Brooks, Jr., F., The Mythical Man-Month, Boston, Addison Wesley Longman, Inc., 1995
 A collection of  essays wherein the author challenges assumptions in software engineering  based on his experience and observations.  This edition contains reflections twenty years after the original was published, allowing the author to reflect on his original assertions.
Gilb, Tom and Gerald M. Weinberg, Humanized Input: Techniques For Reliable Keyed Input, Reprint ed., QED Information Sciences, Inc., 1984
 Major sections of the book include how inputs are designed, default
messages, positional messages, and adaptive checking. The over-arching theme is to take operators in to account when designing systems in order to improve working conditions and productivity.
messages, positional messages, and adaptive checking. The over-arching theme is to take operators in to account when designing systems in order to improve working conditions and productivity.
Ledgard, H., Singer, A., and Whiteside, J., Directions in Human Factors for Interactive Systems, Berlin, Springer-Verlog, 1981
 Using a system  designed by the authors as a case study, a process for growing software  to work with people is critiqued.  The authors discuss in detail design  decisions, what worked, and perhaps most importantly, what didn’t and  why.
Mehlmann, Marilyn, When People Use Computers: An Approach to Developing an Interface, Englewood Cliffs, Prentice-Hall, Inc., 1981
 ‘Things to think about when developing terminal-based applications,’  may have been a better title, although I’m probably showing my bias.  The work does not go in to the detail of Humanized Input, but is more of  an overview or quick reference for the developer.
Nelson, Ted, Computer Lib/Dream Machines, Revised ed., Redmond, Tempus Books of Microsoft Press,  1987
 This two-book book covers the big topics in the field of computers:  programming languages, major corporations, enthusiasts, uses, history,  and (most importantly) the impact on the everyday person. Dream Machines  focuses on interactive uses of computers, such as games, movies,  interfaces and the like.
Schneiderman, B., Designing the User Interface: Strategies for Effective Human-Computer Interaction, Reading, Addison-Wesley Publishing Company, 1987
 Extremely dense work,  more a collection of essays than a cohesive book. Lots of research is  referenced in exploring high-level concepts, good practices in designing  software for people, and the constraints people encounter physically  and mentally.
Norman, D., UI Breakthrough-Command Line Interfaces, http://www.jnd.org/dn.mss/ui_breakthroughcomma.html, 2007
 Command line  interfaces were viewed as too complicated for novice computer users, so  the graphical user interface gained prominence. Search engine commands,  the author argues, are really a return to CLIs that are more flexible  than the GUI and even more flexible than their predecessors.
Norman, D., Design as Communication, http://www.jnd.org/dn.mss/design_as_comun.html, 2004
 An argument for a  shift in thinking about design:  that it is really a communication  between the designer and the person using the software, with the  technology as the medium.  In this sense, it becomes necessary to  explain why things are, not just whether they can be used or not.  This  helps to build understanding through conceptual models.
Norman, D., Logic versus Usage:  The Case for Activity-Centered Design, http://www.jnd.org/dn.mss/logic_versus_usage_t.html, 2006
 The problem with  using logic to define interactions is that people don’t act logically.   It is better to design around the concept of activities and grouping  objects based on their relation to each other in activity as well as  providing some logical structure for things that fall outside of that  model.
Norman, D., Simplicity Is Highly Overrated, http://www.jnd.org/dn.mss/simplicity_is_highly.html, 2007
 An argument against  creating things as we think they should be and designing for how they  really are.  Many examples of complex objects chosen over simplified  ones based on decisions completely outside of work flows, ease of use,  and the like.
Norman, D., Why doing user observations first is wrong, http://www.jnd.org/dn.mss/why_doing_user_obser.html, 2006
 It is too late to do  user observations once the project has started.  The research should be  done before deciding on projects to pursue so that viable endeavors can  be decided on before they start.  Once a project is rolling, the rest of  the team is held up by the interface designers doing research.
 
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