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E-raamat: About Face: The Essentials of Interaction Design

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  • Formaat: PDF+DRM
  • Ilmumisaeg: 05-Aug-2014
  • Kirjastus: John Wiley & Sons Inc
  • Keel: eng
  • ISBN-13: 9781118766408
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 05-Aug-2014
  • Kirjastus: John Wiley & Sons Inc
  • Keel: eng
  • ISBN-13: 9781118766408
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Offers information on interaction design principles for creating engaging interfaces, including modeling users, orchestration and flow, data entry, storage and retrieval, and designing for desktop, mobile, and other devices.

The essential interaction design guide, fully revised and updated for the mobile age

About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts.

The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers.

Updated information includes:

  • Contemporary interface, interaction, and product design methods
  • Design for mobile platforms and consumer electronics
  • State-of-the-art interface recommendations and up-to-date examples
  • Updated Goal-Directed Design methodology

Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.

Foreword xv
Introduction xix
PART I Goal-Directed Design
1(164)
Ch 1 A Design Process for Digital Products
3(28)
The Consequences of Poor Product Behavior
4(2)
Why Digital Products Fail
6(4)
Planning and Designing Product Behavior
10(3)
Recognizing User Goals
13(3)
Implementation Models and Mental Models
16(5)
An Overview of Goal-Directed Design
21(10)
Ch 2 Understanding the Problem: Design Research
31(30)
Qualitative versus Quantitative Data in Design Research
32(4)
Goal-Directed Design Research
36(8)
Interviewing and Observing Users
44(12)
Other Types of Qualitative Research
56(3)
Research Is Critical to Good Design
59(2)
Ch 3 Modeling Users: Personas and Goals
61(40)
Why Model?
61(1)
The Power of Personas
62(4)
Why Personas Are Effective
66(6)
Understanding Goals
72(9)
Constructing Personas
81(12)
Personas in Practice
93(5)
Other Design Models
98(3)
Ch 4 Setting the Vision: Scenarios and Design Requirements
101(18)
Bridging the Research-Design Gap
101(1)
Scenarios: Narrative as a Design Tool
102(4)
Design Requirements: The "What" of Interaction
106(3)
The Requirements Definition Process
109(10)
Ch 5 Designing the Product: Framework and Refinement
119(26)
Creating the Design Framework
119(18)
Refining the Form and Behavior
137(2)
Validating and Testing the Design
139(6)
Ch 6 Creative Teamwork
145(20)
Small, Focused Teams
146(1)
Thinking Better, Together
146(7)
Working across Design Disciplines
153(2)
The Extended Team
155(6)
Establishing a Creative Culture
161(1)
Identifying Skill Levels in Designers
162(1)
Collaboration Is the Key
163(2)
PART II Making Well-Behaved Products
165(268)
Ch 7 A Basis for Good Product Behavior
167(12)
Design Values
167(6)
Interaction Design Principles
173(1)
Interaction Design Patterns
174(5)
Ch 8 Digital Etiquette
179(26)
Designing Considerate Products
180(10)
Designing Smart Products
190(9)
Designing Social Products
199(6)
Ch 9 Platform and Posture
205(32)
Product Platforms
205(1)
Product Postures
206(1)
Postures for the Desktop
207(11)
Postures for the Web
218(7)
Postures for Mobile Devices
225(5)
Postures for Other Platforms
230(5)
Give Your Apps Good Posture
235(2)
Ch 10 Optimizing for Intermediates
237(12)
Perpetual Intermediates
238(2)
Inflecting the Interface
240(3)
Designing for Three Levels of Experience
243(6)
Ch 11 Orchestration and Flow
249(22)
Flow and Transparency
249(1)
Orchestration
250(1)
Harmonious Interactions
251(15)
Motion, Timing, and Transitions
266(3)
The Ideal of Effortlessness
269(2)
Ch 12 Reducing Work and Eliminating Excise
271(28)
Goal-Directed Tasks versus Excise Tasks
272(1)
Types of Excise
273(12)
Excise Is Contextual
285(1)
Eliminating Excise
285(12)
Other Common Excise Traps
297(2)
Ch 13 Metaphors, Idioms, and Affordances
299(26)
Interface Paradigms
300(10)
Building Idioms
310(2)
Manual Affordances
312(3)
Direct Manipulation and Pliancy
315(7)
Escape the Grip of Metaphor
322(3)
Ch 14 Rethinking Data Entry, Storage, and Retrieval
325(32)
Rethinking Data Entry
326(6)
Rethinking Data Storage
332(13)
Rethinking Data Retrieval
345(12)
Ch 15 Preventing Errors and Informing Decisions
357(22)
Using Rich Modeless Feedback
358(5)
Undo, Redo, and Reversible Histories
363(13)
What If: Compare and Preview
376(3)
Ch 16 Designing for Different Needs
379(26)
Learnability and Help
379(16)
Customizability
395(3)
Localization and Globalization
398(1)
Accessibility
399(6)
Ch 17 Integrating Visual Design
405(28)
Visual Art and Visual Design
405(1)
The Elements of Visual Interface Design
406(5)
Visual Interface Design Principles
411(14)
Visual Information Design Principles
425(3)
Consistency and Standards
428(5)
PART III Interaction Details
433(222)
Ch 18 Designing for the Desktop
435(72)
Anatomy of a Desktop App
436(3)
Windows on the Desktop
439(9)
Menus
448(7)
Toolbars, Palettes, and Sidebars
455(10)
Pointing, Selection, and Direct Manipulation
465(42)
Ch 19 Designing for Mobile and Other Devices
507(62)
Anatomy of a Mobile App
508(10)
Mobile Navigation, Content, and Control Idioms
518(32)
Multi-Touch Gestures
550(3)
Inter-App Integration
553(2)
Other Devices
555(14)
Ch 20 Designing for the Web
569(20)
Page-Based interactions
571(14)
The Mobile Web
585(2)
The Future
587(2)
Ch 21 Design Details: Controls and Dialogs
589(66)
Controls
589(36)
Dialogs
625(16)
Eliminating Errors, Alerts, and Confirmations
641(12)
The Devil Is in the Details
653(2)
Appendix A Design Principles 655(6)
Appendix B Bibliography 661(6)
Index 667
ALAN COOPER is a founder of Cooper and a pioneer of modern computing. His groundbreaking work has influenced a generation of programmers, business people, and users.

ROBERT REIMANN was founding president of the Interaction Design Association (IxDA). He is Principal Interaction Designer at PatientsLikeMe, and former Director of Design R&D at Cooper.

DAVID CRONIN is a Design Director at GE. He was also Director of Interaction Design at Smart Design, and a former Managing Director at Cooper.

CHRISTOPHER NOESSEL is Cooper's first Design Fellow, and the co-author of Make It So. He teaches and speaks about design all over the world.