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About Face: The Essentials of Interaction Design, 4th Edition

Book Description

The essential interaction design guide, fully revised and updated for the mobile age

About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts.

The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers.

Updated information includes:

  • Contemporary interface, interaction, and product design methods

  • Design for mobile platforms and consumer electronics

  • State-of-the-art interface recommendations and up-to-date examples

  • Updated Goal-Directed Design methodology

  • Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.

    Table of Contents

    1. Part I: Goal-Directed Design
      1. CH 1: A Design Process for Digital Products
        1. The Consequences of Poor Product Behavior
        2. Why Digital Products Fail
        3. Planning and Designing Product Behavior
        4. Recognizing User Goals
        5. Implementation Models and Mental Models
        6. An Overview of Goal-Directed Design
      2. CH 2: Understanding the Problem: Design Research
        1. Qualitative versus Quantitative Data in Design Research
        2. Goal-Directed Design Research
        3. Interviewing and Observing Users
        4. Other Types of Qualitative Research
        5. Research Is Critical to Good Design
      3. CH 3: Modeling Users: Personas and Goals
        1. Why Model?
        2. The Power of Personas
        3. Why Personas Are Effective
        4. Understanding Goals
        5. Constructing Personas
        6. Personas in Practice
        7. Other Design Models
      4. CH 4: Setting the Vision: Scenarios and Design Requirements
        1. Bridging the Research-Design Gap
        2. Scenarios: Narrative as a Design Tool
        3. Design Requirements: The “What” of Interaction
        4. The Requirements Definition Process
      5. CH 5: Designing the Product: Framework and Refinement
        1. Creating the Design Framework
        2. Refining the Form and Behavior
        3. Validating and Testing the Design
      6. CH 6: Creative Teamwork
        1. Small, Focused Teams
        2. Thinking Better, Together
        3. Working Across Design Disciplines
        4. The Extended Team
        5. Establishing a Creative Culture
        6. Identifying Skill Levels in Designers
        7. Collaboration Is the Key
    2. Part II: Designing Behavior and Form
      1. CH 7: A Basis for Good Product Behavior
        1. Design Values
        2. Interaction Design Principles
        3. Interaction Design Patterns
      2. CH 8: Digital Etiquette
        1. Designing Considerate Products
        2. Designing Smart Products
        3. Designing Social Products
      3. CH 9: Platform and Posture
        1. Product Platforms
        2. Product Postures
        3. Postures for the Desktop
        4. Postures for the Web
        5. Postures for Mobile Devices
        6. Postures for Other Platforms
        7. Give Your Apps Good Posture
      4. CH 10: Optimizing for Intermediates
        1. Perpetual Intermediates
        2. Inflecting the Interface
        3. Designing for Three Levels of Experience
      5. CH 11: Orchestration and Flow
        1. Flow and Transparency
        2. Orchestration
        3. Harmonious Interactions
        4. Motion, Timing, and Transitions
        5. The Ideal of Effortlessness
      6. CH 12: Reducing Work and Eliminating Excise
        1. Goal-Directed Tasks versus Excise Tasks
        2. Types of Excise
        3. Excise Is Contextual
        4. Eliminating Excise
        5. Other Common Excise Traps
      7. CH 13: Metaphors, Idioms, and Affordances
        1. Interface Paradigms
        2. Building Idioms
        3. Manual Affordances
        4. Direct Manipulation and Pliancy
        5. Escape the Grip of Metaphor
      8. CH 14: Rethinking Data Entry, Storage, and Retrieval
        1. Rethinking Data Entry
        2. Rethinking Data Storage
        3. Rethinking Data Retrieval
      9. CH 15: Preventing Errors and Informing Decisions
        1. Using Rich Modeless Feedback
        2. Undo, Redo, and Reversible Histories
        3. What If: Compare and Preview
      10. CH 16: Designing for Different Needs
        1. Learnability and Help
        2. Customizability
        3. Localization and Globalization
        4. Accessibility
      11. CH 17: Integrating Visual Design
        1. Visual Art and Visual Design
        2. The Elements of Visual Interface Design
        3. Visual Interface Design Principles
        4. Visual Information Design Principles
        5. Consistency and Standards
    3. Part III: Interaction Details
      1. CH 18: Designing for the Desktop
        1. Anatomy of a Desktop App
        2. Windows on the Desktop
        3. Menus
        4. Toolbars, Palettes, and Sidebars
        5. Pointing, Selection, and Direct Manipulation
      2. CH 19: Designing for Mobile and Other Devices
        1. Anatomy of a Mobile App
        2. Mobile Navigation, Content, and Control Idioms
        3. Multi-Touch Gestures
        4. Inter-App Integration
        5. Other Devices
      3. CH 20: Designing for the Web
        1. Page-Based Interactions
        2. The Mobile Web
        3. The Future
      4. CH 21: Design Details: Controls and Dialogs
        1. Controls
        2. Dialogs
        3. Eliminating Errors, Alerts, and Confirmations
        4. The Devil Is in the Details
    4. Appendix A: Design Principles
      1. Chapter 1
      2. Chapter 3
      3. Chapter 4
      4. Chapter 5
      5. Chapter 8
      6. Chapter 9
      7. Chapter 10
      8. Chapter 11
      9. Chapter 12
      10. Chapter 13
      11. Chapter 14
      12. Chapter 17
      13. Chapter 18
      14. Chapter 19
      15. Chapter 20
      16. Chapter 21
    5. Appendix B: Bibliography
    6. Titlepage
    7. Copyright
    8. Credits
    9. Dedication
    10. About the Authors
    11. Acknowledgments
    12. Foreword
    13. Introduction to the Fourth Edition
      1. A Brief History of Interaction Design
      2. IxD and User Experience
      3. What This Book Is and What It Is Not
      4. How This Book Is Structured
      5. Changes Since the Third Edition
      6. Examples Used in This Book
      7. Who Should Read This Book
    14. Advertisement
    15. End-User License Agreement