Preface |
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4 | (4) |
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8 | (2) |
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02 Work on UX and UI simultaneously |
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10 | (2) |
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03 Ul makes or breaks usability |
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12 | (2) |
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04 Always surpass expectations |
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14 | (2) |
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16 | (2) |
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18 | (2) |
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07 Visual metaphors communicate fastest |
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20 | (2) |
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08 Attractive products are more usable |
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22 | (2) |
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09 People remember the unusual |
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24 | (2) |
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10 First and last items are remembered most |
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26 | (2) |
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28 | (2) |
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30 | (2) |
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13 Provide feedback quickly or else |
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32 | (2) |
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14 Friction isn't always bad |
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34 | (2) |
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15 First impressions matter |
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36 | (2) |
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16 UX design isn't timeless |
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38 | (2) |
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40 | (6) |
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19 Allow for differences in digital literacy |
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46 | (2) |
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20 Take extra care of seniors |
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48 | (2) |
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21 Children are not small adults |
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50 | (2) |
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22 Design for learnability |
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52 | (2) |
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23 Don't just design for novices |
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54 | (2) |
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56 | (2) |
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25 Diverse teams create better solutions |
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58 | (2) |
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26 Context matters more than screen size |
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60 | (2) |
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27 Design for clumsy handling |
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62 | (2) |
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64 | (2) |
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29 Know when to break with convention |
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66 | (2) |
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30 Persuade, don't coerce |
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68 | (2) |
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31 Design for passive attention |
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70 | (2) |
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72 | (2) |
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33 Only interrupt when necessary |
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74 | (2) |
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34 Make notifications valuable |
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76 | (2) |
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78 | (2) |
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36 Little time, little design |
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80 | (2) |
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37 Rules are meant to be broken |
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82 | (4) |
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38 Choose the right client |
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86 | (2) |
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88 | (2) |
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90 | (2) |
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41 Define the problem statement |
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92 | (2) |
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94 | (2) |
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43 Done is better than perfect |
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96 | (2) |
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44 Underpromise and overdeliver |
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98 | (2) |
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45 Introduce complexity only when necessary |
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100 | (2) |
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46 Some complexity cannot be reduced |
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102 | (2) |
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47 Imagine the user journey |
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104 | (2) |
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106 | (2) |
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49 Remove barriers and obstacles |
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108 | (2) |
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50 What isn't there matters |
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110 | (2) |
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51 Pointing devices inform functionality |
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112 | (4) |
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52 Design cannot be fully objective |
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116 | (2) |
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53 Most of the science in design is bullshit |
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118 | (2) |
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54 Do just enough research |
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120 | (2) |
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122 | (2) |
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124 | (2) |
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57 Not everything that counts can be counted |
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126 | (2) |
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58 Test for statistical generalizability |
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128 | (2) |
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59 Don't base personas on assumptions |
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130 | (2) |
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60 Keep your enemies close |
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132 | (2) |
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61 Learn from bad examples |
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134 | (2) |
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62 Make expectations work in your favor |
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136 | (2) |
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63 Uncover consensus and ambiguity |
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138 | (2) |
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64 Brainstorm efficiently |
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140 | (2) |
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142 | (4) |
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66 Learn from real-world navigation |
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146 | (2) |
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67 Build a logical structure |
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148 | (2) |
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68 Visualize the relationship between pages |
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150 | (2) |
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69 Don't get gimmicky with navigation |
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152 | (2) |
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70 Yes, side doors matter |
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154 | (2) |
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71 Prime before presenting |
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156 | (2) |
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72 Move from low to high fidelity |
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158 | (2) |
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73 Don't just illustrate, annotate |
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160 | (2) |
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74 Interaction design is the brand |
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162 | (2) |
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75 Bad typography leads to bad UX |
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164 | (2) |
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76 So you think you can scroll |
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166 | (2) |
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168 | (2) |
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170 | (2) |
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172 | (2) |
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80 Never give total control |
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174 | (2) |
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81 Personalization is hit or miss |
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176 | (2) |
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82 A word is worth a thousand pictures |
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178 | (2) |
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83 Understand the sales funnel |
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180 | (2) |
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84 Target the right devices |
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182 | (2) |
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85 Systems are great for corporations |
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184 | (2) |
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86 Modularity is great for designers |
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186 | (2) |
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188 | (2) |
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190 | (4) |
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89 Don't ask for unnecessary things |
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194 | (2) |
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90 Manage errors effectively |
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196 | (2) |
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198 | (2) |
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200 | (2) |
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93 Broken pages shouldn't feel broken |
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202 | (2) |
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94 Fill the gap imagination can't bridge |
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204 | (2) |
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95 Metric-based design is silly |
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206 | (2) |
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96 Most issues can be spotted a mile ahead |
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208 | (2) |
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97 Don't grade your own homework |
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210 | (2) |
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98 Get the most bang for your buck |
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212 | (2) |
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99 Stay involved postlaunch |
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214 | (2) |
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100 Lower expectations for high satisfaction |
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216 | (4) |
About the Author |
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220 | (1) |
Acknowledgments |
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221 | (1) |
Index |
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222 | |