Mostrando 1 - 3 Resultados de 3 Para Buscar '"Nothing Lasts Forever"', tiempo de consulta: 0.05s Limitar resultados
  1. 1
    por Pereyra, Irene
    Publicado 2024
    Tabla de Contenidos: “…. -- 16 UX design isn’t timeless. -- 17 Nothing lasts 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…”
    Libro electrónico
  2. 2
    por Broad, Eli
    Publicado 2012
    Tabla de Contenidos: “…Should Be Something You Ask Every Day; 3: Forget Conventional Wisdom; Conventional Wisdom Strangles Innovation; Innovation Is a Permanent Revolution; Success Is a Starting Point, Not a Conclusion; Nothing Lasts Forever…”
    Libro electrónico
  3. 3
    por Pereyra, Irene
    Publicado 2023
    Tabla de Contenidos: “…. -- 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…”
    Libro electrónico