Title Statements
- Full title :Designed for use / Lukas Mathis.
Summary
"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"--Publisher's description.
Read More ↓Edition Statements
- Publication Date:2016
- Edition:Second edition
Publication Statements
- Publisher(s):The Pragmatic Bookshelf
- Place of Publication:Dallas, Texas
- Language:eng
- Publication Date:2016
The Physical Object
- Description:xvii, 316 pages : : illustrations (some color) ; : 24 cm.
Edition Identifiers
- ISBN:9781680501605, 1680501607
- oclc:ocn930683044
- LC Classification:QA76.9.U83
- Dewey Decimal:006.7019
Table of Contents
Research. User research -- Features are not requirements -- Job shadowing and contextual interviews -- Personas -- Activity-centered design -- Time to start working on documentation -- Text usability -- Hierarchies in user interface design -- Card sorting -- Creating usable hierarchies -- The mental model -- Design. Keep an open mind -- Sketching and prototyping -- Paper prototype testing -- Realism -- Natural user interfaces -- Fitt's law -- Animations -- Consistency -- Discoverability -- Don't interrupt -- Instead of interrupting, offer undo -- Modes -- Have opinions instead of preferences -- Hierarchies, space, time, and how we think about the world -- Speed -- Avoiding features -- Removing features -- Learning from video games -- Implementation. Designing the back end -- Guerilla usability testing -- The first run experience -- Usability testing -- Testing in person -- Remote testing -- How not to test: common mistakes -- User error is design error -- A/B testing -- Collecting usage data -- Dealing with user feedback -- You're not done.
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