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(Ebook) Designed for Use Create Usable Interfaces for Applications and the Web 2nd Edition by Lukas Mathis ISBN 1680501607 9781680501605

  • SKU: EBN-23518044
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Authors:Lukas Mathis
Pages:316 pages.
Year:2016
Editon:2
Publisher:Pragmatic Bookshelf
Language:english
File Size:9.28 MB
Format:pdf
ISBNS:9781680501605, 1680501607
Categories: Ebooks

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(Ebook) Designed for Use Create Usable Interfaces for Applications and the Web 2nd Edition by Lukas Mathis ISBN 1680501607 9781680501605

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ISBN 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.

(Ebook) Designed for Use Create Usable Interfaces for Applications and the Web 2nd Table of contents:

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

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Tags: Lukas Mathis, Designed, Interfaces

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