Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology

Universal Principles of UX is a comprehensive, cross-disciplinary encyclopedia for user experience designers.

Detalles Bibliográficos
Autor principal: Pereyra, Irene (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Minneapolis : Quarto Publishing Group USA 2023.
Colección:Rockport Universal
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009720312706719
Tabla de Contenidos:
  • Cover
  • Title
  • Contents
  • Preface
  • Consider
  • 01 The user comes first.
  • 02 Work on UX and UI simultaneously.
  • 03 UI makes or breaks usability.
  • 04 Always surpass expectations.
  • 05 Design is not neutral.
  • 06 Words matter.
  • 07 Visual metaphors communicate fastest.
  • 08 Attractive products are more usable.
  • 09 People remember the unusual.
  • 10 First and last items are remembered most.
  • 11 Less is more.
  • 12 Less is a bore.
  • 13 Provide feedback quickly or else.
  • 14 Friction isn't always bad.
  • 15 First impressions matter.
  • 16 UX design isn't timeless.
  • 17 Nothing last forever.
  • Empathize
  • 18 Accessibility first.
  • 19 Allow for differences in digital literacy.
  • 20 Take extra care of seniors.
  • 21 Children are not small adults.
  • 22 Design for learnability.
  • 23 Don't just design for novices.
  • 24 Make the choice easy.
  • 25 Diverse teams create better solutions.
  • 26 Context matters more than screen size.
  • 27 Design for clumsy handling.
  • 28 Match the real world.
  • 29 Know when to break with convention.
  • 30 Persuade, don't coerce.
  • 31 Design for passive attention.
  • 32 Know the purpose.
  • 33 Only interrupt when necessary.
  • 34 Make notifications valuable.
  • 35 Minimize form input.
  • 36 Little time, little design.
  • 37 Rules are meant to be broken.
  • Define
  • 38 Choose the right client.
  • 39 Be a good detective.
  • 40 Gather requirements.
  • 41 Define the problem statement.
  • 42 Find shortcuts.
  • 43 Done is better than perfect.
  • 44 Underpromise and overdeliver.
  • 45 Introduce complexity only when necessary.
  • 46 Some complexity cannot be reduced.
  • 47 Imagine the user journey.
  • 48 Create a user flow.
  • 49 Remove barriers and obstacles.
  • 50 What isn't there matters.
  • 51 Pointing devices inform functionality.
  • Research
  • 52 Design cannot be fully objective.
  • 53 Most of the science in design is bullshit.
  • 54 Do just enough research.
  • 55 Map the ecosystem.
  • 56 Look at the data.
  • 57 Not everything that counts can be counted.
  • 58 Test for statistical generalizability.
  • 59 Don't base personas on assumptions.
  • 60 Keep your enemies close.
  • 61 Learn from bad examples.
  • 62 Make expectations work in your favor.
  • 63 Uncover consensus and ambiguity.
  • Design
  • 64 Brainstorm efficiently.
  • 65 Build consensus.
  • 66 Learn from real-world navigation.
  • 67 Build a logical structure.
  • 68 Visualize the relationship between pages.
  • 69 Don't get gimmicky with navigation.
  • 70 Yes, side doors matter.
  • 71 Prime before presenting.
  • 72 Move from low to high fidelity.
  • 73 Don't just illustrate, annotate.
  • 74 Interaction design is the brand.
  • 75 Bad typography leads to bad UX.
  • 76 So you think you can scroll.
  • 77 Animate responsibly.
  • 78 Make data lovable.
  • 79 Dark mode rises.
  • 80 Never give total control.
  • 81 Personalization is hit or miss.
  • 82 A word is worth a thousand pictures.
  • 83 Understand the sales funnel.
  • 84 Target the right devices.
  • 85 Systems are great for corporations.
  • 86 Modularity is great for designers.
  • 87 Expect the unexpected.
  • Validate
  • 88 Voice assistants suck.
  • 89 Don't ask for unnecessary things.
  • 90 Manage errors effectively.
  • 91 Accept many inputs.
  • 92 Confirm user actions.
  • 93 Broken pages shouldn't feel broken.
  • 94 Fill the gap imagination can't bridge.
  • 95 Metric-based design is silly.
  • 96 Most issues can be spotted a mile ahead.
  • 97 Don't grade your own homework.
  • 98 Get the most bang for your buck.
  • 99 Stay involved postlaunch.
  • 100 Lower expectations for high satisfaction.
  • About the Author
  • Acknowledgments
  • Index
  • Copyright.