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Foreword | |
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Preface | |
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Computer Obliteracy | |
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Riddles for the Information Age | |
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What Do You Get When You Cross a Computer with an Airplane? | |
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What Do You Get When You Cross a Computer with a Camera? | |
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What Do You Get When You Cross a Computer with an Alarm Clock? | |
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What Do You Get When You Cross a Computer with a Car? | |
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What Do You Get When You Cross a Computer with a Bank? | |
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Computers Make It Easy to Get into Trouble | |
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Commercial Software Suffers, Too | |
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What Do You Get When You Cross a Computer with a Warship? | |
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Techno-Rage | |
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An Industry in Denial | |
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The Origins of This Book | |
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Cognitive Friction | |
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Behavior Unconnected to Physical Forces | |
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Design Is a Big Word | |
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The Relationship Between Programmers and Designers | |
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Most Software Is Designed by Accident | |
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"Interaction" Versus "Interface" Design | |
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Why Software-Based Products Are Different | |
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The Dancing Bear | |
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The Cost of Features | |
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Apologists and Survivors | |
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How We React to Cognitive Friction | |
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The Democratization of Consumer Power | |
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Blaming the User | |
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Software Apartheid | |
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It Costs You Big Time | |
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Wasting Money | |
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Deadline Management | |
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What Does "Done" Look Like? | |
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Parkinson's Law | |
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The Product That Never Ships | |
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Shipping Late Doesn't Hurt | |
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Feature List Bargaining | |
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Programmers Are in Control | |
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Features Are Not Necessarily Good | |
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Iteration and the Myth of the Unpredictable Market | |
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The Hidden Costs of Bad Software | |
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The Only Thing More Expensive Than Writing Software Is Writing Bad Software | |
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Opportunity Cost | |
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The Cost of Prototyping | |
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The Dancing Bear | |
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If It Were a Problem, Wouldn't It Have Been Solved by Now? | |
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Consumer Electronics Victim | |
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How Email Programs Fail | |
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How Scheduling Programs Fail | |
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How Calendar Software Fails | |
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Mass Web Hysteria | |
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What's Wrong with Software? | |
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Software Forgets | |
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Software Is Lazy | |
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Software Is Parsimonious with Information | |
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Software Is Inflexible | |
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Software Blames Users | |
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Software Won't Take Responsibility | |
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Customer Disloyalty | |
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Desirability | |
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A Comparison | |
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Time to Market | |
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Eating Soup with a Fork | |
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The Inmates Are Running the Asylum | |
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Driving from the Backseat | |
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Hatching a Catastrophe | |
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Computers Versus Humans | |
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Teaching Dogs to Be Cats | |
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Homo Logicus | |
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The Jetway Test | |
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The Psychology of Computer Programmers | |
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Programmers Trade Simplicity for Control | |
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Programmers Exchange Success for Understanding | |
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Programmers Focus on What Is Possible to the Exclusion of What Is Probable | |
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Programmers Act Like Jocks | |
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An Obsolete Culture | |
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The Culture of Programming | |
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Reusing Code | |
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The Common Culture | |
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Programming Culture at Microsoft | |
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Cultural Isolation | |
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Skin in the Game | |
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Scarcity Thinking | |
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The Process Is Dehumanizing, Not the Technology | |
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Interaction Design Is Good Business | |
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Designing for Pleasure | |
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Personas | |
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Design for Just One Person | |
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The Roll-Aboard Suitcase and Sticky Notes | |
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The Elastic User | |
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Be Specific | |
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Hypothetical | |
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Precision, Not Accuracy | |
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A Realistic Look at Skill Levels | |
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Personas End Feature Debates | |
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Both Designers and Programmers Need Personas | |
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It's a User Persona, Not a Buyer Persona | |
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The Cast of Characters | |
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Primary Personas | |
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Case Study: Sony Trans Com's P@ssport | |
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The Conventional Solution | |
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Personas | |
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Designing for Clevis | |
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Designing for Power | |
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Goals Are the Reason Why We Perform Tasks | |
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Tasks Are Not Goals | |
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Programmers Do Task-Directed Design | |
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Goal-Directed Design | |
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Goal-Directed Television News | |
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Goal-Directed Classroom Management | |
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Personal and Practical Goals | |
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The Principle of Commensurate Effort | |
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Personal Goals | |
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Corporate Goals | |
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Practical Goals | |
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False Goals | |
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Computers Are Human, Too | |
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Designing for Politeness | |
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What Is Polite? | |
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What Makes Software Polite? | |
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Polite Software Is Interested in Me | |
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Polite Software Is Deferential to Me | |
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Polite Software Is Forthcoming | |
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Polite Software Has Common Sense | |
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Polite Software Anticipates My Needs | |
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Polite Software Is Responsive | |
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Polite Software Is Taciturn About Its Personal Problems | |
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Polite Software Is Well Informed | |
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Polite Software Is Perceptive | |
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Polite Software Is Self-Confident | |
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Polite Software Stays Focused | |
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Polite Software Is Fudgable | |
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Polite Software Gives Instant Gratification | |
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Polite Software Is Trustworthy | |
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Case Study: Elemental Drumbeat | |
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The Investigation | |
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Who Serves Whom | |
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The Design | |
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Pushback | |
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Other Issues | |
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Designing for People | |
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Scenarios | |
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Daily Use Scenarios | |
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Necessary Use Scenarios | |
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Edge Case Scenario | |
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Inflecting the Interface | |
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Perpetual Intermediates | |
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Pretend It's Magic | |
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Vocabulary | |
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Breaking Through with Language | |
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Reality Bats Last | |
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Case Study: Logitech Scanman | |
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Malcolm, the Web-Warrior | |
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Chad Marchetti, Boy | |
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Magnum, DPI | |
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Playing Pretend It's Magic | |
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World-Class Cropping | |
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World-Class Image Resize | |
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World-Class Image Reorient | |
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World-Class Results | |
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Bridging Hardware and Software | |
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Less Is More | |
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Getting Back into the Driver's Seat | |
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Desperately Seeking Usability | |
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The Timing | |
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User Testing | |
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User Testing Before Programming | |
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Fitting Usability Testing into the Process | |
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Multidisciplinary Teams | |
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Programmers Designing | |
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How Do You Know? | |
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Style Guides | |
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Conflict of Interest | |
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Focus Groups | |
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Visual Design | |
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Industrial Design | |
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Cool New Technology | |
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Iteration | |
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A Managed Process | |
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Who Really Has the Most Influence? | |
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The Customer-Driven Death Spiral | |
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Conceptual Integrity Is a Core Competence | |
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A Faustian Bargain | |
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Taking a Longer View | |
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Taking Responsibility | |
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Taking Time | |
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Taking Control | |
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Finding Bedrock | |
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Knowing Where to Cut | |
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Making Movies | |
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The Deal | |
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Document Design to Get It Built | |
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Design Affects the Code | |
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Design Documents Benefit Programmers | |
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Design Documents Benefit Marketing | |
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Design Documents Help Documenters and Tech Support | |
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Design Documents Help Managers | |
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Design Documents Benefit the Whole Company | |
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Who Owns Product Quality? | |
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Creating a Design-Friendly Process | |
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Where Interaction Designers Come From | |
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Building Design Teams | |
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Power and Pleasure | |
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An Example of a Well-Run Project | |
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A Company-Wide Awareness of Design | |
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Benefits of Change | |
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Let Them Eat Cake | |
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Changing the Process | |
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Index | |