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Foreword | |
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Computer Obliteracy | |
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Riddles for the Information Age | |
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What Do You Get When You Cross a Computer with an Airplane? | |
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What Do You Get When You Cross a Computer with a Camera? | |
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What Do You Get When You Cross a Computer with an Alarm Clock? | |
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What Do You Get When You Cross a Computer with a Car? | |
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What Do You Get When You Cross a Computer with a Bank? | |
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Computers Make It Easy to Get into Trouble | |
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Commercial Software Suffers, Too | |
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What Do You Get When You Cross a Computer with a Warship? | |
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Techno-Rage | |
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An Industry in Denial | |
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The Origins of This Book | |
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Cognitive Friction | |
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Behavior Unconnected to Physical Forces | |
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Design Is a Big Word | |
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The Relationship Between Programmers and Designers | |
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Most Software Is Designed by Accident | |
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"Interaction" Versus "Interface" Design | |
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Why Software-Based Products Are Different | |
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The Dancing Bear | |
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The Cost of Features | |
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Apologists and Survivors | |
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How We React to Cognitive Friction | |
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The Democratization of Consumer Power | |
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Blaming the User | |
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Software Apartheid | |
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It Costs You Big Time | |
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Wasting Money | |
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Deadline Management | |
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What Does "Done" Look Like? | |
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Parkinson's Law | |
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The Product That Never Ships | |
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Shipping Late Doesn't Hurt | |
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Feature-List Bargaining | |
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Programmers Are in Control | |
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Features Are Not Necessarily Good | |
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Iteration and the Myth of the Unpredictable Market | |
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The Hidden Costs of Bad Software | |
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The Only Thing More Expensive Than Writing Software Is Writing Bad Software | |
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Opportunity Cost | |
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The Cost of Prototyping | |
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The Dancing Bear | |
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If It Were a Problem, Wouldn't It Have Been Solved by Now? | |
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Consumer Electronics Victim | |
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How Email Programs Fail | |
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How Scheduling Programs Fail | |
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How Calendar Software Fails | |
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Mass Web Hysteria | |
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What's Wrong with Software? | |
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Software Forgets | |
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Software Is Lazy | |
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Software Is Parsimonious with Information | |
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Software Is Inflexible | |
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Software Blames Users | |
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Software Won't Take Responsibility | |
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Customer Disloyalty | |
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Desirability | |
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A Comparison | |
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Time to Market | |
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Eating Soup With a Fork | |
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The Inmates Are Running the Asylum | |
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Driving from the Backseat | |
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Hatching a Catastrophe | |
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Computers Versus Humans | |
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Teaching Dogs to Be Cats | |
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Homo Logicus | |
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The Jetway Test | |
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The Psychology of Computer Programmers | |
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Programmers Trade Simplicity for Control | |
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Programmers Exchange Success for Understanding | |
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Programmers Focus on What Is Possible to the Exclusion of What Is Probable | |
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Programmers Act Like Jocks | |
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An Obsolete Culture | |
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The Culture of Programming | |
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Reusing Code | |
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The Common Culture | |
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Programming Culture at Microsoft | |
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Cultural Isolation | |
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Skin in the Game | |
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Scarcity Thinking | |
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The Process Is Dehumanizing, Not the Technology | |
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Interaction Design is Good Business | |
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Designing for Pleasure | |
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Personas | |
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Design for Just One Person | |
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The Roll-Aboard Suitcase and Sticky Notes | |
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The Elastic User | |
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Be Specific | |
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Hypothetical | |
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Precision, Not Accuracy | |
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A Realistic Look at Skill Levels | |
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Personas End Feature Debates | |
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Both Designers and Programmers Need Personas | |
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It's a User Persona, Not a Buyer Persona | |
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The Cast of Characters | |
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Primary Personas | |
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Case Study: Sony Trans Com's P@ssport | |
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The Conventional Solution | |
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Personas | |
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Designing for Clevis | |
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Designing for Power | |
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Goals Are the Reason Why We Perform Tasks | |
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Tasks Are Not Goals | |
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Programmers Do Task-Directed Design | |
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Goal-Directed Design | |
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Goal-Directed Television News | |
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Goal-Directed Classroom Management | |
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Personal and Practical Goals | |
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The Principle of Commensurate Effort | |
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Personal Goals | |
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Corporate Goals | |
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Practical Goals | |
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False Goals | |
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Computers Are Human, Too | |
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Designing for Politeness | |
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What Is Polite? | |
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What Makes Software Polite? | |
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Polite Software Is Interested in Me | |
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Polite Software Is Deferential to Me | |
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Polite Software Is Forthcoming | |
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Polite Software Has Common | |