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.
Foreword xv Introduction xix PART I: Goal-Directed Design 1 CH 1: A Design Process for Digital Products 3 The Consequences of Poor Product Behavior 4 Why Digital Products Fail 6 Planning and Designing Product Behavior 10 Recognizing User Goals 13 Implementation Models and Mental Models 16 An Overview of Goal-Directed Design 21 CH 2: Understanding the Problem: Design Research 31 Qualitative versus Quantitative Data in Design Research 32 Goal-Directed Design Research 36 Interviewing and Observing Users 44 Other Types of Qualitative Research 56 Research Is Critical to Good Design 59 CH 3: Modeling Users: Personas and Goals 61 Why Model? 61 The Power of Personas 62 Why Personas Are Effective 66 Understanding Goals 72 Constructing Personas 81 Personas in Practice 93 Other Design Models 98 CH 4: Setting the Vision: Scenarios and Design Requirements 101 Bridging the Research-Design Gap 101 Scenarios: Narrative as a Design Tool 102 Design Requirements: The "What" of Interaction 106 The Requirements Definition Process 109 CH 5: Designing the Product: Framework and Refinement 119 Creating the Design Framework 119 Refining the Form and Behavior 137 Validating and Testing the Design 139 CH 6: Creative Teamwork 145 Small, Focused Teams 146 Thinking Better, Together 146 Working across Design Disciplines 153 The Extended Team 155 Establishing a Creative Culture 161 Identifying Skill Levels in Designers 162 Collaboration Is the Key 163 Part II: Making Well-Behaved Products 165 CH 7: A Basis for Good Product Behavior 167 Design Values 167 Interaction Design Principles 173 Interaction Design Patterns 174 CH 8: Digital Etiquette 179 Designing Considerate Products 180 Designing Smart Products 190 Designing Social Products 199 CH 9: Platform and Posture 205 Product Platforms 205 Product Postures 206 Postures for the Desktop 207 Postures for the Web 218 Postures for Mobile Devices 225 Postures for Other Platforms 230 Give Your Apps Good Posture 235 CH 10: Optimizing for Intermediates 237 Perpetual Intermediates 238 Inflecting the Interface 240 Designing for Three Levels of Experience 243 CH 11: Orchestration and Flow 249 Flow and Transparency 249 Orchestration 250 Harmonious Interactions 251 Motion, Timing, and Transitions 266 The Ideal of Effortlessness 269 CH 12: Reducing Work and Eliminating Excise 271 Goal-Directed Tasks versus Excise Tasks 272 Types of Excise 273 Excise Is Contextual 285 Eliminating Excise 285 Other Common Excise Traps 297 CH 13: Metaphors, Idioms, and Affordances 299 Interface Paradigms 300 Building Idioms 310 Manual Affordances 312 Direct Manipulation and Pliancy 315 Escape the Grip of Metaphor 322 CH 14: Rethinking Data Entry, Storage, and Retrieval 325 Rethinking Data Entry 326 Rethinking Data Storage 332 Rethinking Data Retrieval 345 CH 15: Preventing Errors and Informing Decisions 357 Using Rich Modeless Feedback 358 Undo, Redo, and Reversible Histories 363 What If: Compare and Preview 376 CH 16: Designing for Different Needs 379 Learnability and Help 379 Customizability 395 Localization and Globalization 398 Accessibility 399 CH 17: Integrating Visual Design 405 Visual Art and Visual Design 405 The Elements of Visual Interface Design 406 Visual Interface Design Principles 411 Visual Information Design Principles 425 Consistency and Standards 428 Part III: Interaction Details 433 CH 18: Designing for the Desktop 435 Anatomy of a Desktop App 436 Windows on the Desktop 439 Menus 448 Toolbars, Palettes, and Sidebars 455 Pointing, Selection, and Direct Manipulation 465 CH 19: Designing for Mobile and Other Devices 507 Anatomy of a Mobile App 508 Mobile Navigation, Content, and Control Idioms 518 Multi-Touch Gestures 550 Inter-App Integration 553 Other Devices 555 CH 20: Designing for the Web 569 Page-Based interactions 571 The Mobile Web 585 The Future 587 CH 21: Design Details: Controls and Dialogs 589 Controls 589 Dialogs 625 Eliminating Errors, Alerts, and Confirmations 641 The Devil Is in the Details 653 APPEN DIX A: Design Principles 655 APPEN DIX B: Bibliography 661 Index 667
Show moreThe 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.
Foreword xv Introduction xix PART I: Goal-Directed Design 1 CH 1: A Design Process for Digital Products 3 The Consequences of Poor Product Behavior 4 Why Digital Products Fail 6 Planning and Designing Product Behavior 10 Recognizing User Goals 13 Implementation Models and Mental Models 16 An Overview of Goal-Directed Design 21 CH 2: Understanding the Problem: Design Research 31 Qualitative versus Quantitative Data in Design Research 32 Goal-Directed Design Research 36 Interviewing and Observing Users 44 Other Types of Qualitative Research 56 Research Is Critical to Good Design 59 CH 3: Modeling Users: Personas and Goals 61 Why Model? 61 The Power of Personas 62 Why Personas Are Effective 66 Understanding Goals 72 Constructing Personas 81 Personas in Practice 93 Other Design Models 98 CH 4: Setting the Vision: Scenarios and Design Requirements 101 Bridging the Research-Design Gap 101 Scenarios: Narrative as a Design Tool 102 Design Requirements: The "What" of Interaction 106 The Requirements Definition Process 109 CH 5: Designing the Product: Framework and Refinement 119 Creating the Design Framework 119 Refining the Form and Behavior 137 Validating and Testing the Design 139 CH 6: Creative Teamwork 145 Small, Focused Teams 146 Thinking Better, Together 146 Working across Design Disciplines 153 The Extended Team 155 Establishing a Creative Culture 161 Identifying Skill Levels in Designers 162 Collaboration Is the Key 163 Part II: Making Well-Behaved Products 165 CH 7: A Basis for Good Product Behavior 167 Design Values 167 Interaction Design Principles 173 Interaction Design Patterns 174 CH 8: Digital Etiquette 179 Designing Considerate Products 180 Designing Smart Products 190 Designing Social Products 199 CH 9: Platform and Posture 205 Product Platforms 205 Product Postures 206 Postures for the Desktop 207 Postures for the Web 218 Postures for Mobile Devices 225 Postures for Other Platforms 230 Give Your Apps Good Posture 235 CH 10: Optimizing for Intermediates 237 Perpetual Intermediates 238 Inflecting the Interface 240 Designing for Three Levels of Experience 243 CH 11: Orchestration and Flow 249 Flow and Transparency 249 Orchestration 250 Harmonious Interactions 251 Motion, Timing, and Transitions 266 The Ideal of Effortlessness 269 CH 12: Reducing Work and Eliminating Excise 271 Goal-Directed Tasks versus Excise Tasks 272 Types of Excise 273 Excise Is Contextual 285 Eliminating Excise 285 Other Common Excise Traps 297 CH 13: Metaphors, Idioms, and Affordances 299 Interface Paradigms 300 Building Idioms 310 Manual Affordances 312 Direct Manipulation and Pliancy 315 Escape the Grip of Metaphor 322 CH 14: Rethinking Data Entry, Storage, and Retrieval 325 Rethinking Data Entry 326 Rethinking Data Storage 332 Rethinking Data Retrieval 345 CH 15: Preventing Errors and Informing Decisions 357 Using Rich Modeless Feedback 358 Undo, Redo, and Reversible Histories 363 What If: Compare and Preview 376 CH 16: Designing for Different Needs 379 Learnability and Help 379 Customizability 395 Localization and Globalization 398 Accessibility 399 CH 17: Integrating Visual Design 405 Visual Art and Visual Design 405 The Elements of Visual Interface Design 406 Visual Interface Design Principles 411 Visual Information Design Principles 425 Consistency and Standards 428 Part III: Interaction Details 433 CH 18: Designing for the Desktop 435 Anatomy of a Desktop App 436 Windows on the Desktop 439 Menus 448 Toolbars, Palettes, and Sidebars 455 Pointing, Selection, and Direct Manipulation 465 CH 19: Designing for Mobile and Other Devices 507 Anatomy of a Mobile App 508 Mobile Navigation, Content, and Control Idioms 518 Multi-Touch Gestures 550 Inter-App Integration 553 Other Devices 555 CH 20: Designing for the Web 569 Page-Based interactions 571 The Mobile Web 585 The Future 587 CH 21: Design Details: Controls and Dialogs 589 Controls 589 Dialogs 625 Eliminating Errors, Alerts, and Confirmations 641 The Devil Is in the Details 653 APPEN DIX A: Design Principles 655 APPEN DIX B: Bibliography 661 Index 667
Show moreForeword xv
Introduction xix
Part I: Goal-Directed Design 1
Ch 1: A Design Process for Digital Products 3
The Consequences of Poor Product Behavior 4
Why Digital Products Fail 6
Planning and Designing Product Behavior 10
Recognizing User Goals 13
Implementation Models and Mental Models 16
An Overview of Goal-Directed Design 21
Ch 2: Understanding the Problem: Design Research 31
Qualitative versus Quantitative Data in Design Research 32
Goal-Directed Design Research 36
Interviewing and Observing Users 44
Other Types of Qualitative Research 56
Research is Critical to Good Design 59
Ch 3: Modeling Users: Personas and Goals 61
Why Model? 61
The Power of Personas 62
Why Personas Are Effective 66
Understanding Goals 72
Constructing Personas 81
Personas in Practice 93
Other Design Models 98
Ch 4: Setting the Vision: Scenarios and Design Requirements 101
Bridging the Research-Design Gap 101
Scenarios: Narrative as a Design Tool 102
Design Requirements: The “What” of Interaction 106
The Requirements Definition Process 109
Ch 5: Designing the Product: Framework and Refinement 119
Creating the Design Framework 119
Refining the Form and Behavior 137
Validating and Testing the Design 139
Ch 6: Creative Teamwork 145
Small, Focused Teams 146
Thinking Better, Together 146
Working across Design Disciplines 153
The Extended Team 155
Establishing a Creative Culture 161
Identifying Skill Levels in Designers 162
Collaboration is the Key 163
Part II: Making Well-Behaved Products 165
Ch 7: A Basis for Good Product Behavior 167
Design Values 167
Interaction Design Principles 173
Interaction Design Patterns 174
Ch 8: Digital Etiquette 179
Designing Considerate Products 180
Designing Smart Products 190
Designing Social Products 199
Ch 9: Platform and Posture 205
Product Platforms 205
Product Postures 206
Postures for the Desktop 207
Postures for the Web 218
Postures for Mobile Devices 225
Postures for Other Platforms 230
Give Your Apps Good Posture 235
Ch 10: Optimizing for Intermediates 237
Perpetual Intermediates 238
Inflecting the Interface 240
Designing for Three Levels of Experience 243
Ch 11: Orchestration and Flow 249
Flow and Transparency 249
Orchestration 250
Harmonious Interactions 251
Motion, Timing, and Transitions 266
The Ideal of Effortlessness 269
Ch 12: Reducing Work and Eliminating Excise 271
Goal-Directed Tasks versus Excise Tasks 272
Types of Excise 273
Excise is Contextual 285
Eliminating Excise 285
Other Common Excise Traps 297
Ch 13: Metaphors, Idioms, and Affordances 299
Interface Paradigms 300
Building Idioms 310
Manual Affordances 312
Direct Manipulation and Pliancy 315
Escape the Grip of Metaphor 322
Ch 14: Rethinking Data Entry, Storage, and Retrieval 325
Rethinking Data Entry 326
Rethinking Data Storage 332
Rethinking Data Retrieval 345
Ch 15: Preventing Errors and Informing Decisions 357
Using Rich Modeless Feedback 358
Undo, Redo, and Reversible Histories 363
What If: Compare and Preview 376
Ch 16: Designing for Different Needs 379
Learnability and Help 379
Customizability 395
Localization and Globalization 398
Accessibility 399
Ch 17: Integrating Visual Design 405
Visual Art and Visual Design 405
The Elements of Visual Interface Design 406
Visual Interface Design Principles 411
Visual Information Design Principles 425
Consistency and Standards 428
Part III: Interaction Details 433
Ch 18: Designing for the Desktop 435
Anatomy of a Desktop App 436
Windows on the Desktop 439
Menus 448
Toolbars, Palettes, and Sidebars 455
Pointing, Selection, and Direct Manipulation 465
Ch 19: Designing for Mobile and Other Devices 507
Anatomy of a Mobile App 508
Mobile Navigation, Content, and Control Idioms 518
Multi-Touch Gestures 550
Inter-App Integration 553
Other Devices 555
Ch 20: Designing for the Web 569
Page-Based interactions 571
The Mobile Web 585
The Future 587
Ch 21: Design Details: Controls and Dialogs 589
Controls 589
Dialogs 625
Eliminating Errors, Alerts, and Confirmations 641
The Devil is in the Details 653
Appendix A: Design Principles 655
Appendix B: Bibliography 661
Index 667
ABOUT THE AUTHORS ALAN COOPER is a founder of Cooper and a pioneer of modern computing. His groundbreaking work has influenced a generation of programmers, business people, and users. ROBERT REIMANN was founding president of the Interaction Design Association (IxDA). He is Principal Interaction Designer at PatientsLikeMe, and former Director of Design RD at Cooper. DAVID CRONIN is a Design Director at GE. He was also Director of Interaction Design at Smart Design, and a former Managing Director at Cooper. CHRISTOPHER NOESSEL is Coopers first Design Fellow, and the co-author of Make It So . He teaches and speaks about design all over the world.
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