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

ISBN-10: 0321749855
ISBN-13: 9780321749857
Edition: 2nd 2011
Authors: Robert Hoekman
List price: $39.99
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Description: 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  More...

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Book details

List price: $39.99
Edition: 2nd
Copyright year: 2011
Publisher: Pearson Education
Publication date: 11/16/2010
Binding: Paperback
Pages: 304
Size: 6.00" wide x 9.00" long x 0.50" tall
Weight: 1.034

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.

Allen Noren is editor-at-large for the Online Publications Group at O'Reilly & Associates, Inc.

Acknowledgments
Author Biography
Defining the Obvious
What Is 'the Obvious'?
Qualities of a great application
How Do You Design the Obvious?
Turn qualities into goals
The Framework for Obvious Design
Know what to build
Know what makes it great
Know the best way to implement it
Lead with Why, Follow with What
Know Your Motivation
What follows Why
Make Authentic Decisions
Audit the user experience
Define the vision
Plan the new design
Implement it
Measure everything
Having vision
Ignore the User, Know the Situation
Designing for the User
Designing for the Activity
Solve for the Situation
Understand How Users Think They Do Things
Understand How Users Actually Do Things
Find Out the Truth
Contextual inquiry
Remote user research
Surveys
Write Use Cases
Task-flow diagrams
My advice
Build Only What Is Absolutely Necessary
More features, More frustration
So what's a geek to do?
Think Different
The dashboard and New Invoice screen
The finished invoice
The result
Think Mobile
Hey, it's your life
Not present at time of photo
Drop Nice-to-Have Features
The Unnecessary Test
The 60-Second Deadline
Aim low
Interface Surgery
Reevaluate nice-to-have features later
Let them speak
Support the User's Mental Model
Understanding mental models
Design for Mental Models
Making metaphors that work
Interface Surgery: Converting an implementation model design into a mental model design
Eliminate Implementation Models
Create wireframes to nail things down
Prototype the Design
Test It Out
Turn Beginners into Intermediates, Immediately
Use Up-to-Speed Aids
Provide a welcome screen
Fill the blank slate with something useful
Give instructive hints
Interface Surgery: Applying instructive design
Choose Good Defaults
Integrate preferences
Design for Information
Card sorting
Stop Getting Up to Speed and Speed Things Up
Reuse the welcome screen as a notification system
Use one-click interfaces
Use design patterns to make things familiar
Provide Help Documents, Because Help Is for Experts
Be Persuasive
Draw a Finish Line
Ownership
Solve a Significant Problem
Make It Explainable
Know Your Psychology
Reciprocity
Commitment and consistency
Social proof
Authority
Liking
Scarcity
Ethical persuasion
Handle Errors Wisely
Prevent and Catch Errors with Poka-yoke Devices
Poka-yoke on the web
Prevention devices
Detection devices
Turn errors into opportunities
Feeling smart
Ditch Anything Modal
Redesigning rude behavior
Replace it with modeless assistants
Write Error Messages That Help Instead of Hurt
Interface Surgery
Create Forgiving Software
Good software promotes good practices
Design for Uniformity, Consistency, and Meaning
Design for Uniformity
Be Consistent Across Applications
Understanding design patterns
Intelligent inconsistency
Leverage Irregularity to Create Meaning and Importance
Interface Surgery: Surfacing the bananas in a process
Reduce and Refine
Cluttered task flows
The path to simplicity
Clean Up the Mess
Reducing the pixel-to-data ratio
Minimizing copy
Designing white space
Cleaning up task flows
Practice Kaizen
The 5S approach
Eliminate Waste
Cleaning up your process
Put Just-in-Time Design and Review to Work
Don't Innovate When You Can Elevate
Innovation
The problem with innovative thinking
Elevation
Elevate the User Experience
Elevation is about being more polite
Elevation means giving your software a better personality
Elevation means understanding good design
Seek Out and Learn from Great Examples
Inspiration
Elevate the standards
Take Out All the Good Lines
Get in the Game
Index

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