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Book Review: The Humane Interface |
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The
Humane Interface: New Directions for Designing Interactive Systems |
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| Jef Raskin’s best-known work is the Macintosh. That product brought about a revolution in computer interface design, but yesterday’s revolutionary idea has become today’s entrenched paradigm. Raskin has moved on. In this book, he shows the flaws of the desktop-and-application approach and explains how it can evolve into something much easier for humans to use.
This sounds like component software or Unix filters. It’s not a radically new idea, but Raskin arrives at it from a different direction. He begins by asking how he can make interfaces that humans can learn easily and use efficiently. To answer that question, he looks at the equipment on both sides of that interface: the computer and the human. Many people have studied human cognition, but few have applied what we know about the capabilities and limitations of humans to the problems of interface design. To do this, Raskin applies techniques and observations that the cognitive psychologist Bernard J. Baars discusses in his book A Cognitive Theory of Consciousness (Cambridge, 1988). Raskin takes a fundamental principle from Baars’ work: Humans can accomplish many tasks in parallel, but can pay attention only to one at a time. We all know this, but many people design interfaces as if it weren’t true. Raskin’s examples of this error are taken from widely used software products. The fact that we have at most one locus of attention, whereas most tasks we perform with computers require us to accomplish a variety of subtasks in parallel, leads to the principle of automaticity: The more we can do without thinking, the more efficient we are. Anything that makes us think about what we already know how to do slows us down. This principle leads to the following conclusions:
Raskin elaborates on these points with many examples. Some of the examples are surprising. They show the inefficiency of widely practiced interface design techniques. Raskin turns a lot of attention to the problems of navigation. He likens current navigation methods in applications, operating systems, and the Web to trying to find your way around a maze with only the ground-level view of where you are and where you’ve been. He proposes a two-pronged approach to improving this situation: a zooming video camera metaphor for finding your way around a pictorial representation of your content, and a text-search facility that differs sharply from the most commonly used search facilities. Raskin also applies quantitative methods to interface design. He uses the goals, objects, methods, and selection rules (GOMS) technique developed by Stuart Card, Thomas Moran, and Allen Newell to measure the relative efficiencies of alternative interfaces. I haven’t come near to covering all the topics Raskin addresses
in this marvelous book—icons, programming environments, documentation,
the number of buttons on a mouse, and even cables and connectors. If you
have anything to do with designing any aspect of computer systems for
use by humans, you should read this book. People will be talking about
it for a long time. |
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This review originally appeared
in slightly different form in the May/June 2000 issue of IEEE
Micro. |
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