The Humane Interface. New Directions for Designing Interactive Systems ACM Press Series
Authors: Raskin J
Published year: 2000
Pages: 11-12/54
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Human Interface, The: New Directions for Designing Interactive Systems
By Jef Raskin
Table of Contents
Chapter One.  Background


1-3 Human-Centered Design and User -Centered Design

We have overcomplicated the software and forgotten the primary objective.

?span class="docEmphasis">Jim and Sandra Sundfors

Not only interface designers but also managers in the electronics and computer industries understand the need for user- or customer-centered design. The first step in meeting this need is to get to know your users, but in commercial practice, getting to know the users usually consists of listening to task domain experts. Domain experts often know the parameters and details of the problem to be solved , but their formal expertise does not usually extend to questions of human psychology. Although users' task- related needs differ , your user population shares many common mental attributes. Before exploring the application or even working to accommodate differences among individuals, interface designers can minimize their work by exploiting what is common to all humans with regard to interface-design requirements. After that is accomplished, the interface designers can accommodate the differences across individuals and groups, and, finally, they can satisfy the varying requirements of their tasks . That crucial first step—making sure that the interface design accords with universal psychological facts—is customarily omitted in the design process. For the most part, interface designers have abdicated that responsibility to "industry standards." All current popular interfaces have been built on underpinnings that flout what we know about human thought and behavior. For example, files with file names are a nearly universal feature in computer systems, yet we all have trouble remembering what file name we used to store a document six months ago. (A solution to this problem will be discussed in Section 5-3.) We want comprehensible software that demonstrates , by its impeccable behavior, that its designers were focused more on usability than on glitz.


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Team-Fly    

Human Interface, The: New Directions for Designing Interactive Systems
By Jef Raskin
Table of Contents
Chapter One.  Background


1-4 Tools That Do Not Facilitate Design Innovation

Creating fine interfaces can require undertaking intensive and expensive work. Interface-building tools, such as Visual Basic or Visual C++, are marketed as lowering development costs and speeding implementation. In spite of their utility, these tools will not be mentioned often in this book; they enshrine current paradigms and thus unduly limit the scope of what you can do. Similarly, the Macintosh or Windows interface guidelines and a portion of the heuristics presented by books on interface design occasionally give advice that is demonstrably incorrect—often due to the company's need to maintain compatibility with earlier versions of the interfaces and to the misperception that users will inevitably revolt if old, familiar interface methods are abandoned . Where real improvement can be achieved by making major changes, the interface designer must balance the legitimate use of familiar paradigms , which ease the learning process, against the enhanced usability that can be attained by abandoning them. In a situation of rapid turnover of personnel or the customer base, familiarity might be the better design choice. Where most of the users' time will be spent in routine operation of the product and where learning is only a small part of the picture, designing for productivity—even if that requires retraining —is often the correct decision.


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The Humane Interface. New Directions for Designing Interactive Systems ACM Press Series
Authors: Raskin J
Published year: 2000
Pages: 11-12/54
Buy this book on amazon.com >>