[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z] PalmPilot 2nd 3rd Parkinson's Law Peacock [See Logitech ScanMan case study] PenPoint computer perceptiveness in software performance measures perpetual intermediates 2nd 3rd 4th 5th personal goals 2nd 3rd 4th 5th 6th personalization of software 2nd personas 2nd 3rd 4th [See also goals] as communications tools 2nd 3rd 4th buyer personas 2nd cast of characters 2nd 3rd customer demands and 2nd defining designers' need for 2nd Elemental Drumbeat case study 2nd Logitech ScanMan case study 2nd 3rd 4th 5th marketing personas naming negative personas precision versus accuracy 2nd 3rd primary personas 2nd Shared Healthcare Systems project 2nd skill levels 2nd Sony Trans Com's P@ssport case study 2nd 3rd 4th designing interface for 2nd 3rd 4th 5th specifying 2nd stereotyping versus users 2nd 3rd picture-in-picture television cognitive friction of 2nd 3rd pilots programmers as Pinker, Steven planning financial/operational product Pleas, Keith Porche Boxster design problems Porsche Boxster design problems Post-It Notes power user [See apologist] practical goals 2nd precision versus accuracy (in personas) 2nd 3rd presentation of choices 2nd 3rd primary personas 2nd Principle of Commensurate Effort problems (of computer) displaying to users 2nd processes changing 2nd 3rd design-friendly 2nd processes (development) dehumanizing effects of 2nd product completion determining 2nd product descriptions 2nd . feature list bargaining blueprints as 2nd versus feature lists product development customer-driven 2nd as service provider 2nd 3rd conceptual integrity 2nd influences on product development managers [See managers] product development process filmmaking comparison 2nd 3rd 4th Product Managers deadline creation fear of product cancellation 2nd product quality responsibility for 2nd product specifications versus design productivity loss 2nd 3rd 4th 5th products cancellations 2nd late shipment 2nd program design defined priority of traditional practices 2nd programmers "feature list bargaining" 2nd as "Homo logicus" 2nd 3rd 4th 5th 6th 7th as apologists as designers 2nd 3rd 4th conflicts of interest General Magic shortcomings 2nd 3rd 4th 5th 6th 7th 8th 9th 10th training conflict of interest control over products 2nd 3rd 4th cost of 2nd design documents and 2nd 3rd psychology of 2nd desire for control 2nd desire for understanding 2nd focus on possibilities 2nd 3rd programmers as "jocks" 2nd 3rd 4th programmers as pilots role of 2nd shortcomings 2nd 3rd willingness to change 2nd programming before design costs 2nd complexity of culture of 2nd authority figures and isolation 2nd Microsoft 2nd 3rd 4th 5th military culture comparison propagation of reusing code 2nd 3rd 4th reverence for technical skill 2nd scarcity thinking 2nd sense of responsibility 2nd 3rd 4th sense of superiority designing before usability testing and 2nd prototypes 2nd as product foundations in-car navigation system example 2nd 3rd Ruby value 2nd 3rd 4th versus design 2nd psychology of programmers 2nd 3rd [See also culture of programming] desire for control 2nd desire for understanding 2nd focus on possibilities 2nd 3rd programmers as "jocks" 2nd 3rd 4th |