Table of Contents
Foreword.
I. COMPUTER OBLITERACY.
1. Riddles for the Information Age.
What Do You Get When You Cross a Computer with an Airplane? What Do
You Get When You Cross a Computer with a Camera? What Do You Get
When You Cross a Computer with an Alarm Clock? What Do You Get When
You Cross a Computer with a Car? What Do You Get When You Cross a
Computer with a Bank? Computers Make It Easy to Get into Trouble.
Commercial Software Suffers, Too. What Do You Get When You Cross a
Computer with a Warship? Techno-Rage. An Industry in Denial. The
Origins of This Book.
2. Cognitive Friction.
Behavior Unconnected to Physical Forces. Design Is a Big Word. The
Relationship Between Programmers and Designers. Most Software Is
Designed by Accident. "Interaction" Versus "Interface" Design. Why
Software-Based Products Are Different. The Dancing Bear. The Cost
of Features. Apologists and Survivors. How We React to Cognitive
Friction. The Democratization of Consumer Power. Blaming the User.
Software Apartheid.
II. IT COSTS YOU BIG TIME.
3. Wasting Money.
Deadline Management. What Does "Done" Look Like? Parkinson's Law.
The Product That Never Ships. Shipping Late Doesn't Hurt.
Feature-List Bargaining. Programmers Are in Control. Features Are
Not Necessarily Good. Iteration and the Myth of the Unpredictable
Market. The Hidden Costs of Bad Software. The Only Thing More
Expensive Than Writing Software Is Writing Bad Software.
Opportunity Cost. The Cost of Prototyping.
4. The Dancing
Bear.
If It Were a Problem, Wouldn't It Have Been Solved by Now? Consumer
Electronics Victim. How Email Programs Fail. How Scheduling
Programs Fail. How Calendar Software Fails. Mass Web Hysteria.
What's Wrong with Software? Software Forgets. Software Is Lazy.
Software Is Parsimonious with Information. Software Is Inflexible.
Software Blames Users. Software Won't Take Responsibility.
5.
Customer Disloyalty.
Desirability. A Comparison. Time to Market.
III. EATING SOUP WITH A FORK.
6. The Inmates Are Running the Asylum.
Driving from the Backseat. Hatching a Catastrophe. Computers Versus
Humans. Teaching Dogs to Be Cats.
7. Homo Logicus.
The Jetway Test. The Psychology of Computer Programmers.
Programmers Trade Simplicity for Control. Programmers Exchange
Success for Understanding. Programmers Focus on What Is Possible to
the Exclusion of What Is Probable. Programmers Act Like Jocks.
8. An Obsolete Culture.
The Culture of Programming. Reusing Code. The Common Culture.
Programming Culture at Microsoft. Cultural Isolation. Skin in the
Game. Scarcity Thinking. The Process Is Dehumanizing, Not the
Technology.
IV. INTERACTION DESIGN IS GOOD BUSINESS.
9. Designing for Pleasure.
Personas. Design for Just One Person. The Roll-Aboard Suitcase and
Sticky Notes. The Elastic User. Be Specific. Hypothetical.
Precision, Not Accuracy. A Realistic Look at Skill Levels. Personas
End Feature Debates. Both Designers and Programmers Need Personas.
It's a User Persona, Not a Buyer Persona. The Cast of Characters.
Primary Personas. Case Study: Sony Trans Com's P@ssport. The
Conventional Solution. Personas. Designing for Clevis.
10.
Designing for Power.
Goals Are the Reason Why We Perform Tasks. Tasks Are Not Goals.
Programmers Do Task-Directed Design. Goal-Directed Design.
Goal-Directed Television News. Goal-Directed Classroom Management.
Personal and Practical Goals. The Principle of Commensurate Effort.
Personal Goals. Corporate Goals. Practical Goals. False Goals.
Computers Are Human, Too. Designing for Politeness. What Is Polite?
What Makes Software Polite? Polite Software Is Interested in Me.
Polite Software Is Deferential to Me. Polite Software Is
Forthcoming. Polite Software Has Common Sense. Polite Software
Anticipates My Needs. Polite Software Is Responsive. Polite
Software Is Taciturn About Its Personal Problems. Polite Software
Is Well Informed. Polite Software Is Perceptive. Polite Software Is
Self-Confident. Polite Software Stays Focused. Polite Software Is
Fudgable. Polite Software Gives Instant Gratification. Polite
Software Is Trustworthy. Case Study: Elemental Drumbeat. The
Investigation. Who Serves Whom. The Design. Pushback. Other Issues.
11. Designing for People.
Scenarios. Daily-Use Scenarios. Necessary-Use Scenarios. Edge-Case
Scenario. Inflecting the Interface. Perpetual Intermediates.
"Pretend It's Magic". Vocabulary. Breaking Through with Language.
Reality Bats Last. Case Study: Logitech ScanMan. Malcolm, the
Web-Warrior. Chad Marchetti, Boy. Magnum, DPI. Playing "Pretend
It's Magic". World-Class Cropping. World-Class Image Resize.
World-Class Image Reorient. World-Class Results. Bridging Hardware
and Software. Less Is More.
V. GETTING BACK INTO THE DRIVER'S SEAT.
12. Desperately Seeking Usability.
The Timing. User Testing. User Testing Before Programming. Fitting
Usability Testing into the Process. Multidisciplinary Teams.
Programmers Designing. How Do You Know? Style Guides. Conflict of
Interest. Focus Groups. Visual Design. Industrial Design. Cool New
Technology. Iteration.
13. A Managed Process.
Who Really Has the Most Influence? The Customer-Driven Death
Spiral. Conceptual Integrity Is a Core Competence. A Faustian
Bargain. Taking a Longer View. Taking Responsibility. Taking Time.
Taking Control. Finding Bedrock. Knowing Where to Cut. Making
Movies. The Deal. Document Design to Get It Built. Design Affects
the Code. Design Documents Benefit Programmers. Design Documents
Benefit Marketing. Design Documents Help Documenters and Tech
Support. Design Documents Help Managers. Design Documents Benefit
the Whole Company. Who Owns Product Quality? Creating a
Design-Friendly Process. Where Interaction Designers Come From.
Building Design Teams.
14. Power and Pleasure.
An Example of a Well-Run Project. A Companywide Awareness of
Design. Benefits of Change. Let Them Eat Cake. Changing the
Process.
Index.Promotional Information
Imagine, at a terrifyingly aggressive rate, everything you
regularly use is being equipped with computer technology. Think
about your phone, cameras, cars - everything - being automated and
programmed by people who in their rush to accept the many benefits
of the silicon chip, have abdicated their responsibility to make
these products easy to use. The Inmates are Running the Asylum
argues that, despite appearances, business executives are simply
not the ones in control of the high-tech industry. They have
inadvertently put programmers and engineers in charge, leading to
products and processes that waste money, squander customer loyalty,
and erode competitive advantage. Business executives have let the
inmates run the asylum! In his book The Inmates Are Running the
Asylum Alan Cooper calls for revolution - we need technology to
work in the same way average people think - we need to restore the
sanity. He offers a provocative, insightful and entertaining
explanation of how talented people continuously design bad
software-based products. More importantly, he uses his own work
with companies big and small to show how to harness those talents
to create products that will both thrill their users and grow the
bottom line.
About the Author
As a software inventor in the mid-70s, Alan Cooper got it
into his head that there must be a better approach to software
construction. This new approach would free users from annoying,
difficult and inappropriate software behavior by applying a design
and engineering process that focuses on the user first and silicon
second. Using this process, engineering teams could build better
products faster by doing it right the first time.
His determination paid off. In 1990 he founded Cooper, a
technology product design firm. Today, Cooper's innovative approach
to software design is recognized as an industry standard. Over a
decade after Cooper opened its doors for business, the San
Francisco firm has provided innovative, user-focused solutions for
companies such as Abbott Laboratories, Align Technologies, Discover
Financial Services, Dolby, Ericsson, Fujitsu, Fujitsu Softek,
Hewlett Packard, Informatica, IBM, Logitech, Merck-Medco,
Microsoft, Overture, SAP, SHS Healthcare, Sony, Sun Microsystems,
the Toro Company, Varian and VISA. The Cooper team offers training
courses for the Goal-Directed® interaction design tools they have
invented and perfected over the years, including the revolutionary
technique for modeling and simulating users called personas, first
introduced to the public in 1999 via the first edition of The
Inmates.
In 1994, Bill Gates presented Alan with a Windows Pioneer Award
for his invention of the visual programming concept behind Visual
Basic, and in 1998 Alan received the prestigious Software Visionary
Award from the Software Developer's Forum. Alan introduced a
taxonomy for software design in 1995 with his best-selling first
book, About Face: The Essentials of User Interface Design. Alan and
co-author Robert Reimann published a significantly revised edition,
About Face: The Essentials of Interaction Design, in 2003.
Alan's wife, Susan Cooper, is President and CEO of Cooper. They
have two teenage sons, Scott and Marty, neither of whom is a nerd.
In addition to software design, Alan is passionate about general
aviation, urban planning, architecture, motor scooters, cooking,
model trains and disc golf, among other things. Please send him
email at inmates@cooper.com or visit Cooper's Web site at
http://www.cooper.com.