The Inmates Are Running the Asylum Why High Tech Products Drive Us Crazy &How to Restore the Sanity - 2004 publication

 

[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z]

daily use scenarios  2nd 

dancing bear

    calendar software as  2nd 

    email as  2nd  3rd 

    NetWare 

    satisfaction with 

    scheduling programs as  2nd  3rd 

    VCRs as  2nd  3rd 

    WWW as 

dancing bear Explorapedia as  2nd 

dancing bears  2nd 

de Bono, Edward  2nd 

deadline management  2nd 

    "feature list bargaining"  2nd 

    determining completion  2nd 

    fear of cancellation  2nd 

    Gresham's Law 

    late shipment  2nd 

    Ninety-Ninety Rule 

    Parkinson's Law 

    Product Managers 

debugging  2nd 

deferential role of software  2nd 

dehumanizing processes  2nd 

design

    advantages

        versus time to market advantages  2nd  3rd  4th  5th 

    after programming 

        costs  2nd 

    as "pre-production" phase  2nd  3rd 

    as core competence  2nd  3rd 

    before programming 

    behavioral 

    company-wide awareness  2nd  3rd 

    conceptual 

    conceptual integrity  2nd 

    disrespect for  2nd 

    documenting  2nd  3rd  4th 

        benefit to companies 

        benefit to managers  2nd 

        benefit to marketing  2nd 

        benefit to programmers  2nd  3rd 

        benefit to tech support 

        benefit to technical writers 

    effect on code  2nd 

    evaluating  2nd  3rd 

    for narrow audiences  2nd 

        roll-aboard suitcases  2nd 

        sticky notes 

    free features  2nd 

    generating customer loyalty with (Apple)  2nd  3rd  4th 

    goal-directed

        classroom management system example 

        defined  2nd 

        television news show example  2nd  3rd 

    implementation model 

    industrial  2nd 

    inerface

        versus interaction design  2nd 

    interaction  [See interaction design]2nd  [See interaction design]

    interface

        disadvantages  2nd  3rd 

    iteration in  2nd 

    politeness  2nd 

        "polite" software characteristics  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th  12th  13th  14th  15th 

        politeness versus humanness  2nd  3rd 

    processes  2nd 

    program  [See program design]

    scheduling time for 

    self-referential 

    task-directed 

    timing  2nd  3rd 

    versus iteration  2nd  3rd  4th 

    versus product specifications 

    versus prototyping  2nd 

    visual  2nd  3rd  4th 

design personas  [See personas]

design teams 

    building  2nd 

design-dominated markets 

design-friendly processes  2nd 

designers

    building teams  2nd 

    disrespect for  2nd 

    hiring  2nd 

    programmers as  2nd  3rd  4th 

        conflicts of interest 

        General Magic 

        shortcomings  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 

        training 

    responsibility for quality  2nd 

    role of 

desirability 

    versus need  2nd  3rd 

development process

    changing  2nd  3rd 

    sequence of events  2nd  3rd 

    usability testing  2nd 

development processes

    dehumanizing effects of  2nd 

digital cameras

    design problems  2nd  3rd  4th 

discrimination 

Doblin Group 

documenting design  2nd  3rd  4th 

    benefit to companies 

    benefit to managers  2nd 

    benefit to marketing  2nd 

    benefit to programmers  2nd  3rd 

    benefit to tech support 

    benefit to technical writers 

Drumbeat  [See Elemental Drumbeat case study]

 

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