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Acknowledgments x
Author Biography xi
Chapter 1 Defining the Obvious 3
What Is 'the Obvious'? 6
Qualities of a great application 8
How Do You Design the Obvious? 10
Turn qualities into goals 10
The Framework for Obvious Design 12
Know what to build 14
Know what makes it great 14
Know the best way to implement it 15
Chapter 2 Lead with Why, Follow with What 17
Know Your Motivation 19
What follows Why 22
Make Authentic Decisions 24
Audit the user experience 24
Define the vision 28
Plan the new design 31
Implement it 32
Measure everything 32
Having vision 34
Chapter 3 Ignore the User, Know the Situation 35
Designing for the User 37
Designing for the Activity 44
Solve for the Situation 47
Understand How Users Think They Do Things 55
Understand How Users Actually Do Things 57
Find Out the Truth 61
Contextual inquiry 63
Remote user research 66
Surveys 67
Write Use Cases 68
Task-flow diagrams 74
My advice 76
Chapter 4 Build Only What Is Absolutely Necessary 77
More features, More frustration 78
So what's a geek to do? 79
Think Different 80
The dashboard and New Invoice screen 81
The finished invoice 82
The result 83
Think Mobile 84
Hey, it's your life 87
Not present at time of photo 87
Drop Nice-to-Have Features 88
The Unnecessary Test 89
The 60-Second Deadline 90
Aim low 92
Interface Surgery 93
Reevaluate nice-to-have features later 98
Let them speak 99
Chapter 5 Support the User's Mental Model 101
Understanding mental models 103
Design for Mental Models 104
Making metaphors that work 107
Interface Surgery: Converting an implementation model design into a mental model design 111
Eliminate Implementation Models 119
Create wireframes to nail things down 119
Prototype the Design 127
Test It Out 130
Chapter 6 Turn Beginners into Intermediates, Immediately 139
Use Up-to-Speed Aids 141
Provide a welcome screen 145
Fill the blank slate with something useful 147
Give instructive hints 149
Interface Surgery: Applying instructive design 153
Choose Good Defaults 160
Integrate preferences 163
Design for Information 163
Card sorting 166
Stop Getting Up to Speed and Speed Things Up 168
Reuse the welcome screen as a notification system 169
Use one-click interfaces 170
Use design patterns to make things familiar 171
Provide Help Documents, Because Help Is for Experts 173
Chapter 7 Be Persuasive 175
Draw a Finish Line 176
Ownership 177
Solve a Significant Problem 178
Make It Explainable 180
Know Your Psychology 181
Reciprocity 181
Commitment and consistency 182
Social proof 184
Authority 185
Liking 186
Scarcity 187
Ethical persuasion 188
Chapter 8 Handle Errors Wisely 189
Prevent and Catch Errors with Poka-yoke Devices 191
Poka-yoke on the web 192
Prevention devices 193
Detection devices 195
Turn errors into opportunities 200
Feeling smart 202
Ditch Anything Modal 203
Redesigning rude behavior 204
Replace it with modeless assistants 205
Write Error Messages That Help Instead of Hurt 207
Interface Surgery 209
Create Forgiving Software 211
Good software promotes good practices 213
Chapter 9 Design for Uniformity, Consistency, and Meaning 217
Design for Uniformity 220
Be Consistent Across Applications 229
Understanding design patterns 230
Intelligent inconsistency 233
Leverage Irregularity to Create Meaning and Importance 234
Interface Surgery: Surfacing the bananas in a process 237
Chapter 10 Reduce and Refine 243
Cluttered task flows 244
The path to simplicity 245
Clean Up the Mess 246
Reducing the pixel-to-data ratio 247
Minimizing copy 248
Designing white space 251
Cleaning up task flows 255
Practice Kaizen 258
The 5S approach 259
Eliminate Waste 262
Cleaning up your process 263
Put Just-in-Time Design and Review to Work 265
Chapter 11 Don't Innovate When You Can Elevate 269
Innovation 270
The problem with innovative thinking 270
Elevation 272
Elevate the User Experience 272
Elevation is about being more polite 273
Elevation means giving your software a better personality 274
Elevation means understanding good design 276
Seek Out and Learn from Great Examples 277
Inspiration 278
Elevate the standards 278
Take Out All the Good Lines 279
Get in the Game 280
Index 283
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Add Designing the Obvious: A Common Sense Approach to Web and Mobile Application Design, Designing the Obvious belongs in the toolbox of every person charged with the design and development of Web-based software, from the CEO to the programming team. Designing the Obvious explores the character traits of great Web applications and uses, Designing the Obvious: A Common Sense Approach to Web and Mobile Application Design to the inventory that you are selling on WonderClubX
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Add Designing the Obvious: A Common Sense Approach to Web and Mobile Application Design, Designing the Obvious belongs in the toolbox of every person charged with the design and development of Web-based software, from the CEO to the programming team. Designing the Obvious explores the character traits of great Web applications and uses, Designing the Obvious: A Common Sense Approach to Web and Mobile Application Design to your collection on WonderClub |