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Index
[ Preface ] Part I. Design and Collaboration
Chapter 1. The Elements of Design: Think-Make-Check and the Four Models
Think, Make, Check: What Designers Do Design’s Four Concerns: Users, Interfaces, Interactions, and Systems
Chapter 2. Fidelity: Check the Right Things with the Right People
Fidelity Changes What’s Included in the Model The Model’s Fidelity Affects Iteration Think-Make-Check Means Design Requires Collaboration
Chapter 3. The Elements of Collaboration: Shared Understanding, Inclusion, and Trust
Share Understanding, the First Principle of Collaboration Include Everyone, the Second Principle of Collaboration Trust Everyone, the Most Important Principle of Collaboration Collaboration Is the Key to Better Products
Chapter 4. Collaboration in Practice: Frame, Facilitate, and Finish
Collaboration Is Its Own Problem Collaboration Has a Repeatable Structure Collaboration Starts with a Frame Finish Collaboration with a Captured Outcome Facilitate Collaboration Through Four Steps Formal and Informal Collaboration Design and Collaboration, All Together Now
Part II. Project Strategy
Chapter 5. The Strategic Landscape
Strategy Is About Change Drivers Explain Why to Change Barriers Explain What Blocks Change Goals and Getting to the Future State Innovating at the Right Altitude Focus Teams on the Right Goals
Chapter 6. Identify Project Goals with Goal Mapping
How Goal Mapping Works Activity 1: Generate and Share Everyone’s Project Goals Activity 2: Group Goals to Find Common Themes Activity 3: Prioritize Project Goals Identify Goals in Casual Conversations Shared, Prioritized Goals Fuel Better Teams
Chapter 7. Identify a Concrete Vision for Success
How Future-State Envisioning Works Activity 1: Generate Issues That Exist in the Current State Activity 2: Generate Successes That Exist in the Current State Activity 3: Generate Concrete Visions of What People Do in the Ideal Future Activity 4: Map Metrics to Future Behaviors Vision Focuses the Team on Success, not Features
Chapter 8. Document and Share Project Goals and Vision
Document Goals to Provide Important Context Document Vision to Show the Big Picture Check the Goals and Vision with the Team Teams Need to Constantly Reference Goals and Vision
Part III. Users
Chapter 9. Users and User Research
Personas vs. Profiles vs. Roles vs. Archetypes Tasks, Contexts, and Influencers Motivations, Goals, and Jobs-to-Be-Done Project Goals Reveal the Attributes Your User Model Needs Select Research Methods Based on User Attributes and Project Goals Good User Models Evolve With the Product
Chapter 10. Identify Users with the Bull’s-Eye Canvas
How User Identification Works Activity 1: Generate Direct Users Activity 2: Generate Indirect Users Activity 3: Generate Extended Users Build the Right Product for the Right User
Chapter 11. Explore User Attributes with the Profile Canvas
How the User Profile Canvas Works Activity 1: Generate Tasks and Contexts Activity 2: Analyze Tasks to Identify the User’s Goal Activity 3: Generate User Pain Points Activity 4: Generate User Gains Explore User Attributes to Build Better Products
Chapter 12. User Needs and Preferences with the Attribute Grid
How the Attribute Grid Works Activity 1: Generate Attributes to Reveal the Landscape Activity 2: Refine Attributes to Remove Noise Activity 3: Understand Patterns and Outliers in User Behaviors Activity 4: Review to Build Shared Vision with Broader Team and Stakeholders The Attribute Grid Lays the Foundation for Personas
Chapter 13. Document and Share User Models
User Models Answer Four Different Questions Two Types of User Models: Rationales and Guidelines User Models Come in Three Formats Three Ways to Communicate User Attributes Five Other Things to Include in User Models Show Multiple Users Side-by-Side Focus on a Single User with One-Sheets Share User Models in Other Ways Make User Models in the Format You Will Review Them User Models Are Powerful Reference Tools
Part IV. Interactions
Chapter 14. Elements of Interactions
Three Types of Interaction Models Touchpoints Have Four Building Blocks Length, Depth, and Point of View Phases and Moments of Truth As-Is or To-Be, Looking Forward and Back Tailor Interaction Models to Project and Team Needs
Chapter 15. Identify What to Build with Touchpoint Maps
How Touchpoint Maps Work Activity 1: Clarify the Scenario Activity 2: Generate Tasks Activity 3: Refine Tasks and Sequence Conversations Around Touchpoint Diagrams Touchpoint Maps Reveal Discrete Parts of the Experience
Chapter 16. Understand How Products Fit Together with Journey Maps
How Journey and Experience Maps Work Activity 1: Generate Touchpoints Activity 2: Analyze the Journey’s Structure Activity 3: Explore Touchpoints in Detail Journey Maps Reveal Secrets to Better Products
Part V. Interfaces
Chapter 17. The Visible and Invisible Parts of an Interface
The Four Visible Parts of an Interface The Invisible Parts of an Interface The Invisible Parts of the Interface Are Most Important
Chapter 18. Design Interfaces with 4-Corners
How 4-Corners Works Activity 1: Identify the Interface User Activity 2: Identify the User’s Task Activity 3: Identify the Next Step Activity 4: Identify the Previous Step Activity 5: Identify Interface Content Activity 6: Identify Functionality 4-Corners for Wireframes, Mockups, and Prototypes 4-Corners for More Than Just Screens 4-Corners Creates a Shared, Holistic Vision of the Interface
Chapter 19. Strategies for Sketching Interfaces
Activity: Group Sketching to Create a Single, Shared Vision Activity: Individual Sketching to Reveal Competing Perspectives Activity: 6-8-5 Sketching to Generate Multiple Directions Additional Things to Think About When Sketching Trust Others to Make Interfaces on Their Own
Chapter 20. Choose the Right Interface Model: Wireframes, Comps, or Prototypes
Five Types of Interface Models (and the Actual Product) Five Kinds of Interface Fidelity Three Ways to Make Interface Models Different Models Support Different Interface Fidelity Use the Lowest Fidelity Possible to Reduce Iteration Time Adjust Fidelity for Your Audience
Part VI. Checks
Chapter 21. Checks (and Balances)
Checks Start with the Finish Frame the Check Facilitate the Check Transform Feedback into Gold Stick the Finish Keep the Faith
[ Index ]
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