notas leitura: The Inmates Are Running the Asylum 3

Chapter 3 – Wasting Money
- pag.41
“It’s harder than you might think to squander millions of dollars, but a flawed software-development process is a tool well suited for the job”.

- pag.42
…Instead, all they [software products] have is alist of features. A shopping bag filled with flour, sugar, milk and eggs is not the same thing as a cake.”

- pag.43
“Managers know that software development follows Parkinson’s Law: Work will expand to fill the time allote to it. (…) corollary to Parkinson called the Ninety-Ninety Rule, atributed to Tom Cargil of Bell Labs: ” The first 90% of the code acount for the first 90% of development time. The remaining 10% of the code accounts for the other 90% of the development time.”

- pag.45
“A third-rate product that ships late often fails, but if your product delivers value to its users, arriving behind schedule won’t necessarily have lasting bad effects.”
- pag.48
“It might be counterintuitive in our feature-conscious world, but you simply cannot achieve your goals by using feature lists as a problem-solving tool. It’s quite possible to satisfy every feature item on the list and still hatch a catastrophe. Interaction designer Scott McGregor user a delightful test in his class to prove this point. He describes a product with a list of features, asking his class to write down what the product is as soon as they can guess. He begins with 1) internal combution engine; 2) four wheels with rubber tires; 3) a transmission connecting the engine to the drive wheels; 4) engine and transmission mounted on a metal chasis; 5) a steering wheel. By this time, every student will have written down his or her positive identification of the product as an automobile, whereupon Scott ceases using features to describe the product and instead mentions a couple of user goals: 6) cuts grass quickly and easily; 7) comfortable to sit on. From the five feature clues, not one student will have written down “riding lawnmower”. You can see how much more descriptive goals are than features.”

- pag.52
“People who use business software might despise it, but they are paid to tolerate it. This changes the way people think about software. Getting paid for using software makes users far more tolerant of its shortcomings because they have no choice, but it doesn’t make it any less expensive. Instead – while the costs remain high – the become very difficult to see and account for.”

- pag.57
“The value of a prototype is in the education it gives you, not in the code itself. Developer sage Frederic Brooks says, “Plan to throw one away.” You will anyway, so you might as well do it under controlled circumstances”.

Chapter 4 – The Dancing Bear

- pag.65
“Whats wrong with software: software forgets, software is lazy, software is parsimonious with information, software is inflexible, software blames users, software won’t take responsability

Chapter 5 – Customer Disloyalty

- pag.72
Capability (engineering), Viability (business), Desirability (design)

- pag.77
“In the information age – in the age or rapid innovation and extreme cognitive friction – design is a primary necessity.”

Chapter 6 – The Inmates Are Running the Asylum
- pag.87
“Clearly, one side of software – the inside – must be written with technical experitse and sensitivity to the needs of computers. But equally clear, the other side of software – the outside – must be written with social expertise and sensitivity to the needs of people. It is my contention that programmers can do the former, but it takes interaction designers to do the latter.”

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notas leitura: Emotional Design 4

capitulo 3 – Three Levels of Design
pag. 67
“The principles underlying visceral design are wired in, consistent across people and cultures. If you design according to these rules, your design will always be attractive, even if somewhat simple.”

pag. 67
“At the visceral level, physical features – look, feel, and sound – dominate”

pag. 70
“… the very first behavioral test a product must pass is whether it fullfils needs.”
pag. 71
“The first step in good behavioral design is to understand just how people will use a product.”

pag.74
“As Herbst LaZar Bell properly emphasizes, the real challenge to product design is “understanding end-user unmet and unarticulated needs.” That’s the design challenge – to discover real needs that even the people who need them cannot yet articulate.”

pag. 80
“The virtual worlds of software are worlds of cognition: ideas and concepts presented without physical substance. Physical objects involve the world of emotion, where you experience things…”

pag. 87
“Attractiveness is a visceral-level phenomenon – the response is entirely to the surface look of an object. Beauty comes from the reflective level. Beauty looks below the surface. Beauty comes from conscious reflection and experience. It is influence by knowledge, learning and pleasure.”

pag. 88
“Reflective design is really about long-term costumer experience. It is about service, about providing a  personal touch and a warm interaction”

pag. 97
“I still maintain that an iterative, human-centered approach works well for behavioral design, but it is not necessarily appropriate for either the visceral or reflective side. When it comes to these levels, the iterative method is design by compromise, by comittee, and by consensus. This guarantees a result that is safe and effective, but invariably dull.”

pag. 98
“If you want a successful product, test and revise. If you want a great product, one that can change the world,, let it be driven by someone with a clear vision. The latter presents more financial risk, but it is the only path to greatness.”

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notas leitura: The Inmates Are Running the Asylum 2

chapter 1 – the case for user interaction

- pag 4
“communications can be precise and exacting while still being tragicaly wrong”

“fundamental truth about computer: they may tell us facts but they don’t inform us”

pag .5
“… actually nothing is intrinsic to computers: They merely act on behalf of their software, the program. And programs are as malleable as human speech”.

pag. 15
“… there is little difference between a complicated, confusing program and a simple, fun, and powerful product”

capitulo 2
pag.19
“cognitive friction. it is the resistance encountered by a human intellect when it engages with a complex system of rules that changes as the problem changes.”
pag.20
“the behavior of the machine no longer has a one-to-one correspondence to your manipulation”

“cognitive friction – like friction in the reaql world – is not necessarily a bad thing in small quantities, but as it builds up, its negative effect grows exponentially”
…don’t forget though that such things as love, ambition, courage, fear, and thruth – though real – cannot be detected and measured”.

pag.25
“.. the number-one goal of all computer users is not to feel stupid.”

pag.27
“the prodigious gifts of silicon are so overwhelming that we find it easy to ignore the collateral costs. (…) The difference between havnig a software solution for your problem and not having any solution is so great that we accept the hardship or difficulty that the solution might force on us”.

pag. 33
” the use of a feature is inversely proportional to the amount of interaction needed to control it”

pag37
computer litearcy

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notas leitura: The Inmates Are Running the Asylum 1

make the business case for interaction design

analise old economy / new economy

as dot-coms foram o ultimo estertor da old economy

custos-fixos / variaveis

software
- nao tem materias primas, custos de manufactura, transporte, etc
não existem praticamente custos variaveis

=> mais parecido com custo-fixo (normalmente associado a custos de exploração), pode ser parecido com custos de i&d

normalmente é enquadrado como um custo variavel (manufactura/produção)

reduzir o custo de programação não é o mesmo que reduzir o custo de manufactura, é mais parecido com dar ferramentas mais fracas aos funcionarios

comparação farmaceuticas. testes iniciais – desenvolvimento para entregar um produto final perfeito

“… the reduction in investment in programming has strong negative effects on a product’s long-term quality, desirability and therefore profitability” foreword / xxiii
exemplo dot-com – cortaram custos variaveis mas nao apresentaram nada de novo

“change is impossible until senior business executives realize that software problems are not technical issues, but are significant business issues.” foreword / xxiv

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notas leitura: Emotional Design 3

capitulo 2 – the multiple faces of emotion and design
pag. 37
“The behavioral level is about use, about experience with a product. But experience itself has many facets: function, performance and usability.”

pag.39
“The three levels can be mapped to product characteristics like this:
- visceral design – appearence
- behavioral design – the pleasure and effectiveness of use
- reflective design – self-image, personal satisfaction. memories

pag.46
“Similarly, most souvenirs and popular trinkets are gaudy, schmaltzy, “excessively or insencerely emotional”. But while this may be true of the object itself, that object is important only as a symbol, as a source of memory, of associations.”

pag 48
“In the flow state, you become so engrossed and captured by the activity being performed that it is as if you and the activity were one: you are in a trance where the world disappears from consciousness. Time stops. You are only aware of the activity itself. Flow is motivating, captivating, addictive state.”

pag.55
“In the early 1950s, the Betty Crocker Company introduced a cake mix so that people could readdly make excellent tasting cakes at home. No muss, no fuss: just add water, mix and bake. The product failed, even though taste tests confirmed that people like the result. Why? … The cake mix was a little to simple. The consumer felt no sens of accomplishment, no involvment whith the product”.

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notas leitura: Emotional Design 2

Emotional Designcapitulo 1 – attractive things work better
pag 18
[1900 Herbert Read] ” it requires a somewhat mystical theory of aesthetics to find any necessary connection between beauty and function”

“Emotions, we know now, change the way the human mind solves problems – the emotional system changes how the cognitive system operates.”

“science now knows that evolutionarily more advanced animals are more emotional than primitive ones, the human being the most emotional of all. (…) Emotions play a critical role in daily lives, helping assess situations as good or bad, safe or dangerous”

stituações de pressão tendemos a focalizar e a não ter um pensamento criativo para a resolução dos problemas.

pag 19.
“the role of aesthetics in product design: attractive things make people feel good, which in turn makes them think more creatively. How does that make something easier to use? Simple, by making it easier for people to find solutions to the problems they find.”

pag 20
“cognition interprets the world, leading to increased understanding and knowledge. Affect, which includes emotion, (…) makes value judgments, the better to survive.”

“cognition and affect, understanding and evaluation”

pag. 21
visceral – automatic prewired,
behavioral – control everyday behavior – not conscious – pag.23 exemplo conduzir um carro
reflective – contemplative

estão todos relacionados. reflective não tem capacidade motora (imagem pag.22)

pag. 23
“the result is that everything you do has both a cognitive and an affective component – cognitive to assign meaning, affective to assign value. you cannot escape affect: it is always there. more importante, the affective state, whether positive or negative affect, changes how we think”

pag.29
“[conditions] they all share the same property, however: the condition can be recognized simply by sensory information. (…) the visceral level is incapable of reasoning, of comparing a situation with past history”.

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notas leitura: Emotional Design

Emotional Design
pag 5
visceral design concerns itself with appearences
behavioral design has to do with the pleasure and effectiveness of use
reflective design considers the rationalization and intellectualization of a product

pag 11
both affect and cognition are information-processing systems, but they have different functions. The affective system makes judgments and quickly helps you determine which things in the environment are dangerous or safe, good or bad. The cognitive system interprets and makes sense of the world. Affect is the general term for the judgemental system, whether conscious or subconscious. Emotion is the conscious experience of affect, complete with attribution of its cause and identification of its object.

pag 13
cognition interprets and understands the world around you, while emotions allow you to make quick decisions about it.

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Design of Everyday Things #3

Ao longo dos tempos o ser humano foi adoptando algumas estratégias que lhe permitem lidar com a enorme quantidade de informação com que tem que lidar diariamente. E não se pense que é um problema de somenos, basta olhar à nossa volta e apreender o que está por trás de coisas tão triviais quanto usar uma caneta (como seleccionar a cor pretendida por exemplo?), ligar as luzes de um carro (problemático quando saltamos de um carro para outro), seleccionar um número no telemóvel, fechar uma torneira (é para a direita ou para a esquerda?), etc.
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Israel, Palestina – Verdades Sobre um Conflito

Comentário escrito inicialmente em 28-Set-2002

Nesta altura em que os EUA fazem da questão Iraque a panaceia para todos os males do mundo já mais do que uma pessoa alertou para a maior importância da resolução da questão israelo-palestiniana. É por isso uma boa altura para ler o livro “Israel, Palestina – Verdades sobre um Conflito”. Este livro, escrito pelo redactor-chefe do Le Monde Diplomatique pretende dar uma visão imparcial história deste conflito que, afinal, já tem quase um século pois foi em 1917 que o governo inglês, então potência administrante da Palestina, declarou pela primeira vez o seu apoio ao estabelecimento na palestina do povo judeu.
Não posso avaliar da imparcialidade do autor, já que não conheço assim tão bem esta realidade, diria talvez que é tendencialmente pro-palestino mas não anti-israelita. De qualquer forma explica a evolução dos acontecimentos durante o sec. XX sendo por isso um livro essencial a quem quer perceber a base desta guerra aparentemente intermin?vel.
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Design of Everyday Things 2/8

Ch02. The Psychology of Everyday Actions
Já diz a lei de Murphy que se alguma coisa pode correr mal, então isso vai acontecer. O mesmo se aplica quando falamos da utilização de um qualquer objecto (real ou digital), ou seja, se há alguma acção que pode levar a uma utilização errada e por vezes gravosa desse objecto, então temos que ter como adquirido que pelo menos um utilizador neste mundo se vai lembrar de a fazer.
A questão é que normalmente esse utilizador ao fazer essa acção e ao obter o erro vai quase instantaneamente assumir que errou, que era óbvio que aquela acção não era válida e que certamente foi por distracção ou deficiente conhecimento que a executou. Por outras palavras, nunca (ou raramente) questiona se a forma como esse objecto comunica consigo é a mais correcta para o levar a utilizá-lo.
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