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May 23rd, 2000
     
 

Laying down the laws
A review of "The Humane Interface" by Jef Raskin

 
     
 

Review by David Anderson, uidesign.net editor.

The cover tells us that "The creator of the Macintosh project goes beyond user interfaces to show how the web, computers and information appliances can be made easier to learn and use." The back cover tells us that Jef Raskin has not only worked for Apple on the Macintosh but has more recently consulted to HP, IBM, Motorola, NCR, Xerox, Ricoh, Canon and AT&T. The question to be answered though was, "Is the book any good?" Well, Yes it is! Indeed one of the more important books on Interaction Design yet published. Here is why!

 
 

Raskin's First Law of Interaction

A computer shall not harm your work or, through inaction, allow your work to come to harm.

Raskin's Second Law of Interaction

A computer shall not waste your time or require you to do more work than is strictly necessary

Raskin's Third Law of Interaction

An interface is humane if it is responsive to human needs and considerate of human frailties.

Raskin's Fourth Law of Interaction

User's should set the pace of an interaction

This is just a taster of what Jef Raskin sets out to detail, examine and provide solutions, in this slim volume which runs to just a few pages over 200. There are few pictures and it quickly becomes evident that it is a thoroughly researched and academic study. The list of acknowledgments and the strength of the names on the list is impressive. Equally impressive is the reading list of references given at the end. The introduction left me in no doubt that Raskin meant business. The concluding paragraph suggested that we might be in for a treat. Jef Raskin was about to explain the "how" of what Alan Cooper defined as Interaction Design and the underlying engineering problems needed to make it happen.

The Cooper-esque sentiment continued right at the beginning of chapter one, as Raskin explains that the Interaction Designer must be introduced early, and he reminds us that "the simple parts of a task should remain simple". Raskin tells us that the book will focus on 1-1 interaction. Why? Because, he explains, simple computer-human one-on-one interaction is not a solved problem! Believe me, it is so refreshing to hear someone from the BayCHI community say this.

Locus of Attention

Chapter two introduces what for me was the key point in the whole book. The idea of a User Locus of Attention. This concept is thoroughly backed up with explanation from cognitive psychology and the introduction of terms like cognitive conscious and cognitive unconscious. The second chapter continues with an explanation of habit formation and the gradual movement of a learned activity to the cognitive unconscious. This formation of habit is a key element in the need for A-modal designs.

Alan Cooper's About Face gets an explicit mention on page 27, as Raskin explains why Error Messages and notifications are bad and why actions should be easily reversible. Alan Cooper had embodied this idea in his axiom, "Seek forgiveness not permission".

Chapter 3 introduces a new notation for denoting keystrokes. This is a prelude to the later explanation of the GOMS method for quantitative analysis of an interface. I found this little piece of science interesting and I can see the benefit of putting some real scientific, quantitative numbers against designs. In many ways, helping to decide between competing designs without having to test them first.

A-modal is always best!

The really useful material in Chapter 3 is the treatise of Modes and Modal vs A-Modal design. This is the best work I have seen on this topic. It leaves you in no doubt why a-modal is definitely best but it also helps to clarify the notion of a-modal and defines a spectrum of modality between 0 and 1 (truly a-modal to completely modal). There is further discussion on whether the use of state indication on a status bar or other visual means is a suitable antidote to a modal design. Raskin shows us that it is not and locus or attention provides the explanation of why not.

Other topics covered in this chapter included, user preference settings and why they are bad, command line interface - the ultimate a-modal system, toggle buttons, soft keys, breadth Vs depth menus, visual affordance, modes and quasimodes, keyboard and mouse controls, adaptive menus, noun-verb Vs verb-noun design, beginner versus expert levels, finally concluding that a-modal must always be the goal. This chapter alone is worth the cover price. It will change the way you think.

Chapter 4 gives us the GOMS tutorial I mentioned and throws in an adequate explanation of both Fitt's and Hick's Laws.

Unification

Chapter 5 is entitled "Unification". What Raskin means here is the notion that interface paradigms start to be unified across operating systems, applications, browsers, and so forth. In other words, that modes will go away. This chapter raised a bunch of problems with existing paradigms that Cooper and others have often spoken of. Concepts like file names and directory structures and why they are bad for humans, and why Undo and Redo are essential and should be ubiquitously provided. I found that the book was moving into territory I used to hear discussed by the OS/2 community, notions of users think about objects i.e. the locus of attention is always an object. And that computer interfaces should operate on objects, there should be no notion of a desktop, an operating system or applications, but merely, components which perform functions on objects. The functional behavior should be polymorphic across objects regardless of classification or type. Almost 10 years ago this led to the OS/2 workplace shell and a lot of experimentation in OO technologies which evolved component technologies like CORBA. However, the OOUI community almost disappeared with the demise of OS/2. Raskin wasn't appealing for a resurgence in this movement but his ideas are definitely rooted in a lot of the same notions.

There are many new and radical ideas from this point on in the book. Raskin wants quite a few more keys on the keyboard. Keys for Redo/Undo, keys for "new paragraph" and "execute as a command", transparent message boxes, a LEAP key, a selection history. He looks at fundamental problems like how to improve search mechanisms, how to improve editors, better navigation mechanisms, login mechanisms, cut and paste, and icons.

The book finally wraps up with a look at issues like process and documentation of designs which affect implementation of interfaces but aren't actually interface problems. This is not a deep section for what is a huge issue in itself. Raskin is merely bringing it to our attention and providing a few suggestions.

Conclusion

There are few books which introduce new language to a profession. Few authors capable of leaving their stamp on an industry. We have seen a few in recent years. Alan Cooper's "Inmates are running the asylum" gave us handful of new language with which to describe what we do and how we do it. One year later, Jef Raskin has admirably added to that list with terms like "Locus of Attention".

There can be no doubt that Raskin has taken the best from his experience and the best from the academic world and distilled it into this neat little book which goes a long way to extending the state-of-the-art in Interaction Design. If 20 or 30 of the right people, those with influence over design of forthcoming appliances from firms such as Palm, Ericsson, Apple, Sony & Panasonic, or web shops like Sapient, or portals like Yahoo, Sprint, OracleMobile.com and others, read this book, learn its lessons and adopt its teachings and implement its advice, then the 21st century will be a far better place to be!

There are few books reviewed at this site which have had an instant and profound change on the way that I work and how I approach Interaction Design on a daily basis. However, this is one of those books. On several occasions I had to put it down, sit at my laptop and fire off emails to colleagues around the world. Usability test results were reinterpreted. Designs were changed. For me, Interaction Design will never be the same again. Things just got a little better.

If I have a criticism at all then it must be that the style of presentation does not best lend itself to use as a reference book. For sure it's a good story but pulling out the detail after the fact might be more of a problem. My copy will forever be bookmarked, dog-eared and marked up. I will have to flick through looking for just the exact reference that I want to reread.

This is not a book which will aid the ordinary GUI developer or Web developer with everyday problems to solve. This book discusses what is wrong with today's designs and hankers for a better future with a new paradigm. Ordinary developers may be left in despair after reading this book, left with a hopelessness brought on through their inability to affect change. In some respects, this is Raskin's manifesto and he is looking for a constituency. I, for one, am signing up. Jeff Raskin for President!

Recommendation

5/5. It's not really a book for programmers or web developers looking for solutions to everyday problems but for those from the HCI, Interaction Design, UI Design and Usability disciplines, this book, which extends the state-of-the-art, is a "must have".

Order this book...

Check out the author's Website

 

 
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