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Publisher's note: This edition from 2018 is outdated and doesn't make use of the most recent UX best-practices. A new 2nd edition, updated for latest use cases and examples, has now been published.
Book Description
We want our UX to be brilliant. We want to create stunning user experiences. We want our UX to drive the success of our business with useful and usable software products. This book draws on the wisdom and training of Jakob Nielsen and Don Norman to help you get your UX right - in 101 ways!
101 UX Principles shows you the 101 most important things you need to know about usability and design. A practical reference for UX professionals, and a shortcut to greatness for anyone who needs a clear and wise selection of principles to guide their UX success. Learn the key principles that drive brilliant UX design.
Enjoy 101 Principles including 'Good UX has a Beginning, a Middle, and an End', 'Make Your Links Look Like Links', 'Don't Use Obsolete Icons', 'Decide Whether an Interaction Should Be Obvious, Easy, or Possible', 'Test with Real Users', 'Making the most of fonts', 'Good UX for search results', and 'Show your user - don't tell your user!'
“Good to read from beginning to end, and a nice dip-in-and-out text, the chapter titles reminded me of principles I don't even think about explicitly when I likely should. The book inspired me to start more explicitly articulating some of the principles I just take for granted.”
- Elizabeth Churchill, Director of User Experience at Google
“This is a great practical read. It is convenient to use as a reference when solving real UX problems. I would definitely recommend it as an introduction to UX, but also as a good reminder of best practices for more experienced designers.”
- Anne-Marie Leger, Designer at Shopify
Some more of the 101 UX Principles featured in this book:
Work with user expectations not against them
How to build upon established metaphors
How to arrange navigation elements
How to introduce new ideas to your user
Matching pagination and content structure
When invention is not good for UX
Striving for simplicity
Reducing user tasks
What to make clickable
Making the most of fonts
Making your links look like links
Picking the right control for the job
Data input and what users care about
How to handle destructive user actions
When color should not convey information
Tappable areas and the size of fingers
Getting payment details the right way
Use the standard e-commerce pattern
If you really must use a flat design
When to use progress bars or spinners
Dropdowns the right and wrong way
Handling just-off-screen content
How to do Hamburger menus right
When to hide Advanced Settings
Good UX for Notifications
Das E-Book können Sie in Legimi-Apps oder einer beliebigen App lesen, die das folgende Format unterstützen:
Seitenzahl: 158
Veröffentlichungsjahr: 2018
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First published: August 2018
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Will Grant is a British UI/UX expert and a digital product designer. He is a web technology entrepreneur with over 20 years' experience, leading teams (and products) at the intersection of technology and usability. After his Computer Science degree, Will trained with Jakob Nielsen and Bruce Tognazzini at the Nielsen Norman Group – the world leaders in usable design. Since then, Will has overseen the user experience and interaction design of several large-scale web sites and apps, reaching over a billion users in the process. Will is a "design purist" and obsessed with building beautiful, compelling, and familiar products that customers intuitively know how to use.
With thanks to Noah and Claire
Billy Hollis is a designer, developer, consultant, trainer, author, speaker, and contrarian. He leads a team of world-class XAML devs at http://nextver.com. Billy has been developing software for over thirty years and has acquired a worldwide reputation in software development and architecture. As a developer and consultant, he has developed systems for healthcare, energy, telecommunications, and human resources. As an author, Billy has written or co-written ten technology books and dozens of magazine articles. As a conference speaker, he has spoken to thousands of software developers at major industry events, including TechEd, DevConnections, and VSLive.
Daniel Thompson is a veteran software developer and seasoned expert in delivering digital products. With over 20 years' experience in the systems design, architecture, stability, and scaling of both business and consumer software, Daniel has a proven track record of delivering powerful, rock solid products for global corporations.
In his work with start-ups, Daniel has helped countless teams take their initial idea through to a minimum viable product that solves customer needs and is ready to scale. He is also the founder of D4 Software—the makers of Prodlytic, SQLizer, and QueryTree.
Kate Shaw is a freelancer and the Head of product design. She is a communicator, creator, problem solver, travel maven, freelance thinker, Wannabe revolutionary, and a mum, with fifteen years' experience of creating delightful digital experiences. Kate is articulate and professional with a passion for a user-centric design.
Balancing commercial and people's needs, Kate designs people-intuitive experiences for start-ups, FTSE 100 companies, and agencies. Her clients have included BBC, The Telegraph, The Guardian, John Lewis, Marks & Spencers, Hotels.com, Digitas, Ogilvy, and Yoti.
If you're interested in becoming an author for Packt, please visit authors.packtpub.com and apply today. We have worked with thousands of developers and tech professionals, just like you, to help them share their insight with the global tech community. You can make a general application, apply for a specific hot topic that we are recruiting an author for, or submit your own idea.
These 101 principles are a broad set of guidelines for designing digital products. There are no doubt thousands more, but these are the core principles that will make most products more usable and effective. They'll save you time and make users happier.
Somewhere along the journey of the web maturing, we forgot something important: user experience is not art. It's the opposite of art. UX design should perform a function: serving users. It has to still look great but not at the expense of actually working. Poor design has crept in over the years and some digital products have become worse in 100 tiny ways.
So how did we get here? Branding agencies got involved. They insisted that because as a company we always refer to photos as "memories" the photo menu should be called memories too. Nobody knows what it means or how to find their photos.
The CEO personally picked the shade of sea breeze that the company uses for its headings everywhere, so all the headings are pale blue. This means nobody can read them against a white background on their mobile phone screen.
The marketing department decided that a full-screen pop-up collecting users' email addresses would be good for the Quarter 4 CRM metrics. Then they said, "Oh, don't make the close icon too big because we don't want customers to actually close it."
In these three simple examples, found all over the web, the company lost sight of the user's needs and forgot to put the user first. Over the past 20 years, I've learned a lot about designing digital products. It's hard to pick all these individual lessons out because it feels like they've been compiled into a big UX operating system in my brain.
I'm not ashamed to admit that I'm a design purist. Of course, I value aesthetics, but I see them as a "hygiene factor" and a necessity. Beyond the veneer of aesthetics, I've always strived to produce software that's usable and powerful, where the features are instantly obvious or easy to discover and learn.
This book is a "shortcut to success" for less experienced designers and a challenge to some accepted thinking for seasoned UX professionals.
The principles are structured into broad sections such as typography, controls, journeys, consistency, and the wider field of UX practice. Feel free to dip in and out and use the book as a reference, although it has been designed to be read through in order if you wish.
You might find yourself disagreeing with some of the principles—that's fine because this is, after all, an opinionated book—but the disagreement will sometimes be a prompt to examine your accepted thinking and reevaluate if there might be a better way to accomplish your users' goals.
I hope you enjoy the book and that it helps you to become a better UX professional, so that you can implement experiences that work, avoid common pitfalls, and grow your confidence to fight for the user.
Will Grant, August 2018
This guide is for anyone who designs software products as part of their work. You may be a full-time designer, a UX professional or someone who has to make decisions about UX in your organization's products. Regardless of your role, the principles in this guide will improve your products, help you to serve your users' needs better, and make your customers more likely to return to you.
Although various examples throughout this book feature a mobile app, website, web app, or some desktop software, the principles are applicable to a wide range of applications, from in-car UI, mobile games, and cockpit controls, to washing machine interfaces and everything in between.
Empathy and objectivity are the primary skills you must possess to be good at UX. This is not to undermine those who have spent many years studying and working in the UX field—their insights and experience are valuable—rather to say that study and practice alone are not enough.
You need empathy to understand your users' needs, goals and frustrations. You need objectivity to look at your product with fresh eyes, spot the flaws and fix them. You can learn everything else.
Only amateurs call typefaces "fonts", you know? "Proper" design professionals call them "typefaces" Fonts are the files on the device that the software uses to render the typeface. Fonts are the paint on the palette, while the typeface is the masterpiece on the canvas.
Regardless, too often designers add too many typefaces to their products. You should aim to use two typefaces maximum: one for headings and titles, and another for body copy that is intended to be read.
Use weights and italics within that font family for emphasis—rather than switching to another family. Typically, this means using your corporate brand font as the heading, while leaving the controls, dialogs and in-app copy (which need to be clearly legible) in a more proven, readable typeface.
Using too many typefaces creates too much visual "noise" and increases the effort that the user has to put into understanding the view in front of them. What's more, many custom-designed brand typefaces are often made with punchy visual impact in mind, not readability.
Yes, your corporate brand font is lovely. It's so playful and charming but it takes an extra three seconds to load the page, as the font needs to be downloaded from the server and rendered—and nothing appears until it loads—driving your users crazy.
Including custom display fonts for headings and titles is fine; it helps to brand the product and adds some visual interest. However, using custom fonts for body copy is generally a bad idea.
First of all, these fonts have to be loaded from somewhere, whether it's Google Fonts, Typekit or your own CDN. This means that there is an overhead in getting the font files down to the user's machine. Content-heavy pages will often break while the correct fonts are downloaded and rendered—the dreaded Flash of unstyled content or Flash of unstyled text (FOUC) (https://en.wikipedia.org/wiki/Flash_of_unstyled_content).
Secondly, if, by specifying wild and wonderful body copy typefaces, you think you're exerting some control over the end result, then think again: responsive design and 1,000s of different devices out in the wild mean your pages will look a little different for everyone.
