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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
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