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