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QuoteRef: heckP_1984

topics > all references > ThesaHelp: references g-h



ThesaHelp:
references g-h
Topic:
writing
Topic:
art
Topic:
user-centered design
Topic:
marketing
Topic:
modes in a user interface
Topic:
recognition
Topic:
people vs. computers
Topic:
handling complexity
Topic:
marketing technical products and innovations
Topic:
demonstrating systems
Topic:
incremental development
Topic:
design for change
Topic:
examples of usability studies

Reference

Heckel, P. , "The Elements of Friendly Software Design ", New York , Warner Books , 1982, 1984 . Google

Notes

barber

Quotations
xi ;;Quote: writing and rewriting are the constant search for what one is saying
xii ;;Quote: a software designer must think like a communicator and not just an engineer
36 ;;Quote: the user always knows something about an application; a good designer/communicator leverages that knowledge
53 ;;Quote: a salesman allies fear, uncertainty, and doubt through rapport with customers, understanding their concerns, and alleviating their fears
69 ;;Quote: for an auto-dial telephone, a bank-shift key is better than a bank select key
70 ;;Quote: people are better at recognizing things than recalling them; e.g., writing vocabulary of 10,000 words vs. reading vocabulary of 50,000 words
98 ;;Quote: while brevity is good, should not eliminate expressive words
103 ;;Quote: a reformer has enemies who profit from the old order and only lukewarm defenders who might profit from the new
103 ;;Quote: accepting an innovation depends on ease of use, relative advantage, compatibility, trialability, and observability
104 ;;Quote: an innovation must have a clear advantage over the existing way of doing things
104 ;;Quote: a user interface can emphasize a product's advantage; e.g., Visi-Calc automatically recalculated after modifying a cell
105 ;;Quote: an innovation should minimize the changes that users perceive they need to make
106 ;;Quote: advertising increases the visibility of a product; makes people more likely to try something
106 ;;Quote: observability--a product should be interesting a point of sale, used where people will see it, and reveal its features to users
107 ;;Quote: the rate of adoption of an innovation depends on--perception of--ease of use, relative advantage, compatibility, and trialability
180 ;;Quote: a story sketch should show the character, attitude, feelings, ... as well as telling the story; should convey excitement
181 ;;Quote: animators make a story reel showing unanimated sketches; slowly changed into the finished product
182 ;;Quote: when Disney made a carton, it was never too late to make a change
184 ;;Quote: when Disney finished a cartoon, the whole staff went to the movie theater to see how audiences liked it


Related Topics up

ThesaHelp: references g-h (299 items)
Topic: writing (32 items)
Topic: art (11 items)
Topic: user-centered design (65 items)
Topic: marketing (12 items)
Topic: modes in a user interface (40 items)
Topic: recognition (50 items)
Topic: people vs. computers (54 items)
Topic: handling complexity (59 items)
Topic: marketing technical products and innovations (17 items)
Topic: demonstrating systems (6 items)
Topic: incremental development (74 items)
Topic: design for change (75 items)
Topic: examples of usability studies (31 items)

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