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