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9780321749857

Designing the Obvious: A Common Sense Approach to Web & Mobile Application Design

by
  • ISBN13:

    9780321749857

  • ISBN10:

    0321749855

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 2010-11-16
  • Publisher: New Riders
  • Purchase Benefits
List Price: $39.99
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Summary

Designing the Obviousbelongs 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 them as guiding principles of application design so the end result of every project instills customer satisfaction and loyalty. These principles include building only whats necessary, getting users up to speed quickly, preventing and handling errors, and designing for the activity.Designing the Obviousdoes not offer a one-size-fits-all development process--in fact, it lets you use whatever process you like. Instead, it offers practical advice about how to achieve the qualities of great Web-based applications and consistently and successfully reproduce them.

Author Biography

Robert Hoekman, Jr., is a user experience strategist who has worked with MySpace, Seth Godin (Squidoo), Automattic (WordPress), and countless others, and has spoken at industry events all over the world, including An Event Apart, Web App Summit, and SXSWi. He is the author of Designing the Moment and Web Anatomy, and has written dozens of articles on user experience. Learn more about Robert at www.rhjr.net. He is @rhjr on Twitter.

Table of Contents

Acknowledgmentsp. x
Author Biographyp. xi
Defining the Obviousp. 3
What Is 'the Obvious'?p. 6
Qualities of a great applicationp. 8
How Do You Design the Obvious?p. 10
Turn qualities into goalsp. 10
The Framework for Obvious Designp. 12
Know what to buildp. 14
Know what makes it greatp. 14
Know the best way to implement itp. 15
Lead with Why, Follow with Whatp. 17
Know Your Motivationp. 19
What follows Whyp. 22
Make Authentic Decisionsp. 24
Audit the user experiencep. 24
Define the visionp. 28
Plan the new designp. 31
Implement itp. 32
Measure everythingp. 32
Having visionp. 34
Ignore the User, Know the Situationp. 35
Designing for the Userp. 37
Designing for the Activityp. 44
Solve for the Situationp. 47
Understand How Users Think They Do Thingsp. 55
Understand How Users Actually Do Thingsp. 57
Find Out the Truthp. 61
Contextual inquiryp. 63
Remote user researchp. 66
Surveysp. 67
Write Use Casesp. 68
Task-flow diagramsp. 74
My advicep. 76
Build Only What Is Absolutely Necessaryp. 77
More features, More frustrationp. 78
So what's a geek to do?p. 79
Think Differentp. 80
The dashboard and New Invoice screenp. 81
The finished invoicep. 82
The resultp. 83
Think Mobilep. 84
Hey, it's your lifep. 87
Not present at time of photop. 87
Drop Nice-to-Have Featuresp. 88
The Unnecessary Testp. 89
The 60-Second Deadlinep. 90
Aim lowp. 92
Interface Surgeryp. 93
Reevaluate nice-to-have features laterp. 98
Let them speakp. 99
Support the User's Mental Modelp. 101
Understanding mental modelsp. 103
Design for Mental Modelsp. 104
Making metaphors that workp. 107
Interface Surgery: Converting an implementation model design into a mental model designp. 111
Eliminate Implementation Modelsp. 119
Create wireframes to nail things downp. 119
Prototype the Designp. 127
Test It Outp. 130
Turn Beginners into Intermediates, Immediatelyp. 139
Use Up-to-Speed Aidsp. 141
Provide a welcome screenp. 145
Fill the blank slate with something usefulp. 147
Give instructive hintsp. 149
Interface Surgery: Applying instructive designp. 153
Choose Good Defaultsp. 160
Integrate preferencesp. 163
Design for Informationp. 163
Card sortingp. 166
Stop Getting Up to Speed and Speed Things Upp. 168
Reuse the welcome screen as a notification systemp. 169
Use one-click interfacesp. 170
Use design patterns to make things familiarp. 171
Provide Help Documents, Because Help Is for Expertsp. 173
Be Persuasivep. 175
Draw a Finish Linep. 176
Ownershipp. 177
Solve a Significant Problemp. 178
Make It Explainablep. 180
Know Your Psychologyp. 181
Reciprocityp. 181
Commitment and consistencyp. 182
Social proofp. 184
Authorityp. 185
Likingp. 186
Scarcityp. 187
Ethical persuasionp. 188
Handle Errors Wiselyp. 189
Prevent and Catch Errors with Poka-yoke Devicesp. 191
Poka-yoke on the webp. 192
Prevention devicesp. 193
Detection devicesp. 195
Turn errors into opportunitiesp. 200
Feeling smartp. 202
Ditch Anything Modalp. 203
Redesigning rude behaviorp. 204
Replace it with modeless assistantsp. 205
Write Error Messages That Help Instead of Hurtp. 207
Interface Surgeryp. 209
Create Forgiving Softwarep. 211
Good software promotes good practicesp. 213
Design for Uniformity, Consistency, and Meaningp. 217
Design for Uniformityp. 220
Be Consistent Across Applicationsp. 229
Understanding design patternsp. 230
Intelligent inconsistencyp. 233
Leverage Irregularity to Create Meaning and Importancep. 234
Interface Surgery: Surfacing the bananas in a processp. 237
Reduce and Refinep. 243
Cluttered task flowsp. 244
The path to simplicityp. 245
Clean Up the Messp. 246
Reducing the pixel-to-data ratiop. 247
Minimizing copyp. 248
Designing white spacep. 251
Cleaning up task flowsp. 255
Practice Kaizenp. 258
The 5S approachp. 259
Eliminate Wastep. 262
Cleaning up your processp. 263
Put Just-in-Time Design and Review to Workp. 265
Don't Innovate When You Can Elevatep. 269
Innovationp. 270
The problem with innovative thinkingp. 270
Elevationp. 272
Elevate the User Experiencep. 272
Elevation is about being more politep. 273
Elevation means giving your software a better personalityp. 274
Elevation means understanding good designp. 276
Seek Out and Learn from Great Examplesp. 277
Inspirationp. 278
Elevate the standardsp. 278
Take Out All the Good Linesp. 279
Get in the Gamep. 280
Indexp. 283
Table of Contents provided by Ingram. All Rights Reserved.

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