About Face 2.0: The Essentials of Interaction Design FROM OUR EDITORS
The Barnes & Noble Review
When About Face was first published in 1995, the field of user interface design had barely been conceived. In Alan Cooperᄑs vivid words, ᄑa small cadre of people brave enough to hold the title User Interface Designer operated under the shadow of software engineering, rather like the tiny, quick-witted mammals that scrambled under the shadows of hulking tyrannosaurs.ᄑ The rest is history.
For one thing, the Web took off. Even though HTML user interfaces were (and are) horribly primitive, the Web forced us to recognize that poor design kills products -- and businesses. Of course, many underlying issues of software design and behavior apply both on the Web and off. (Some even apply in ᄑembedded systemsᄑ that require human interaction -- as many luxury car owners have recently discovered.)
Something else fueled the incredible growth in interaction design: Alan Cooperᄑs About Face itself. Not merely a manifesto, it offered practical design principles and new ways of thinking about building software for humans. Unfortunately, we still have a long way to go. We could use more of Alan Cooperᄑs help. And here it is: About Face 2.0.
Cooperᄑs insights are unified by one powerful idea: organize software development around people, not technology. Meaning what? Among other things: Understand usersᄑ goals -- not just the tasks they perform to achieve them. Design first, code second. Separate design and programming responsibilities. Design for behavior, not form -- otherwise, youᄑll spent months ᄑiteratingᄑ out bad interactions and still wind up with a deeply flawed product.
Cooper and Robert Reimann weave together strategy and tactics -- an approach thatᄑs as reasonable as it is rare. After all, you canᄑt just ᄑfollow a cookbookᄑ (or for that matter, a style guide). Thereᄑs no ᄑperfect dialog boxᄑ for every user. Whatᄑs more, many crucial design issues go far deeper than the surface of a CRT. So Cooper offers powerful tools for understanding your users and how they interact with software.
But without specific, on-the-ground advice for using interface elements like buttons and drop-down boxes, youᄑll never get from airy theory to working software. So thatᄑs here, too -- plenty of it.
As youᄑd expect, this bookᄑs radically different from its predecessor. To begin with, itᄑs been reorganized to be far easier to use. Section I focuses on process and high-level ideas. What is ᄑgoal-directed designᄑ? What makes good software design? What are the best ways to observe users? How do you define ᄑpersonasᄑ: the types of users whoᄑll use your software?
Section II introduces a powerful high-level language of interaction design. Cooper defines terms like ᄑsoftware posture,ᄑ ᄑexcise,ᄑ ᄑinflection,ᄑ ᄑorchestration,ᄑ and ᄑflowᄑ -- and brings powerful new insights to universal features like Undo and Save. Youᄑll learn proven techniques for making software both smart and considerate (yes, you can do both); for improving data entry and retrieval; and for supporting widely diverse users.
Section III drills down to the details: mouse interactions, window behaviors, menus, controls, toolbars, and dialog boxes; eliminating errors; productive communication with users; even clearer, simpler installations. The book concludes with detailed coverage of the specific challenges of design for the Web, wireless devices; appliances; and kiosks. About Face is just about as definitive as a book on software design can be. Again. Bill Camarda
Bill Camarda is a consultant, writer, and web/multimedia content developer. His 15 books include Special Edition Using Word 2000 and Upgrading & Fixing Networks for Dummies, Second Edition.
FROM THE PUBLISHER
Dear Reader,
In the eight years since this book was first published, the ideas that seemed do radical at first have become standard models across the industry. Many practicioners have adopted them and seen dramatic improvements in their products.
This book would not have been possible without the commitment of the many organizations over the past decade that hired Cooper, my design consulting company. They demonstrated a great measure of self-confidence to break from the pack.
By the same token, the many brilliant and talented people who have worked at Cooper have pushed the limits of my original thinking far beyond where I started. They have put their professional reputations on the line to prove that there is a higher standard and better ways to achieve it.
In this significantly revised and expanded edition of the book, Robert Reimann and I have rewritten and reorganized every page. Together we have: Updated examples to reflect the current state of the art, and included more examples from Cooper design solutions Included references to recent technology and industry developments Added an entirely new section covering Cooper's Goal-Directed Design methods such as personas, goals, and scenarios in detail Added new chapters on visual design, as well as interaction design issues for embedded systems and the Web Added a bibliography of design reference sources
Thanks for joining me in the pursuit of better software, happier programmers and designers, more successful businesses, and extremely satisfied users.
Sincerely, Alan Cooper Founder & Chairman of the Board Cooper
Author Biography: Alan Cooper is a pioneering software inventor, programmer, designer, and theorist. He is credited with creating what many regard as the first serious business software for microcomputers, and is widely known as the "Father of Visual Basic." For the last decade, Alan's interaction design consulting firm, Cooper, has helped companies invent powerful, usable, desirable software and improve digital product behavior through the use of Alan's unique methodology the Goal-Directed process. A cornerstone of this method, the use of personas, has been widely adopted since it was first described in Alan's second book, The Inmates are Running the Asylum. A best-selling author and popular speaker, Alan is a tireless advocate for integrating design into business practice and for humanizing technology. Robert Reimann has spent the past 15 years pushing the boundaries of digital products as a designer, writer, lecturer, and consultant. He has led dozens of design consulting projects for startups and Fortune 500 clients alike. Upon joining Cooper in 1996, Robert led the development and refinement of many Goal-Directed Design methods described in About Face 2.0. He has lectured at major universities and to international industry audiences, and he is a member of the industry advisory board for the Institute of Design at the University of California, Berkeley.