The Humane Interface
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The Humane Interface
''The Humane Interface: New Directions for Designing Interactive Systems'' () is a book about user interface design written by Jef Raskin and published in 2000. It covers ergonomics, quantification, evaluation, and navigation. Contents The book puts forward a large number of interface design suggestions, from fairly trivial ones to radical ones. The overriding theme is that current computer interfaces are often poor and set up users to fail, as a result of poor planning (or lack of planning) by programmers and a lack of understanding of how people actually use software. Raskin often refers to the computer he designed, the Canon Cat, as an example of a system that implemented the various measures he advocates; the Canon Cat is often considered the first information appliance. Many of the ideas presented in the Canon Cat and ''The Humane Interface'' were later adopted by Raskin in his Archy project, and later by his son Aza. Raskin includes a chapter demonstrating four models o ...
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Jef Raskin
Jef Raskin (born Jeff Raskin; March 9, 1943 – February 26, 2005) was an American human–computer interface expert best known for conceiving and starting the Macintosh project at Apple in the late 1970s. Early life and education Jef Raskin was born in New York City to a secular Jewish family, whose surname is a matronymic from "Raske", Yiddish nickname for Rachel. He received a BA in mathematics and a BS in physics with minors in philosophy and music from Stony Brook University. In 1967, he received a master's degree in computer science from Pennsylvania State University, after having switched from mathematical logic due to differences of opinion with his advisor. Even though he had completed work for his PhD, the university was not accredited for a PhD in computer science. The first original computer application he wrote was a music application as part of his master's thesis. Raskin later enrolled in a graduate music program at the University of California, San Diego ...
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Mode (user Interface)
In user interface design, a mode is a distinct setting within a computer program or any physical machine interface, in which the same user input will produce perceived results different from those that it would in other settings. Modal interface components include the Caps lock and Insert keys on the standard computer keyboard, both of which typically put the user's typing into a different mode after being pressed, then return it to the regular mode after being re-pressed. An interface that uses no modes is known as a ''modeless'' interface. Modeless interfaces avoid ''mode errors'', in which the user performs an action appropriate to one mode while in another mode, by making it impossible for the user to commit them. Definition In his book '' The Humane Interface'', Jef Raskin defines modality as follows: "An human-machine interface is modal with respect to a given gesture when (1) the current state of the interface is not the user's locus of attention and (2) the interface ...
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User Interfaces
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input t ...
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Building Code
A building code (also building control or building regulations) is a set of rules that specify the standards for constructed objects such as buildings and non-building structures. Buildings must conform to the code to obtain planning permission, usually from a local council. The main purpose of building codes is to protect public health, safety and general welfare as they relate to the construction and occupancy of buildings and structures. The building code becomes law of a particular jurisdiction when formally enacted by the appropriate governmental or private authority. Building codes are generally intended to be applied by architects, engineers, interior designers, constructors and regulators but are also used for various purposes by safety inspectors, environmental scientists, real estate developers, subcontractors, manufacturers of building products and materials, insurance companies, facility managers, tenants, and others. Codes regulate the design and construction of s ...
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Regulation
Regulation is the management of complex systems according to a set of rules and trends. In systems theory, these types of rules exist in various fields of biology and society, but the term has slightly different meanings according to context. For example: * in biology, gene regulation and metabolic regulation allow living organisms to adapt to their environment and maintain homeostasis; * in government, typically regulation means stipulations of the delegated legislation which is drafted by subject-matter experts to enforce primary legislation; * in business, industry self-regulation occurs through self-regulatory organizations and trade associations which allow industries to set and enforce rules with less government involvement; and, * in psychology, self-regulation theory is the study of how individuals regulate their thoughts and behaviors to reach goals. Social Regulation in the social, political, psychological, and economic domains can take many forms: legal restriction ...
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Zooming User Interface
In computing, a zooming user interface or zoomable user interface (ZUI, pronounced zoo-ee) is a graphical environment where users can change the scale of the viewed area in order to see more detail or less, and browse through different documents. A ZUI is a type of graphical user interface (GUI). Information elements appear directly on an infinite virtual desktop (usually created using vector graphics), instead of in windows. Users can pan across the virtual surface in two dimensions and zoom into objects of interest. For example, as you zoom into a text object it may be represented as a small dot, then a thumbnail of a page of text, then a full-sized page and finally a magnified view of the page. ZUIs use zooming as the main metaphor for browsing through hyperlinked or multivariate information. Objects present inside a zoomed page can in turn be zoomed themselves to reveal further detail, allowing for recursive nesting and an arbitrary level of zoom. When the level of det ...
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Undo
Undo is an interaction technique which is implemented in many computer programs. It erases the last change done to the document, reverting it to an older state. In some more advanced programs, such as graphic processing, undo will negate the last command done to the file being edited. With the possibility of undo, users can explore and work without fear of making mistakes, because they can easily be undone. The expectations for undo are easy to understand: to have a predictable functionality, and to include all "undoable" commands. Usually undo is available until the user undoes all executed operations. But there are some actions which are not stored in the undo list, and thus they cannot be undone. For example, ''save file'' is not undoable, but is queued in the list to show that it was executed. Another action which is usually not stored, and thus not undoable, is ''scrolling'' or ''selection''. The opposite of undo is ''redo''. The redo command reverses the undo or advances t ...
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Shift Key
The Shift key is a modifier key on a keyboard, used to type capital letters and other alternate "upper" characters. There are typically two shift keys, on the left and right sides of the row below the home row. The Shift key's name originated from the typewriter, where one had to press and hold the button to shift up the case stamp to change to capital letters; the shift key was first used in the Remington No. 2 Type-Writer of 1878; the No. 1 model was capital-only. On the US layout and similar keyboard layouts, characters that typically require the use of the shift key include the parentheses, the question mark, the exclamation point, and the colon. When the caps lock key is engaged, the shift key may be used to type lowercase letters on many operating systems, though not on macOS. Labeling The keyboard symbol for the Shift key (which is called Level 2 Select key in the international standard series ISO/IEC 9995) is given in ISO/IEC 9995-7 as symbol 1, and in ISO 7000 ...
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Mode (user Interface)
In user interface design, a mode is a distinct setting within a computer program or any physical machine interface, in which the same user input will produce perceived results different from those that it would in other settings. Modal interface components include the Caps lock and Insert keys on the standard computer keyboard, both of which typically put the user's typing into a different mode after being pressed, then return it to the regular mode after being re-pressed. An interface that uses no modes is known as a ''modeless'' interface. Modeless interfaces avoid ''mode errors'', in which the user performs an action appropriate to one mode while in another mode, by making it impossible for the user to commit them. Definition In his book '' The Humane Interface'', Jef Raskin defines modality as follows: "An human-machine interface is modal with respect to a given gesture when (1) the current state of the interface is not the user's locus of attention and (2) the interface ...
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User Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input ...
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User Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input ...
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