In the first section, they show lots of good and bad UI examples from different devices (PC, PDA, photocopier, even a dashboard). Bad examples include confusing pop-ups, crowded menus and hilarious error messages like this one from Yahoo! Messenger: "You are not currently connected. Please click on Login and then Login to login again."
The book gives succinct design principles like, "Treat Clicks as Sacred". A violation of this would be those dreaded "Do you really mean it" pop-ups. Using a butler as an analogy, they point out that hed soon be out of a job if he questioned, "Madam, are you sure you want me to answer the door?" A Design Guideline says, "If you have an Undo feature, there is no need to break the users flow to ask them whether they really want the program to do what they just asked it to do." Design Guidelines like this appear in the margins throughout the book for easy reference and are gathered in a handy appendix summary.
The second section goes into detail on the creation of the authors own project, Hubbub, a multi-device instant messaging application. Whenever a step in the process reflects the application of a design principle, theres a purple callout in the text. Thus the book itself is an example of a cooperative UI that helps readers keep ideas organised as they read along.
Even if youre not developing user interfaces, youll enjoy this book. There are many moments of recognition when you see just how flawed your favourite, or most hated, everyday application/operating system/Web site is, and how easily it could have been improved. And you may even find the principles of Cooperative Technology informing non-technological areas of your life. The authors make politeness and the anticipation of the needs of others seem logical, feasible and elegant. --Angelynn Grant
Written from the perspectives of both a user interface designer and a software engineer, this book demonstrates rather than just describes how to build technology that cooperates with people. It begins with a set of interaction design principles that apply to a broad range of technology, illustrating with examples from the Web, desktop software, cell phones, PDAs, cameras, voice menus, interactive TV, and more. It goes on to show how these principles are applied in practice during the development process -- when the ideal design can conflict with other engineering goals.
The authors demonstrate how their team built a full-featured instant messenger application for the wireless Palm and PC. Through this realistic example, they describe the many subtle tradeoffs that arise between design and engineering goals. Through simulated conversations, they show how they came to understand each other's goals and constraints and found solutions that addressed both of their needs -- and ultimately the needs of users who just want their technology to work.
As an IT project manager for a Fortune 500 company supporting online programs and projects, as well as web sites and applications, this book summarizes a day in my life. Read morePublished on March 8 2003
I highly recommend this book as an invaluable resource for anyone currently in, or looking to enter, the instructional design field. Read morePublished on May 22 2002
This book has many examples of good and bad web pages and also consumer products. What it covers is seemingly obvious, but apparently not realized by many. Read morePublished on Feb. 4 2002 by XiMiX
This is a very practical book. The authors did a good job of showing how user-centered-design and engineering works in the real world. Read morePublished on Jan. 3 2002 by Jeffrey A. Johnson