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UX for beginners / Joel Marsh ; illustrations by Jose Marzan, Jr.
- Format:
- Book
- Author/Creator:
- Marsh, Joel, author.
- Language:
- English
- Subjects (All):
- User interfaces (Computer systems).
- Physical Description:
- 1 online resource (257 p.)
- Edition:
- First edition.
- Place of Publication:
- Sebastopol, CA : O'Reilly, 2015.
- System Details:
- text file
- Summary:
- Apps! Websites! Rubber Ducks! Naked Ninjas! This book has everything. If you want to get started in user experience design (UX), you've come to the right place: 100 self-contained lessons that cover the whole spectrum of fundamentals. Forget dry, technical material. This book—based on the wildly popular UX Crash Course from Joel Marsh’s blog The Hipper Element —is laced with the author's snarky brand of humor, and teaches UX in a simple, practical way. Becoming a professional doesn’t have to be boring. Follow the real-life UX process from start-to-finish and apply the skills as you learn, or refresh your memory before the next meeting. UX for Beginners is perfect for non-designers who want to become designers, managers who teach UX, and programmers, salespeople, or marketers who want to learn more. Start from scratch: the fundamentals of UX Research the weird and wonderful things users do The process and science of making anything user-friendly Use size, color, and layout to help and influence users Plan and create wireframes Make your designs feel engaging and persuasive Measure how your design works in the real world Find out what a UX designer does all day
- Contents:
- Preface; This Book Truly Practices What It Preaches; I: Key Ideas; Lesson 1: What Is UX?; Lesson 2: The Five Main Ingredients of UX; Lesson 3: Your Perspective; Lesson 4: The Three "Whats" of User Perspective; Lesson 5: Solutions versus Ideas; Lesson 6: The Pyramid of UX Impact; II: Before You Start; Lesson 7: User Goals and Business Goals; Lesson 8: UX Is a Process; Lesson 9: Gathering Requirements; Lesson 10: Building Consensus; III: Behavior Basics; Lesson 11: Psychology versus Culture; Lesson 12: What Is User Psychology?; Lesson 13: What Is An Experience?
- Lesson 14: Conscious vs Subconscious ExperienceLesson 15: Emotions; Lesson 16: What Are Motivations?; Lesson 17: Motivation: Sex and Love; Lesson 18: Motivation: Affiliation; Lesson 19: Motivation: Status; Lesson 20: Motivation: Justice; Lesson 21: Motivation: Understanding (Curiosity); IV: User Research; Lesson 22: What Is User Research?; Lesson 23: What Isn't User Research?; Lesson 24: How Many Users Do You Need?; Lesson 25: How to Ask Questions; Lesson 26: How to Observe a User; Lesson 27: Interviews; Lesson 28: Surveys; Lesson 29: Card Sorting; Lesson 30: Creating User Profiles
- Lesson 31: DevicesV: The Limits of Our Minds; Lesson 32: What Is Intuition?; Lesson 33: What Is a Cognitive Bias?; Lesson 34: The Illusion of Choice; Lesson 35: Attention; Lesson 36: Memory; Lesson 37: Hyperbolic Discounting; VI: Information Architecture; Lesson 38: What Is Information Architecture?; Lesson 39: User Stories; Lesson 40: Types of Information Architecture; Lesson 41: Static and Dynamic Pages; Lesson 42: What Is a Flow?; Lesson 43: Users Don't Go Backward; VII: Designing Behavior; Lesson 44: Designing with Intention; Lesson 45: Rewards and Punishments
- Lesson 46: Conditioning and AddictionLesson 47: Gamification; Lesson 48: Social/Viral Structure; Lesson 49: How to Create Trust; Lesson 50: How Experience Changes Experience; VIII: Visual Design Principles; Lesson 51: Visual Weight (Contrast and Size); Lesson 52: Color; Lesson 53: Repetition and Pattern-Breaking; Lesson 54: Line Tension and Edge Tension; Lesson 55: Alignment and Proximity; Lesson 56: Using Motion for UX; IX: Wireframes and Prototypes; Lesson 57: What Is a Wireframe?; Lesson 58: What Isn't a Wireframe?; Lesson 59: Learn Skills, Not Tools; Lesson 60: Avoid Convenient Examples
- Lesson 61: What Is a Design Pattern?Lesson 62: Z-Pattern, F-Pattern, Visual Hierarchy; Lesson 63: Layout: Page Framework; Lesson 64: Layout: The Fold, Images, and Headlines; Lesson 65: Layout: The Axis of Interaction; Lesson 66: Forms; Lesson 67: Primary and Secondary Buttons; Lesson 68: Adaptive and Responsive Design; Lesson 69: To Design or Redesign?; Lesson 70: Touch versus Mouse; X: Psychology of Usability; Lesson 71: What Is Usability, Really?; Lesson 72: Simple, Easy, Fast, or Minimal; Lesson 73: Browsing, Searching, or Discovery; Lesson 74: Consistency and Expectations
- Lesson 75: Anti-UX
- Notes:
- Includes index.
- Description based on online resource; title from PDF title page (ebrary, viewed January 20, 2016).
- ISBN:
- 9781491912645
- 1491912642
- 9781491912676
- 1491912677
- 9781491912669
- 1491912669
- OCLC:
- 935333484
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