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Designed for Use: Create Usable Interfaces for Applications and the Web

✍ Scribed by Lukas Mathis


Publisher
Pragmatic Bookshelf
Year
2016
Tongue
English
Leaves
309
Series
The Pragmatic Programmers
Edition
2
Category
Library

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✦ Table of Contents


Cover
Table of Contents
Before We Start, a Word A short introduction to the topics in this book, and to the way it is organized.
Technique Chapters
Idea Chapters
How the Book Is Organized
Just One More Thing
Part Iβ€”Research
1. User Research To design a product that suits your users, you need to know them. Some tools help you do that, others can mislead you. Learn the difference.
2. Features Are Not Requirements Users sometimes have specific ideas for how to solve their problems. Instead of taking these feature ideas at face value, find out what the actual requirement is behind the idea.
Why You Need Requirements, Not Features
Create a Product, Not a Collection of Solutions to Problems
Getting to the Root of Things
3. Job Shadowing and Contextual Interviews Before you solve a problem, you first must understand it. To create applications that help people, you have to discover what kind of help they require. This chapter explains common techniques for doing that.
Observing Your Audience
Job Shadowing
Contextual Interviews
Remote Shadowing
Limitations of Contextual Interviews
4. Personas Once you've done the research and know who your product's audience is, you need to turn this information into a design tool. Personas are that design tool; they help you take user research into account during the design process.
Problems with Personas
Creating Personas
Working with Personas
Personas Do Not Replace User Research
5. Activity-Centered Design Sometimes, it makes sense to focus on what people do, and what their goals are, more than on who they are. Learn when that is the case, and how to deal with such a situation.
6. Time to Start Working on Documentation Manuals often get short shrift, but thinking about how to document an application early can help bring clarity to its design. If it's hard to explain, it's probably hard to use.
The Manual
Blog Posts
Screencasts
Press Releases
Talk About Tasks
7. Text Usability Even though we're all using graphical devices with high-res screens, text is still the most important user interface element. Getting the text right paves the way for a great user experience. If you get it wrong, no amount of graphic design will salvage your product.
Why Words Matter
People Don't Want to Read
Say Less
Make Text Scannable
No Fluff
Sentences Should Have One Obvious Interpretation
Talk Like a Human, Not Like a Company
Illustrate Your Points
Use Words People Understand
Test Your Text
Display Legible Text
8. Hierarchies in User Interface Design User interfaces are built using nested hierarchies of UI elements. There are headers and footers and other areas in windows, buttons in bars, and lists of icons in views. To your users, visual hierarchies imply relationships between UI elements. Getting these hierarchies right can mean the difference between absolute confusion, and immediate understanding.
Creating Hierarchical Structure Visually
9. Card Sorting Card sorting is a technique that helps you figure out how people think the β€œthings” in your product fit together---in other words, it tells you how to organize your product in a way that makes sense to your users.
Designing Hierarchies
Preparing for a Card Sort
Participants
Running a Card Sort
Running a Remote Card Sort
Evaluating the Results
10. Creating Usable Hierarchies Organizing and labelling the things in your product---an area of design known as information architecture---is not easy. This chapter offers some guidelines to get you started.
Allow Things to Exist in Multiple Places
Shallow or Deep?
Grouping Things
11. The Mental Model There's how people think how your application works, and there's how it really works. Bringing the two as close to each other as possible is the key to a product with great usability.
What People Think
Three Different Models
Hiding Implementation Details
Leaky Abstractions
Designing for Mental Models
Part IIβ€”Design
12. Keep an Open Mind Don't get attached to any design ideas too quickly. You can always find a better solution. Instead of committing to an idea early and focusing on refining that idea, keeping an open mind is often better. Don't be afraid of killing your darlings!
Don't Pick Sides
Don't Accept False Dichotomies
Don't Commit Too Early
Break Conventions
Revisit Your Early Ideas
You Can Always Do Better
13. Sketching and Prototyping Fleshing out your design on paper or in a dedicated application can help clarify design decisions early, before anyone has committed them to code. Flow diagrams, storyboards, sketches, wireframes, and mock-ups help you think through your application's design, plan how people will use it, and communicate and collaborate on designs with other people.
Designing the Structure
Flow Diagrams
Storyboards
Sketching
Wireframes
Mock-ups
Tools
14. Paper Prototype Testing You don't need to wait until you have a running product to start doing usability tests. All you have are a bunch of sketches on some pieces of paper? Great! That's all you need!
Guerilla Paper Prototype Testing
Running Full Usability Tests with Paper Prototypes
15. Realism Realistic user interfaces can look amazing, but sometimes, the added detail can detract from the essence of your product, and make it harder to use.
Symbols
Virtual Versions of Real-World Objects
Replicating Physical Constraints in Digital Products
Going Flat
16. Natural User Interfaces Natural user interfaces ignore the traditional rules of GUIs in favor of an interaction design based on the real world. Done right, this can make the interface easier to learn and use. This chapter explains how to do it right.
Avoid Gesture Magic
Recognizing Gestures
Accidental Input
Conventions
17. Fitts's Law The bigger something is, the easier it is to click, or to touch. That makes sense. But did you know that things can be infinitely large?
Screen Edges Have Infinite Size
Radial Context Menus Decrease Average Distance
Small Targets Need Margins
Sometimes, Smaller Is Better
18. Animations Animations can help people understand how your application works, and vastly improve the user experience. This chapter explains when to use animations, and how to design them.
Explaining State Changes
Directing User Attention
Avoid Unimportant Animations
Help Users Form Suitable Mental Models
Learning from Cartoons
19. Consistency Lack of consistency is probably one of the most common criticisms of user interfaces. But what is consistency, and are there situations where lack of consistency might actually be beneficial?
Identifying Archetypes
Behavioral Consistency
In-App Consistency
20. Discoverability There's no difference between a feature people can't find, and one that doesn't exist. Creating features takes work and costs money; make sure people can actually find them!
What to Make Discoverable
When to Make Things Discoverable
How to Make Things Discoverable
21. Don't Interrupt It's rude to interrupt---even more so when it's a computer doing the interrupting. For computers, it's not only rude, it's also completely unnecessary. Learn how to avoid interrupting your users.
Make Decisions for Your User
Front Load Decisions
Interrupt Users Only For Truly Urgent Decisions
22. Instead of Interrupting, Offer Undo Allowing users to trust your application is one of the most important factors of a great user experience. This means allowing them to make mistakes---and to easily, quickly, and safely eradicate any mistakes they will inevitably make.
Let Users Undo Their Actions
Temporary Undo
23. Modes Did you ever pick up a pencil, and it suddenly acted like a can of paint? No? That's because the real world is mostly non-modal: a pencil is always a pencil. In the virtual world, though, things can have different modes---and that can be a problem.
Nonobvious Modes
Unexpected Modes
Sticky Modes
Modes Are Not Always Bad
Quasimodes
24. Have Opinions Instead of Preferences When there are disagreements on how to solve a problem, it's often easiest to leave it up to your users. But your users are not designers. You are. Don't offload design decisions on them.
Why Preferences Are Bad
How to Avoid Preferences
If You Can't Avoid Preferences
25. Hierarchies, Space, Time, and How We Think About the World Computers are great at storing data in hierarchical systems. Humans, on the other hand, tend to think about the world in terms of space and time. Most products force humans to organize data hierarchically, like computers, instead of making computers work the way humans think. You can make your product more approachable by making it behave less like a digital system, and more like a human one.
User-Generated Hierarchies
Space
Time
A Better Hierarchical System
26. Speed Your application's speed sounds like a technical detail, not a matter of design. But fast performance and a quick, responsive user experience have a huge positive impact on the user experience---though sometimes (rarely), they can also be detrimental.
Responsiveness
Progress Feedback
Perceived Speed
Slowing Down
27. Avoiding Features Satisfying user requests by adding features makes designers and developers feel good, but it's not always the right choice. A considerate approach to adding new features creates a better product in the long run.
Remember the User's Goals
The Five Whys
Instead of Adding a New Feature, Make an Existing Feature More Usable
Solve Several Problems with One Change
Consider the Cost
Make It Invisible
Provide an API and a Plug-in Architecture
Listen to Your Users
But Don't Listen to Your Users Too Much
Not All Users Need to Be Your Users
28. Removing Features Even the most considerate designers can make a mistake and add a feature that, in hindsight, turns out to be more burden than boon. But removing features can be painful. This chapter helps lessen that pain.
Do the Research
Inform Your Users
Provide Alternatives
It's Your Product
29. Learning from Video Games Video games are fun. Apps should be fun. There's a lot application design can learn from video game design---but sometimes, video games aren't quite as they appear, and it's easy to learn the wrong lessons.
What's Fun?
Why Your Product Is Not Like a Game
What We Can Learn from Games
Fun vs. Usability
Part IIIβ€”Implementation
30. Designing the Back End Designers don't need to know how to write code. They do, however, need to be involved in the design of the back end. If the back end is not designed to work consistently with the front end's user experience, it's never going to work right.
The Back End Influences the Front End
Back-End Design Is UX Design
31. Guerilla Usability Testing Running a full-scale usability test can be done quite cheaply, but it's still an investment. Can we get useful information while investing even less? Why yes, we can!
How Often to Test
Preparing for the Test
How Do You Find Testers?
How Many Testers
Running the Test
The Results
32. The First Run Experience When we design software, we think about the common use case. We put sample data into our wireframes, and filler text into our mock-ups. But what if the app is empty? What happens when the user opens it for the first time?
Getting people up and running
Teaching people how to user your app
Solving what problem?
33. Usability Testing I've already mentioned usability testing in the chapter on paper prototyping. Now, we're testing the real deal, your running application. This chapter explains how.
Usability Tests Don't Have to Be Expensive
How Often to Test
How Many Testers
Who Should Test Your Product?
How to Find Testers
Different Types of Tests
Preparing for the Test
Running the Test
34. Testing in Person In-person usability testing is a well-understood technique for discovering usability problems in your product. This chapter explains how to run such a test.
Running the Test
35. Remote Testing It can be impossible or difficult to invite people to a usability test. Don't fret, because you don't have to! It's possible to run usability tests remotely.
Moderated Remote Testing
Unmoderated Remote Testing
36. How Not to Test: Common Mistakes Usability testing is helpful even when done poorly. Nevertheless, the better you do it, the better your results. Learn how to avoid some common mistakes.
Don't Use Words That Appear in the User Interface
Don't Influence the Tester
Avoid Stressful Situations
37. User Error Is Design Error It's easy to blame users when they are unable to use a product, but doing so won't help anyone. Every user error is a design error. This chapter explains how to create designs that are resilient to β€œuser errors.”
Don't Blame Your Users in Your Error Messages
No Error, No Blame
38. A/B Testing By pitting different designs against each other, and measuring which one works better, A/B testing lets you improve your product using hard data.
When to Do A/B Testing
What's Success?
Preparing for the Test
Running the Test
Interpreting the Results
Keep in Mind
39. Collecting Usage Data When making design decisions, it's best to do so based on real-world data. What do people actually do with your product? The more you know, the better you design.
Measure Speed
Exit Points
Measure Failure
User Behavior
40. Dealing with User Feedback Not all feedback is equally valuable, and not every request needs to be satisfied. User feedback is valuable, though. This chapter explains how to make the most of it.
Unexpected Uses
Bad Feedback
41. You're Not Done Your product may have shipped, but a designer's work is never done. It's time to start rethinking your decisions, and preparing for the next release.
A1. Acknowledgements
Bibliography
Index
– DIGITS –
– A –
– B –
– C –
– D –
– E –
– F –
– G –
– H –
– I –
– J –
– K –
– L –
– M –
– N –
– O –
– P –
– Q –
– R –
– S –
– T –
– U –
– V –
– W –
– X –
– Z –


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