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The Humane Interface: New Directions for Designing Interactive Systems (ACM Press)

The Humane Interface: New Directions for Designing Interactive Systems (ACM Press)

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Author: Jef Raskin
Publisher: Addison-Wesley Professional
Category: Book

List Price: $44.99
Buy Used: $2.56
You Save: $42.43 (94%)



New (42) Used (39) from $2.56

Avg. Customer Rating: 4.0 out of 5 stars 54 reviews
Sales Rank: 83052

Media: Paperback
Number Of Items: 1
Pages: 256
Shipping Weight (lbs): 1.1
Dimensions (in): 9.1 x 6.1 x 0.7

ISBN: 0201379376
Dewey Decimal Number: 004.019
EAN: 9780201379372
ASIN: 0201379376

Publication Date: April 8, 2000
Availability: Usually ships in 1-2 business days
Shipping: Expedited shipping available
Shipping: International shipping available
Condition: Creased Cover Buy from the best: 4,000,000 items shipped to delighted customers. We have 1,000,000 unique items ready to ship today!

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Editorial Reviews:

Amazon.com Review
"The book that explains why you really hate computers."

I've admired Jef Raskin for years. For those who don't know, he is the "Father of the Macintosh," one of the original geniuses who guided the Mac in the early days. But, more than a computer scientist, Raskin is a cognitive psychologist. He studies how the brain works with special emphasis on how that relates to us using computers. His magnum opus was the Canon Cat, which was an excellent and well-thought-out little computer.

In The Humane Interface, Raskin goes into detail describing how computers can be made easier to understand and use. Ever want to know why you really don't like Windows? The answer is in this book. In fact, there's so much in this book that makes sense, I really want to send a copy to every employee at Microsoft.

I loved reading this book and nodding my head in rabid agreement. Raskin states, "There has never been any technical reason for a computer to take more than a few seconds to begin operation when it is turned on." So why then does Windows (or Linux!) take so darn long to start up? The PalmPilot is on instantly, as is your cell phone. But for some reason, we tolerate the computer taking a few eons to start. (And until consumers complain about it, things won't change.)

Computers can be easy to use, and the people who design them and design software need to read this book. Do you ever get the impression that the person who designed a piece of software must have come from the same company that designed the front panel on your VCR? Why should you have to double-click anything? What does Ctrl+D mean one thing in one program and a completely different thing in another? And what's the point of the Yes/No confirmation if the user is in the habit of clicking Yes without thinking about it? Raskin neatly probes all these areas.

While I admire everything Raskin has to say, the book is pretty heavy on the psychology end. Myself, I enjoy cognitive psychology (especially books by Raskin's cohort Donald Norman), though some may find that part of the book boring. Even so, Raskin builds and backs his argument in a most eloquent and scientific manner. Especially if you design software or need to teach or train people to use computers, this book deserves a spot on your shelf. --Dan Gookin

Product Description
This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh project. 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.


Customer Reviews:   Read 49 more reviews...

5 out of 5 stars "Outside the box" and brilliantly so   January 23, 2008
 1 out of 1 found this review helpful

I learned a lot from this book. Not just how to design efficient interfaces for software, but also how to design efficient interfaces for HUMANS. Some earlier reviewers, "A Customer" in particular, seem to have misunderstood the concepts that Jef so finely explained. Yes, he suggests making content the interface itself because that's what computers are for--creating, editing, and navigating your content. One of Jef's Asimov-esque principles is "Under no circumstance should your computer harm your content or let it come to harm through inaction." Indeed. Hence we should eliminate the Save "feature" and instead the computer should save EVERY action you do AUTOMATICALLY. This way, no matter what happens, your content will be safe--even if there's a power outage.

Jef's key concept was giving the user the complete power of the computer at any time. This means displaying the user's content in a Zoomable User Interface (ZUI; what he termed "ZoomWorld") and allowing the user to access every command of the computer at the press of a button. This button is the Command Key and it interprets our natural language into tasks to perform (an omnipresent, humane command line, if you will). For example, if I found something cool on the web and want to email it to a friend, I would simply type the email address I want it sent to, select it, then make a new selection of the content (ZoomWorld remembers what you selected and in what order!), press and hold the Command Key and type SEND. When you let go of the Command Key, the command is executed. The system will know that you previously selected an email address and that you are currently selecting something to send to that email address--it does the thinking for you.

But reading this book is one thing. Creating what Jef describes is another, but thankfully his son, Aza Raskin, is carrying on his legacy and has created this omnipresent, ubiquitous command line in the form of Enso, which can be downloaded for free at humanized.com. There are actually a number of developments underway that incorporate many of the ideas Jef explains in the book. Things like Microsoft's Surface (utilizes a ZUI), Google's Android (utilizes the software architecture Jef envisioned which eliminates redundant functionality) and a number of free and open source projects that aim to experiment with his ideas (google "raskin, archy" without quotes).

We're at a turning point in software design. Jef Raskin was way ahead of his time but we're finally seeing the fruits of his research, so if you want to find out where software is heading, give this book a read. Also check out what the crew at Humanized are doing to get a hands-on glimpse at what's possible.



4 out of 5 stars Outdated, but interesting.   September 14, 2006
 3 out of 3 found this review helpful

An interesting read, although many of his examples seem quite outdated. Most of the examples of bad user interfaces come from either Microsoft Windows, or a very old version of Microsoft Word running on a Mac. Most of his examples of good use interfaces come from the ancient Canon Cat computer, or occasionally from the original Macintosh project.

The book does spend a fair amount of time describing various laws and rules for evaluating the effectiveness and efficiency of user interface designs. This portion of the text is sure to remain valid throughout the years.

Although not exactly a page turner, I would recommend this book for anybody who designs user interfaces on a regular basis - even if you don't use the laws described, at least knowing about them is likely to make you design better interfaces unconsciously.



5 out of 5 stars Excellent book on HCI   August 30, 2006
 0 out of 1 found this review helpful

The level of detail in this book was appropriate and helpful for the field, while not overly boring and technical. Real-world examples given, which are still useful despite the fast development of new systems. Some improvements visible in New Operating Systems, which gives the suggestions validity in the industry.


3 out of 5 stars Interesting, but probably not what you're looking for   July 24, 2006
 2 out of 3 found this review helpful

The author brings up some interesting issues, and has some very interesting ideas about user interface design. At the very least, it gets you questioning some practices that may have seemed beyond questioning. The author's credibility vanished for me when he suggested that file names and directory structures should be done away with in favour of full text searches because file names are just to hard to remember! That said, there are some good ideas, particularly in chapter 6.


5 out of 5 stars Amazing   December 19, 2005
 0 out of 6 found this review helpful

A wonderful introduction too user interface design based on real science, a model for a sucessful OS interface, and Raskins personal thoughts.


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