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Humane Interface New Directions for Designing Interactive Systems

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ISBN-10: 0201379376

ISBN-13: 9780201379372

Edition: 2000

Authors: Jef Raskin

List price: $54.99
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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…    
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Book details

List price: $54.99
Copyright year: 2000
Publisher: Addison Wesley Professional
Publication date: 3/29/2000
Binding: Paperback
Pages: 256
Size: 6.25" wide x 9.25" long x 0.50" tall
Weight: 1.034
Language: English

Preface
Acknowledgments
Introduction: The Importance of Fundamentals
Background
Interface Definition
Keep the Simple Simple
Human-Centered Design and User-Centered Design
Tools That Do Not Facilitate Design Innovation
Interface Design in the Design Cycle
Definition of a Humane Interface
Cognetics and the Locus of Attention
Ergonomics and Cognetics: What We Can and Cannot Do
Cognitive Conscious and Cognitive Unconscious
Locus of Attention
Formation of Habits
Execution of Simultaneous Tasks
Singularity of the Locus of Attention
Origins of the Locus of Attention
Exploitation of the Single Locus of Attention
Resumption of Interrupted Work
Meanings, Modes, Monotony, and Myths
Nomenclature and Notations
Modes
Definition of Modes
Modes, User-Preference Settings, and Temporary Modes
Modes and Quasimodes
Noun-Verb versus Verb-Noun Constructions
Visibility and Affordances
Monotony
Myth of the Beginner-Expert Dichotomy
Quantification
Quantitative Analyses of Interfaces
GOMS Keystroke-Level Model
Interface Timings
GOMS Calculations
GOMS Calculation Examples
Hal's Interface: Solution 1, Dialog Box
Hal's Interface: Solution 2, GUI
Measurement of Interface Efficiency
Efficiency of Hal's Interfaces
Other Solutions for Hal's Interface
Fitts' Law and Hick's Law
Fitts' Law
Hick's Law
Unification
Uniformity and Elementary Actions
Elementary Actions Cataloged
Highlighting, Indication, and Selection
Commands
Display States of Objects
File Names and Structures
String Searches and Find Mechanisms
Search-Pattern Delimiters
Units of Interaction
Cursor Design and a Strategy for Making Selections
Cursor Position and LEAP
Applications Abolished
Commands and Transformers
Navigation and Other Aspects of Humane Interfaces
Intuitive and Natural Interfaces
Better Navigation: Zoom World
Icons
Techniques and Help Facilities in Humane Interfaces
Cut and Paste
Messages to the User
Simplified Sign-Ons
Time Delays and Keyboard Tricks
Letter from a User
Interface Issues Outside the User Interface
More Humane Programming Language Environments
System and Development Environment
Importance of Documentation in Program Creation
Modes and Cables
Ethics and Management of Interface Design
Conclusion
The One-Button Mouse History
SwyftCard Interface Theory of Operation
References
Index