Usability issues for a humane interface

Jef Raskin wrote a book called "The Humane Interface". It deals with  
fundamental issues of interaction design for any computer based system.

A nearly one page summary of design rules
by Jef Raskin

The first principle. When using a product to help you do a task, the  
product should only help and never distract you from the task.

Definition: A gesture is an action that you finish without conscious  
thought once you have started it. Example: For a beginning typist,  
typing the letter "t" is a gesture. For a more experienced typist,  
typing the word "the" is a gesture.

Commentary. Designing a human-machine interface demands that both the  
human and the machine be understood as well as possible. A  
understanding of the relevant portions of cognitive psychology,  
ergonomics, and cognetics is essential. That is not all that is  
needed, but it is a prerequisite.

Rule 1. An interface should be habituating.

Commentary. If the interface can be operated habitually then, after  
you have used it for a while, its use becomes automatic and you can  
release all your attention to the task you are trying to achieve. Any  
interface will have elements that are habituating, but the principle  
here is to make the entire interface habituating.

Rule 1a. To make an interface habituating, it must be modeless.

Commentary. Modes exist where the same gesture yields different  
results depending on system state at a time when your attention is  
not on system state. In the presence of modes, you will sometimes  
make mode errors, where you make a gesture intending to have one  
result but get a different and unexpected result, distracting you  
from your task.

Rule 1b. To make an interface habituating, it must be monotonous.

Commentary. "Monotony" here is a technical term meaning that you do  
not have to choose among multiple gestures to achieve a particular  
sub-task. Crudely, there should be only one way to achieve a single- 
gesture subtask.

The second principle: An interface should be reliable.

Commentary. Aside from not crashing, the system should never lose any  
work you have done or any information you have received or retrieved,  
even if you make a mistake or are forgetful. This is often not  
thought of as a property of an interface, but one can build a  
reliable interface on top of an unreliable system (of the order of  
unreliability of todays operating systems).

Rule 2: The system should neither lose your work nor through inaction  
allow your work to be lost.

The third princple: An interface should be efficient and as simple as  
possible.

Commentary. Time is an unreplaceable asset. An interface should not  
take more of your time than is necessary, either in use or in learning.

Rule 3. Good engineering practices should be applied to interface  
design. Quantitative measures should be used, and an interface should  
be close to its theoretical minimum in terms of the time it takes to  
do an operation.

Commentary. The GOMS model and information theoretic measures of  
efficiency (to name two particular techniques among many) must be  
mastered and used by interface designers. Another set of techniques  
and measures can be used to help judge learnability. LINK-Where for  
GOMS?

The fourth principle: The suitability of an interface can only be  
determined by testing.

Commentary. All of the theory in the world, and the wisest guru,  
cannot always predict how an interface will work in practice. One  
must test, objectively observe, and modify the interface if testing  
shows that users have difficulties. It is never the user's fault, but  
also remember that people find it difficult to change, so  
difficulties based on previous habits may not be dispositive.

The fifth principle: An interface should be pleasant in tone and  
visually attractive.

Commentary. How messages are phrased is important, how the interface  
looks is also important. But these are of secondary importance in  
terms of task completion. When use of the interface has become  
habitual, these elements go unnoticed. All of the principles, if  
followed, create learnable interfaces.

Summary. An interface should be effective, habituating, reliable,  
efficient, and tested. To the extend that doing so does not conflict  
with these essentials, an interface should also be attractive.

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