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Inmates Part III: Eating Soup with a Fork

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Programmers Act Like Jocks ... The physical jock learns that physical prowess ... The mental jock learns that the ability to mentally dominate another person ... – PowerPoint PPT presentation

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Title: Inmates Part III: Eating Soup with a Fork


1
Inmates Part III Eating Soup with a Fork
  • Ch. 6 The Inmates are Running the Asylum
  • Ch. 7 Homo Logicus
  • Ch. 8 An Obsolete Culture

2
The Inmates are Running the Asylum
  • Our products share a common frustration-inducing
    unpleasantness
  • This recurrent pattern is due to the inadvertent
    hijacking of the industry by technical experts
  • Despite all the marketing rhetoric, the form of
    our products is really determined by those people
    least equipped to do so

3
Driving from the Backseat
  • No matter how early in the development process
    specifications are drafted, they cannot
    substitute for interaction design
  • No matter how hard they try, programmers cannot
    consistently arrive at a successful design
  • Methods, training, and aptitude are wrong for the
    job
  • Conflict of interest between serving the users
    needs and making their programming job easier

4
Computers Versus Humans
Computers
Humans
  • Incredibly fast
  • Error-free
  • Deterministic
  • Apathetic
  • Literal
  • Sequential
  • Predictable
  • Amoral
  • Stupid
  • Incredibly slow
  • Error-prone
  • Irrational
  • Emotional
  • Inferential
  • Random
  • Unpredictable
  • Ethical
  • Intelligent

5
Development of a Culture
  • It used to be that computers were small,
    expensive, slow and weak
  • Programmers focused on maximizing the
    productivity of the mainframe
  • Now, computing is cheap and should be used for
    the user
  • But the programmer still focuses on the computer

6
Cannot Do Both
  • The inside of software must be written with
    technical expertise and sensitivity to the needs
    of the computer
  • Programmers
  • The outside of software must be written with
    social expertise and sensitivity to the needs of
    people
  • Interaction Designers
  • It is nearly impossible for a person to be
    effective in the literal-deterministic-sequential
    behavior of computers and also in the
    irrational-unpredictable-emotional world of
    humans
  • Every software engineer thinks that he can do
    both
  • This is simply not true
  • A successful product must be engineered AND
    designed

7
  • Software engineers have a poor track record in
    making software powerful and pleasurable
  • Engineering methods cannot solve the problem
  • Engineering methods are one of the root causes of
    the problem

8
Homo Logicus
9
Homo Logicus
  • Programmers Homo logicus are a species
    distinctly different from Homo sapiens
  • They trade simplicity for control
  • They exchange success for understanding
  • They focus on what is possible to the exclusion
    of what is probable
  • They act like jocks

The Jetway Test
10
Trade Simplicity for Control
  • Programmers control is their goal, and
    complexity is the price they will pay for it
  • Normal humans simplicity is their goal, and
    relinquishing control is the price they will pay
  • For software-based products, control translates
    into features
  • Example Windows Find File function
  • Programmers options allow optimization of search
  • Normal humans options allow opportunity for
    failure
  • The extra compute time is not an issue

11
Trade Success for Understanding
  • Did you ever take a clock apart to see how it
    worked?
  • Did you ever get it working, again?
  • Was the experiment a success?
  • The goal of Homo logicus is to understand how
    their clock works
  • Willing to sacrifice a working clock to achieve
    that goal
  • The goal of Homo sapiens is to know what time it
    is
  • Willing to forego knowing what makes the clock
    tick

12
Implementation Model vs. User Model
  • Programmers drive to understand makes them
    instinctively create interaction that closely
    follows the internal functioning of the product
  • Comfortable for them when they understand how
    the software works, they will understand how to
    use it
  • Implementation Model
  • Normal users want to see the software reflect
    their goals
  • Do not need to understand how it works
  • Implementation model interfaces impose an
    unnecessary burden of understanding

13
What is Possible, not What is Probable
  • Programmers must deal with all possibilities
  • Boundary conditions, exceptional cases
  • Fanatic preparation for the possible has the
    inevitable consequence of obscuring the probable
  • Programmers tend to crowd their products with
    features that might, someday, sometime be useful
  • They crowd out the features that will, everyday,
    always be useful

14
Programmers Act Like Jocks
  • Jock strength and capability, but immaturity,
    egotism, and competition
  • Programmers are zealous competitors, and really
    good programmers are as cutthroat as any Olympic
    hopeful
  • The physical jock learns that physical prowess
    does not work in the business world
  • They become mature, good citizens
  • The mental jock learns that the ability to
    mentally dominate another person gains tremendous
    power in the adult world of the information age
  • There is no maturing process to temper their
    exercise of power
  • They see nothing wrong with humiliating users
    with dauntingly complex products
  • They laugh at the lusers

15
An Obsolete Culture
16
Reusing code
  • Engineers value programming efficiencies more
    than user needs
  • Use it because it exists, not because it is right
  • For example, our desktop software has so many
    menus and dialog boxes because the operating
    system and development tools provide pre-written
    code modules for these functions
  • Direct manipulation is more user-effective, but
    there is little pre-written code

17
The Common Culture
  • The culture of software development has a
    reverence for technical skill
  • And it is reinforced by development managers, who
    were once programmers
  • Example the Microsoft Explorapedia development
  • Fred Moody, I Sing the Body Electronic
  • Programmers disdain for designers
  • There are programmers and there are lesser
    people, and those lesser people cannot possibly
    hope to influence the product development cycle
  • Microsoft is successful
  • But one cannot copy its success by copying its
    culture

18
Cultural Isolation
  • Programmers rarely interact with normal users
  • They interact with power users
  • Product managers rarely interact with normal
    users
  • They interact with beginners
  • Technical support usually interacts with normal
    users
  • But tech support are lesser people
  • Programming is an isolated activity with a lot of
    responsibility
  • They do not see that others also have skin in the
    game
  • They dismiss design and design processes

19
The Process is Dehumanizing, Not the Technology
  • Technology is not dehumanizing
  • It is the people who administer the technology
    who dictate the effect
  • Interactive systems do not have to be
    dehumanizing
  • We have to revamp our development methodology so
    that the humans who ultimately use them are the
    primary focus
  • Design our interactive products completely before
    any programming begins
  • Turn the responsibility for design over to
    trained interaction designers

20
Enough with the complaining. What should we do?
  • Interaction Design is Good Business
  • Ch. 9 Designing for Pleasure
  • Ch. 10 Designing for Power
  • Ch. 11 Designing for People
  • Getting Back into the Drivers Seat
  • Ch. 12 Desperately Seeking Usability
  • Ch. 13 A Managed Process
  • Ch. 14 Power and Pleasure
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