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Designed for Use, 2nd Edition

Book Description

This book is for designers, developers, and product managers who are charged with what sometimes seems like an impossible task: making sure products work the way your users expect them to. You'll find out how to design applications and websites that people will not only use, but will absolutely love. The second edition brings the book up to date and expands it with three completely new chapters.

Table of Contents

  1. <span xmlns="" xmlns:epub="" class="toc-secnum">&#160;</span> Before We Start, a Word Before We Start, a Word
    1. Technique Chapters
    2. Idea Chapters
    3. How the Book Is Organized
    4. Just One More Thing
  2. Part I. Research
    1. <span xmlns="" xmlns:epub="" class="toc-secnum">1. </span> User Research User Research
    2. <span xmlns="" xmlns:epub="" class="toc-secnum">2. </span> Features Are Not Requirements Features Are Not Requirements
      1. Why You Need Requirements, Not Features
      2. Create a Product, Not a Collection of Solutions to Problems
      3. Getting to the Root of Things
    3. <span xmlns="" xmlns:epub="" class="toc-secnum">3. </span> Job Shadowing and Contextual Interviews Job Shadowing and Contextual Interviews
      1. Observing Your Audience
      2. Job Shadowing
      3. Contextual Interviews
      4. Remote Shadowing
      5. Limitations of Contextual Interviews
    4. <span xmlns="" xmlns:epub="" class="toc-secnum">4. </span> Personas Personas
      1. Problems with Personas
      2. Creating Personas
      3. Working with Personas
      4. Personas Do Not Replace User Research
    5. <span xmlns="" xmlns:epub="" class="toc-secnum">5. </span> Activity-Centered Design Activity-Centered Design
    6. <span xmlns="" xmlns:epub="" class="toc-secnum">6. </span> Time to Start Working on Documentation Time to Start Working on Documentation
      1. The Manual
      2. Blog Posts
      3. Screencasts
      4. Press Releases
      5. Talk About Tasks
    7. <span xmlns="" xmlns:epub="" class="toc-secnum">7. </span> Text Usability Text Usability
      1. Why Words Matter
      2. People Don’t Want to Read
      3. Say Less
      4. Make Text Scannable
      5. No Fluff
      6. Sentences Should Have One Obvious Interpretation
      7. Talk Like a Human, Not Like a Company
      8. Illustrate Your Points
      9. Use Words People Understand
      10. Test Your Text
      11. Display Legible Text
    8. <span xmlns="" xmlns:epub="" class="toc-secnum">8. </span> Hierarchies in User Interface Design Hierarchies in User Interface Design
      1. Creating Hierarchical Structure Visually
    9. <span xmlns="" xmlns:epub="" class="toc-secnum">9. </span> Card Sorting Card Sorting
      1. Designing Hierarchies
      2. Preparing for a Card Sort
      3. Participants
      4. Running a Card Sort
      5. Running a Remote Card Sort
      6. Evaluating the Results
    10. <span xmlns="" xmlns:epub="" class="toc-secnum">10. </span> Creating Usable Hierarchies Creating Usable Hierarchies
      1. Allow Things to Exist in Multiple Places
      2. Shallow or Deep?
      3. Grouping Things
    11. <span xmlns="" xmlns:epub="" class="toc-secnum">11. </span> The Mental Model The Mental Model
      1. What People Think
      2. Three Different Models
      3. Hiding Implementation Details
      4. Leaky Abstractions
      5. Designing for Mental Models
  3. Part II. Design
    1. <span xmlns="" xmlns:epub="" class="toc-secnum">12. </span> Keep an Open Mind Keep an Open Mind
      1. Don’t Pick Sides
      2. Don’t Accept False Dichotomies
      3. Don’t Commit Too Early
      4. Break Conventions
      5. Revisit Your Early Ideas
      6. You Can Always Do Better
    2. <span xmlns="" xmlns:epub="" class="toc-secnum">13. </span> Sketching and Prototyping Sketching and Prototyping
      1. Designing the Structure
      2. Flow Diagrams
      3. Storyboards
      4. Sketching
      5. Wireframes
      6. Mock-ups
      7. Tools
    3. <span xmlns="" xmlns:epub="" class="toc-secnum">14. </span> Paper Prototype Testing Paper Prototype Testing
      1. Guerilla Paper Prototype Testing
      2. Running Full Usability Tests with Paper Prototypes
    4. <span xmlns="" xmlns:epub="" class="toc-secnum">15. </span> Realism Realism
      1. Symbols
      2. Virtual Versions of Real-World Objects
      3. Replicating Physical Constraints in Digital Products
      4. Going Flat
    5. <span xmlns="" xmlns:epub="" class="toc-secnum">16. </span> Natural User Interfaces Natural User Interfaces
      1. Avoid Gesture Magic
      2. Recognizing Gestures
      3. Accidental Input
      4. Conventions
    6. <span xmlns="" xmlns:epub="" class="toc-secnum">17. </span> Fitts&#8217;s Law Fitts’s Law
      1. Screen Edges Have Infinite Size
      2. Radial Context Menus Decrease Average Distance
      3. Small Targets Need Margins
      4. Sometimes, Smaller Is Better
    7. <span xmlns="" xmlns:epub="" class="toc-secnum">18. </span> Animations Animations
      1. Explaining State Changes
      2. Directing User Attention
      3. Avoid Unimportant Animations
      4. Help Users Form Suitable Mental Models
      5. Learning from Cartoons
    8. <span xmlns="" xmlns:epub="" class="toc-secnum">19. </span> Consistency Consistency
      1. Identifying Archetypes
      2. Behavioral Consistency
      3. In-App Consistency
    9. <span xmlns="" xmlns:epub="" class="toc-secnum">20. </span> Discoverability Discoverability
      1. What to Make Discoverable
      2. When to Make Things Discoverable
      3. How to Make Things Discoverable
    10. <span xmlns="" xmlns:epub="" class="toc-secnum">21. </span> Don&#8217;t Interrupt Don’t Interrupt
      1. Make Decisions for Your User
      2. Front Load Decisions
      3. Interrupt Users Only For Truly Urgent Decisions
    11. <span xmlns="" xmlns:epub="" class="toc-secnum">22. </span> Instead of Interrupting, Offer Undo Instead of Interrupting, Offer Undo
      1. Let Users Undo Their Actions
      2. Temporary Undo
    12. <span xmlns="" xmlns:epub="" class="toc-secnum">23. </span> Modes Modes
      1. Nonobvious Modes
      2. Unexpected Modes
      3. Sticky Modes
      4. Modes Are Not Always Bad
      5. Quasimodes
    13. <span xmlns="" xmlns:epub="" class="toc-secnum">24. </span> Have Opinions Instead of Preferences Have Opinions Instead of Preferences
      1. Why Preferences Are Bad
      2. How to Avoid Preferences
      3. If You Can’t Avoid Preferences
    14. <span xmlns="" xmlns:epub="" class="toc-secnum">25. </span> Hierarchies, Space, Time, and How We Think About the World Hierarchies, Space, Time, and How We Think About the World
      1. User-Generated Hierarchies
      2. Space
      3. Time
      4. A Better Hierarchical System
    15. <span xmlns="" xmlns:epub="" class="toc-secnum">26. </span> Speed Speed
      1. Responsiveness
      2. Progress Feedback
      3. Perceived Speed
      4. Slowing Down
    16. <span xmlns="" xmlns:epub="" class="toc-secnum">27. </span> Avoiding Features Avoiding Features
      1. Remember the User’s Goals
      2. The Five Whys
      3. Instead of Adding a New Feature, Make an Existing Feature More Usable
      4. Solve Several Problems with One Change
      5. Consider the Cost
      6. Make It Invisible
      7. Provide an API and a Plug-in Architecture
      8. Listen to Your Users
      9. But Don’t Listen to Your Users Too Much
      10. Not All Users Need to Be Your Users
    17. <span xmlns="" xmlns:epub="" class="toc-secnum">28. </span> Removing Features Removing Features
      1. Do the Research
      2. Inform Your Users
      3. Provide Alternatives
      4. It’s Your Product
    18. <span xmlns="" xmlns:epub="" class="toc-secnum">29. </span> Learning from Video Games Learning from Video Games
      1. What’s Fun?
      2. Why Your Product Is Not Like a Game
      3. What We Can Learn from Games
      4. Fun vs. Usability
  4. Part III. Implementation
    1. <span xmlns="" xmlns:epub="" class="toc-secnum">30. </span> Designing the Back End Designing the Back End
      1. The Back End Influences the Front End
      2. Back-End Design Is UX Design
    2. <span xmlns="" xmlns:epub="" class="toc-secnum">31. </span> Guerilla Usability Testing Guerilla Usability Testing
      1. How Often to Test
      2. Preparing for the Test
      3. How Do You Find Testers?
      4. How Many Testers
      5. Running the Test
      6. The Results
    3. <span xmlns="" xmlns:epub="" class="toc-secnum">32. </span> The First Run Experience The First Run Experience
      1. Getting people up and running
      2. Teaching people how to user your app
      3. Solving what problem?
    4. <span xmlns="" xmlns:epub="" class="toc-secnum">33. </span> Usability Testing Usability Testing
      1. Usability Tests Don’t Have to Be Expensive
      2. How Often to Test
      3. How Many Testers
      4. Who Should Test Your Product?
      5. How to Find Testers
      6. Different Types of Tests
      7. Preparing for the Test
      8. Running the Test
    5. <span xmlns="" xmlns:epub="" class="toc-secnum">34. </span> Testing in Person Testing in Person
      1. Running the Test
    6. <span xmlns="" xmlns:epub="" class="toc-secnum">35. </span> Remote Testing Remote Testing
      1. Moderated Remote Testing
      2. Unmoderated Remote Testing
    7. <span xmlns="" xmlns:epub="" class="toc-secnum">36. </span> How Not to Test: Common Mistakes How Not to Test: Common Mistakes
      1. Don’t Use Words That Appear in the User Interface
      2. Don’t Influence the Tester
      3. Avoid Stressful Situations
    8. <span xmlns="" xmlns:epub="" class="toc-secnum">37. </span> User Error Is Design Error User Error Is Design Error
      1. Don’t Blame Your Users in Your Error Messages
      2. No Error, No Blame
    9. <span xmlns="" xmlns:epub="" class="toc-secnum">38. </span> A/B Testing A/B Testing
      1. When to Do A/B Testing
      2. What’s Success?
      3. Preparing for the Test
      4. Running the Test
      5. Interpreting the Results
      6. Keep in Mind
    10. <span xmlns="" xmlns:epub="" class="toc-secnum">39. </span> Collecting Usage Data Collecting Usage Data
      1. Measure Speed
      2. Exit Points
      3. Measure Failure
      4. User Behavior
    11. <span xmlns="" xmlns:epub="" class="toc-secnum">40. </span> Dealing with User Feedback Dealing with User Feedback
      1. Unexpected Uses
      2. Bad Feedback
    12. <span xmlns="" xmlns:epub="" class="toc-secnum">41. </span> You&#8217;re Not Done You’re Not Done
  5. <span xmlns="" xmlns:epub="" class="toc-secnum">A1. </span>AcknowledgementsAcknowledgements
  6. <span xmlns="" xmlns:epub="" class="toc-secnum">&#160;</span>BibliographyBibliography