Designing interfaces

Designing interfaces

by Tidwell, Jenifer

Type Book
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Designing a good interface isn't easy. Users demand software that is well-behaved, good-looking, and easy to use. Your clients or managers demand originality and a short time to market. Your UI technology -- web applications, desktop software, even mobile devices -- may give you the tools you need, but little guidance on how to use them well. UI designers over the years have refined the art of interface design, evolving many best practices and reusable ideas. If you learn these, and understand …

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Title Statements

  • Full title :Designing interfaces / Jenifer Tidwell.

Summary

Designing a good interface isn't easy. Users demand software that is well-behaved, good-looking, and easy to use. Your clients or managers demand originality and a short time to market. Your UI technology -- web applications, desktop software, even mobile devices -- may give you the tools you need, but little guidance on how to use them well. UI designers over the years have refined the art of interface design, evolving many best practices and reusable ideas. If you learn these, and understand why the best user interfaces work so well, you too can design engaging and usable i.

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Edition Statements

  • Publication Date:2006.
  • Edition:2nd ed

Publication Statements

  • Publisher(s):O'Reilly
  • Place of Publication:Sebastpol, California
  • Language:eng
  • Publication Date:2006.

Notes

4.2.3.2. use when.

Includes index.

The Physical Object

  • Description:1 online resource (352 p.)

Edition Identifiers

  • ISBN:0596519087, 9780596519087, 0596555172, 9780596555177, 0596008031, 9780596008031
  • oclc:on1300515818
  • LC Classification:QA76.9.U83
  • Dewey Decimal:004.019

Table of Contents

Designing Interfaces; ABOUT PATTERNS IN GENERAL; OTHER PATTERN COLLECTIONS; ABOUT THE PATTERNS IN THIS BOOK; AUDIENCE; HOW THIS BOOK IS ORGANIZED; COMMENTS AND QUESTIONS; ACKNOWLEDGMENTS; 1. What Users Do; 1.2. THE BASICS OF USER RESEARCH; 1.3. USERS& MOTIVATION TO LEARN; 1.4. THE PATTERNS; 2. instant gratification; 3. satisficing; 4. changes in midstream; 5. deferred choices; 6. incremental construction; 7. habituation; 8. spatial memory; 9. prospective memory; 10. streamlined repetition; 11. keyboard only; 12. other people&s advice

2. Organizing the Content:Information Architecture and Application Structure2.1.2. LISTS OF ACTIONS; 2.1.3. LISTS OF SUBJECT CATEGORIES; 2.1.4. LISTS OF TOOLS; 2.2. PHYSICAL STRUCTURE; 2.2.2. ONE-WINDOW PAGING; 2.2.3. TILED PANES; 2.3. THE PATTERNS; 2.3.1.2. use when; 2.3.1.3. why; 2.3.1.4. how; 2.3.1.5. examples; 14. canvas plus palette; 2.3.2.2. use when; 2.3.2.3. why; 2.3.2.4. how; 2.3.2.5. examples; 15. one-window drilldown; 2.3.3.2. use when; 2.3.3.3. why; 2.3.3.4. how; 2.3.3.5. examples; 16. alternative views; 2.3.4.2. use when; 2.3.4.3. why; 2.3.4.4. how; 17. wizard; 2.3.5.2. use when

2.3.5.3. why2.3.5.4. how; 2.3.5.4.2. PHYSICAL STRUCTURE; 2…

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