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The Humane Interface. New Directions for Designing Interactive Systems. Paperback – 1 Mar. 2000

4.4 4.4 out of 5 stars 63 ratings

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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 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.

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Amazon 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

From the Author

The origins of "The Humane Interface" -- and a puzzle.
.

I’d like to say a few words about my book’s origins and to mention a little puzzle that I slipped in.

"The Humane Interface" grew from my desire to understand why certain interface designs were successful and others were not. After creating the Macintosh project and solving hundreds of interface problems for companies around the world, I still could not fully explain how I knew what would work. To satisfy my own curiosity as well as explain it to others, I studied the literature of human cognitive performance and carefully observed users of the Web, computers, and information appliances. I learned about underlying, empirically-based principles that explained and predicted many details of human-machine interaction. Many of these were already in the literature, but had not been pulled together into a cogent whole. A few were newly invented.

Understanding fundamental principles sheds light on and helps us improve present practices, and lets us avoid pitfalls we might not have noticed. Working from foundations -- instead of examples of current practice, as in most books on interface design -- leads us onto new, fruitful paths that we might otherwise not have explored.

The converse is also true (and very revealing). "The Humane Interface" allows you to understand conclusively why so many present interfaces are so frustrating and annoying.

The puzzle: Why is there a picture of the Hunchback of Notre Dame on page 55?

Product details

  • Publisher ‏ : ‎ Addison Wesley; 1st edition (1 Mar. 2000)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 256 pages
  • ISBN-10 ‏ : ‎ 0201379376
  • ISBN-13 ‏ : ‎ 978-0201379372
  • Dimensions ‏ : ‎ 15.88 x 1.27 x 23.5 cm
  • Customer reviews:
    4.4 4.4 out of 5 stars 63 ratings

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Jef Raskin
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Top reviews from Germany

  • Reviewed in Germany on 20 December 2009
    Man ärgert sich ständig über PC-Programme, Mobiltelefone, Fernseher und andere Haushaltsgeräte wegen umständlicher Bedienung.
    Der Zuwachs der Rechenkraft von PCs und eingebetteter Computer, die von digitalen Weckern bis Fahrkartenautomaten überall in unserem Leben auftauchen, ist enorm.
    Immer mehr und mehr "Features" in die Geräte zu quetschen ist die Strategie der meisten Hersteller und zu oft wird die Technik zum Selbstzweck: die Bedienung wird durch verspielte Zusatzfunktionen und unnötige Optionen geprägt, und entspricht nicht mehr dem eigentlichen Zweck und der menschlichen Denkweise.
    So bleiben Nutzbarkeit, Benutzerfreundlichkeit und elementare Ergonomie meistens auf der Strecke.
    Dieses Buch erklärt Ihnen an einfachen Beispielen, was Sie an diesen Geräten stört.
    Es werden einige, leicht verständliche wissenschaftliche Begriffe eingeführt und auf Basis der Ergebnisse der "Cognitive Science" die Grundregel für leicht zu bedienende Nutzerschnittstellen abgeleitet.
    Das Buch ist zwar 10 Jahre alt - eine lange Zeit hinsichtlich des Fortschrittes der Computertechnologie -, aber immer noch hoch aktuell. Es ist ein Muss für Software-Ingenieure und Web-Designer.
    Denn die Geräte und Internet-Seiten der Zukunft müssen menschlich - "humane" - werden, um uns - den Menschen - besser zu dienen; und nicht umgekehrt. Sie müssen uns einfach, schnell und sicher - d.h. ohne langwieriges Anlernen, entnervende Sucherei und gescheiterte Versuche - zum gewünschten Ziel helfen können.
  • Reviewed in Germany on 7 February 2009
    Although written back in the year 2000 this book's content is still of tremendous use to software engineers creating PC-/Mac-based software as well as those developing embedded systems and designing new user interfaces.

    Aza Raskin also explains the basics of user interfaces. This is what makes the reader more immune against the larger mistakes people make when simply using standard controls from libraries like eg. the MFC without thinking any further.
    He also provides the reader with a sound basis for decisions on what a to be developed interface should look like, how it should behave and, above all, wWHY is should be that way.

    Aza writes about
    - what a user's mind is capable of: locus of attention, habits, concurrency, the unconscious, interrupted work, ...
    - modes and monotony: the bad thing about modes, user-preferences, non-verb versus verb-noun, visibility, the beginner-expert-dichotomy
    - measuring user interface efficiency: GOMS, Fitts' Law, Hick's Law, ...
    - unification in user interfaces: highlighting, indication, selection, commands, interaction, cursor design, ...
    - navigation: intuitive vs. natural, icons, ...
    - interface issues outside the user interface
    3 people found this helpful
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  • Reviewed in Germany on 25 July 2009
    I really like this book and enjoyed reading it. As mentioned before by others, it could have been shorter without loosing it's message. For example, I understood, that the LEAP-Keys are a nice thing that shouldn't belong into a museum. But beeing reminded of this through half of the book adds nothing but annoyance.

    The book focuses on interface design as a whole. So it gives many hints to bad design in common computer peripherals. But to most practitioner changing any of this is out of reach.

    Furthermore, the book concentrates exclusively on interface design. So Jef proposes for computers not to have any power-switch and to be instant-on on any touch. This would be a great goal, but to have the device always on, has ecological and economical downsides that are just not addressed.

    But the book is still very good. Propably just because it doesn't cling to what is possible, but what should be possible. The traditional interfaces serve mainly as bad examples. But again, this should be read by Microsoft, Trolltech, Sun and others, that actually provide GUI-Frameworks. To create a new GUI usually isn't whithin the projects budget (and would break with the target systems look and feel, anyway).

    Last but not least, it gives some concepts for benchmarking interfaces. Now I can proove to my colleagues, that some of their long beloved interfaces are just crap.

    I'd still call it a must-read because I don't know any other book like this.
    One person found this helpful
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  • Reviewed in Germany on 11 September 2002
    Bei Interface dachte ich zuerst an Bildschirmoberflächen und Design von Anwendungen. Raskin geht aber auch auf Cockpits und Autoradios ein. Nicht zu vergessen sein "Kinder" Canon CAT und Apple II. Selbst mit der Entwicklung von IT Anwendungen mit grafischer Benutzungsoberfläche betraut, habe ich das Buch mehrmals durchgearbeitet und viele Erkenntnisse und noch mehr Begründungen herausgezogen.
    Wenn mich jetzt jemand fragt: Was ist ein gutes Interface?
    Kann ich antworten:
    Es weist folgende Eigenschaften auf:
    1. Vorstellbare Hierarchie
    2. Blind zu Bedienen
    3. Eingaben des Anwenders werden geschützt
    "The Computer should not harm the users Work"
    Weitere wichtige Argumente sind das GOMS Modell und die Theorie zum Locus of Attention.
    Das Buch ist mittlerweile auch in Deutscher Sprache erschienen.
    Ein Muss für alle die grafische Benutzeroberflächen gestalten sollen.
    23 people found this helpful
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Top reviews from other countries

  • Donald Steiny
    5.0 out of 5 stars Practical and useful way
    Reviewed in the United States on 8 November 2000
    This book has proved to be a practical and useful one for our business. We develop interactive Web sites.
    The book discussses easy-to-understand and implement principles that improve usability. For instance, the principle of "monotony." This does not mean what we generally take it to mean, but it is the idea that people can focus on one thing at time. We broke the tasks of determining a shipping address and billing address into two separate pages and people were much happier.
    The book also gives many metrics that can be used to quantatize the effort in using an interfaces. We have found these valuable in creating proposals.
  • matthew h
    5.0 out of 5 stars pouring a foundation in granite
    Reviewed in the United States on 3 February 2011
    I am currently writing my thesis in interaction design and the man who wrote this book, Jef Raskin is in my mind the father of usability and a strong opinion on how to do things right. There is a lot of reference to the cannon cat an early computer that was built with strong engineering, a well thought out interface both physical and soft. It is my opinion to any designer to look at the ideas of this book to understand why a company like apple has been able to reach its current position and the know that it is more than just creative branding and a pop-cult logo.
    I found the message here to be a call to designing for the human processor, since the race for hardware speed has already surpassed our bodily capabilities.
    regards,
  • David E. Rogers
    4.0 out of 5 stars A great start... but it falters toward the finish
    Reviewed in the United States on 12 January 2002
    When I told a friend I had bought this book, he said he liked it through chapter four--but that it went rapidly downhill from there.
    He was right.
    In those first four chapters, Raskin--the "inventor" of the Macintosh--offers what I think is a terrific introduction to the basics of interface design, cognetics and the quantification of interfaces. I lapped it up, despite Raskin's occasionally convoluted writing style. In fact, it gave me some ideas for a project I had worked on last year.
    I suspect I'll turn to the first four chapters for reference in the future.
    But Raskin goes afield, I think, in the latter half of the book. He proposes an entirely new interface for PCs--one that dispenses with file names, directory structures and applications.
    I'm sure we all agree that the current Windows interface is far from ideal or humane, confusing untold millions and making work more difficult than necessary. But while Raskin's heart and intellect are in the right places, I think his proposed cure is nearly as bad as the disease. I am intrigued, however, by his ZIP or "zooming" navigation approach.
    So--is this book worth your time (and money)? You'll have to make your own call. If you already have a background in interface design theory, The Humane Interface offers you a view of Raskin's dream for a new interface. On the other hand, if you know little about interface design, you might really enjoy the introduction Raskin offers and appreciate the stimulus his dream interface provides.
  • Joel Filipe Rodrigues Paula
    5.0 out of 5 stars Everybody should read it
    Reviewed in the United States on 12 November 2000
    I have been interested in interface design since I started programming. I always complained about bad interfaces and praised good and simple interfaces. Very strange among all the techies! I had read a lot of articles and all the GUI guides of MS and Apple. I had a lot of ideas about good design. But I never had the courage to read a full cientific book on the subject. THis was the book that explained everything to me. From the hows and whys of human interaction with machines, to metrics and all the way to crazy ideas. I think it is a fantastic book for beginners or experts. And, if you are a beginner, it will give enough background for you to start serious investigation on your own. It comes with a lot of Bibliographic references that will enable you to continue to study such a passionate subject.
  • Robert Street
    5.0 out of 5 stars Mixed Feelings
    Reviewed in the United States on 17 May 2000
    As a previous reviewer stated, this book definitely warrants five stars for the metrics alone (these have been incredibly useful for me). The rest of the book leaves one with mixed feelings. While the ideas are interesting (we'll see how they work with the Eazel project), they aren't typically applicable to the systems most of us work with (Windows, X-Windows), leaving the reader somewhat depressed more than anything else. This book is a definite read; if for no other reason than to inspire thought as to the validity of any work you may currently be doing!