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There was a third book this year which
describes a methodology for Interaction Design. It comes from the
Guru of Goal Oriented Design, Alan Cooper. Unfortunately, it is
not a "How to" book but more a plea and justification
for adoption of software development processes which will lead to
improved Interaction Design. Cooper's earlier book, "About
Face" is on the UIDesign.net recommended reading list. Was
its successor about to deliver sanity amongst the nonsense of software
development?
[ Note from January 2000 :
Over the course of the last 4 months, I have adopted the techniques
of this book extensively into my own work. I have used the techniques
at several large brand name clients all with excellent results.
I have developed an approach for Goal Oriented, User Centered UML
development which uses the techniques from this book and merges
them with those of Larry Constantine's
Usage Centered Design, finally tying
in Rational Unified Process at the technical development level.
As such I now consider this book to be one of the two most important
books in the field published in 1999.]
The inmates are running the asylum
Why high-tech products drive us
crazy and how to restore the sanity
by Alan Cooper, SAMS, 1999
I ordered this book, the moment I heard about
it. A new book from Alan Cooper really was big news for UI Design.
That was over 6 months ago. The fact that it took me more than 6
months to review it says something. As soon as it arrived, I
realised that it was very much in the same mold as Don Norman's, "The
Invisible Computer". So it ended up on my shelf to be read as
a lower priority.
Cooper explains in the preface that this is not
a "How to" design UI book because he had been persuaded
that he needed to address a higher problem - the business case for
improved UI Design. Hence, he has written a highly political
justification for his own (and mine) occupation. So if you are a
programmer out in the trenches fighting that battle against
delivery dates, then this is not the book to help you.
Cognitive Friction
Cooper has been responsible for introducing
several terms into the field of UI Design and he wastes no time
introducing another one - Cognitive Friction. He starts with a
series of anecdotes about the influence computers are having on
other things. His conclusion that ultimately the computer is
anything but invisible. Indeed, everything you cross with a
computer is always a computer. These anecdotes serve as the
justification for the rest of the book.
Cognitive Friction is a posh term for all that
hassle and frustration that we all encounter when using software
controlled equipment. Cognitive Friction is a measure of the
difference between your psychic thought control (the mental model)
of what's happening against the actual performance which naturally
doesn't match. Experiencing cognitive friction makes people feel
stupid or angry.
Cooper continues Fred Brooks like, through the
woes of the software development process and concludes that the
real miracle is that it works at all. He compares it to a dancing
bear. The miracle is that the bear dances. However, if you needed
a dancer, you wouldn't hire a bear. A great analogy. The term "dancing
bear ware" is used throughout the rest of the book to
describe bad software.
The next terms to be introduced are the
Apologist and the Survivor. Two types of user, the first group
will apologise for not being easily compliant with the Dancing
Bear Ware. The second group merely try to survive the experience
of Dancing Bear Ware with the minimum of impact. A survivor is the
type of user who will resort to pen and paper just to get the work
done.
The true cost of a Dancing Bear
The second section sets out to detail the true
costs of bad software with poor user interaction. Chapter 3 is a
competent summary of much of what Fred Brooks, Jerry Weinberg and
Capers Jones have all said before but it needs to be said again
and again and this time it comes from a UI perspective. Chapter 4
describes some typical Dancing Bear type software products. I felt
there was a missed opportunity here to have said more about the
adherence to standards and guidelines which often lead to many of
the problems he describes. Chapter 5 spends a lot of time to make
a single point - Design is the key element when trying to improve
software controlled products. Without good design you have another
Dancing Bear.
The cause of the problem
Chapter 6 makes the second and perhaps the most
important point in the book. The industry is in denial. Denial
that what it is producing is not good enough. This echoes so
strongly the whole reason d'etre for UIDesign.net and I found
myself in full agreement.
Chapter 7 introduces another term to the UI
Design field and its perhaps the most controversial part of the
book. "Homo logicus" is Cooper's term for that element
of the population that just love logical challenges and thrive on
using technically difficult tools. You all know these people -
they are the ones who argue that the command line is the best form
of User Interface. The "Who needs an IDE when I have a
command line and vi".
There has been a recurring theme throughout the
book that the problem with software products is that they are
designed by programmers. At times this gets almost vitriolic and
is bound to alienate a lot of readers. Chapter 7 seeks to explain
why many programmers make bad designers. However, I found the
argument narrow in its execution, focusing as it does on
individual psychology and engineering construction issues and
failing to open the debate into social interaction and process
issues which are integral to the final solution.
That concludes the business case for better
design. At 120 pages it is roughly half of the book. The second
half seeks to give us the solution.
The solution
Part 5 is in some ways merely an in-depth
marketing brochure for Cooper's design firm in California. Many of
the case studies are available at his web site. However, it is
worth reading because in amongst these sample cases, there are yet
more gems of wisdom and more new language for UI Design.
Personas are Coopers term for what others might
call Actors or Users. Cooper makes the perfect observation that
you should not design software for everyone but merely for "someone".
Why? Because that someone is almost certainly not unique. You use
the Persona technique to accurately describe that imaginary "someone".
Then you design a product to make their life easier. Simple!
Brilliant!
Defining Personas is the key to User Analysis
for mass market products or web sites.
We are re-introduced to Goal Oriented Design
and Cooper observes that Tasks are not Goals and shows us how this
is so.
He goes on to define Polite Software and
explain why good products have Polite Software. Then he offers us
the four types of Goal - Personal, Corporate, Practical and False.
I thought that this was ground-breaking and thought provoking and
I may well re-write my UI Analysis paper to better incorporate
this thinking. This section offered us the first real in-depth "how
to" stuff from this book. The Rules of Software Politeness
coupled with the Goal Definitions represent Cooper's approach to
User Interface Analysis. This really was practical help in a book
swimming with superficial high level analysis.
Chapter 11 entitled "Designing for People"
is a series of User Interface Design strategies presented in
almost anecdotal format. There is no real catalog and you have to
read carefully and take notes in order to extract out all of the
points. Another term introduced here is Use Scenario which sounded
like another name for Goal Oriented Use Case. The need for a
Domain Dictionary and Glossary is emphasised and there is a good
exploration of when to invent a new widget and how to challenge
existing widgets to see if they will do the job.
Chapter 12 harps back to the "Design is
the solution" theme and looks at some often proffered
suggestions which don't really work. Some of this really needed
saying, such as Usability Testing is a poor alternative to design,
and Style Guides don't solve the problem. Visual Design and Focus
groups also go to the knife. Some of this is very strongly worded.
Its Brave!
Chapter 13 finally offers us Cooper's process
for the management of a product from concept to delivery. If this
chapter had a flaw then it didn't take into account marketing and
the needs of the sales channel to provide a "complete product",
each stage in that channel having to add some value to the overall
completeness. However, from a developers standpoint it makes a lot
of sense. The observation that the software industry could learn a
lot from the movie industry which frequently delivers very very
large projects against tight timescales to a budget with agreed
functionality. If the movie business can do it then why can't we?
Indeed!
Summary
[Jan 00: Having started to use the material in
this book in my own work, my opinion of it is changing. It really
is a thought provoking book which alters the state-of-the-art in
Interaction Design. I use Personas in my own work all the time.
I now consider this an essential text. However, my remaining summary
is undimished...]
It is fairly and squarely aimed at the Silicon
Valley High Tech Product Hot House. Its relevance to corporate IT
shops the world over is somewhat diminished. At times the language
is vitriolic and antagonistic. The book alienates much of the
audience that it seeks to influence - namely Silicon Valley
programmers. Cooper should know better than this and his editor
should have provided better guidance.
However, the book makes a good case and
significantly extends the vocabulary of the Interaction Designer.
Cognitive Friction, Personas and the Goal types are really
profound improvements in the field.
Overall the book suffers from being a "bit
of this" and "a bit of that". It isn't an in-depth "how
to" book and yet it is often too technical for the business
audience. I really struggled to decide on the overall rating. Like
Being Digital, if it makes it onto Airport lounge bookshelfs as a
paperback then it may well do the world a favour. Without that I'm
undecided.
Recommendation
4/5 - If Cooper writes a "how to book"
then it may well get 6/5 but this one just isn't deep enough.
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