Why am I passionate about this?
The art of computer programming is a lot like the art of writing: It's not just about what your program says but about how it says it. One of the reasons I like the C and C++ languages—which I picked up in the late 1990s and haven't put down since—is that, as compiled, non-sandboxed languages, they promise total control over the machine. Show me where you want each byte of data to go in memory; show me the machine instructions you want; and I can make C++ do that for you.
Arthur's book list on budding C plus plus software engineer
Why did Arthur love this book?
This book greatly influenced my philosophy around style. Norman's ostensible subject is the design of physical objects, like emergency exits, shower faucets, and refrigerators, but most of what he says is directly applicable to software design and API design, too.
For example: Whatever you expose or document about your interface, the user will take that and form a mental model of the implementation—and he'll program against that mental model, not against your documentation. So you'd better make sure that your interface—by exposing certain details and deemphasizing others, appropriate naming, and so on—suggests a mental model that will be useful to the user (even if it is not correct in every particular).
For example, a horizontal rod mounted on a door affords pushing (a bit of jargon that's entered my technical vocabulary), while a vertical rod affords pulling. If you use the design language of a horizontal rod, people will…
5 authors picked The Design of Everyday Things as one of their favorite books, and they share why you should read it.
Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious,even liberating,book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The…