My Account Log in

1 option

Designing the Obvious: A Common Sense Approach to Web Application Design

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
Format:
Book
Author/Creator:
Hoekman, Robert, Author.
Series:
Voices That Matter
Language:
English
Subjects (All):
Web sites--Design.
Web sites.
Physical Description:
1 online resource (xi, 293 p.) : ill.
Edition:
2nd ed.
Place of Publication:
[Place of publication not identified] New Riders Publishing 2010
Language Note:
English
System Details:
text file
Summary:
Designing the Obvious belongs 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 Obvious does 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. This latest edition updates examples to show the guiding principles of application design in action on today's web, plus adds new chapters on strategy and persuasion. It offers practical advice about how to achieve the qualities of great Web-based applications and consistently and successfully reproduce them.
Contents:
Cover
Contents
Acknowledgments
Author Biography
Chapter 1: 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
Chapter 2: 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
Chapter 3: 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
Chapter 4: 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
Chapter 5: 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
Chapter 6: 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
Chapter 7: 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
Chapter 8: 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
Create Forgiving Software
Good software promotes good practices
Chapter 9: 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
Chapter 10: 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
Chapter 11: 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.
Notes:
Bibliographic Level Mode of Issuance: Monograph
Description based on publisher supplied metadata and other sources.
ISBN:
9786612905827
9780132490498
0132490498
9781282905825
1282905821
9780132490481
013249048X
OCLC:
1027158659

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account