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Designed for Use 2e 2nd edition [Pehme köide]

  • Formaat: Paperback / softback, 325 pages, kõrgus x laius x paksus: 234x190x19 mm, colour illustrations
  • Ilmumisaeg: 30-Jun-2016
  • Kirjastus: Pragmatic Bookshelf
  • ISBN-10: 1680501607
  • ISBN-13: 9781680501605
Teised raamatud teemal:
  • Formaat: Paperback / softback, 325 pages, kõrgus x laius x paksus: 234x190x19 mm, colour illustrations
  • Ilmumisaeg: 30-Jun-2016
  • Kirjastus: Pragmatic Bookshelf
  • ISBN-10: 1680501607
  • ISBN-13: 9781680501605
Teised raamatud teemal:
Provides information on the design process for user interfaces, covering such topics as job shadowing, text usability, sketching and prototyping, modes, speed, and testing.

This book is for designers, developers, and product managers who are charged with what sometimes seems like an impossible task: making sure products work the way your users expect them to. You'll find out how to design applications and websites that people will not only use, but will absolutely love. The second edition brings the book up to date and expands it with three completely new chapters.

Interaction design - the way the apps on our phones work, the way we enter a destination into our car's GPS - is becoming more and more important. Identify and fix bad software design by making usability the cornerstone of your design process.

Weaving together hands-on techniques and fundamental concepts, each technique chapter explains a specific approach you can use to make your product more user friendly, such as storyboarding, usability tests, and paper prototyping. Idea chapters are concept-based: how to write usable text, how realistic your designs should look, when to use animations. This new edition is updated and expanded with new chapters covering requirements gathering, how the design of data structures influences the user interface, and how to do design work as a team. Through copious illustrations and supporting psychological research, expert developer and user interface designer Lukas Mathis gives you a deep dive into research, design, and implementation--the essential stages in designing usable interfaces for applications and websites.

Lukas inspires you to look at design in a whole new way, explaining exactly what to look for - and what to avoid - in creating products that get people excited.

Before We Start, a Word xiii
A short introduction to the topics in this book, and to the way it is organized.
Part I Research
1 User Research
3(4)
To design a product that suits your users, you need to know them.
Some tools help you do that, others can mislead you.
Learn the difference.
2 Features Are Not Requirements
7(4)
Users sometimes have specific ideas for how to solve their problems.
Instead of taking these feature ideas at face value, find out what the actual requirement is behind the idea.
3 Job Shadowing and Contextual Interviews
11(8)
Before you solve a problem, you first must understand it.
To create applications that help people, you have to discover what kind of help they require.
This chapter explains common techniques for doing that.
4 Personas
19(6)
Once you've done the research and know who your product's audience is, you need to turn this information into a design tool.
Personas are that design tool; they help you take user research into account during the design process.
5 Activity-Centered Design
25(4)
Sometimes, it makes sense to focus on what people do, and what their goals are, more than on who they are.
Learn when that is the case, and how to deal with such a situation.
6 Time to Start Working on Documentation
29(6)
Manuals often get short shrift, but thinking about how to document an application early can help bring clarity to its design.
If it's hard to explain, it's probably hard to use.
7 Text Usability
35(12)
Even though we're all using graphical devices with high-res screens, text is still the most important user interface element.
Getting the text right paves the way for a great user experience.
If you get it wrong, no amount of graphic design will salvage your product.
8 Hierarchies in User Interface Design
47(4)
User interfaces are built using nested hierarchies of UI elements.
There are hearlers andfooters and other areas in windows, buttons in bars, and lists of icons in views.
To your users, visual hierarchies imply relationships between UI elements.
Getting these hierarchies right can mean the difference between absolute confusion, and immediate understanding.
9 Card Sorting
51(8)
Card sorting is a technique that helps you figure out how people think the "things" in your product fit together.
In other words, it tells you how to organize your product in a way that makes sense to your users.
10 Creating Usable Hierarchies
59(6)
Organizing and labelling the things in your product-an area of design known as information architecture-is not easy.
This chapter offers some guidelines to get you started.
11 The Mental Model
65(16)
There's how people think how your application works, and there's how it really works.
Bringing the two as close to each other as possible is the key to a product with great usability.
Part II Design
12 Keep an Open Mind
81(6)
Don't get attached to any design ideas too quickly.
You can always find a better solution.
Instead of committing to an idea early and focusing on refining that idea, keeping an open mind is often better.
Don't be afraid of killing your darlings!
13 Sketching and Prototyping
87(10)
Fleshing out your design on paper or in a dedicated application can help clarify design decisions early, before anyone has committed them to code.
Flow diagrams, storyboards, sketches, wireframes, and mock-ups help you think through your application's design, plan how people will use it, and communicate and collaborate on designs with other people.
14 Paper Prototype Testing
97(14)
You don't need to wait until you have a running product to start doing usability tests.
AU you have are a bunch of sketches on some pieces of paper? Great! That's all you need!
15 Realism
111(10)
Realistic user interfaces can look amazing, but sometimes, the added detail can detract from the essence of your product, and make it harder to use.
16 Natural User Interfaces
121(8)
Natural user interfaces ignore the traditional rules of GUIs in favor of an interaction design based on the real world.
Done right, this can make the interface easier to learn and use.
This chapter explains how to do it right.
17 Fitts's Law
129(6)
The bigger something is, the easier it is to click, or to touch.
That makes sense.
But did you know that things can be infinitely large?
18 Animations
135(10)
Animations can help people understand how your application works, and vastly improve the user experience.
This chapter explains when to use animations, and how to design them.
19 Consistency
145(6)
Lack of consistency is probably one of the most common criticisms of user interfaces.
But what is consistency, and are there situations where lack of consistency might actually be beneficial?
20 Discoverability
151(6)
There's no difference between a feature people can't find, and one that doesn't east.
Creating features takes work and costs money: make sure people can actually find them!
21 Don't Interrupt
157(6)
It's rude to interrupt-even more so when it's a computer doing the interrupting.
For computers, it's not only rude, it's also completely unnecessary.
Learn how to avoid interrupting your users.
22 Instead of Interrupting, Offer Undo
163(4)
Allowing users to trust your application is one of the most important factors of a great user experience.
This means allowing them to make mistakes-and to easily, quickly, and safely eradicate any mistakes they will inevitably make.
23 Modes
167(8)
Did you ever pick up a pencil, and it suddenly acted like a can of paint? No?
That's because the real world is mostly non-modal: a pencil is always a pencil.
In the virtual world, though, things can have different modes-and that can be a problem.
24 Have Opinions Instead of Preferences
175(6)
When there are disagreements on how to solve a problem, it's often easiest to leave it up to your users.
But your users are not designers.
You are.
Don't offload design decisions on them.
25 Hierarchies, Space, Time, and How We Think About the World
181(10)
Computers are great at storing data in hierarchical systems.
Humans, on the other hand, tend to think about the world in terms of space and time.
Most products force humans to organize data hierarchically, like computers, instead of making computers work the way humans think.
You can make your product more approachable by making it behave less like a digital system, and more like a human one.
26 Speed
191(6)
Your application's speed sounds like a technical detail, not a matter of design.
But fast performance and a quick, responsive user experience have a huge positive impact on the user experience-though sometimes (rarely), they can also be detrimental.
27 Avoiding Features
197(10)
Satisfying user requests by adding features makes designers and developers feel good, but it's not always the right choice.
A considerate approach to adding new features creates a better product in the long run.
28 Removing Features
207(6)
Even the most considerate designers can make a mistake and add a feature that, in hindsight, turns out to be more burden than boon.
But removing features can be painful.
This chapter helps lessen that pain.
29 Learning from Video Games
213(14)
Video games are fun.
Apps should be fun.
There's a lot application design can learn from video game design-but sometimes, video games aren't quite as they appear, and it's easy to learn the wrong lessons.
Part III Implementation
30 Designing the Back End
227(4)
Designers don't need to know how to write code.
They do, however, need to be involved in the design of the back end.
If the back end is not designed to work consistently with the front end's user experience, it's never going to work right.
31 Guerilla Usability Testing
231(4)
Running a full-scale usability test can be done quite cheaply, but it's still an investment.
Can we get useful information while investing even less?
Why yes, we cant.
32 The First Run Experience
235(6)
When we design software, we think about the common use case.
We put sample data into our wireframes, and filler text into our mock-ups.
But what if the app is empty?
What happens when the user opens it for the first time?
33 Usability Testing
241(10)
I've already mentioned usability testing in the chapter on paper prototyping.
Now, we're testing the real deal, your running application.
This chapter explains how.
34 Testing in Person
251(8)
In-person usability testing is a well-understood technique for discovering usability problems in your product.
This chapter explains how to run such a test.
35 Remote Testing
259(10)
It can be impossible or difficult to invite people to a usability test.
Don't fret, because you don't have tot It's possible to run usability tests remotely.
36 How Not to Test: Common Mistakes
269(4)
Usability testing is helpful even when done poorly.
Nevertheless, the better you do it, the better your results.
Learn how to avoid some common mistakes.
37 User Error Is Design Error
273(8)
It's easy to blame users when they are unable to use a product, but doing so won't help anyone.
Every user error is a design error.
This chapter explains how to create designs that are resilient to "user errors."
38 A/B Testing
281(8)
By pitting different designs against each other, and measuring which one works better, A/B testing lets you improve your product using hard data.
39 Collecting Usage Data
289(6)
When making design decisions, it's best to do so based on real-world data.
What do people actually do with your product?
The more you know, the better you design.
40 Dealing with User Feedback
295(4)
Not all feedback is equally valuable, and not every request needs to be satisfied.
User feedback is valuable, though.
This chapter explains how to make the most of it.
41 You're Not Done
299(2)
Your product may have shipped, but a designer's work is never done.
It's time to start rethinking your decisions, and preparing for the next release.
Acknowledgements 301(4)
Bibliography 305(4)
Index 309
Lukas Mathis is the lead UX designer at Appway, a Swiss software company. He writes about design and usability at ignorethecode.net, and his essays on design have been published on sites such as UX Magazine and Splashnology. He has created a number of online tools for UI design.