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Status:
Available5.0
26 reviewsISBN 10: 1680501607
ISBN 13: 9781680501605
Author: Lukas Mathis
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.
Lukas weaves 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.
Part I. Research
1. User Research
2. Features Are Not Requirements
Why You Need Requirements, Not Features
Create a Product, Not a Collection of Solutions to Problems
Getting to the Root of Things
3. Job Shadowing and Contextual Interviews
Observing Your Audience
Job Shadowing
Contextual Interviews
Remote Shadowing
Limitations of Contextual Interviews
4. Personas
Problems with Personas
Creating Personas
Working with Personas
Personas Do Not Replace User Research
5. Activity-Centered Design
6. Time to Start Working on Documentation
The Manual
Blog Posts
Screencasts
Press Releases
Talk About Tasks
7. Text Usability
Why Words Matter
People Don’t Want to Read
Say Less
Make Text Scannable
No Fluff
Sentences Should Have One Obvious Interpretation
Talk Like a Human, Not Like a Company
Illustrate Your Points
Use Words People Understand
Test Your Text
Display Legible Text
8. Hierarchies in User Interface Design
Creating Hierarchical Structure Visually
9. Card Sorting
Designing Hierarchies
Preparing for a Card Sort
Participants
Running a Card Sort
Running a Remote Card Sort
Evaluating the Results
10. Creating Usable Hierarchies
Allow Things to Exist in Multiple Places
Shallow or Deep?
Grouping Things
11. The Mental Model
What People Think
Three Different Models
Hiding Implementation Details
Leaky Abstractions
Designing for Mental Models
Part II. Design
12. Keep an Open Mind
Don’t Pick Sides
Don’t Accept False Dichotomies
Don’t Commit Too Early
Break Conventions
Revisit Your Early Ideas
You Can Always Do Better
13. Sketching and Prototyping
Designing the Structure
Flow Diagrams
Storyboards
Sketching
Wireframes
Mock-ups
Tools
14. Paper Prototype Testing
Guerilla Paper Prototype Testing
Running Full Usability Tests with Paper Prototypes
15. Realism
Symbols
Virtual Versions of Real-World Objects
Replicating Physical Constraints in Digital Products
Going Flat
16. Natural User Interfaces
Avoid Gesture Magic
Recognizing Gestures
Accidental Input
Conventions
17. Fitts’s Law
Screen Edges Have Infinite Size
Radial Context Menus Decrease Average Distance
Small Targets Need Margins
Sometimes, Smaller Is Better
18. Animations
Explaining State Changes
Directing User Attention
Avoid Unimportant Animations
Help Users Form Suitable Mental Models
Learning from Cartoons
19. Consistency
Identifying Archetypes
Behavioral Consistency
In-App Consistency
20. Discoverability
What to Make Discoverable
When to Make Things Discoverable
How to Make Things Discoverable
21. Don’t Interrupt
Make Decisions for Your User
Front Load Decisions
Interrupt Users Only For Truly Urgent Decisions
22. Instead of Interrupting, Offer Undo
Let Users Undo Their Actions
Temporary Undo
23. Modes
Nonobvious Modes
Unexpected Modes
Sticky Modes
Modes Are Not Always Bad
Quasimodes
24. Have Opinions Instead of Preferences
Why Preferences Are Bad
How to Avoid Preferences
If You Can’t Avoid Preferences
25. Hierarchies, Space, Time, and How We Think About the World
User-Generated Hierarchies
Space
Time
A Better Hierarchical System
26. Speed
Responsiveness
Progress Feedback
Perceived Speed
Slowing Down
27. Avoiding Features
Remember the User’s Goals
The Five Whys
Instead of Adding a New Feature, Make an Existing Feature More Usable
Solve Several Problems with One Change
Consider the Cost
Make It Invisible
Provide an API and a Plug-in Architecture
Listen to Your Users
But Don’t Listen to Your Users Too Much
Not All Users Need to Be Your Users
28. Removing Features
Do the Research
Inform Your Users
Provide Alternatives
It’s Your Product
29. Learning from Video Games
What’s Fun?
Why Your Product Is Not Like a Game
What We Can Learn from Games
Fun vs. Usability
Part III. Implementation
30. Designing the Back End
The Back End Influences the Front End
Back-End Design Is UX Design
31. Guerilla Usability Testing
How Often to Test
Preparing for the Test
How Do You Find Testers?
How Many Testers
Running the Test
The Results
32. The First Run Experience
Getting people up and running
Teaching people how to user your app
Solving what problem?
33. Usability Testing
Usability Tests Don’t Have to Be Expensive
How Often to Test
How Many Testers
Who Should Test Your Product?
How to Find Testers
Different Types of Tests
Preparing for the Test
Running the Test
34. Testing in Person
Running the Test
35. Remote Testing
Moderated Remote Testing
Unmoderated Remote Testing
36. How Not to Test: Common Mistakes
Don’t Use Words That Appear in the User Interface
Don’t Influence the Tester
Avoid Stressful Situations
37. User Error Is Design Error
Don’t Blame Your Users in Your Error Messages
No Error, No Blame
38. A/B Testing
When to Do A/B Testing
What’s Success?
Preparing for the Test
Running the Test
Interpreting the Results
Keep in Mind
39. Collecting Usage Data
Measure Speed
Exit Points
Measure Failure
User Behavior
40. Dealing with User Feedback
Unexpected Uses
Bad Feedback
41. You’re Not Done
A1. Acknowledgements
Bibliographya
usable interface
design the user interface book
an interface can be best described as
a user interface (ui) includes these three items
a user interface is
one standard associated with designing a user
Tags: Lukas Mathis, Designed, Interfaces