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The Inmates Are Running the Asylum

The Inmates Are Running the Asylum

Why High Tech Products Drive Us Crazy and How to Restore the Sanity
by Alan Cooper 1999 255 pages
3.94
2k+ ratings
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Key Takeaways

1. Software's Usability Crisis: A Cultural, Not Technical, Problem

The high-tech industry is in denial of a simple fact that every person with a cell phone or a word processor can clearly see: Our computerized tools are too hard to use.

Ubiquitous Frustration. Despite technological advancements, software remains difficult to use, causing widespread frustration and inefficiency. This isn't due to technical limitations, but rather a flawed development process.

  • Examples include: complex digital cameras, alarm clocks, and ATMs.
  • The industry often blames users for their inability to adapt, perpetuating a cycle of poor design.

Cultural Shift Needed. The root of the problem lies in a culture that prioritizes engineering prowess over user experience. A shift in mindset, training, and attitude is essential to create truly user-friendly software.

  • The high-tech industry has inadvertently put programmers and engineers in charge, so their hard-to-use engineering culture dominates.
  • The focus should be on interaction design before programming.

Opportunity Cost. Badly designed software wastes time, money, and opportunity. By embracing a user-centered approach, we can unlock the true potential of software-based products.

  • The greatest cost is the opportunity we are squandering.
  • Software has the potential to be the most human, powerful, and pleasurable creations ever imagined.

2. Cognitive Friction: The Silent Killer of User Experience

Cognitive friction is the resistance encountered by a human intellect when it engages with a complex system of rules that change as the problem changes.

Defining Cognitive Friction. Cognitive friction refers to the mental effort required to interact with complex systems, particularly software. Unlike physical friction, it's an intellectual resistance that can lead to frustration and decreased productivity.

  • High cognitive friction is present in software interaction.
  • Low cognitive friction is present in physical devices.

Impact on Usability. High cognitive friction makes software difficult to learn, use, and understand. This results in wasted time, money, and opportunity.

  • Examples include: confusing microwave ovens and poorly designed email programs.
  • The goal is to reduce cognitive friction by creating intuitive and user-friendly interfaces.

Addressing the Problem. Reducing cognitive friction requires a shift in focus from technical capabilities to user needs. By understanding how people think and interact, we can design systems that are more natural and efficient.

  • The successful professional for the twenty-first century is either a business-savvy technologist or a technology-savvy businessperson.
  • The technology-savvy businessperson knows that his success is dependent on the quality of the information available to him and the sophistication with which he uses it.

3. Design, Not Features, Drives User Satisfaction and Profitability

We can create powerful and pleasurable software-based products by the simple expedient of designing our computer-based products before we build them.

The Feature Fallacy. Adding more features doesn't necessarily improve user satisfaction. In fact, it often leads to complexity and confusion.

  • Physical objects are subject to a natural brake on the proliferation of marginal features.
  • Software makers imagine that they can add all of the features they want, and they will be "free" as long as they are controlled through the standard mouse and keyboard.

Prioritizing Design. The key to creating successful software is to focus on design, not features. By understanding user goals and creating intuitive interactions, we can deliver both power and pleasure.

  • The point of this book is uncomplicated: We can create powerful and pleasurable software-based products by the simple expedient of designing our computer-based products before we build them.
  • Designing interactive, software-based products is a specialty as demanding as constructing them.

Economic Implications. In the information age, increasing revenue through better design is more effective than reducing costs. Investing in design leads to more desirable products, increased customer loyalty, and longer product lifecycles.

  • The only available economic upside comes from making your product or service more desirable by improving its quality, and you can't do that by reducing the money you spend designing or programming it.
  • The best way to increase profitability in the information age is to spend more.

4. Programmers' Mindsets: A Mismatch for User-Centric Design

The process of programming subverts the process of making easy-to-use products for the simple reason that the goals of the programmer and the goals of the user are dramatically different.

Conflicting Priorities. Programmers prioritize the construction process, while users prioritize the interaction with the program. This conflict of interest often leads to software that is technically sound but difficult to use.

  • The programmer wants the construction process to be smooth and easy.
  • The user wants the interaction with the program to be smooth and easy.

Homo Logicus. Programmers, or "Homo Logicus," tend to think in logical, deterministic terms, which is often at odds with the way humans naturally think and behave.

  • Programmers trade simplicity for control.
  • Programmers exchange success for understanding.
  • Programmers focus on what is possible to the exclusion of what is probable.
  • Programmers act like jocks.

The Need for Interaction Designers. To bridge this gap, dedicated interaction designers are needed. These professionals focus on the user's perspective and design software that is intuitive, efficient, and enjoyable to use.

  • We need a new class of professional interaction designers who design the way software behaves.
  • Interaction designers focus directly on the way users see and interact with software-based products.

5. The Perils of "Customer-Driven" Development

If you are in the software business, perhaps you are familiar with a corollary to Parkinson's Law.

The Illusion of Control. While it seems logical to listen to customers, blindly following their requests can lead to a "customer-driven death spiral." This approach often results in a product that is bloated, inconsistent, and difficult to use.

  • Shipping a product that angers and frustrates users in three months is not better than shipping a product that pleases users in six months, as any businessperson knows full well.
  • Managers are haunted by two closely related fears. They worry about when their programmers will be done building, and they doubt whether the product will be good enough to ultimately succeed in the marketplace.

Feature-List Bargaining. The focus on features over design leads to "feature-list bargaining," where programmers and managers negotiate over which features to include based on time and resources, rather than user needs.

  • The programmers draw a dividing line midway through the list.
  • Management then has two choices: to allow more time or to cut features.

The Importance of Vision. To avoid this trap, companies must maintain a clear vision of their product and its target users. This requires a strong design process that prioritizes user goals and creates a cohesive user experience.

  • The goal of all business is to make a sustainable profit, and there is only one legal way to do so: Sell some goods or services for more money than it costs you to make or acquire them.
  • In the old economy, reducing your costs worked best. In the new economy, increasing your revenue works much, much better.

6. Goal-Directed Design: A User-Focused Methodology

The secret lies in redefining the way we interact with our computers in a larger context.

Core Principles. Goal-Directed Design is a methodology that prioritizes user goals and creates software that is both powerful and pleasurable to use. It involves understanding user needs, defining personas, and creating scenarios to guide the design process.

  • The secret lies in redefining the way we interact with our computers in a larger context.
  • We need to fundamentally rethink how humans and machines interact.

Key Elements:

  • Personas: Creating hypothetical archetypes of actual users
  • Goals: Identifying the reasons why users perform tasks
  • Scenarios: Describing how personas use the product to achieve their goals

Benefits of Goal-Directed Design:

  • Creates more intuitive and user-friendly software
  • Reduces cognitive friction and increases user satisfaction
  • Leads to more successful and profitable products

7. Personas: Designing for Specific Users, Not Abstract Concepts

We make up pretend users and design for them.

The Power of Specificity. Personas are hypothetical archetypes of actual users, defined with significant rigor and precision. By designing for a specific persona, we can create software that truly meets their needs.

  • Design for Just One Person.
  • The Roll-Aboard Suitcase and Sticky Notes.

Avoiding the "Elastic User." The term "user" is too vague and imprecise to be useful in the design process. Personas provide a concrete representation of the target user, preventing the design from becoming diluted or unfocused.

  • The Open dialog box appeared. Jane expected the Open dialog box to show her, in neat alphabetic order, all of her contracts and documents. Instead, it showed her a bunch of filenames that she had never seen before and didn't recognize.
  • Jane was now quite bewildered. Her first, unavoidable thought was that all of her hard work had somehow been erased, and she got very worried.

Creating Believable Personas. To be effective, personas must be realistic and relatable. This involves giving them names, backgrounds, goals, and even photos.

  • It's a User Persona, Not a Buyer Persona.
  • The Cast of Characters.

8. Scenarios: Envisioning User Interactions in Context

Scenarios are constructed from the information gathered during our initial investigation phase.

Defining Scenarios. Scenarios are concise descriptions of a persona using a software-based product to achieve a goal. They provide a narrative context for understanding user interactions and identifying potential usability issues.

  • Daily-Use Scenarios.
  • Necessary-Use Scenarios.
  • Edge-Case Scenario.

Types of Scenarios:

  • Daily-use scenarios: The most common and important tasks
  • Necessary-use scenarios: Less frequent but essential tasks
  • Edge-case scenarios: Unusual or exceptional situations

Benefits of Scenarios:

  • Help designers understand the user's perspective
  • Identify potential usability problems
  • Guide the design of intuitive and efficient interactions

9. Polite Software: Emulating Human-Like Consideration

If we want users to like our software, we should design it to behave like a likeable person.

The Media Equation. Research shows that people react to computers in the same way they react to other humans. This means that software should be designed to be polite, helpful, and respectful.

  • Computers Are Human, Too.
  • Designing for Politeness.

Characteristics of Polite Software:

  • Interested in me
  • Deferential to me
  • Forthcoming
  • Has common sense
  • Anticipates my needs
  • Is responsive
  • Taciturn about its personal problems
  • Well informed
  • Perceptive
  • Self-confident
  • Stays focused
  • Fudgable
  • Gives instant gratification
  • Trustworthy

Benefits of Polite Software:

  • Increases user satisfaction and loyalty
  • Reduces cognitive friction and improves efficiency
  • Creates a more positive and enjoyable user experience

10. The Power of a Managed Design Process

Change is impossible until senior business executives realize that software problems are not technical issues, but are significant business issues.

The Need for a Managed Process. Even with the best tools and techniques, good design requires a managed process that prioritizes user needs and ensures that design decisions are implemented effectively.

  • Not only do companies follow obsolete financial models, but they also follow an inappropriate organizational model.
  • This model is copied directly from academia, where the act of creating software is entangled with the planning and engineering of that software.

Key Elements of a Managed Process:

  • Early-stage design involvement
  • Multidisciplinary teams
  • Clear communication and collaboration
  • A focus on conceptual integrity

Benefits of a Managed Process:

  • Reduces development costs and time
  • Improves product quality and user satisfaction
  • Creates a more sustainable and competitive business

Last updated:

Review Summary

3.94 out of 5
Average of 2k+ ratings from Goodreads and Amazon.

The Inmates Are Running the Asylum receives mixed reviews. Many praise Cooper's insights on user-centered design and interaction design's importance in software development. Readers appreciate his humor and memorable analogies. However, some find his tone condescending and his arguments repetitive. The book is considered dated but still relevant, offering valuable tools like personas and goals. Critics argue Cooper oversimplifies and makes unfounded claims. Despite its flaws, many view it as a seminal work that helped shape modern UX design practices.

Your rating:

About the Author

Alan Cooper is a pioneering figure in software design and user experience. He founded Cooper, a leading interaction design consultancy, and is credited as the "Father of Visual Basic." Cooper's work focuses on making technology more user-friendly and intuitive. He advocates for separating interaction design from programming, arguing that programmers often create overly complex interfaces. Alan Cooper is known for developing the use of personas in design and promoting goal-directed design. His ideas have significantly influenced the field of human-computer interaction and software development methodologies. Cooper's provocative and outspoken style has both inspired and polarized professionals in the tech industry.

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