Page 28 -
P. 28

I
          by Gary Perlman




                        As predicted  by  many visionaries, devices everywhere are getting "smarter." My
                        camera has a multi-modal hierarchical menu and form interface. Even my toaster
                        has a microprocessor. Computing is not just for computers anymore. So when the
                        authors wrote the subtitle "beyond  human-computer interaction," they wanted to
                        convey that the book generalizes the human side to people, both individuals and
                        groups, and the computer side to desktop computers, handheld computers, phones,
                        cameras . . . maybe even toasters.
                            My own interest in this book is motivated by having been a software developer
                        for 20 years, during which time I was a professor and consultant for 12. Would the
                        book serve as a textbook for students? Would it help bring software development
                        practice into a new age of  human-centered interaction design?


          A textbook for students . . .
                        More than anything, I think students need  to be motivated, inspired, challenged,
                        and I think this book, particularly Chapters 1-5,  will do that. Many students will
                        not have the motivating experience of  seeing projects and products fail because of
                        a lack of attention, understanding, and zeal for the user, but as I read the opening
                        chapters, I imagined students thinking, "This is what I've been looking for!" The in-
                        terviews will provide students with the wisdom of  well-chosen experts: what's im-
                        portant, what worked (or didn't), and why. I see students making career choices
                        based on this motivating material.
                           The rest of  the book covers the art and some of  the science of  interaction de-
                        sign, the basic knowledge needed by practitioners and future innovators. Chapters
                        6-9 give a current view of analysis, design, and prototyping, and the book's website
                        should add motivating examples. Chapters 10-14 cover evaluation in enough depth
                        to facilitate  understanding, not  just  rote application. Chapter 15 brings it all to-
                        gether, adding more depth. For  each  topic, there are  ample  pointers  to further
                        reading, which is important because interaction design is not a one-book discipline.
                           Finally, the book itself is pedagogically well designed. Each chapter describes
                        its aims, contains examples and subtopics, and ends with key points, assignments,
                        and an annotated bibliography for more detail.


         A guide for development teams . . .
                        When I lead or consult on software projects, I face the same problem over and over:
                        many people in marketing and software development-these are the people who
                        have the most input into design, but it applies to any members of multidisciplinary
                        teams-have little knowledge or experience building systems with a user-centered
   23   24   25   26   27   28   29   30   31   32   33