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Bulletproof Web Design

Обложка книги Bulletproof Web Design

Bulletproof Web Design

This book is about interaction design—the practice ofdesigning interactive digital products, environments, systems, and services. Like many design disciplines, interaction design is concerned with form.However,first and foremost,interaction design focuses on something that traditional design disciplines do not often explore:the design ofbehavior.
Most design affectshuman behavior:Architecture is concerned with how people use physical space, and graphic design often attempts to motivate or facilitate a response.But now,with the ubiquity ofsilicon-enabled products—from computers to cars and phones—we routinely create products that exhibitcomplex behavior.
Доп. информация: книга посвящена проектированию взаимодействия - практике создания цифровых интерактивных продуктов, сред, систем и служб и проектированию поведения, в частности. В ней описывается конкретный подход к проектированию взаимодействия получивший название «Целеориентированный метод» (Goal-Directed Design, © Alan Cooper), при котором акцент ставится на первоначальных мотивах использования продукта людьми, а также учитываются их ожидания, опыт и способности, - все то, что помогает находить решения, которые люди находят мощными и приятными.
От начала и до конца книги авторы старались более наглядно рассказывать о концепциях, методах и проблемах визуальной части пользовательских интерфейсов, а также о проблемах, возникающих за пределами настольных компьютеров
(Алан Купер об интерфейсе. Основы проектирования взаимодействия)


содержание
About the Authors

Foreword: The Postindustrial World

Acknowledgments

Introduction to the Third Edition


Part I. Understanding Goal-Directed Design


Chapter 1. Goal-Directed Design
Digital Products Need Better Design Methods

The creation ofdigital products today

Why are these products so bad?

The Evolution ofDesign in Manufacturing

Planning and Designing Behavior

Recognizing User Goals


Goals versus tasks and activities

Designing to meet goals in context

The Goal-Directed Design Process

Bridging the gap

A process overview

Goals,not features,are the key to product success



Chapter 2. Implementation Models and Mental Models
Implementation Models

User Mental Models

Represented Models

Most Software Conforms to Implementation Models


User interfaces designed by engineers follow the implementation model

Mathematical thinking leads to implementation model interfaces

Mechanical-Age versus Information-Age Represented Models

Mechanical-Age representations

New technology demands new representations

Mechanical-Age representations degrade user interaction

Improving on Mechanical-Age representations:An example



Chapter 3. Beginners, Experts, and Intermediates
Perpetual Intermediates

Designing for Different Experience Levels


What beginners need

Getting beginners on board

What experts need

What perpetual intermediates need



Chapter 4. Understanding Users: Qualitative Research
Qualitative versus Quantitative Research

The value ofqualitative research

Types ofqualitative research

Ethnographic Interviews:Interviewing and Observing Users

Contextual inquiry

Improving on contextual inquiry

Preparing for ethnographic interviews

Conducting ethnographic interviews

Other Types ofResearch

Focus groups

Market demographics and market segments

Usability and user testing

Card sorting

Task analysis



Chapter 5. Modeling Users: Personas and Goals
Why Model?

Personas

Strengths ofpersonas as a design tool

Personas are based on research

Personas are represented as individual people

Personas represent groups ofusers

Personas explore ranges ofbehavior

Personas must have motivations

Personas can also represent nonusers

Personas and other user models

When rigorous personas aren’t possible:Provisional personas

Goals

Goals motivate usage patterns

Goals should be inferred from qualitative data

User goals and cognitive processing

The three types ofuser goals

User goals are user motivations

Types ofgoals

Successful products meet user goals first

Constructing Personas

Step 1:Identify behavioral variables

Step 2:Map interview subjects to behavioral variables

Step 3:Identify significant behavior patterns

Step 4:Synthesize characteristics and relevant goals

Step 5:Check for completeness and redundancy

Step 6:Expand description ofattributes and behaviors

Step 7:Designate persona types

Other Models

Workflow models

Artifact models

Physical models



Chapter 6. The Foundations of Design: Scenarios and Requirements
Scenarios:Narrative as a Design Tool

Scenarios in design

Using personas in scenarios

Different types ofscenarios

Persona-based scenarios versus use cases

Requirements:The “What”ofInteraction Design

Requirements Definition Using Personas and Scenarios

Step 1:Creating problem and vision statements

Step 2:Brainstorming

Step 3:Identifying persona expectations

Step 4:Constructing context scenarios

Step 5:Identifying requirements



Chapter 7. From Requirements to Design: The Framework and Refinement
The Design Framework

Defining the interaction framework

Defining the visual design framework

Defining the industrial design framework

Refining the Form and Behavior

Design Validation and Usability Testing


When to test:Summative and formative evaluations

Conducting formative usability tests

Designer involvement in usability studies





Part II. Designing Behavior and Form


Chapter 8. Synthesizing Good Design: Principles and Patterns
Interaction Design Principles

Principles operate at different levels ofdetail

Behavioral and interface-level principles minimize work

Design Values

Ethical interaction design

Purposeful interaction design

Pragmatic interaction design

Elegant interaction design

Interaction Design Patterns

Architectural patterns and interaction design

Recording and using interaction design patterns

Types ofinteraction design patterns



Chapter 9. Platform and Posture
Posture

Designing Desktop Software

Designing for the Web


Informational Web sites

Transactional Web sites

Web applications

Internet-enabled applications

Intranets

Other Platforms

General design principles

Designing for handhelds

Designing for kiosks

Designing for television-based interfaces

Designing for automotive interfaces

Designing for appliances

Designing for audible interfaces



Chapter 10. Orchestration and Flow
Flow and Transparency

Designing Harmonious Interactions



Chapter 11. Eliminating Excise
GUI Excise

Excise and expert users

Training wheels

“Pure”excise

Visual excise

Determining what is excise

Stopping the Proceedings

Errors,notifiers,and confirmation messages

Making users ask permission

Common Excise Traps

Navigation Is Excise


Navigation among multiple screens,views,or pages

Navigation between panes

Navigation between tools and menus

Navigation ofinformation

Improving Navigation

Reduce the number ofplaces to go

Provide signposts

Provide overviews

Provide appropriate mapping ofcontrols to functions

Inflect your interface to match user needs

Avoid hierarchies



Chapter 12. Designing Good Behavior
Designing Considerate Products

Considerate products take an interest

Considerate products are deferential

Considerate products are forthcoming

Considerate products use common sense

Considerate products anticipate human needs

Considerate products are conscientious

Considerate products don’t burden you with their personal problems

Considerate products keep us informed

Considerate products are perceptive

Considerate products are self-confident

Considerate products don’t ask a lot ofquestions

Considerate products fail gracefully

Considerate products know when to bend the rules

Considerate products take responsibility

Designing Smart Products

Putting the idle cycles to work

Smart products have a memory

Task coherence

Actions to remember

Applying memory to your applications



Chapter 13. Metaphors, Idioms, and Affordances
Interface Paradigms

Implementation-centric interfaces

Metaphoric interfaces

Idiomatic interfaces

Further Limitations ofMetaphors

Finding good metaphors

The problems with global metaphors

Macs and metaphors:A revisionist view

Building Idioms

Manual Affordances


Semantics ofmanual affordances

Fulfilling user expectations ofaffordances



Chapter 14. Visual Interface Design
Art,Visual Interface Design,and Other Design Disciplines

Graphic design and user interfaces

Visual information design

Industrial design

The Building Blocks ofVisual Interface Design

Shape

Size

Value

Hue

Orientation

Texture

Position

Principles ofVisual Interface Design

Use visual properties to group elements and provide clear hierarchy

Provide visual structure and flow at each level oforganization

Use cohesive,consistent,and contextually appropriate imagery

Integrate style and function comprehensively and purposefully

Avoid visual noise and clutter

Keep it simple

Text in visual interfaces

Color in visual interfaces

Visual interface design for handhelds and other devices

Principles ofVisual Information Design

Enforce visual comparisons

Show causality

Show multiple variables

Integrate text,graphics,and data in one display

Ensure the quality,relevance,and integrity ofthe content

Show things adjacently in space,not stacked in time

Don’t de-quantify quantifiable data

Consistency and Standards

Benefits ofinterface standards

Risks ofinterface standards

Standards,guidelines,and rules ofthumb

When to violate guidelines

Consistency and standards across applications





Part III. Designing Interaction Details


Chapter 15. Searching and Finding: Improving Data Retrieval
Storage and Retrieval Systems

Storage and Retrieval in the Physical World


Everything in its place:Storage and retrieval by location

Indexed retrieval

Storage and Retrieval in the Digital World

Relational Databases versus Digital Soup


Organizing the unorganizable

Problems with databases

The attribute-based alternative

Natural Language Output:An Ideal Interface for

Attribute-Based Retrieval



Chapter 16. Understanding Undo
Users and Undo

User mental models ofmistakes

Undo enables exploration

Designing an Undo Facility

Types and Variants ofUndo

Incremental and procedural actions

Blind and explanatory Undo

Single and multiple Undo

Redo

Group multiple Undo

Other Models for Undo-Like Behavior

Comparison:What would this look like?

Category-specific Undo

Deleted data buffers

Versioning and reversion

Freezing

Undo-ProofOperations



Chapter 17. Rethinking Files and Save
What’s Wrong with Saving Changes to Files?

Problems with the Implementation Model


Closing documents and removing unwanted changes

Save As

Archiving

Implementation Model versus Mental Model

Dispensing with the Implementation Model

Designing with a Unified File Model


Automatically saving

Creating a copy

Naming and renaming

Placing and moving

Specifying the stored format

Reversing changes

Abandoning all changes

Creating a version

A new File menu

A new name for the File menu

Communicating status

Are Disks and File Systems a Feature?

Time for Change




Chapter 18. Improving Data Entry
Data Integrity versus Data Immunity

Data immunity

What about missing data?

Data entry and fudgeability

Auditing versus Editing



Chapter 19. Pointing, Selecting, and Direct Manipulation
Direct Manipulation

Pointing Devices


Using the mouse

Mouse buttons

Pointing and clicking with a mouse

Mouse-up and mouse-down events

Pointing and the Cursor

Pliancy and hinting

Selection

Command ordering and selection

Discrete and contiguous selection

Insertion and replacement

Visual indication ofselection

Drag-and-Drop

Visual feedback for drag-and-drop

Other drag-and-drop interaction issues

Control Manipulation

Palette Tools


Modal tools

Charged cursor tools

Object Manipulation

Repositioning

Resizing and reshaping

3D object manipulation

Object Connection



Chapter 20. Window Behaviors
PARC and the Alto

PARC’s Principles


Visual metaphors

Avoiding modes

Overlapping windows

Microsoft and Tiled Windows

Full-Screen Applications

Multipaned Applications

Designing with Windows


Unnecessary rooms

Necessary rooms

Windows pollution

Window States

MDI versus SDI




Chapter 21. Controls
Avoiding Control-Laden Dialog Boxes

Imperative Controls


Buttons

Butcons

Hyperlinks

Selection Controls

Check boxes

Flip-flop buttons:A selection idiom to avoid

Radio buttons

Combutcons

List controls

Combo boxes

Tree controls

Entry Controls

Bounded and unbounded entry controls

Spinners

Dials and Sliders

Thumbwheels

Other bounded entry controls

Unbounded entry:Text edit controls

Display Controls

Text controls

Scrollbars

Splitters

Drawers and levers



Chapter 22.Menus
A Bit ofHistory

The command-line interface

Sequential hierarchical menus

The Lotus 1-2-3 interface

Drop-down and pop-up menus

Menus Today:The Pedagogic Vecto
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