Designing the Obvious: A Common Sense Approach to Web Application Design

Designing the Obvious belongs in the toolbox of every person charged with the design and development of Web-based software, from the CEO to the programming team. Designing the Obvious explores the character traits of great Web applications and uses them as guiding principles of application design so...

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Detalles Bibliográficos
Otros Autores: Hoekman, Robert Author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Place of publication not identified] New Riders Publishing 2010
Edición:2nd ed
Colección:Voices That Matter
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629077206719
Tabla de Contenidos:
  • Cover
  • Contents
  • Acknowledgments
  • Author Biography
  • Chapter 1: Defining the Obvious
  • What Is 'the Obvious'?
  • Qualities of a great application
  • How Do You Design the Obvious?
  • Turn qualities into goals
  • The Framework for Obvious Design
  • Know what to build
  • Know what makes it great
  • Know the best way to implement it
  • Chapter 2: Lead with Why, Follow with What
  • Know Your Motivation
  • What follows Why
  • Make Authentic Decisions
  • Audit the user experience
  • Define the vision
  • Plan the new design
  • Implement it
  • Measure everything
  • Having vision
  • Chapter 3: Ignore the User, Know the Situation
  • Designing for the User
  • Designing for the Activity
  • Solve for the Situation
  • Understand How Users Think They Do Things
  • Understand How Users Actually Do Things
  • Find Out the Truth
  • Contextual inquiry
  • Remote user research
  • Surveys
  • Write Use Cases
  • Task-flow diagrams
  • My advice
  • Chapter 4: Build Only What Is Absolutely Necessary
  • More features, More frustration
  • So what's a geek to do?
  • Think Different
  • The dashboard and New Invoice screen
  • The finished invoice
  • The result
  • Think Mobile
  • Hey, it's your life
  • Not present at time of photo
  • Drop Nice-to-Have Features
  • The Unnecessary Test
  • The 60-Second Deadline
  • Aim low
  • Interface Surgery
  • Reevaluate nice-to-have features later
  • Let them speak
  • Chapter 5: Support the User's Mental Model
  • Understanding mental models
  • Design for Mental Models
  • Making metaphors that work
  • Interface Surgery: Converting an implementation model design into a mental model design
  • Eliminate Implementation Models
  • Create wireframes to nail things down
  • Prototype the Design
  • Test It Out
  • Chapter 6: Turn Beginners into Intermediates, Immediately
  • Use Up-to-Speed Aids
  • Provide a welcome screen.
  • Fill the blank slate with something useful
  • Give instructive hints
  • Interface Surgery: Applying instructive design
  • Choose Good Defaults
  • Integrate preferences
  • Design for Information
  • Card sorting
  • Stop Getting Up to Speed and Speed Things Up
  • Reuse the welcome screen as a notification system
  • Use one-click interfaces
  • Use design patterns to make things familiar
  • Provide Help Documents, Because Help Is for Experts
  • Chapter 7: Be Persuasive
  • Draw a Finish Line
  • Ownership
  • Solve a Significant Problem
  • Make It Explainable
  • Know Your Psychology
  • Reciprocity
  • Commitment and consistency
  • Social proof
  • Authority
  • Liking
  • Scarcity
  • Ethical persuasion
  • Chapter 8: Handle Errors Wisely
  • Prevent and Catch Errors with Poka-yoke Devices
  • Poka-yoke on the web
  • Prevention devices
  • Detection devices
  • Turn errors into opportunities
  • Feeling smart
  • Ditch Anything Modal
  • Redesigning rude behavior
  • Replace it with modeless assistants
  • Write Error Messages That Help Instead of Hurt
  • Interface Surgery
  • Create Forgiving Software
  • Good software promotes good practices
  • Chapter 9: Design for Uniformity, Consistency, and Meaning
  • Design for Uniformity
  • Be Consistent Across Applications
  • Understanding design patterns
  • Intelligent inconsistency
  • Leverage Irregularity to Create Meaning and Importance
  • Interface Surgery: Surfacing the bananas in a process
  • Chapter 10: Reduce and Refine
  • Cluttered task flows
  • The path to simplicity
  • Clean Up the Mess
  • Reducing the pixel-to-data ratio
  • Minimizing copy
  • Designing white space
  • Cleaning up task flows
  • Practice Kaizen
  • The 5S approach
  • Eliminate Waste
  • Cleaning up your process
  • Put Just-in-Time Design and Review to Work
  • Chapter 11: Don't Innovate When You Can Elevate
  • Innovation.
  • The problem with innovative thinking
  • Elevation
  • Elevate the User Experience
  • Elevation is about being more polite
  • Elevation means giving your software a better personality
  • Elevation means understanding good design
  • Seek Out and Learn from Great Examples
  • Inspiration
  • Elevate the standards
  • Take Out All the Good Lines
  • Get in the Game
  • Index.