{"product_id":"design-for-software-a-playbook-for-developers-9781119942900","title":"Design for Software  A Playbook for Developers","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eA unique resource to help software developers create a desirable user experience        Today, top-flight software must feature a desirable user experience.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eAcknowledgements viii  \u003cp\u003eIntroduction 1\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart I: Research 5\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 1 Planning 7\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAn Introduction to User Research 8\u003c\/p\u003e \u003cp\u003eUser Research Is Not Usability 9\u003c\/p\u003e \u003cp\u003eDesign Lingo: Ethnography 9\u003c\/p\u003e \u003cp\u003eStart with User Insights 9\u003c\/p\u003e \u003cp\u003eCase Study: Lightning Fast Checkout 14\u003c\/p\u003e \u003cp\u003eMaking Sense of Your Findings 18\u003c\/p\u003e \u003cp\u003eSummary 20\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 2 Inspiration 21\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSteal Like an Artist 22\u003c\/p\u003e \u003cp\u003eIf All Else Fails 34\u003c\/p\u003e \u003cp\u003eSummary 36\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart II: Design Thinking 37\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 3 Sketching 39\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDesign Thinking—A Developer’s Kind of Design 40\u003c\/p\u003e \u003cp\u003eSketching—Where It All Begins 40\u003c\/p\u003e \u003cp\u003eThe Benefi ts of Sketching 41\u003c\/p\u003e \u003cp\u003eWhen to Sketch 42\u003c\/p\u003e \u003cp\u003eTools for Sketching 42\u003c\/p\u003e \u003cp\u003eThe Basics of Application Flows 47\u003c\/p\u003e \u003cp\u003eCreating an Application Flow 49\u003c\/p\u003e \u003cp\u003eWhat Storyboards Can Do for You 58\u003c\/p\u003e \u003cp\u003eWhen to Use Storyboards 59\u003c\/p\u003e \u003cp\u003eCreating a Storyboard 59\u003c\/p\u003e \u003cp\u003eNot Sure Where to Begin? Start with a Template 60\u003c\/p\u003e \u003cp\u003eSummary 62\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 4 Information Architecture 63\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhat Is information Architecture, Exactly? 65\u003c\/p\u003e \u003cp\u003eThe Cost of Usability 65\u003c\/p\u003e \u003cp\u003eInformation Architecture Deliverables 66\u003c\/p\u003e \u003cp\u003ePersonas, User Scenarios, and Storyboards 67\u003c\/p\u003e \u003cp\u003eContent Models 67\u003c\/p\u003e \u003cp\u003eApplication Flow 67\u003c\/p\u003e \u003cp\u003eWireframes 69\u003c\/p\u003e \u003cp\u003eGesture Dictionary 69\u003c\/p\u003e \u003cp\u003eInformation Architecture Is All About the Content 70\u003c\/p\u003e \u003cp\u003eMake It Meaningful 70\u003c\/p\u003e \u003cp\u003eInformation Architecture: Like a Boss in Five Steps 72\u003c\/p\u003e \u003cp\u003eStep 1: Define Themes, Goals and Requirements 73\u003c\/p\u003e \u003cp\u003eStep 2: Choose a Layout 74\u003c\/p\u003e \u003cp\u003eStep 3: Group Similar Items 85\u003c\/p\u003e \u003cp\u003eStep 4: Be Consistent 86\u003c\/p\u003e \u003cp\u003eStep 5: Reduce 87\u003c\/p\u003e \u003cp\u003eSummary 88\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 5 Wireframes 91\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDebunking Wireframes 92\u003c\/p\u003e \u003cp\u003eWireframes 101 93\u003c\/p\u003e \u003cp\u003eWhen Should You Create the Wireframes? 93\u003c\/p\u003e \u003cp\u003eAnatomy of a Wireframe 94\u003c\/p\u003e \u003cp\u003eAre You Speaking Wireframe? 95\u003c\/p\u003e \u003cp\u003eDo’s \u0026amp; Don’ts 98\u003c\/p\u003e \u003cp\u003eTools for Awesome Wireframes 102\u003c\/p\u003e \u003cp\u003eTools for Awesome-er Wireframes 105\u003c\/p\u003e \u003cp\u003eWireframe Techniques 107\u003c\/p\u003e \u003cp\u003eWireframe Technique #1: Creating the Basic Wireframe 107\u003c\/p\u003e \u003cp\u003eWireframe Technique #2: Using Shades of Gray and One Color 108\u003c\/p\u003e \u003cp\u003eWireframe Technique #4: Using the Frame-by-Frame Approach 111\u003c\/p\u003e \u003cp\u003eWireframe Technique #5: Using Bubbles 112\u003c\/p\u003e \u003cp\u003eWireframe Technique #6: Magnifying Details 112\u003c\/p\u003e \u003cp\u003eSummary 114\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 6 Prototyping 115\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhen Should I Prototype? 116\u003c\/p\u003e \u003cp\u003e1. Communicating a New Idea 117\u003c\/p\u003e \u003cp\u003e2. Creating a Proof of Concept 117\u003c\/p\u003e \u003cp\u003e3. Conducting Basic Usability Testing 117\u003c\/p\u003e \u003cp\u003e4. Determining Whether an Idea Is Worth a Bigger Investment 117\u003c\/p\u003e \u003cp\u003eWhat Makes an Eff ective Prototype? 118\u003c\/p\u003e \u003cp\u003eFake It—Be Clever, Not Complicated 120\u003c\/p\u003e \u003cp\u003eMaking “Little Bets” 121\u003c\/p\u003e \u003cp\u003eAwesome Tools for Prototyping 122\u003c\/p\u003e \u003cp\u003eMicrosoft SketchFlow 122\u003c\/p\u003e \u003cp\u003eAdobe Edge Tools 123\u003c\/p\u003e \u003cp\u003eAdobe After Effects 124\u003c\/p\u003e \u003cp\u003eKeynote \/ PowerPoint 125\u003c\/p\u003e \u003cp\u003eHTML \/ JavaScript \/ CSS3 126\u003c\/p\u003e \u003cp\u003eAxure RP 127\u003c\/p\u003e \u003cp\u003eArduino, Openframeworks, Processing 128\u003c\/p\u003e \u003cp\u003ePrototyping Techniques 129\u003c\/p\u003e \u003cp\u003ePrototyping Technique #1: Paper Prototypes 130\u003c\/p\u003e \u003cp\u003ePrototyping Technique #2: Interactive Wireframes 131\u003c\/p\u003e \u003cp\u003ePrototyping Technique #3: Video Prototyping 136\u003c\/p\u003e \u003cp\u003eSummary 140\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart III: Visual Design 141\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 7 Color 143\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eColor Basics 144\u003c\/p\u003e \u003cp\u003eColor Vocabulary 144\u003c\/p\u003e \u003cp\u003eColor Models 146\u003c\/p\u003e \u003cp\u003eCool and Warm Colors 149\u003c\/p\u003e \u003cp\u003eThe Psychology of Color 151\u003c\/p\u003e \u003cp\u003eContrast 154\u003c\/p\u003e \u003cp\u003eApplied Color: A Few Rules of Thumb 156\u003c\/p\u003e \u003cp\u003eStick With Two to Three Colors 156\u003c\/p\u003e \u003cp\u003eStart with Solids, Then Move to Gradients 157\u003c\/p\u003e \u003cp\u003eUse Shades of a Hue 157\u003c\/p\u003e \u003cp\u003eGreen Means Go 157\u003c\/p\u003e \u003cp\u003eWhat Makes a Good Color Palette? 158\u003c\/p\u003e \u003cp\u003eShades of Gray 159\u003c\/p\u003e \u003cp\u003eFive Color Palettes You Can’t Go Wrong With 160\u003c\/p\u003e \u003cp\u003eColor Techniques 163\u003c\/p\u003e \u003cp\u003eColor Technique #1: Use a Photograph to Generate a Color Palette 163\u003c\/p\u003e \u003cp\u003eColor Technique #2: Code with Color 165\u003c\/p\u003e \u003cp\u003eColor Technique #3: Use Photoshop 167\u003c\/p\u003e \u003cp\u003eBonus Color Technique: Use an Algorithm to Find Average Color 170\u003c\/p\u003e \u003cp\u003eSummary 173\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 8 Digital Typography 175\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eFirst Things First 176\u003c\/p\u003e \u003cp\u003eA Lap Around Typography 177\u003c\/p\u003e \u003cp\u003eUnderstanding Type Terminology 177\u003c\/p\u003e \u003cp\u003eFont or Typeface—What’s the Difference? 182\u003c\/p\u003e \u003cp\u003eType Classification  182\u003c\/p\u003e \u003cp\u003eSerif Typefaces  182\u003c\/p\u003e \u003cp\u003eSans-Serif Typefaces 185\u003c\/p\u003e \u003cp\u003eEight Ways to Improve Your Typography 187\u003c\/p\u003e \u003cp\u003e1. Pick a Scale and Stick with It 187\u003c\/p\u003e \u003cp\u003e2. Use Consistent Spacing  188\u003c\/p\u003e \u003cp\u003e3. Consider the Measure  189\u003c\/p\u003e \u003cp\u003e4. A Little Can Go a Long Way 190\u003c\/p\u003e \u003cp\u003e5. Pick a Good Body Font  191\u003c\/p\u003e \u003cp\u003e6. Use a Single Family 193\u003c\/p\u003e \u003cp\u003e7. Combine Two to Three Typefaces 194\u003c\/p\u003e \u003cp\u003e8. Use a Good Ampersand 199\u003c\/p\u003e \u003cp\u003eSummary  199\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 9 Visual Communication  201\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIt Ain’t Th at Simple 202\u003c\/p\u003e \u003cp\u003e1. Design As Th ough You’re Designing for Yourself 203\u003c\/p\u003e \u003cp\u003e2. Be Consistent 203\u003c\/p\u003e \u003cp\u003eFive Ways to Clarify Your Design 204\u003c\/p\u003e \u003cp\u003e1. Slap a Grid on It 204\u003c\/p\u003e \u003cp\u003e2. Establish Hierarchy 211\u003c\/p\u003e \u003cp\u003e3. Remove the Junk 215\u003c\/p\u003e \u003cp\u003e4. Check for Parallelism 220\u003c\/p\u003e \u003cp\u003e5. Create Clear Aff ordances 221\u003c\/p\u003e \u003cp\u003eSummary 226\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 10 Motion 227\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAnimations Look Cool, but Can Th ey Actually Make It Work Better? 228\u003c\/p\u003e \u003cp\u003eTransitions, Animations, and Timing Guidelines 229\u003c\/p\u003e \u003cp\u003eWhat’s the Difference Between an Animation and a Transition? 229\u003c\/p\u003e \u003cp\u003eNot Too Fast, Not Too Slow, Not Too Many 230\u003c\/p\u003e \u003cp\u003eWhen Should I Use Motion?  230\u003c\/p\u003e \u003cp\u003eWhen Should I Avoid Motion? 231\u003c\/p\u003e \u003cp\u003eFade, Slide, and Scale—Animation’s Super Tools 232\u003c\/p\u003e \u003cp\u003eFade  232\u003c\/p\u003e \u003cp\u003eSlide 233\u003c\/p\u003e \u003cp\u003eScale  233\u003c\/p\u003e \u003cp\u003eMotion Principles 234\u003c\/p\u003e \u003cp\u003eSlow In and Slow Out 234\u003c\/p\u003e \u003cp\u003eSquash and Stretch 235\u003c\/p\u003e \u003cp\u003eAnticipation 236\u003c\/p\u003e \u003cp\u003eFollow-Through and Overlapping Action 237\u003c\/p\u003e \u003cp\u003eArcs 238\u003c\/p\u003e \u003cp\u003eEasing  239\u003c\/p\u003e \u003cp\u003eAdvanced Motion Techniques 242\u003c\/p\u003e \u003cp\u003eFollow 242\u003c\/p\u003e \u003cp\u003eCognitive Tomfoolery 243\u003c\/p\u003e \u003cp\u003eSummary  244\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart IV: Interaction Design 245\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 11 Interaction Design Principles 247\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAn Introduction to Interaction Design 248\u003c\/p\u003e \u003cp\u003eGetting In the Flow  249\u003c\/p\u003e \u003cp\u003eWays to Facilitate Flow 250\u003c\/p\u003e \u003cp\u003eLearnability Versus Usability 256\u003c\/p\u003e \u003cp\u003eDesigning for Usability 256\u003c\/p\u003e \u003cp\u003eDesigning for Learnability  258\u003c\/p\u003e \u003cp\u003eErgonomics 259\u003c\/p\u003e \u003cp\u003eMuscle Fatigue 260\u003c\/p\u003e \u003cp\u003eField of View and Peripheral Vision  261\u003c\/p\u003e \u003cp\u003eEnvironment and Lighting Conditions 263\u003c\/p\u003e \u003cp\u003eOptimal Touch Targets 263\u003c\/p\u003e \u003cp\u003eOcclusion  265\u003c\/p\u003e \u003cp\u003eSummary  267\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 12 Design Patterns 269\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhy Use Design Patterns? 270\u003c\/p\u003e \u003cp\u003eOther Design Pattern Resources 271\u003c\/p\u003e \u003cp\u003eThe Patterns 273\u003c\/p\u003e \u003cp\u003eAuto Focus 274\u003c\/p\u003e \u003cp\u003eDrag and Drop 274\u003c\/p\u003e \u003cp\u003eAuto Save 275\u003c\/p\u003e \u003cp\u003eBlank Slate 276\u003c\/p\u003e \u003cp\u003eProgress Indicators 277\u003c\/p\u003e \u003cp\u003eUse Good Target Sizes 278\u003c\/p\u003e \u003cp\u003eA Button Is a Button Is a Button 279\u003c\/p\u003e \u003cp\u003eAvoid Modal States unless It’s Critical to Use Them 279\u003c\/p\u003e \u003cp\u003eDirect Manipulation 281\u003c\/p\u003e \u003cp\u003eGroup Like Items 281\u003c\/p\u003e \u003cp\u003eContinuous Scrolling 282\u003c\/p\u003e \u003cp\u003eSize to Importance Visualization 283\u003c\/p\u003e \u003cp\u003eGlance-View Dashboard 284\u003c\/p\u003e \u003cp\u003eError-Proof Controls 285\u003c\/p\u003e \u003cp\u003eGet Me Out of Here 286\u003c\/p\u003e \u003cp\u003eRight\/Left Input Alignment 287\u003c\/p\u003e \u003cp\u003eSuper Search 288\u003c\/p\u003e \u003cp\u003eSimple Task, Simple UI; Complex Task, Complex UI 288\u003c\/p\u003e \u003cp\u003eSync Position 290\u003c\/p\u003e \u003cp\u003eContrast Your Fonts 290\u003c\/p\u003e \u003cp\u003eSummary 291\u003c\/p\u003e \u003cp\u003eIndex 293\u003c\/p\u003e","brand":"John Wiley \u0026 Sons","offers":[{"title":"Default Title","offer_id":51359349211479,"sku":"9781119942900","price":23.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781119942900.jpg?v=1754124397","url":"https:\/\/bookcurl.com\/products\/design-for-software-a-playbook-for-developers-9781119942900","provider":"Book Curl","version":"1.0","type":"link"}