About Face: The Essentials of Interaction Design

Höfundur Alan Cooper

Útgefandi Wiley Professional Development (P&T)

Snið ePub

Print ISBN 9781118766576

Útgáfa 4

Útgáfuár 2014

4.590 kr.

Description

Efnisyfirlit

  • 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
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