Questions About This Book?
Why should I rent this book?
How do rental returns work?
What version or edition is this?
What is included with this book?
- The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any CDs, lab manuals, study guides, etc.
- The Used copy of this book is not guaranteed to include any supplemental materials. Typically, only the book itself is included.
- The Rental copy of this book is not guaranteed to include any supplemental materials. You may receive a brand new copy, but typically, only the book itself.
- The eBook copy of this book is not guaranteed to include any supplemental materials. Typically only the book itself is included.
In a complex world, products that are easy to use win favor with consumers. Simple and Usable Web, Mobile, and Interaction Design is the first book on the topic of simplicity aimed specifically at interaction designers. It shows how to drill down and simplify user experiences when designing digital tools and applications. It begins by explaining why simplicity is attractive, explores the laws of simplicity, and presents proven strategies for achieving simplicity.
Remove, hide, organize and displace become guidelines for designers, who learn simplicity by seeing before and after examples and case studies where the results speak for themselves.
Table of Contents
|Why are we here?|
|A Story about simplicity||p. 2|
|The power of simplicity||p. 4|
|Increasing complexity is unsustainable||p. 6|
|Not that kind of simple||p. 8|
|Fake simplicity||p. 12|
|Know yourself||p. 14|
|Setting a vision|
|Two ways to describe what's core||p. 18|
|Get out of your office||p. 20|
|What to look for||p. 22|
|Three types of user||p. 24|
|Why you should ignore expert customers||p. 26|
|Design for the mainstream||p. 28|
|What mainstreamers want||p. 30|
|Emotional needs||p. 32|
|Simplicity is about control||p. 34|
|Choosing the right "what"||p. 36|
|Describing the user experience||p. 38|
|Putting it all together||p. 40|
|World, character, plot||p. 42|
|Extreme usability||p. 44|
|The quick and dirty way||p. 46|
|Getting the right vision||p. 50|
|Share it||p. 52|
|Four strategies for simplicity|
|Simplify this||p. 56|
|The remote control||p. 58|
|The four strategies||p. 60|
|How not to do it||p. 66|
|Focus on what's core||p. 68|
|Kill lame features||p. 70|
|What if the user...?||p. 72|
|But our customers want it||p. 74|
|Solutions, not processes||p. 76|
|When features don't matter||p. 78|
|Will it hurt?||p. 80|
|Prioritizing features||p. 82|
|Smart defaults||p. 90|
|Options and preferences||p. 92|
|When one option is too many||p. 94|
|Visual clutter||p. 98|
|Removing words||p. 100|
|Simplifying sentences||p. 102|
|Removing too much||p. 104|
|You can do it||p. 106|
|Organizing for behavior||p. 116|
|Hard edges||p. 118|
|Alphabets and formats||p. 120|
|Time and space||p. 124|
|Size and location||p. 128|
|Color coding||p. 132|
|Desire paths||p. 134|
|Infrequent but necessary||p. 140|
|Automatic customization||p. 144|
|Progressive disclosure||p. 146|
|Staged disclosure||p. 148|
|X doesn't mark the spot||p. 150|
|Cues and clues||p. 152|
|Making things easy to find||p. 154|
|After you hide||p. 156|
|Displacing between devices||p. 162|
|Mobile vs. desktop||p. 164|
|Displacing to the user||p. 166|
|What users do best||p. 168|
|Creating open experiences||p. 170|
|Kitchen knives and pianos||p. 172|
|Unstructured data||p. 174|
|Before we go|
|Conservation of complexity||p. 180|
|Simplicity happens in the user's head||p. 184|
|Photo Credits||p. 187|
|Table of Contents provided by Ingram. All Rights Reserved.|