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The Humane Interface: New Directions for Designing Interactive Systems (Anglais) Broché – 29 mars 2000

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Descriptions du produit

Présentation de l'éditeur

The honeymoon with digital technology is over: millions of users are tired of having to learn huge, arcane programs to perform the simplest tasks; fatigued by the pressure of constant upgrades, and have had enough of system crashes. In The Humane Interface, Jef Raskin -- the legendary, controversial creator of the original Apple Macintosh project -- shows that there is another path. Raskin explains why today's interface techniques lead straight to a dead end, and offers breakthrough ideas for building systems users will understand -- and love. Raskin reveals the fundamental design failures at the root of the problems so many users experience; shows how to understand user interfaces scientifically and quantitatively; and introduces fundamental principles that should underlie any next-generation user interface. He introduces practical techniques designers can use to improve their productivity of any product with an information-oriented human-machine interface, from personal computers to Internet appliances and beyond. The book presents breakthrough solutions for navigation, error management, and more, with detailed case studies from Raskin's own work. For all interface design programmers, product designers, software developers, IT managers, and corporate managers.

Quatrième de couverture

"Deep thinking is rare in this field where most companies are glad to copy designs that were great back in the 1970s. The Humane Interface is a gourmet dish from a master chef. Five mice!"
--Jakob Nielsen, Nielsen Norman Group
Author of Designing Web Usability: The Practice of Simplicity

This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh. Other books may show how to use today's widgets and interface ideas effectively. Raskin, however, demonstrates that many current interface paradigms are dead ends, and that to make computers significantly easier to use requires new approaches. He explains how to effect desperately needed changes, offering a wealth of innovative and specific interface ideas for software designers, developers, and product managers.

The Apple Macintosh helped to introduce a previous revolution in computer interface design, drawing on the best available technology to establish many of the interface techniques and methods now universal in the computer industry. With this book, Raskin proves again both his farsightedness and his practicality. He also demonstrates how design ideas must be built on a scientific basis, presenting just enough cognitive psychology to link the interface of the future to the experimental evidence and to show why that interface will work.

Raskin observes that our honeymoon with digital technology is over: We are tired of having to learn huge, arcane programs to do even the simplest of tasks; we have had our fill of crashing computers; and we are fatigued by the continual pressure to upgrade. The Humane Interface delivers a way for computers, information appliances, and other technology-driven products to continue to advance in power and expand their range of applicability, while becoming free of the hassles and obscurities that plague present products.



0201379376B07092001

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Format: Broché
Jef Raskin est l'un des pères du Macintosh - et donc des interfaces graphiques modèrnes. Dans ce livre, il revient aux fondements des IHM et nous livre tout un ensemble de pistes pour dépasser les standards MacOS/Windows sur lesquels l'industrie semble s'être figée.
Bien que l'organisation générale ne soit pas toujours claire, le livre est passionnant à deux titres : la définition des concepts de base de l'IHM (locus, mode, etc.) est très intéressante, et les idées de pistes pour l'avenir (interfaces zoomables, etc.) sont assez stimulantes. Un ouvrage excellent.
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Commentaires client les plus utiles sur Amazon.com (beta)

Amazon.com: HASH(0x93af3eac) étoiles sur 5 64 commentaires
71 internautes sur 78 ont trouvé ce commentaire utile 
HASH(0x93ba290c) étoiles sur 5 A practical, insightful leap forward, a must-read 9 avril 2000
Par Thomas J. Atwood - Publié sur Amazon.com
Format: Broché
I recommend this book wholeheartedly and not only for the marketplace that includes application designers and web page developers, but also for the many who may be curious about the fundamentals of human-computer interaction. The book succeeds in providing a basic education in interface design principles. For me, an editorial director in magazine publishing working with a growing web department, the book was fascinating and stimulating. I now recognize interface elements that work well, or that do not, much more ably.
The book describes a set of elements that coalesce into a next-generation interface that could revolutionize the way people use computers. Jef does a brilliant job reducing quantification of interface activity to readily understandable terms. And for those who want a deeper, philosophic, scientific look, Jef very briefly delves into information theory to show how to evaluate the ultimate efficiency of drop down menus, error messages, and the like.
Jef has done an enormous amount of research and credits countless pioneers and researchers. His colorful and interesting sidebars and eclectic appendices are interesting side trips. Jef's work is an eloquent, humble, and inspirational salute to current knowledge that awaits implementation. But it is also a primer for every web page developer, every editor working with web page developers, and every application or operating system designer out there. Offering many practical insights, this book lucidly pursues the humane where computers and human lives are becoming ever more entwined.
43 internautes sur 47 ont trouvé ce commentaire utile 
HASH(0x93ba2960) étoiles sur 5 Not 'New Directions' but valuable; annoying in places 5 septembre 2000
Par David P. Bishop - Publié sur Amazon.com
Format: Broché
This book doesn't really contain "New Directions for Designing Interactive Systems" like it says on the cover. In fact, Jef's directions for designing interactive systems mostly revolve around his designs for the Canon Cat, which date from 1984-1987. Different, and a departure from what's become the norm (the WIMP, or Windows Icons Menus Pointers graphical user interface), but not new.
Readers may be annoyed by Jef's continued insistence throughout the book that the Cat contained such wonderfully efficient interface ideas, but there are some solid ideas presented. Highlights of this book include Raskin's introduction and description of Locus of Attention (approximately: involuntary focus), which may be as important for designers to consider as users' conscious focus. The concept of 'monotony' in interfaces is also interesting to consider as Raskin describes it, because he asserts this is a path that allows users to form efficient automaticity and focus on tasks rather than the interface. Also, chapter 4 includes an overview of GOMS analysis that does a good job of bringing it out of the academic esoteric realm into a place where more interaction designers will consider using it for commercial projects. Raskin's heuristics for good interaction design are spread throughout the book (would have been nicer if they were all corralled into one place for reference), but Appendix B comes close to summarizing them -- it is a document from Alzofon and Raskin's 1985 SwyftCard design.
Low points of the book include Raskin's annoying, overly specific notation for keystrokes that he uses throughout, the lecturing tone, the tedium of chapter five, and the goofy quantitative modality measure he proposes in chapter three.
167 internautes sur 199 ont trouvé ce commentaire utile 
HASH(0x93ba2d98) étoiles sur 5 "Outside the box" isn't the same thing as "good" 19 mars 2001
Par Un client - Publié sur Amazon.com
Format: Broché
I found a lot to disagree with in this book. Mr. Raskin recommends that we dispense with GUI fluff that obscures more than it illuminates (not necessarily a bad idea) and replace it with a system in which your content IS the interface. While typing this review, for instance, I could type the word SAVE, select the word SAVE, and invoke a command to interpret the selected word as a command, thus saving the text to disk. Or type EMAIL (right here in the middle of this sentence!), select the command (and somehow also select the sentence), and tap a key to send the sentence off as an email. Or I can type an arithmetic expression into my text and evaluate it on the fly (which as we all know, most users need to do urgently and often). Truly out-there stuff, and I think that's admirable, but I also think it's wrong. Many of the book's proposed computing paradigms are based on the notion that most files are text files, when in reality, at least in today's systems, only a tiny percentage of files contain human-readable text. We've got applications, MP3s, video, pointers to content, content we've made ourselves, content from other sources. These data are different, and cannot all be tossed into a homogeneous soup and treated as text.
Moreover, the book has some "bugs" which limit its own useability. Mr. Raskin makes dozens of references to a product he designed and extols, the Canon Cat, but never actually explains what it is. I know that it lets users manage files without having to name them (interesting) but I don't know what kind of files they're making, so I can't decide whether this is a good idea. The book does not offer even a single screentshot of this device. Same goes for Swyftware, another oft-cited product with which the author assumes we are familiar, when we are not (Google reports only 7 references on the Web). Instead of showing us pictures these paragons of design in action, the book devotes precious glossy color plates to a gallery of black & white icons, a Windows menu bar, a photo of a grey radio and other illustrations in which color is meaningless.
In this book Mr. Raskin is really thinking, and he does back up his ideas with (talk of) empirical data. And as someone who has developed both hardware and software, he is not afraid to propose alternative input devices and new keys added to the keyboard. That's interesting stuff. But so many ideas just seem wrong. I don't think people want their computer to process keypresses while it is asleep. I don't think people are suffering for lack of a quicker way to enter a Carriage Return character into a search & replace dialog. And I don't think people want to have to learn a command-line interface and then type up their own menus (suffering through syntax errors in the process) to attain the convenience of a GUI. It's a novel book, but I won't recomment it on that basis alone.
20 internautes sur 21 ont trouvé ce commentaire utile 
HASH(0x93ba7168) étoiles sur 5 Fundamentals and Futurist speculation 15 février 2002
Par Bob Carpenter - Publié sur Amazon.com
Format: Broché
Raskins' "The Humane Interface" is cut from the same cloth as Alan Cooper's "About Face", Jeff Johnson's "GUI Bloopers", and Bruce Tognazzini's "Tog on Interface". I prefer Johnson's books to the others due to its thoroughness, even-handedness and case-study orientation. As in Cooper's and Tognazzini's books, many of Raskin's recommendations are tried and true, whereas others are much more speculative.
Raskin thoroughly grounds his book in cognitive theory, which for a cognitive scientist like me, is highly refreshing. Others might not appreciate the theory as much, but this is clearly the meat of the science of UI design. But this is not a book on cognitive psychology, so it quickly moves on to discuss "cognetics", which he describes as the ergonomics of the mind. Like most UI designers, Raskin has semantic qualms with the term "intuitive", but introduces "affordances" as a stand-in. An affordance is simply something that's familiar from your earlier experiences. Combined with "visibility", they form the backbone of easy-to-use-out-of-the-box UI design. Raskin quite rightly denies the zero-sum nature of design for novice versus design for experts, claiming you can build well for both by following the domain. There's an excellent discussion of Fitt's Law, which predicts how long it will take to land a mouse on a screen object based on size and distance. I also appreciated the clear explanation of the GOMS keystroke model and his subsequent application of information theory to the design of a farenheit-celsius converter.
Getting more concrete, Raskin delivers the obligatory rant against modes. In a novel twist, he then introduces a nifty notation of the elementary actions of today's GUI's (mouse down, key clicks, selection, mouse movement, etc.), which brings him much closer to the engineering side of interface design than any of the competing books. There is an excellent description of in-text search, using emacs (the text editor of choice for the world's programmers) as an example. The section on commands and transformers, the basis of the Unix operating system and software design within it, indicate that emacs wasn't the only thing Raskin picked up before he designed the Mac UI.
I was completely unconvinced by Raskin's radical suggestions for redesigning (really discarding) the notion of file. I can't imagine making his concept of LEAP work in practice. I'm not even sure I understood the description. I was equally unimpressed by his "Zoomworld" suggestions for navigation.
"The Humane Interface" doesn't break much new ground, but its solid foundations and smattering of sharp insights make it a worthwhile edition to any UI designer's bookshelf.
32 internautes sur 36 ont trouvé ce commentaire utile 
HASH(0x93ba7264) étoiles sur 5 Every computer programmer should read this book! 28 mai 2000
Par Un client - Publié sur Amazon.com
Format: Broché
I can not over-emphasize how absolutely important it is for everyone involved in the design or programming of computer software--no matter how big or how small--to read this book. Even designers of non-computer interfaces, like for steroes or vcrs, would benefit from reading it.
The book doesn't just explain the dos and don'ts of interface design--it also clearly explains the WHYS, by going into the psychology of the human mind and explaining interface design from that standpoint.
It is true that the book goes outside the realm of currently-used computer systems, and introduces ideas that can't immediately be put to good use. But that is necessary to get a complete picture of the concepts. (Not to mention the help that it might give to someone who decides to go about designing an all-new computer or operating system of his or her own. This is a hint for all you inventors out there.)
And it isn't just the individual ideas themselves. After finishing the book, I began to have an all-new way of thinking about programming; a whole new attitude which is helping me with some of the projects I'm currently working on. A creative mind can think of many new ideas based on the general concepts presented here, other than the specific things that Raskin mentions.
The book is, for the most part, very pleasant to read (a page-turner!) and focused on the concepts. Very professionally done.
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