Dan Cederholm9780321509024, 0321509021
содержание
About the Authors
Foreword: The Postindustrial World
Acknowledgments
Introduction to the Third Edition
Part I. Understanding Goal-Directed Design
Chapter 1. Goal-Directed Design
Digital Products Need Better Design Methods
The creation ofdigital products today
Why are these products so bad?
The Evolution ofDesign in Manufacturing
Planning and Designing Behavior
Recognizing User Goals
Goals versus tasks and activities
Designing to meet goals in context
The Goal-Directed Design Process
Bridging the gap
A process overview
Goals,not features,are the key to product success
Chapter 2. Implementation Models and Mental Models
Implementation Models
User Mental Models
Represented Models
Most Software Conforms to Implementation Models
User interfaces designed by engineers follow the implementation model
Mathematical thinking leads to implementation model interfaces
Mechanical-Age versus Information-Age Represented Models
Mechanical-Age representations
New technology demands new representations
Mechanical-Age representations degrade user interaction
Improving on Mechanical-Age representations:An example
Chapter 3. Beginners, Experts, and Intermediates
Perpetual Intermediates
Designing for Different Experience Levels
What beginners need
Getting beginners on board
What experts need
What perpetual intermediates need
Chapter 4. Understanding Users: Qualitative Research
Qualitative versus Quantitative Research
The value ofqualitative research
Types ofqualitative research
Ethnographic Interviews:Interviewing and Observing Users
Contextual inquiry
Improving on contextual inquiry
Preparing for ethnographic interviews
Conducting ethnographic interviews
Other Types ofResearch
Focus groups
Market demographics and market segments
Usability and user testing
Card sorting
Task analysis
Chapter 5. Modeling Users: Personas and Goals
Why Model?
Personas
Strengths ofpersonas as a design tool
Personas are based on research
Personas are represented as individual people
Personas represent groups ofusers
Personas explore ranges ofbehavior
Personas must have motivations
Personas can also represent nonusers
Personas and other user models
When rigorous personas aren’t possible:Provisional personas
Goals
Goals motivate usage patterns
Goals should be inferred from qualitative data
User goals and cognitive processing
The three types ofuser goals
User goals are user motivations
Types ofgoals
Successful products meet user goals first
Constructing Personas
Step 1:Identify behavioral variables
Step 2:Map interview subjects to behavioral variables
Step 3:Identify significant behavior patterns
Step 4:Synthesize characteristics and relevant goals
Step 5:Check for completeness and redundancy
Step 6:Expand description ofattributes and behaviors
Step 7:Designate persona types
Other Models
Workflow models
Artifact models
Physical models
Chapter 6. The Foundations of Design: Scenarios and Requirements
Scenarios:Narrative as a Design Tool
Scenarios in design
Using personas in scenarios
Different types ofscenarios
Persona-based scenarios versus use cases
Requirements:The “What”ofInteraction Design
Requirements Definition Using Personas and Scenarios
Step 1:Creating problem and vision statements
Step 2:Brainstorming
Step 3:Identifying persona expectations
Step 4:Constructing context scenarios
Step 5:Identifying requirements
Chapter 7. From Requirements to Design: The Framework and Refinement
The Design Framework
Defining the interaction framework
Defining the visual design framework
Defining the industrial design framework
Refining the Form and Behavior
Design Validation and Usability Testing
When to test:Summative and formative evaluations
Conducting formative usability tests
Designer involvement in usability studies
Part II. Designing Behavior and Form
Chapter 8. Synthesizing Good Design: Principles and Patterns
Interaction Design Principles
Principles operate at different levels ofdetail
Behavioral and interface-level principles minimize work
Design Values
Ethical interaction design
Purposeful interaction design
Pragmatic interaction design
Elegant interaction design
Interaction Design Patterns
Architectural patterns and interaction design
Recording and using interaction design patterns
Types ofinteraction design patterns
Chapter 9. Platform and Posture
Posture
Designing Desktop Software
Designing for the Web
Informational Web sites
Transactional Web sites
Web applications
Internet-enabled applications
Intranets
Other Platforms
General design principles
Designing for handhelds
Designing for kiosks
Designing for television-based interfaces
Designing for automotive interfaces
Designing for appliances
Designing for audible interfaces
Chapter 10. Orchestration and Flow
Flow and Transparency
Designing Harmonious Interactions
Chapter 11. Eliminating Excise
GUI Excise
Excise and expert users
Training wheels
“Pure”excise
Visual excise
Determining what is excise
Stopping the Proceedings
Errors,notifiers,and confirmation messages
Making users ask permission
Common Excise Traps
Navigation Is Excise
Navigation among multiple screens,views,or pages
Navigation between panes
Navigation between tools and menus
Navigation ofinformation
Improving Navigation
Reduce the number ofplaces to go
Provide signposts
Provide overviews
Provide appropriate mapping ofcontrols to functions
Inflect your interface to match user needs
Avoid hierarchies
Chapter 12. Designing Good Behavior
Designing Considerate Products
Considerate products take an interest
Considerate products are deferential
Considerate products are forthcoming
Considerate products use common sense
Considerate products anticipate human needs
Considerate products are conscientious
Considerate products don’t burden you with their personal problems
Considerate products keep us informed
Considerate products are perceptive
Considerate products are self-confident
Considerate products don’t ask a lot ofquestions
Considerate products fail gracefully
Considerate products know when to bend the rules
Considerate products take responsibility
Designing Smart Products
Putting the idle cycles to work
Smart products have a memory
Task coherence
Actions to remember
Applying memory to your applications
Chapter 13. Metaphors, Idioms, and Affordances
Interface Paradigms
Implementation-centric interfaces
Metaphoric interfaces
Idiomatic interfaces
Further Limitations ofMetaphors
Finding good metaphors
The problems with global metaphors
Macs and metaphors:A revisionist view
Building Idioms
Manual Affordances
Semantics ofmanual affordances
Fulfilling user expectations ofaffordances
Chapter 14. Visual Interface Design
Art,Visual Interface Design,and Other Design Disciplines
Graphic design and user interfaces
Visual information design
Industrial design
The Building Blocks ofVisual Interface Design
Shape
Size
Value
Hue
Orientation
Texture
Position
Principles ofVisual Interface Design
Use visual properties to group elements and provide clear hierarchy
Provide visual structure and flow at each level oforganization
Use cohesive,consistent,and contextually appropriate imagery
Integrate style and function comprehensively and purposefully
Avoid visual noise and clutter
Keep it simple
Text in visual interfaces
Color in visual interfaces
Visual interface design for handhelds and other devices
Principles ofVisual Information Design
Enforce visual comparisons
Show causality
Show multiple variables
Integrate text,graphics,and data in one display
Ensure the quality,relevance,and integrity ofthe content
Show things adjacently in space,not stacked in time
Don’t de-quantify quantifiable data
Consistency and Standards
Benefits ofinterface standards
Risks ofinterface standards
Standards,guidelines,and rules ofthumb
When to violate guidelines
Consistency and standards across applications
Part III. Designing Interaction Details
Chapter 15. Searching and Finding: Improving Data Retrieval
Storage and Retrieval Systems
Storage and Retrieval in the Physical World
Everything in its place:Storage and retrieval by location
Indexed retrieval
Storage and Retrieval in the Digital World
Relational Databases versus Digital Soup
Organizing the unorganizable
Problems with databases
The attribute-based alternative
Natural Language Output:An Ideal Interface for
Attribute-Based Retrieval
Chapter 16. Understanding Undo
Users and Undo
User mental models ofmistakes
Undo enables exploration
Designing an Undo Facility
Types and Variants ofUndo
Incremental and procedural actions
Blind and explanatory Undo
Single and multiple Undo
Redo
Group multiple Undo
Other Models for Undo-Like Behavior
Comparison:What would this look like?
Category-specific Undo
Deleted data buffers
Versioning and reversion
Freezing
Undo-ProofOperations
Chapter 17. Rethinking Files and Save
What’s Wrong with Saving Changes to Files?
Problems with the Implementation Model
Closing documents and removing unwanted changes
Save As
Archiving
Implementation Model versus Mental Model
Dispensing with the Implementation Model
Designing with a Unified File Model
Automatically saving
Creating a copy
Naming and renaming
Placing and moving
Specifying the stored format
Reversing changes
Abandoning all changes
Creating a version
A new File menu
A new name for the File menu
Communicating status
Are Disks and File Systems a Feature?
Time for Change
Chapter 18. Improving Data Entry
Data Integrity versus Data Immunity
Data immunity
What about missing data?
Data entry and fudgeability
Auditing versus Editing
Chapter 19. Pointing, Selecting, and Direct Manipulation
Direct Manipulation
Pointing Devices
Using the mouse
Mouse buttons
Pointing and clicking with a mouse
Mouse-up and mouse-down events
Pointing and the Cursor
Pliancy and hinting
Selection
Command ordering and selection
Discrete and contiguous selection
Insertion and replacement
Visual indication ofselection
Drag-and-Drop
Visual feedback for drag-and-drop
Other drag-and-drop interaction issues
Control Manipulation
Palette Tools
Modal tools
Charged cursor tools
Object Manipulation
Repositioning
Resizing and reshaping
3D object manipulation
Object Connection
Chapter 20. Window Behaviors
PARC and the Alto
PARC’s Principles
Visual metaphors
Avoiding modes
Overlapping windows
Microsoft and Tiled Windows
Full-Screen Applications
Multipaned Applications
Designing with Windows
Unnecessary rooms
Necessary rooms
Windows pollution
Window States
MDI versus SDI
Chapter 21. Controls
Avoiding Control-Laden Dialog Boxes
Imperative Controls
Buttons
Butcons
Hyperlinks
Selection Controls
Check boxes
Flip-flop buttons:A selection idiom to avoid
Radio buttons
Combutcons
List controls
Combo boxes
Tree controls
Entry Controls
Bounded and unbounded entry controls
Spinners
Dials and Sliders
Thumbwheels
Other bounded entry controls
Unbounded entry:Text edit controls
Display Controls
Text controls
Scrollbars
Splitters
Drawers and levers
Chapter 22.Menus
A Bit ofHistory
The command-line interface
Sequential hierarchical menus
The Lotus 1-2-3 interface
Drop-down and pop-up menus
Menus Today:The Pedagogic Vecto
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