About Face - Alan Cooper - E-Book

About Face E-Book

Alan Cooper

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Beschreibung

The essential interaction design guide, fully revised and updated for the mobile age About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts. The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers. Updated information includes: * Contemporary interface, interaction, and product design methods * Design for mobile platforms and consumer electronics * State-of-the-art interface recommendations and up-to-date examples * Updated Goal-Directed Design methodology Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.

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CONTENTS

Part I: Goal-Directed Design

CH 1: A Design Process for Digital Products

The Consequences of Poor Product Behavior

Why Digital Products Fail

Planning and Designing Product Behavior

Recognizing User Goals

Implementation Models and Mental Models

An Overview of Goal-Directed Design

CH 2: Understanding the Problem: Design Research

Qualitative versus Quantitative Data in Design Research

Goal-Directed Design Research

Interviewing and Observing Users

Other Types of Qualitative Research

Research Is Critical to Good Design

CH 3: Modeling Users: Personas and Goals

Why Model?

The Power of Personas

Why Personas Are Effective

Understanding Goals

Constructing Personas

Personas in Practice

Other Design Models

CH 4: Setting the Vision: Scenarios and Design Requirements

Bridging the Research-Design Gap

Scenarios: Narrative as a Design Tool

Design Requirements: The “What” of Interaction

The Requirements Definition Process

CH 5: Designing the Product: Framework and Refinement

Creating the Design Framework

Refining the Form and Behavior

Validating and Testing the Design

CH 6: Creative Teamwork

Small, Focused Teams

Thinking Better, Together

Working Across Design Disciplines

The Extended Team

Establishing a Creative Culture

Identifying Skill Levels in Designers

Collaboration Is the Key

Part II: Designing Behavior and Form

CH 7: A Basis for Good Product Behavior

Design Values

Interaction Design Principles

Interaction Design Patterns

CH 8: Digital Etiquette

Designing Considerate Products

Designing Smart Products

Designing Social Products

CH 9: Platform and Posture

Product Platforms

Product Postures

Postures for the Desktop

Postures for the Web

Postures for Mobile Devices

Postures for Other Platforms

Give Your Apps Good Posture

CH 10: Optimizing for Intermediates

Perpetual Intermediates

Inflecting the Interface

Designing for Three Levels of Experience

CH 11: Orchestration and Flow

Flow and Transparency

Orchestration

Harmonious Interactions

Motion, Timing, and Transitions

The Ideal of Effortlessness

CH 12: Reducing Work and Eliminating Excise

Goal-Directed Tasks versus Excise Tasks

Types of Excise

Excise Is Contextual

Eliminating Excise

Other Common Excise Traps

CH 13: Metaphors, Idioms, and Affordances

Interface Paradigms

Building Idioms

Manual Affordances

Direct Manipulation and Pliancy

Escape the Grip of Metaphor

CH 14: Rethinking Data Entry, Storage, and Retrieval

Rethinking Data Entry

Rethinking Data Storage

Rethinking Data Retrieval

CH 15: Preventing Errors and Informing Decisions

Using Rich Modeless Feedback

Undo, Redo, and Reversible Histories

What If: Compare and Preview

CH 16: Designing for Different Needs

Learnability and Help

Customizability

Localization and Globalization

Accessibility

CH 17: Integrating Visual Design

Visual Art and Visual Design

The Elements of Visual Interface Design

Visual Interface Design Principles

Visual Information Design Principles

Consistency and Standards

Part III: Interaction Details

CH 18: Designing for the Desktop

Anatomy of a Desktop App

Windows on the Desktop

Menus

Toolbars, Palettes, and Sidebars

Pointing, Selection, and Direct Manipulation

CH 19: Designing for Mobile and Other Devices

Anatomy of a Mobile App

Mobile Navigation, Content, and Control Idioms

Multi-Touch Gestures

Inter-App Integration

Other Devices

CH 20: Designing for the Web

Page-Based Interactions

The Mobile Web

The Future

CH 21: Design Details: Controls and Dialogs

Controls

Dialogs

Eliminating Errors, Alerts, and Confirmations

The Devil Is in the Details

Appendix A: Design Principles

Chapter 1

Chapter 3

Chapter 4

Chapter 5

Chapter 8

Chapter 9

Chapter 10

Chapter 11

Chapter 12

Chapter 13

Chapter 14

Chapter 17

Chapter 18

Chapter 19

Chapter 20

Chapter 21

Appendix B: Bibliography

Titlepage

Copyright

Credits

Dedication

About the Authors

Acknowledgments

Foreword

Introduction to the Fourth Edition

A Brief History of Interaction Design

IxD and User Experience

What This Book Is and What It Is Not

How This Book Is Structured

Changes Since the Third Edition

Examples Used in This Book

Who Should Read This Book

Advertisement

End-User License Agreement

List of Tables

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Guide

Cover

Part I: Goal-Directed Design

CH 1: A Design Process for Digital Products

Start Reading

CH 2: Understanding the Problem: Design Research

CH 3: Modeling Users: Personas and Goals

CH 4: Setting the Vision: Scenarios and Design Requirements

CH 5: Designing the Product: Framework and Refinement

CH 6: Creative Teamwork

Part II: Designing Behavior and Form

CH 7: A Basis for Good Product Behavior

CH 8: Digital Etiquette

CH 9: Platform and Posture

CH 10: Optimizing for Intermediates

CH 11: Orchestration and Flow

CH 12: Reducing Work and Eliminating Excise

CH 13: Metaphors, Idioms, and Affordances

CH 14: Rethinking Data Entry, Storage, and Retrieval

CH 15: Preventing Errors and Informing Decisions

CH 16: Designing for Different Needs

CH 17: Integrating Visual Design

Part III: Interaction Details

CH 18: Designing for the Desktop

CH 19: Designing for Mobile and Other Devices

CH 20: Designing for the Web

CH 21: Design Details: Controls and Dialogs

APPENDIX A: Design Principles

APPENDIX B: Bibliography

Title Page

Front Matter

Dedication

Foreword

Introduction

End-User License Agreement

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Part IGoal-Directed Design

CH 1 A Design Process for Digital Products

CH 2 Understanding the Problem: Design Research

CH 3 Modeling Users: Personas and Goals

CH 4 Setting the Vision: Scenarios and Requirements

CH 5 Designing the Product: Framework and Design Refinement

CH 6 Creative Teamwork

CH 1A Design Process for Digital Products

This book has a simple premise: If we design and develop digital products in such a way that the people who use them can easily achieve their goals, they will be satisfied, effective, and happy. They will gladly pay for our products—and recommend that others do the same. Assuming that we can do so in a cost-effective manner, this will translate into business success.

On the surface, this premise seems obvious: Make people happy, and your products will be a success. Why, then, are so many digital products so difficult and unpleasant to use? Why aren’t we all happy and successful when we use them? Why, despite the steady march of faster, cheaper, and more accessible technology, are we still so often frustrated?

The answer, in short, is the absence of design as a fundamental and equal part of the product planning and development process.

Design, according to industrial designer Victor Papanek, is the conscious and intuitive effort to impose meaningful order. We propose a somewhat more detailed definition of human-oriented design activities:

Understanding the desires, needs, motivations, and contexts of people using products

Understanding business, technical, and domain opportunities, requirements, and constraints

Using this knowledge as a foundation for plans to create products whose form, content, and behavior are useful, usable, and desirable, as well as economically viable and technically feasible

This definition is useful for many design disciplines, although the precise focus on form, content, and behavior varies depending on what is being designed. For example, an informational website may require particular attention to content, whereas the design of a simple TV remote control may be concerned primarily with form. As discussed in the Introduction, interactive digital products are uniquely imbued with complex behavior.

When performed using the appropriate methods, design can, and does, provide the missing human connection in technological products. But most current approaches to the design of digital products don’t work as advertised.

The Consequences of Poor Product Behavior

In the nearly 20 years since the publication of the first edition of About Face, software and interactive digital products have greatly improved. Many companies have begun to focus on serving people’s needs with their products and are spending the time and money needed to support the design process. However, many more still fail to do so—at their peril. As long as businesses continue to focus solely on and while shortchanging design, they will continue to create the kind of products we’ve all grown to despise.

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!