Jef Raskin, the visionary creator of the Apple Macintosh project and a pioneer in human-computer interaction, left behind a wealth of wisdom on designing technology that serves people. His work, most notably encapsulated in his book "The Humane Interface," challenges designers and engineers to prioritize human needs and cognitive abilities over machine efficiency.

On the Primacy of the Interface

  1. "As far as the customer is concerned, the interface is the product." [1][2] This foundational principle emphasizes that a user's entire experience and perception of a product are shaped by its interface.
  2. "An interface is humane if it is responsive to human needs and considerate of human frailties." [1][3] This definition encapsulates the core philosophy of humane design.
  3. "Users do not care about what is inside the box, as long as the box does what they need done." [1][2] A reminder that technical specifications are secondary to user-centric functionality.
  4. "Once the product's task is known, design the interface first; then implement to the interface design." [1][2] This advocates for an interface-first design process, ensuring the user experience dictates the technical implementation.
  5. "Right now, computers, which are supposed to be our servant, are oppressing us." [1][4] A stark commentary on the state of user-unfriendly technology.

The Laws of Interface Design

  1. "A computer shall not harm your work or, through inaction, allow your work to come to harm." [1][2] Raskin's First Law, inspired by Asimov's Laws of Robotics, underscores the importance of data preservation and system reliability.
  2. "A computer shall not waste your time or require you to do more work than is strictly necessary." [1][2] Raskin's Second Law highlights the ethical imperative to respect the user's time and effort.

On Simplicity and Usability

  1. "What users want is convenience and results." [1][2] This quote boils down the fundamental desires of any user.
  2. "A well-designed and humane interface does not have to be split into beginner and expert subsystems." [1][2] Raskin argued against separate modes for different user levels, advocating for a single, well-designed interface for all. [5]
  3. "Simple tasks should always be simple to perform." [5] A core tenet of humane design is that complexity should not be introduced where it is not necessary.
  4. "The most efficient interface is not necessarily the best interface." [3] Efficiency is a quality, but not the only one to consider in interface design. [3]
  5. "Just because we don't have systems that are easy to learn and fast to use, doesn't mean that it isn't possible." [3] A call to action for designers to strive for better, more intuitive systems.
  6. "Imagine if every Thursday your shoes exploded if you tied them the usual way. This happens to us all the time with computers, and nobody thinks of complaining." [1][2] This vivid analogy illustrates the absurdity of accepting user-hostile design in computing.
  7. "The system should treat all user input as sacred." [1][2] This principle emphasizes the importance of capturing and correctly interpreting user actions.

On Cognitive Science and Design

  1. "Design should be based on 'universal psychological facts' rather than 'industry standards'." [5] Raskin advocated for a design process grounded in the understanding of human psychology.
  2. "The ideal interface is one that can be operated entirely by habit." [3] Interfaces should be designed to leverage the power of habituation, reducing cognitive load. [6][7]
  3. "When you have to choose among methods, your locus of attention is drawn from the task and temporarily becomes the decision itself." [1][2] This highlights how unnecessary choices can distract users from their primary goals.
  4. "As a grad student, I stopped asking 'How to make this algorithm more efficient?' to 'What is this supposed to do?'" [3] This reflects a pivotal shift in his thinking from a machine-centric to a user-centric perspective.
  5. "What people think they are doing, is not what they actually are doing." [3] A reminder for designers to base their work on observation rather than assumptions about user behavior.
  6. "Humans form habits after repetition; it is our natural tendency to learn tasks to the point where they become automatic." [5] This psychological principle is central to his advocacy for consistent and predictable interfaces.

Critiques of Prevailing Design Paradigms

  1. "I hate mice. The mouse involves you in arm motions that slow you down. I didn't want it on the Macintosh, but Jobs insisted." [1][2] Raskin was a vocal critic of the computer mouse, believing it to be an inefficient pointing device.
  2. "The biggest mistake I've made is the one button mouse... It never occurred to me to label the two mouse buttons [to avoid confusion between the meaning of each button]." [3] In a moment of reflection, he acknowledged the potential for confusion even in his own simplified designs.
  3. "I am confident that we can do better than GUIs because the basic problem with them...is that they ask a human being to do things that we know experimentally humans cannot do well." [1] Raskin believed that the Graphical User Interface was not the ultimate paradigm and that more humane alternatives were possible.
  4. "Voice interface is the biggest red herring... what I'm talking about are interface concepts that apply to all types of interfaces." [3] He was skeptical of voice as a universal solution, emphasizing the need for fundamental design principles.
  5. "Many interfaces look pretty, but they fall down." [3] A critique of designs that prioritize aesthetics over functionality.

Learnings and Broader Philosophy

  1. If I had not studied music, there would be no Macintosh computers today. [1][2] Raskin often cited his interdisciplinary background as crucial to his innovative thinking. [8]
  2. You should never have a human factors person on a project -- they should always be the leader of the project. [3] This underscores his belief in the centrality of human-centered design in product development.
  3. If our field is 'to advance', we must - without displacing creativity and aesthetics - make sure our terminology is clear. [1][2] A call for precision and clarity in the language of design.
  4. The content of a file is its own best name. [1][2] This quote is from his proposal to eliminate traditional file names and directories in favor of content-based retrieval. [9][10]
  5. An unlimited-length file name is a file. [1][2] A concise expression of his vision for a more intuitive file system.
  6. The instinct [in interface design] is to use too few words. [3] He cautioned against sacrificing clarity for the sake of brevity.
  7. If you are kind and gentle to the machine, you are hostile to the user. [3] This provocative statement argues that prioritizing machine constraints over user needs leads to poor design.
  8. Every computer should have an undo button. [3] A fundamental feature for a forgiving and humane system.
  9. It is technically possible to boot a computer in under 10 seconds. Why has no one done this? More importantly, why has no one studied this? [3][11] A critique of the industry's failure to address common user frustrations.
  10. The problem was...the computer was just much more complicated to use than necessary. [11] His early realization that the fault lies with the system, not the user.
  11. Interface design often included too late in the design cycle. [5] He argued for integrating interface design from the very beginning of a project. [5]
  12. Users should set the pace of interaction. [5][12] A humane interface should not keep users waiting unnecessarily. [12]
  13. An adaptive interface is a bad idea—it prevents users from habituating. [5] He was critical of interfaces that change their behavior, as this undermines the formation of habits. [5]
  14. Elimination of warning screens – modern software applications often ask the user 'are you sure?'...Raskin argues they are unhelpful because users tend to ignore them out of habit. [9] He advocated for universal undo instead of confirmation dialogs. [9]
  15. An end to stand-alone applications – every software package should be structured as a set of tools available to users on any document. [9] His vision for a more integrated and seamless computing experience.
  16. He identifies a phenomenon he calls the 'Halo Effect,' which 'causes every invention to be attributed to the leader, or the most charismatic, or currently most news-worthy member of the group.' [11][13] A caution against the oversimplification of the history of innovation.
  17. I realized that we should be designing computer systems to make them easier to use and that was more important than what I was being taught in my computer science classes. [10] A reflection on the genesis of his focus on human-computer interaction.
  18. I'm very disappointed in the Macintosh interface. It's more complex, harder to use than it was when we started. [10] His later assessment of the evolution of the product he initiated.
  19. A human-machine interface is modal with respect to a given gesture when (1) the current state of the interface is not the user's locus of attention and (2) the interface will execute one among several different possible responses to the gesture, depending on the system's current state. [14] His precise definition of a modal interface, which he generally argued against.
  20. Use icons only in the few situations where research has shown them to be advantageous. Otherwise words are better. [14] A cautionary note on the overuse of icons in interface design.
  21. There are no interface tools (of which I'm aware) that allow you to build a good interface. [3] A critique of the state of design tools during his time.
  22. The user would never have to know about formatting. [15] An example of his philosophy of hiding unnecessary technical details from the user.
  23. A computer is a device with a mindlessness of its own. [11] A humorous and insightful observation on the often-frustrating nature of computers.
  24. He tried to shoot the project down. [1] A reference to Steve Jobs' initial opposition to the Macintosh project.
  25. I was unimpressed by his thoughts on how computers should work. [8] Raskin's candid assessment of his early interactions with Steve Jobs regarding computer design.

Learn more:

  1. TOP 20 QUOTES BY JEF RASKIN | A-Z Quotes
  2. Top 15 Jef Raskin Quotes (2025 Update) - QuoteFancy
  3. Jef Raskin Quotes - Xinsight
  4. Jef Raskin Quotes - BrainyQuote
  5. Jef Raskin The Humane Interface Chapter I - Brown CS
  6. The Humane Interface PDF - Bookey
  7. The Humane Interface | Summary, Quotes, FAQ, Audio - SoBrief
  8. A conversation with Jef Raskin - ACM Ubiquity
  9. The Humane Interface - Wikipedia
  10. Jef Raskin | Groks Science Radio Show and Podcast
  11. Twenty Years with the Macintosh: Lessons Learned, Lessons Lost; Jef Raskin with BayCHI Program - YouTube
  12. Principles of user interface design - Wikipedia
  13. Jef Raskin | Macintosh: Lessons Learned, Lessons Lost - CHI Conversations
  14. The Humane Interface, Jef Raskin - Chris McLay.
  15. High Tech Heroes #37: Jef Raskin - YouTube