Description

Book Synopsis
A unique resource to help software developers create a desirable user experience Today, top-flight software must feature a desirable user experience.

Table of Contents
Acknowledgements viii

Introduction 1

Part I: Research 5

CHAPTER 1 Planning 7

An Introduction to User Research 8

User Research Is Not Usability 9

Design Lingo: Ethnography 9

Start with User Insights 9

Case Study: Lightning Fast Checkout 14

Making Sense of Your Findings 18

Summary 20

CHAPTER 2 Inspiration 21

Steal Like an Artist 22

If All Else Fails 34

Summary 36

Part II: Design Thinking 37

CHAPTER 3 Sketching 39

Design Thinking—A Developer’s Kind of Design 40

Sketching—Where It All Begins 40

The Benefi ts of Sketching 41

When to Sketch 42

Tools for Sketching 42

The Basics of Application Flows 47

Creating an Application Flow 49

What Storyboards Can Do for You 58

When to Use Storyboards 59

Creating a Storyboard 59

Not Sure Where to Begin? Start with a Template 60

Summary 62

CHAPTER 4 Information Architecture 63

What Is information Architecture, Exactly? 65

The Cost of Usability 65

Information Architecture Deliverables 66

Personas, User Scenarios, and Storyboards 67

Content Models 67

Application Flow 67

Wireframes 69

Gesture Dictionary 69

Information Architecture Is All About the Content 70

Make It Meaningful 70

Information Architecture: Like a Boss in Five Steps 72

Step 1: Define Themes, Goals and Requirements 73

Step 2: Choose a Layout 74

Step 3: Group Similar Items 85

Step 4: Be Consistent 86

Step 5: Reduce 87

Summary 88

CHAPTER 5 Wireframes 91

Debunking Wireframes 92

Wireframes 101 93

When Should You Create the Wireframes? 93

Anatomy of a Wireframe 94

Are You Speaking Wireframe? 95

Do’s & Don’ts 98

Tools for Awesome Wireframes 102

Tools for Awesome-er Wireframes 105

Wireframe Techniques 107

Wireframe Technique #1: Creating the Basic Wireframe 107

Wireframe Technique #2: Using Shades of Gray and One Color 108

Wireframe Technique #4: Using the Frame-by-Frame Approach 111

Wireframe Technique #5: Using Bubbles 112

Wireframe Technique #6: Magnifying Details 112

Summary 114

CHAPTER 6 Prototyping 115

When Should I Prototype? 116

1. Communicating a New Idea 117

2. Creating a Proof of Concept 117

3. Conducting Basic Usability Testing 117

4. Determining Whether an Idea Is Worth a Bigger Investment 117

What Makes an Eff ective Prototype? 118

Fake It—Be Clever, Not Complicated 120

Making “Little Bets” 121

Awesome Tools for Prototyping 122

Microsoft SketchFlow 122

Adobe Edge Tools 123

Adobe After Effects 124

Keynote / PowerPoint 125

HTML / JavaScript / CSS3 126

Axure RP 127

Arduino, Openframeworks, Processing 128

Prototyping Techniques 129

Prototyping Technique #1: Paper Prototypes 130

Prototyping Technique #2: Interactive Wireframes 131

Prototyping Technique #3: Video Prototyping 136

Summary 140

Part III: Visual Design 141

CHAPTER 7 Color 143

Color Basics 144

Color Vocabulary 144

Color Models 146

Cool and Warm Colors 149

The Psychology of Color 151

Contrast 154

Applied Color: A Few Rules of Thumb 156

Stick With Two to Three Colors 156

Start with Solids, Then Move to Gradients 157

Use Shades of a Hue 157

Green Means Go 157

What Makes a Good Color Palette? 158

Shades of Gray 159

Five Color Palettes You Can’t Go Wrong With 160

Color Techniques 163

Color Technique #1: Use a Photograph to Generate a Color Palette 163

Color Technique #2: Code with Color 165

Color Technique #3: Use Photoshop 167

Bonus Color Technique: Use an Algorithm to Find Average Color 170

Summary 173

CHAPTER 8 Digital Typography 175

First Things First 176

A Lap Around Typography 177

Understanding Type Terminology 177

Font or Typeface—What’s the Difference? 182

Type Classification 182

Serif Typefaces 182

Sans-Serif Typefaces 185

Eight Ways to Improve Your Typography 187

1. Pick a Scale and Stick with It 187

2. Use Consistent Spacing 188

3. Consider the Measure 189

4. A Little Can Go a Long Way 190

5. Pick a Good Body Font 191

6. Use a Single Family 193

7. Combine Two to Three Typefaces 194

8. Use a Good Ampersand 199

Summary 199

CHAPTER 9 Visual Communication 201

It Ain’t Th at Simple 202

1. Design As Th ough You’re Designing for Yourself 203

2. Be Consistent 203

Five Ways to Clarify Your Design 204

1. Slap a Grid on It 204

2. Establish Hierarchy 211

3. Remove the Junk 215

4. Check for Parallelism 220

5. Create Clear Aff ordances 221

Summary 226

CHAPTER 10 Motion 227

Animations Look Cool, but Can Th ey Actually Make It Work Better? 228

Transitions, Animations, and Timing Guidelines 229

What’s the Difference Between an Animation and a Transition? 229

Not Too Fast, Not Too Slow, Not Too Many 230

When Should I Use Motion? 230

When Should I Avoid Motion? 231

Fade, Slide, and Scale—Animation’s Super Tools 232

Fade 232

Slide 233

Scale 233

Motion Principles 234

Slow In and Slow Out 234

Squash and Stretch 235

Anticipation 236

Follow-Through and Overlapping Action 237

Arcs 238

Easing 239

Advanced Motion Techniques 242

Follow 242

Cognitive Tomfoolery 243

Summary 244

Part IV: Interaction Design 245

CHAPTER 11 Interaction Design Principles 247

An Introduction to Interaction Design 248

Getting In the Flow 249

Ways to Facilitate Flow 250

Learnability Versus Usability 256

Designing for Usability 256

Designing for Learnability 258

Ergonomics 259

Muscle Fatigue 260

Field of View and Peripheral Vision 261

Environment and Lighting Conditions 263

Optimal Touch Targets 263

Occlusion 265

Summary 267

CHAPTER 12 Design Patterns 269

Why Use Design Patterns? 270

Other Design Pattern Resources 271

The Patterns 273

Auto Focus 274

Drag and Drop 274

Auto Save 275

Blank Slate 276

Progress Indicators 277

Use Good Target Sizes 278

A Button Is a Button Is a Button 279

Avoid Modal States unless It’s Critical to Use Them 279

Direct Manipulation 281

Group Like Items 281

Continuous Scrolling 282

Size to Importance Visualization 283

Glance-View Dashboard 284

Error-Proof Controls 285

Get Me Out of Here 286

Right/Left Input Alignment 287

Super Search 288

Simple Task, Simple UI; Complex Task, Complex UI 288

Sync Position 290

Contrast Your Fonts 290

Summary 291

Index 293

Design for Software A Playbook for Developers

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    Order before 4pm today for delivery by Sat 20 Jun 2026.

    A Paperback by E Klimczak


      View other formats and editions of Design for Software A Playbook for Developers by E Klimczak

      Publisher: John Wiley & Sons
      Publication Date: 5/3/2013 12:00:00 AM
      ISBN13: 9781119942900, 978-1119942900
      ISBN10: 111994290X

      Description

      Book Synopsis
      A unique resource to help software developers create a desirable user experience Today, top-flight software must feature a desirable user experience.

      Table of Contents
      Acknowledgements viii

      Introduction 1

      Part I: Research 5

      CHAPTER 1 Planning 7

      An Introduction to User Research 8

      User Research Is Not Usability 9

      Design Lingo: Ethnography 9

      Start with User Insights 9

      Case Study: Lightning Fast Checkout 14

      Making Sense of Your Findings 18

      Summary 20

      CHAPTER 2 Inspiration 21

      Steal Like an Artist 22

      If All Else Fails 34

      Summary 36

      Part II: Design Thinking 37

      CHAPTER 3 Sketching 39

      Design Thinking—A Developer’s Kind of Design 40

      Sketching—Where It All Begins 40

      The Benefi ts of Sketching 41

      When to Sketch 42

      Tools for Sketching 42

      The Basics of Application Flows 47

      Creating an Application Flow 49

      What Storyboards Can Do for You 58

      When to Use Storyboards 59

      Creating a Storyboard 59

      Not Sure Where to Begin? Start with a Template 60

      Summary 62

      CHAPTER 4 Information Architecture 63

      What Is information Architecture, Exactly? 65

      The Cost of Usability 65

      Information Architecture Deliverables 66

      Personas, User Scenarios, and Storyboards 67

      Content Models 67

      Application Flow 67

      Wireframes 69

      Gesture Dictionary 69

      Information Architecture Is All About the Content 70

      Make It Meaningful 70

      Information Architecture: Like a Boss in Five Steps 72

      Step 1: Define Themes, Goals and Requirements 73

      Step 2: Choose a Layout 74

      Step 3: Group Similar Items 85

      Step 4: Be Consistent 86

      Step 5: Reduce 87

      Summary 88

      CHAPTER 5 Wireframes 91

      Debunking Wireframes 92

      Wireframes 101 93

      When Should You Create the Wireframes? 93

      Anatomy of a Wireframe 94

      Are You Speaking Wireframe? 95

      Do’s & Don’ts 98

      Tools for Awesome Wireframes 102

      Tools for Awesome-er Wireframes 105

      Wireframe Techniques 107

      Wireframe Technique #1: Creating the Basic Wireframe 107

      Wireframe Technique #2: Using Shades of Gray and One Color 108

      Wireframe Technique #4: Using the Frame-by-Frame Approach 111

      Wireframe Technique #5: Using Bubbles 112

      Wireframe Technique #6: Magnifying Details 112

      Summary 114

      CHAPTER 6 Prototyping 115

      When Should I Prototype? 116

      1. Communicating a New Idea 117

      2. Creating a Proof of Concept 117

      3. Conducting Basic Usability Testing 117

      4. Determining Whether an Idea Is Worth a Bigger Investment 117

      What Makes an Eff ective Prototype? 118

      Fake It—Be Clever, Not Complicated 120

      Making “Little Bets” 121

      Awesome Tools for Prototyping 122

      Microsoft SketchFlow 122

      Adobe Edge Tools 123

      Adobe After Effects 124

      Keynote / PowerPoint 125

      HTML / JavaScript / CSS3 126

      Axure RP 127

      Arduino, Openframeworks, Processing 128

      Prototyping Techniques 129

      Prototyping Technique #1: Paper Prototypes 130

      Prototyping Technique #2: Interactive Wireframes 131

      Prototyping Technique #3: Video Prototyping 136

      Summary 140

      Part III: Visual Design 141

      CHAPTER 7 Color 143

      Color Basics 144

      Color Vocabulary 144

      Color Models 146

      Cool and Warm Colors 149

      The Psychology of Color 151

      Contrast 154

      Applied Color: A Few Rules of Thumb 156

      Stick With Two to Three Colors 156

      Start with Solids, Then Move to Gradients 157

      Use Shades of a Hue 157

      Green Means Go 157

      What Makes a Good Color Palette? 158

      Shades of Gray 159

      Five Color Palettes You Can’t Go Wrong With 160

      Color Techniques 163

      Color Technique #1: Use a Photograph to Generate a Color Palette 163

      Color Technique #2: Code with Color 165

      Color Technique #3: Use Photoshop 167

      Bonus Color Technique: Use an Algorithm to Find Average Color 170

      Summary 173

      CHAPTER 8 Digital Typography 175

      First Things First 176

      A Lap Around Typography 177

      Understanding Type Terminology 177

      Font or Typeface—What’s the Difference? 182

      Type Classification 182

      Serif Typefaces 182

      Sans-Serif Typefaces 185

      Eight Ways to Improve Your Typography 187

      1. Pick a Scale and Stick with It 187

      2. Use Consistent Spacing 188

      3. Consider the Measure 189

      4. A Little Can Go a Long Way 190

      5. Pick a Good Body Font 191

      6. Use a Single Family 193

      7. Combine Two to Three Typefaces 194

      8. Use a Good Ampersand 199

      Summary 199

      CHAPTER 9 Visual Communication 201

      It Ain’t Th at Simple 202

      1. Design As Th ough You’re Designing for Yourself 203

      2. Be Consistent 203

      Five Ways to Clarify Your Design 204

      1. Slap a Grid on It 204

      2. Establish Hierarchy 211

      3. Remove the Junk 215

      4. Check for Parallelism 220

      5. Create Clear Aff ordances 221

      Summary 226

      CHAPTER 10 Motion 227

      Animations Look Cool, but Can Th ey Actually Make It Work Better? 228

      Transitions, Animations, and Timing Guidelines 229

      What’s the Difference Between an Animation and a Transition? 229

      Not Too Fast, Not Too Slow, Not Too Many 230

      When Should I Use Motion? 230

      When Should I Avoid Motion? 231

      Fade, Slide, and Scale—Animation’s Super Tools 232

      Fade 232

      Slide 233

      Scale 233

      Motion Principles 234

      Slow In and Slow Out 234

      Squash and Stretch 235

      Anticipation 236

      Follow-Through and Overlapping Action 237

      Arcs 238

      Easing 239

      Advanced Motion Techniques 242

      Follow 242

      Cognitive Tomfoolery 243

      Summary 244

      Part IV: Interaction Design 245

      CHAPTER 11 Interaction Design Principles 247

      An Introduction to Interaction Design 248

      Getting In the Flow 249

      Ways to Facilitate Flow 250

      Learnability Versus Usability 256

      Designing for Usability 256

      Designing for Learnability 258

      Ergonomics 259

      Muscle Fatigue 260

      Field of View and Peripheral Vision 261

      Environment and Lighting Conditions 263

      Optimal Touch Targets 263

      Occlusion 265

      Summary 267

      CHAPTER 12 Design Patterns 269

      Why Use Design Patterns? 270

      Other Design Pattern Resources 271

      The Patterns 273

      Auto Focus 274

      Drag and Drop 274

      Auto Save 275

      Blank Slate 276

      Progress Indicators 277

      Use Good Target Sizes 278

      A Button Is a Button Is a Button 279

      Avoid Modal States unless It’s Critical to Use Them 279

      Direct Manipulation 281

      Group Like Items 281

      Continuous Scrolling 282

      Size to Importance Visualization 283

      Glance-View Dashboard 284

      Error-Proof Controls 285

      Get Me Out of Here 286

      Right/Left Input Alignment 287

      Super Search 288

      Simple Task, Simple UI; Complex Task, Complex UI 288

      Sync Position 290

      Contrast Your Fonts 290

      Summary 291

      Index 293

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