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The Inmates Are Running the Asylum Why High Tech Products Drive Us Crazy &How to Restore the Sanity - 2004 publication
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
BUY ON AMAZON
Inmates Are Running the Asylum, The: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity
Table of Contents
Copyright
Acknowledgments
Introduction
Foreword to the Original Edition
The Business-Case Book
Business-Savvy TechnologistTechnology-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
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 Pssport
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
index_SYMBOL
index_A
index_B
index_C
index_D
index_E
index_F
index_G
index_H
index_I
index_K
index_L
index_M
index_N
index_O
index_P
index_Q
index_R
index_S
index_T
index_U
index_V
index_W
index_X
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
BUY ON AMAZON
Kanban Made Simple: Demystifying and Applying Toyotas Legendary Manufacturing Process
Introduction to Kanban
Initial Startup and Common Pitfalls
Appendix D Organizational Changes Required for Kanban
Appendix G Intra-Cell Kanban
Appendix I Case Study 2: Rubber Extrusion Plant
C++ GUI Programming with Qt 3
Subclassing QDialog
Implementing the Other Menus
Subclassing QTableItem
Customizing Qt Widgets
Container Classes
Cisco IOS in a Nutshell (In a Nutshell (OReilly))
Getting Started
Using the IOS Filesystem for Images
The line Command
Multicast Routing
ping
C & Data Structures (Charles River Media Computer Engineering)
Address and Pointers
Strings
Files
Problems in Linked Lists
Miscellaneous Problems
VBScript in a Nutshell, 2nd Edition
VBScript Data Types: The Many Faces of the Variant
Program Flow
Program Flow
Section B.3. Date and Time Constants
Section C.3. Comparison Operators
FileMaker 8 Functions and Scripts Desk Reference
Exporting Data
Text Formatting Functions
Get(ScriptName)
Get(WindowContentWidth)
VarianceP()
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