![]() You’re focused on your customers’ productivity.īut a lot of us get this backward. The other added benefit of writing your interface first is that you’re not worried about which font you should use, the border radius on your dialogs, or the interaction convention of the week. So it’s easy to shuffle the cards, so to speak, if what you came up with feels wrong, or bloated, or impossible to pull off. How long does it take you to type words into a text editor? How long does it take you to draw squares and arrows with words in it? You’ll understand exactly the steps required to make your product tangible.Īnd don’t forget-doing this will save you time. The foundation you lay here will help you understand exactly how your product can annihilate your customers’ pain. But that’s part of the process of being flexible. Will the product change as you’re developing it? Perhaps, as you learn more about your customer and determine what you’re capable of building. So go into this stage with the confidence that what you’re creating has a soul and a direction. ![]() ![]() And you’ve earned the right to be here because you’ve already defined the tasks that the product needs to accomplish-because you know your audience, you’ve done the research (you did use the Pain Matrix, right?:) ), and you know what your team is capable of delivering. This is where the foundation of your product’s user interface is laid. The place to start the implementation is to list exactly what the user will do to achieve his or her goals and how the system will respond to each user action. One of his core beliefs was that a designer should start designing the UI with. Raskin believed that the success of a product’s interface was dependent upon how well the designer understood two parties: the human using it, and the capabilities of the machine on which the software ran. And in his book The Humane Interface, published about two decades after he left the Mac project, he revisited and refined his ideas about human-computer interfaces. So Raskin decided to define the guiding principles of what a so-called “easy-to-use” computer should be. Seeing that the Apple II was still too complex for everyday use, he believed that the computer could be as easy to use as a regular home appliance. Raskin was the one who started the Macintosh project at Apple. Not only was a man named Jef Raskin there to witness this spectacle, but he helped to make this dream into a tangible reality. Computers are business machines, went the conventional thinking. ![]() This was a huge step in thinking at the time. The dream was that the computer could be like any other household appliance, winning space in the living room next to the television or the solar-powered calculator. The creation of some of the most essential, foundational apps in computing.īut, even more powerfully, you’d have been exposed to the idea that the computer could be something used by regular people-not just scientists, businesspeople, or engineers. The Iran hostage crisis.īut in a dingy office in Cupertino, you’d have seen the implementation of the first commercial graphical user interface. Anticipation for The Empire Strikes Back. I MAGINE IF YOU’D WITNESSED the birth of the Macintosh project in 1979.ĭisco. JEF RASKIN, HUMAN-COMPUTER INTERACTION EXPERT AND THE CREATOR OF THE MACINTOSH PROJECT AT APPLE
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