony, and seminal for new (in 2006) concepts and tools, such as the usage of personas.
If you are involved in designing systems in any way or are simply interested in the concept, this book is a must have read!
This product is not just an interesting book, it is also a very useful tool.
Résumé:
Les applis informatiques sont à présent partout: depuis nos radios réveil jusqu'aux systèmes de chauffage de nos maison, sans parler de nos environnements de bureau. Or, ces applis ne sont pas conçues AU SERVICE de l'utilisateur ( ou -trice) mais selon la vision de monde des informaticiens, qui elle meme dérive de la façon dont fonctionne un ordinateur. C'est à dire qu'elles demandent à l'utilisatrice de s'adapter au language machine plutot que d'adapter le language machine à l'utilisateur..
Petit souci, qui explique le blocage que beaucoup font face à l'informatique.
L'auteur analyse la façon dont sont développées ces applis pour expliquer pourquoi l'on constate ceci aujourd'hui. Il montre enfin comment développer des applis au service de l'utilisateur final et non des développeurs informatique.
Quelques points:
L'ordinateur pense comme une machine, de façon précise et méthodique. L''etre humain pense de façon vague, par généralités, et de façon plus intuitive que méthodique.
Les informaticiens développent en calquant la façon de faire de la machine plutot que de partir de la façon de fonctionner de l'utilisatrice finale.
Il fait la distinction entre l'homo sapiens, l'individu de base, et l'homo logicus, l'informaticien.
L'un adore se simplifier la vie, l'autre adore décortiquer la complexité plus que de se simplifier la vie. Il est plus intéressé par le process intellectuel que par le résultat final censé apporter un bien à l'utilisatrice.
Lisez le, c'est très instructif et essentiel pour développer des bonnes applications pour tous, pas uniquement pour les ' fans de technos '!
San Francisco Consulting








