Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
Designed for Use Table of Contents 1: Before We Start, a Word
Technique Chapters Idea Chapters How the Book Is Organized Just One More Thing
Part 1 Research 2: User Research 3: Job Shadowing and Contextual Interviews
What Are the Techniques? Why Is This a Good Idea? Are There Any Prerequisites? Observing Your Audience Job Shadowing Contextual Interviews Remote Shadowing Limitations of Contextual Interviews The BizTwit Case Takeaway Points Further Reading
4: Personas
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? What Are Personas, Again? Problems with Personas Creating Personas Working with Personas Personas Do Not Replace User Research The BizTwit Case Takeaway Points Further Reading
5: Activity-Centered Design
Takeaway Points Further Reading
6: Time to Start Working on Documentation
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? The Manual Blog Posts Screencasts Press Releases Talk About Tasks The BizTwit Case Takeaway Points Further Reading
7: Text Usability
Why Words Matter People Don ’t Want to Read Say Less Make Text Scannable No Fluff Sentences Should Have One Obvious Interpretation Talk Like a Human, Not Like a Company Illustrate Your Points Use Words People Understand Test Your Text Display Legible Text Takeaway Points Further Reading
8: Hierarchies in User Interface Design
Creating Hierarchical Structure Visually Takeaway Points Further Reading
9: Card Sorting
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? Designing Hierarchies Card Sorting Preparing for a Card Sort Participants Running a Card Sort Running a Remote Card Sort Evaluating the Results Guidelines for Creating Usable Hierarchies Takeaway Points Further Reading
10: The Mental Model
What People Think Three Different Models Hiding Implementation Details Leaky Abstractions Designing for Mental Models Takeaway Points Further Reading
Part 2 Design 11: Sketching and Prototyping
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? Designing the Structure Flow Diagrams Storyboards Sketching Wireframes Mock-ups Tools Takeaway Points Further Reading
12: Paper Prototype Testing
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? Guerilla Paper Prototype Testing Running Full Usability Tests with Paper Prototypes Takeaway Points Further Reading
13: Realism
Symbols Virtual Versions of Real-World Objects Replicating Physical Constraints in Digital Products Takeaway Points Further Reading
14: Natural User Interfaces
Avoid Gesture Magic Recognizing Gestures Accidental Input Conventions Takeaway Points Further Reading
15: Fitts ’s Law
Screen Edges Have Infinite Size Radial Context Menus Decrease Average Distance Small Targets Need Margins Sometimes, Smaller Is Better Takeaway Points Further Reading
16: Animations
Explaining State Changes Directing User Attention Avoid Unimportant Animations Help Users Form Suitable Mental Models Learning from Cartoons Takeaway Points Further Reading
17: Consistency
Identifying Archetypes Behavioral Consistency Takeaway Points Further Reading
18: Discoverability
What to Make Discoverable When to Make Things Discoverable How to Make Things Discoverable Takeaway Points
19: Don ’t Interrupt
Make Decisions for Your User Front Load Decisions Interrupt Users Only For Truly Urgent Decisions Interruptions Are Rude Takeaway Points Further Reading
20: Instead of Interrupting, Offer Undo
Let Users Undo Their Actions Temporary Undo Takeaway Points
21: Modes
Nonobvious Modes Unexpected Modes Sticky Modes Modes Are Not Always Bad Quasimodes Takeaway Points Further Reading
22: Have Opinions Instead of Preferences
What I ’m Not Talking About Why Preferences Are Bad How to Avoid Preferences If You Can ’t Avoid Preferences Takeaway Points Further Reading
23: Hierarchies, Space, Time, and How We Think About the World
Hierarchies Space Time A Better Hierarchical System The BizTwit Case Takeaway Points Further Reading
24: Speed
Responsiveness Progress Feedback Perceived Speed Slowing Down Takeaway Points Further Reading
25: Avoiding Features
Remember the User ’s Goals The Five Whys Instead of Adding a New Feature, Make an Existing Feature More Usable Solve Several Problems with One Change Consider the Cost Make It Invisible Provide an API and a Plug-in Architecture Listen to Your Users But Don ’t Listen to Your Users Too Much Not All Users Need to Be Your Users Takeaway Points Further Reading
26: Removing Features
Do the Research Inform Your Users Provide Alternatives It ’s Your Product Takeaway Points Further Reading
27: Learning from Video Games
What ’s Fun? Why Your Product Is Not Like a Game What We Can Learn from Games Fun vs. Usability Takeaway Points Further Reading
Part 3 Implementation 28: Guerilla Usability Testing
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? Guerilla Style How Often to Test Preparing for the Test How Do You Find Testers? How Many Testers Running the Test The Results Takeaway Points
29: Usability Testing
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? Usability Tests Don ’t Have to Be Expensive How Often to Test How Many Testers Who Should Test Your Product? How to Find Testers Different Types of Tests Preparing for the Test Running the Test Takeaway Points
30: Testing in Person
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? Running the Test Takeaway Points Further Reading
31: Remote Testing
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? Moderated Remote Testing Unmoderated Remote Testing Takeaway Points Further Reading
32: How Not to Test: Common Mistakes
Don ’t Use Words That Appear in the User Interface Don ’t Influence the Tester Avoid Stressful Situations Takeaway Points
33: User Error Is Design Error
Don ’t Blame Your Users in Your Error Messages No Error, No Blame Takeaway Points
34: A/B Testing
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? When to Do A/B Testing What ’s Success? Preparing for the Test Running the Test Interpreting the Results Keep in Mind Takeaway Points
35: Collecting Usage Data
What ’s the Technique? Why Is This a Good Idea? Are There Any Prerequisites? Measure Speed Exit Points Measure Failure User Behavior Takeaway Points Further Reading
36: Dealing with User Feedback
Unexpected Uses Bad Feedback Takeaway Points
37: You ’re Not Done 38: Acknowledgments 39: Bibliography
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion