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E-raamat: UX for Beginners: A Crash Course in 100 Short Lessons

  • Formaat: 258 pages
  • Ilmumisaeg: 21-Dec-2015
  • Kirjastus: O'Reilly Media
  • Keel: eng
  • ISBN-13: 9781491912669
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  • Formaat: 258 pages
  • Ilmumisaeg: 21-Dec-2015
  • Kirjastus: O'Reilly Media
  • Keel: eng
  • ISBN-13: 9781491912669
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Whether you want to design apps, websites, or just have an intelligent conversation about design, these quick-and-dirty lessons are for you. Based on the popular UX Crash Course from Joel Marsh's blog-read over a million times-this book follows the real-life UX process from start-to-finish, so you can apply the skills as you learn. It is also perfect for managers, programmers, salespeople, and marketers who want to know more about designing digital products and services.Lessons include:Fundamentals of UX design, no experience necessaryResearching the weird and wonderful things users doThe process and science of making anything user-friendlyUsing size, color, and layout to help and influence usersPlanning and making wireframesMaking your designs feel engaging and persuasiveMeasuring how your design works in the real worldWhat does a UX designer do all day?
1 Key Ideas
Lesson 1 What Is UX?
2(1)
Lesson 2 The Five Main Ingredients of UX
3(3)
Lesson 3 Your Perspective
6(2)
Lesson 4 The Three "Whats" of User Perspective
8(2)
Lesson 5 Solutions versus Ideas
10(1)
Lesson 6 The Pyramid of UX Impact
11(3)
2 Before You Start
Lesson 7 User Goals and Business Goals
14(2)
Lesson 8 UX Is a Process
16(2)
Lesson 9 Gathering Requirements
18(2)
Lesson 10 Building Consensus
20(4)
3 Behavior Basics
Lesson 11 Psychology versus Culture
24(2)
Lesson 12 What Is User Psychology?
26(2)
Lesson 13 What Is An Experience?
28(2)
Lesson 14 Conscious vs Subconscious Experience
30(2)
Lesson 15 Emotions
32(2)
Lesson 16 What Are Motivations?
34(3)
Lesson 17 Motivation: Sex and Love
37(3)
Lesson 18 Motivation: Affiliation
40(1)
Lesson 19 Motivation: Status
41(2)
Lesson 20 Motivation: Justice
43(2)
Lesson 21 Motivation: Understanding (Curiosity)
45(3)
4 User Research
Lesson 22 What Is User Research?
48(3)
Lesson 23 What Isn't User Research?
51(2)
Lesson 24 How Many Users Do You Need?
53(2)
Lesson 25 How to Ask Questions
55(2)
Lesson 26 How to Observe a User
57(2)
Lesson 27 Interviews
59(1)
Lesson 28 Surveys
60(2)
Lesson 29 Card Sorting
62(2)
Lesson 30 Creating User Profiles
64(2)
Lesson 31 Devices
66(4)
5 The Limits of Our Minds
Lesson 32 What Is Intuition?
70(2)
Lesson 33 What Is a Cognitive Bias?
72(2)
Lesson 34 The Illusion of Choice
74(2)
Lesson 35 Attention
76(2)
Lesson 36 Memory
78(2)
Lesson 37 Hyperbolic Discounting
80(4)
6 Information Architecture
Lesson 38 What Is Information Architecture?
84(2)
Lesson 39 User Stories
86(1)
Lesson 40 Types of Information Architecture
87(2)
Lesson 41 Static and Dynamic Pages
89(2)
Lesson 42 What Is a Flow?
91(1)
Lesson 43 Users Don't Go Backward
92(4)
7 Designing Behavior
Lesson 44 Designing with Intention
96(1)
Lesson 45 Rewards and Punishments
97(2)
Lesson 46 Conditioning and Addiction
99(3)
Lesson 47 Gamification
102(2)
Lesson 48 Social/Viral Structure
104(2)
Lesson 49 How to Create Trust
106(2)
Lesson 50 How Experience Changes Experience
108(4)
8 Visual Design Principles
Lesson 51 Visual Weight (Contrast and Size)
112(2)
Lesson 52 Color
114(2)
Lesson 53 Repetition and Pattern-Breaking
116(2)
Lesson 54 Line Tension and Edge Tension
118(3)
Lesson 55 Alignment and Proximity
121(2)
Lesson 56 Using Motion for UX
123(5)
9 Wireframes and Prototypes
Lesson 57 What Is a Wireframe?
128(1)
Lesson 58 What Isn't a Wireframe?
129(2)
Lesson 59 Learn Skills, Not Tools
131(2)
Lesson 60 Avoid Convenient Examples
133(2)
Lesson 61 What Is a Design Pattern?
135(1)
Lesson 62 Z-Pattern, F-Pattern, Visual Hierarchy
136(3)
Lesson 63 Layout: Page Framework
139(2)
Lesson 64 Layout: The Fold, Images, and Headlines
141(2)
Lesson 65 Layout: The Axis of Interaction
143(2)
Lesson 66 Forms
145(3)
Lesson 67 Primary and Secondary Buttons
148(2)
Lesson 68 Adaptive and Responsive Design
150(1)
Lesson 69 To Design or Redesign?
151(2)
Lesson 70 Touch versus Mouse
153(5)
10 Psychology of Usability
Lesson 71 What Is Usability, Really?
158(2)
Lesson 72 Simple, Easy, Fast, or Minimal
160(2)
Lesson 73 Browsing, Searching, or Discovery
162(2)
Lesson 74 Consistency and Expectations
164(2)
Lesson 75 Anti-UX
166(2)
Lesson 76 Accessibility
168(4)
11 Content
Lesson 77 UX Copywriting versus Brand Copywriting
172(2)
Lesson 78 The Call-To-Action Formula
174(2)
Lesson 79 Instructions, Labels and Buttons
176(2)
Lesson 80 Landing Pages
178(2)
Lesson 81 Readability
180(2)
Lesson 82 The Persuasion Formula
182(2)
Lesson 83 How to Motivate People to Share
184(5)
12 The Moment of Truth
Lesson 84 The Launch Is an Experiment
189(3)
13 Data for Designers
Lesson 85 Can You Measure a Soul?
192(2)
Lesson 86 What Are Analytics?
194(2)
Lesson 87 Graph Shapes
196(8)
Lesson 88 Stats---Sessions versus Users
204(2)
Lesson 89 Stats---New versus Return Visitors
206(2)
Lesson 90 Stats---Pageviews
208(1)
Lesson 91 Stats---Time
209(2)
Lesson 92 Stats---Bounce Rate and Exit Rate
211(2)
Lesson 93 The Probabilities of Interaction
213(2)
Lesson 94 Structure versus Choice
215(2)
Lesson 95 A/B Tests
217(2)
Lesson 96 A Multi-what-now Test?!
219(2)
Lesson 97 Sometimes A/B Testing Is the Only Way to Know
221(3)
14 Get a Job, You Dirty Hippy
Lesson 98 What Does a UX Designer Do All Day?
224(3)
Lesson 99 Which UX Job Is Right For You?
227(3)
Lesson 100 What Goes in a UX Portfolio?
230(3)
Index 233
Joel Marsh has over a decade of experience as a professional designer, with clients that include global brands, like Absolut Vodka, McDonald's, Samsung, and Volvo. He has also been a freelance designer and has worked at successful startups like Stardoll, Piczo, and Trustpilot. In 2006, Joel relocated to Sweden to join the premiere digital design community there. Joel blogs at The Hipper Element, which includes his UX Crash Course, which has garnered over 400,000 visitors and is the basis for this book. You can also find him on Twitter @JoelMarsh. He recently founded his own startup, Teller Email Browser, which is funded by the owner of Angry Birds and will launch in late 2014.