| 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 |