Table of Contents


  
• Table of Contents
• Index
Inmates Are Running the Asylum, The: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity
By Alan Cooper
 
Publisher: Sams Publishing
Pub Date: February 24, 2004
ISBN: 0-672-32614-0
Pages: 288
Slots: 1.0   
Copyright
   Acknowledgments
   Introduction
   Foreword to the Original Edition
      The Business-Case Book
      Business-Savvy Technologist/Technology-Savvy Businessperson
   Foreword
    Part I:  Computer Obliteracy
        Chapter 1.  Riddles for the Information Age
      What Do You Get When You Cross a Computer with an Airplane?
      What Do You Get When You Cross a Computer with a Camera?
      What Do You Get When You Cross a Computer with an Alarm Clock?
      What Do You Get When You Cross a Computer with a Car?
      What Do You Get When You Cross a Computer with a Bank?
      Computers Make It Easy to Get into Trouble
      Commercial Software Suffers, Too
      What Do You Get When You Cross a Computer with a Warship?
      Techno-Rage
      An Industry in Denial
      The Origins of This Book
        Chapter 2.  Cognitive Friction
      Behavior Unconnected to Physical Forces
      Design Is a Big Word
      The Relationship Between Programmers and Designers
      Most Software Is Designed by Accident
      "Interaction" Versus "Interface" Design
      Why Software-Based Products Are Different
      The Dancing Bear
      The Cost of Features
      Apologists and Survivors
      How We React to Cognitive Friction
      The Democratization of Consumer Power
      Blaming the User
      Software Apartheid
    Part II:  It Costs You Big Time
        Chapter 3.  Wasting Money
      Deadline Management
      What Does "Done" Look Like?
      Shipping Late Doesn't Hurt
      Feature-List Bargaining
      Features Are Not Necessarily Good
      Iteration and the Myth of the Unpredictable Market
      The Hidden Costs of Bad Software
      The Cost of Prototyping
        Chapter 4.  The Dancing Bear
      If It Were a Problem, Wouldn't It Have Been Solved by Now?
      Consumer Electronics Victim
      How Email Programs Fail
      How Scheduling Programs Fail
      How Calendar Software Fails
      Mass Web Hysteria
      What's Wrong with Software?
        Chapter 5.  Customer Disloyalty
      Desirability
      A Comparison
      Time to Market
    Part III:  Eating Soup with a Fork
        Chapter 6.  The Inmates Are Running the Asylum
      Driving from the Backseat
      Hatching a Catastrophe
      Computers Versus Humans
      Teaching Dogs to Be Cats
        Chapter 7.  Homo Logicus
      The Jetway Test
      The Psychology of Computer Programmers
      Programmers Trade Simplicity for Control
      Programmers Exchange Success for Understanding
      Programmers Focus on What Is Possible to the Exclusion of What Is Probable
      Programmers Act Like Jocks
        Chapter 8.  An Obsolete Culture
      The Culture of Programming
      Reusing Code
      The Common Culture
      Cultural Isolation
      Skin in the Game
      The Process Is Dehumanizing, Not the Technology
    Part IV:  Interaction Design Is Good Business
        Chapter 9.  Designing for Pleasure
      Personas
      Design for Just One Person
      The Elastic User
      Be Specific
      Hypothetical
      Precision, Not Accuracy
      A Realistic Look at Skill Levels
      Personas End Feature Debates
      It's a User Persona, Not a Buyer Persona
      The Cast of Characters
      Primary Personas
      Case Study: Sony Trans Com's P@ssport
        Chapter 10.  Designing for Power
      Goals Are the Reason Why We Perform Tasks
      Tasks Are Not Goals
      Goal-Directed Design
      Personal and Practical Goals
      Personal Goals
      Corporate Goals
      Practical Goals
      False Goals
      Computers Are Human, Too
      Designing for Politeness
      What Makes Software Polite?
      Case Study: Elemental Drumbeat
        Chapter 11.  Designing for People
      Scenarios
      Daily-Use Scenarios
      Necessary-Use Scenarios
      Edge-Case Scenario
      Inflecting the Interface
      Perpetual Intermediates
      Vocabulary
      Reality Bats Last
      Case Study: Logitech ScanMan
      Bridging Hardware and Software
      Less Is More
    Part V:  Getting Back into the Driver's Seat
        Chapter 12.  Desperately Seeking Usability
      The Timing
      User Testing
      Multidisciplinary Teams
      Programmers Designing
      How Do You Know?
      Style Guides
      Focus Groups
      Visual Design
      Industrial Design
      Cool New Technology
      Iteration
        Chapter 13.  A Managed Process
      Who Really Has the Most Influence?
      Finding Bedrock
      Making Movies
      The Deal
      Who Owns Product Quality?
      Creating a Design-Friendly Process
        Chapter 14.  Power and Pleasure
      An Example of a Well-Run Project
      A Companywide Awareness of Design
      Benefits of Change
      Let Them Eat Cake
      Alan Cooper
   Index


Inmates Are Running the Asylum, The. Why High-Tech Products Drive Us Crazy and How to Restore the Sanity
The Inmates Are Running the Asylum Why High Tech Products Drive Us Crazy &How to Restore the Sanity - 2004 publication
ISBN: B0036HJY9M
EAN: N/A
Year: 2003
Pages: 170

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net