The Humane Interface: New Directions for Designing Interactive Systems (Anglais) Broché – 29 mars 2000
|Neuf à partir de||Occasion à partir de|
- Choisissez parmi 17 000 points de collecte en France
- Les membres du programme Amazon Premium bénéficient de livraison gratuites illimitées
- Trouvez votre point de collecte et ajoutez-le à votre carnet d’adresses
- Sélectionnez cette adresse lors de votre commande
Produits fréquemment achetés ensemble
Les clients ayant acheté cet article ont également acheté
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
--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.
Aucun appareil Kindle n'est requis. Téléchargez l'une des applis Kindle gratuites et commencez à lire les livres Kindle sur votre smartphone, tablette ou ordinateur.
Pour obtenir l'appli gratuite, saisissez votre numéro de téléphone mobile.
Détails sur le produit
Commentaires en ligne
Meilleurs commentaires des clients
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.
Commentaires client les plus utiles sur Amazon.com (beta)
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.
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.
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.
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.
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.