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Index
Cover Part I: Goal-Directed Design
CH 1: A Design Process for Digital Products
The Consequences of Poor Product Behavior Why Digital Products Fail Planning and Designing Product Behavior Recognizing User Goals Implementation Models and Mental Models An Overview of Goal-Directed Design
CH 2: Understanding the Problem: Design Research
Qualitative versus Quantitative Data in Design Research Goal-Directed Design Research Interviewing and Observing Users Other Types of Qualitative Research Research Is Critical to Good Design
CH 3: Modeling Users: Personas and Goals
Why Model? The Power of Personas Why Personas Are Effective Understanding Goals Constructing Personas Personas in Practice Other Design Models
CH 4: Setting the Vision: Scenarios and Design Requirements
Bridging the Research-Design Gap Scenarios: Narrative as a Design Tool Design Requirements: The “What” of Interaction The Requirements Definition Process
CH 5: Designing the Product: Framework and Refinement
Creating the Design Framework Refining the Form and Behavior Validating and Testing the Design
CH 6: Creative Teamwork
Small, Focused Teams Thinking Better, Together Working Across Design Disciplines The Extended Team Establishing a Creative Culture Identifying Skill Levels in Designers Collaboration Is the Key
Part II: Designing Behavior and Form
CH 7: A Basis for Good Product Behavior
Design Values Interaction Design Principles Interaction Design Patterns
CH 8: Digital Etiquette
Designing Considerate Products Designing Smart Products Designing Social Products
CH 9: Platform and Posture
Product Platforms Product Postures Postures for the Desktop Postures for the Web Postures for Mobile Devices Postures for Other Platforms Give Your Apps Good Posture
CH 10: Optimizing for Intermediates
Perpetual Intermediates Inflecting the Interface Designing for Three Levels of Experience
CH 11: Orchestration and Flow
Flow and Transparency Orchestration Harmonious Interactions Motion, Timing, and Transitions The Ideal of Effortlessness
CH 12: Reducing Work and Eliminating Excise
Goal-Directed Tasks versus Excise Tasks Types of Excise Excise Is Contextual Eliminating Excise Other Common Excise Traps
CH 13: Metaphors, Idioms, and Affordances
Interface Paradigms Building Idioms Manual Affordances Direct Manipulation and Pliancy Escape the Grip of Metaphor
CH 14: Rethinking Data Entry, Storage, and Retrieval
Rethinking Data Entry Rethinking Data Storage Rethinking Data Retrieval
CH 15: Preventing Errors and Informing Decisions
Using Rich Modeless Feedback Undo, Redo, and Reversible Histories What If: Compare and Preview
CH 16: Designing for Different Needs
Learnability and Help Customizability Localization and Globalization Accessibility
CH 17: Integrating Visual Design
Visual Art and Visual Design The Elements of Visual Interface Design Visual Interface Design Principles Visual Information Design Principles Consistency and Standards
Part III: Interaction Details
CH 18: Designing for the Desktop
Anatomy of a Desktop App Windows on the Desktop Menus Toolbars, Palettes, and Sidebars Pointing, Selection, and Direct Manipulation
CH 19: Designing for Mobile and Other Devices
Anatomy of a Mobile App Mobile Navigation, Content, and Control Idioms Multi-Touch Gestures Inter-App Integration Other Devices
CH 20: Designing for the Web
Page-Based Interactions The Mobile Web The Future
CH 21: Design Details: Controls and Dialogs
Controls Dialogs Eliminating Errors, Alerts, and Confirmations The Devil Is in the Details
Appendix A: Design Principles
Chapter 1 Chapter 3 Chapter 4 Chapter 5 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter 14 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 21
Appendix B: Bibliography Titlepage Copyright Credits Dedication About the Authors Acknowledgments Foreword Introduction to the Fourth Edition
A Brief History of Interaction Design IxD and User Experience What This Book Is and What It Is Not How This Book Is Structured Changes Since the Third Edition Examples Used in This Book Who Should Read This Book
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