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Whether you're designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today's digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.
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Seitenzahl: 1432
Veröffentlichungsjahr: 2011
Cover
Contents
Title Page
Copyright
Dedication
About the Author
Credits
Acknowledgments
Foreword
Introduction
CHAPTER 1: Goal-Directed Product and Service Design
Digital Product and Service Design
Goal-Directed Design
Summary
CHAPTER 2: Assembling the Team
The Design Team
Close Collaborators
Other Product Team Members
When You Don’t Have the Ideal Team
Summary
CHAPTER 3: Project Planning
The Ideal Project Starting Point
Determining Your Project’s Parameters
Developing the Project Plan
Summary
CHAPTER 4: Research Fundamentals
Benefits of Doing Research
Barriers to Doing Design Research
Components of Design Research
User Research Methods
The Research Team
Essential Research Skills
Summary
CHAPTER 5: Understanding the Business
Identifying Stakeholders and Scheduling Interviews
Officially “Kicking Off” the Project
Conducting Stakeholder Interviews
Project Management for Stakeholder Interviews
When You Can’t Interview Stakeholders
Summary
CHAPTER 6: Planning User Research
Identifying the Number and Type of Interviewees
Introducing the Practice Design Problems
Recruiting and Scheduling
Dealing with Challenges
Summary
CHAPTER 7: Understanding Potential Users and Customers
Interviewing Customers in a Business Environment
Interviewing and Observing Prospective Users
Project Management for Interviews
Summary
CHAPTER 8: Example Interview
Summary
CHAPTER 9: Other Sources of Information and Inspiration
When You Have Less Time
When You Have More Time
Supplemental Research Methods
Summary
CHAPTER 10: Making Sense of Your Data: Modeling
Synthesizing Stakeholder Findings
Analyzing Customer and User Data
Project Management during Modeling
Summary
CHAPTER 11: Personas
Definition and Uses
Creating Personas
When Time Is Limited: Provisional Personas
Persona Pitfalls
Project Management for Creating Personas
Summary
CHAPTER 12: Defining Requirements
The Problems with Requirements
Generating Effective Requirements
Brainstorming
Scenarios
Other Requirements from User Personas
Requirements from Business and Other Needs
Experience Attributes
Project Management for Developing Requirements
Summary
CHAPTER 13: Putting It All Together: The User and Domain Analysis
Typical Structure
Developing an Effective Document
Developing an Effective Presentation
Conducting the Meeting
Project Management for Developing the U&DA
Summary
CHAPTER 14: Framework Definition: Visualizing Solutions
Essential Principles of Framework Definition
Process Overview for Framework Definition
Project Management for Framework Definition
Essential Skills for Framework Definition
Summary
CHAPTER 15: Principles and Patterns for Framework Design
The Importance of Context
Principles for Form and Behavior
Patterns for Form and Behavior
Summary
CHAPTER 16: Designing the Form Factor and Interaction Framework
IxDG and IxDS: Define Data Object Types and Relationships
Full Design Team: Define Possible Functional Elements
Full Design Team: Define Possible Platforms
Full Team: Brainstorm with Sketches
ID: Refine the Form Factor
IxDG and IxDS: Define the Interaction Framework
Full Design Team: Iterate Form and Behavior Together
Typical Challenges in Designing the Framework
Project Management for Defining Platforms and Frameworks
Summary
CHAPTER 17: Principles and Patterns in Design Language
General Principles
Patterns and Principles for Specific Elements
Summary
CHAPTER 18: Developing the Design Language
The Process of Developing the Design Language
Example: NetApp
Example: Executive Telephone
Project Management for Design Language Exploration
Summary
CHAPTER 19: Communicating the Framework and Design Language
Preparing Stakeholders for the Meeting
Crafting the Story
Managing Your Time and Preparing for the Meeting
Conducting the Meeting
Summary
CHAPTER 20: Detailed Design: Making Your Ideas Real
Essential Principles of Detailed Design
Process and Project Management for Detailed Design
Summary
CHAPTER 21: Detailed Design Principles and Patterns
Principles: a Bit of Science, a Bit of Common Sense
Communicating Flow, Priority, and Relationships
Communicating Data: Information Design
Using Icons to Communicate about Objects and Tools
Text and Type
Widgets and Data Entry
Managing Large Data Sets
Audible and Speech Interfaces
Products Involving Safety Concerns
Accessibility
“That Little Extra Something”
Summary
CHAPTER 22: Detailed Design Process and Practices
Evolving the Interaction Design: Round One
Defining the Visual System: Round One
Shared Image Files
Evolving the Industrial Design
Design Reviews and Collaboration
Iteration After Feedback
Common Challenges During Detailed Design
Summary
CHAPTER 23: Evaluating Your Design
Why, When, and What to Evaluate
Types of Evaluation
Summary
CHAPTER 24: Communicating Detailed Design
The Form and Behavior Specification
Qualities of an Effective Spec
Documentation Process and Practices
Presenting Detailed Design
Summary
CHAPTER 25: Supporting Implementation and Launch
Supporting Software Construction
Supporting Hardware Manufacturing
Common Challenges
Summary
CHAPTER 26: Improving Design Capabilities in Individuals and Organizations
Realizing Your Own Design Potential
Expanding Design’s Role in an Organization
Concluding Thoughts
Wiley End User License Agreement
Chapter 3
Table 3.1. Example project plan for research
Table 3.2. Example project plan for modeling and requirements definition
Table 3.3. Example project plan for framework definition
Table 3.4. Example project plan for chunked delivery of detailed design for one interface
Chapter 3
Table 4.1. Market research versus design research.
Table 4.2. Comparison of research methods.
Chapter 5
Table 5.1. Typical stakeholders to interview.
Chapter 6
Table 6.1. Examples of likely roles for various design problems.
Table 6.2. Potential number of interviewees per role.
Table 6.3. Examples of increased sample sizes for key factors.
Table 6.4. Examples of reduced interview samples.
Table 6.5. Example screener for Acme Camera Web site research.
Chapter 7
Table 7.1. Good and bad overview question examples.
Table 7.2. Example mental model objects.
Table 7.3. Examples of meaningful attributes for mental model objects.
Table 7.4. Examples of object relationships.
Chapter 9
Table 9.1. Sample size examples.
Chapter 10
Table 10.1. Example affinity clusters.
Table 10.2. Men versus women.
Table 10.3. People with different reasons for taking photos.
Chapter 11
Table 11.1. Examples of how to divide interviewees to begin persona creation.
Table 11.2. Continuum behavioral variables.
Table 11.3. Multiple-choice behavioral variables.
Table 11.4. Example summary behavior patterns for financial advisers.
Table 11.6. Analysis of a persona description.
Chapter 12
Table 12.1. Example requirements matrix.
Table 12.2. Example lists of context scenarios.
Table 12.3. Example requirements from a context scenario.
Table 12.4. Example team member schedules.
Chapter 14
Table 14.1. Example project plan for device framework definition.
Table 14.2. Example project plan for software framework definition.
Chapter 16
Table 16.1. Preliminary data model for a veterinary practice management application.
Table 16.2. Functional elements for an office telephone.
Table 16.3. Functional elements for a shopping Web site.
Table 16.4. Service elements for airline travel.
Table 16.5. Advantages and disadvantages of various input methods.
Table 16.6. Brainstorming and narrowing office telephone concepts.
Table 16.7. Example context scenario translated into needs and elements.
Table 16.8. Sketching from a scenario.
Table 16.9. Revising the design.
Chapter 19
Table 19.1. Reviewing the essentials about personas.
Table 19.2. Introducing the big idea.
Table 19.3. Form factor rationale.
Table 19.4. Illustrated key path scenario example.
Table 19.5. Describing interaction detail.
Table 19.6. Presenting the design language.
Chapter 20
Table 20.1. An example list of design topics and time estimates with tentative priorities for stakeholder discussion.
Chapter 21
Table 21.1. Common interface widgets and their uses.
Chapter 22
Table 22.1. Example detailed interaction design meeting discussion.
Chapter 26
Table 26.1. In-house versus outsourced design
Chapter 1
Figure 1.1. Rob, Cynthia, and Chuck were the first real personas.
Figure 1.2. Many productivity applications are based on an organizer/workspace pattern.
Figure 1.3. An overview of the Goal-Directed process.
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