Home Page Icon
Home Page
Table of Contents for
B. Bibliography
Close
B. Bibliography
by David Cronin, Robert Reimann, Alan Cooper
About Face 3: The Essentials of Interaction Design
Copyright
Dedication
About the Authors
Credits
Foreword: The Postindustrial World
Acknowledgments
Introduction to the Third Edition
A Brief History of Interaction Design
Why Call It Interaction Design?
Working with the Product Team
What This Book Is and What It Is Not
Changes from the Previous Editions
Examples Used in This Book
Who Should Read This Book
I. Understanding Goal-Directed Design
1. Goal-Directed Design
Digital Products Need Better Design Methods
The creation of digital products today
Digital products are rude
Digital products require people to think like computers
Digital products exhibit poor behavior
Digital products require humans to do the heavy lifting
Why are these products so bad?
Ignorance about users
Conflicting interests
The lack of a process
The Evolution of Design in Manufacturing
Planning and Designing Behavior
Recognizing User Goals
Goals versus tasks and activities
Designing to meet goals in context
The Goal-Directed Design Process
Bridging the gap
Design as product definition
Designers as researchers
Between research and design: Models, requirements, and frameworks
A process overview
Research
Modeling
Requirements Definition
Framework Definition
Refinement
Development Support
Goals, not features, are the key to product success
2. Implementation Models and Mental Models
Implementation Models
User Mental Models
Represented Models
Most Software Conforms to Implementation Models
User interfaces designed by engineers follow the implementation model
Mathematical thinking leads to implementation model interfaces
Mechanical-Age versus Information-Age Represented Models
Mechanical-Age representations
New technology demands new representations
Mechanical-Age representations degrade user interaction
Improving on Mechanical-Age representations: An example
3. Beginners, Experts, and Intermediates
Perpetual Intermediates
Designing for Different Experience Levels
What beginners need
Getting beginners on board
What experts need
What perpetual intermediates need
4. Understanding Users: Qualitative Research
Qualitative versus Quantitative Research
The value of qualitative research
Types of qualitative research
Stakeholder interviews
Subject matter expert (SME) interviews
Customer interviews
User Interviews
User observation
Literature review
Product and competitive audits
Ethnographic Interviews: Interviewing and Observing Users
Contextual inquiry
Improving on contextual inquiry
Preparing for ethnographic interviews
Identifying candidates
The persona hypothesis
Roles in business and consumer domains
Behavioral and demographic variables
Domain expertise versus technical expertise
Environmental considerations
Putting a plan together
Conducting ethnographic interviews
Interview teams and timing
Phases of ethnographic interviews
Basic methods
Interview where the interaction happens
Avoid a fixed set of questions
Focus on goals first, tasks second
Avoid making the user a designer
Avoid discussions of technology
Encourage storytelling
Ask for a show and tell
Avoid leading questions
After the interviews
Other Types of Research
Focus groups
Market demographics and market segments
Usability and user testing
Card sorting
Task analysis
Notes
5. Modeling Users: Personas and Goals
Why Model?
Personas
Strengths of personas as a design tool
The elastic user
Self-referential design
Edge cases
Personas are based on research
Personas are represented as individual people
Personas represent groups of users
Personas and reuse
Archetypes versus stereotypes
Personas explore ranges of behavior
Personas must have motivations
Personas can also represent nonusers
Personas and other user models
User roles
Personas versus user profiles
Personas versus market segments
When rigorous personas aren’t possible: Provisional personas
Goals
Goals motivate usage patterns
Goals should be inferred from qualitative data
User goals and cognitive processing
Designing for Visceral Responses
Designing for Behavior
Designing for Reflection
The three types of user goals
Experience goals
End goals
Life goals
User goals are user motivations
Types of goals
Customer goals
Business and organizational goals
Technical goals
Successful products meet user goals first
Constructing Personas
Step 1: Identify behavioral variables
Step 2: Map interview subjects to behavioral variables
Step 3: Identify significant behavior patterns
Step 4: Synthesize characteristics and relevant goals
Synthesizing goals
Persona relationships
Step 5: Check for completeness and redundancy
Step 6: Expand description of attributes and behaviors
Step 7: Designate persona types
Primary personas
Secondary personas
Supplemental personas
Customer personas
Served personas
Negative personas
Other Models
Workflow models
Artifact models
Physical models
Notes
6. The Foundations of Design: Scenarios and Requirements
Scenarios: Narrative as a Design Tool
Scenarios in design
Using personas in scenarios
Different types of scenarios
Persona-based scenarios versus use cases
Requirements: The “What” of Interaction Design
Requirements Definition Using Personas and Scenarios
Step 1: Creating problem and vision statements
Step 2: Brainstorming
Step 3: Identifying persona expectations
Step 4: Constructing context scenarios
An example context scenario
Pretending it’s magic
Step 5: Identifying requirements
Data requirements
Functional requirements
Other requirements
Notes
7. From Requirements to Design: The Framework and Refinement
The Design Framework
Defining the interaction framework
Step 1: Define form factor, posture, and input methods
Step 2: Define functional and data elements
Pretend the product is human
Apply principles and patterns
Step 3: Determine functional groups and hierarchy
Step 4: Sketch the interaction framework
Step 5: Construct key path scenarios
Storyboarding
Process variations and iteration
Step 6: Check designs with validation scenarios
Defining the visual design framework
Step 1: Develop visual language studies
Step 2: Apply the chosen visual style to the screen archetype
Defining the industrial design framework
Step 1: Collaborate with interaction designers about form factor and input methods
Step 2: Develop rough prototypes
Step 3: Develop form language studies
Refining the Form and Behavior
Design Validation and Usability Testing
When to test: Summative and formative evaluations
Conducting formative usability tests
Designer involvement in usability studies
Notes
II. Designing Behavior and Form
8. Synthesizing Good Design: Principles and Patterns
Interaction Design Principles
Principles operate at different levels of detail
Behavioral and interface-level principles minimize work
Design Values
Ethical interaction design
Do no harm
Improve human situations
Purposeful interaction design
Pragmatic interaction design
Elegant interaction design
Represent the simplest complete solution
Possess internal coherence
Appropriately accommodate and stimulate cognition and emotion
Interaction Design Patterns
Architectural patterns and interaction design
Recording and using interaction design patterns
Types of interaction design patterns
Notes
9. Platform and Posture
Posture
Designing Desktop Software
Sovereign posture
Users of sovereign applications are typically intermediates
Be generous with screen real estate
Use a minimal visual style
Rich visual feedback
Rich input
Document-centric applications
Transient posture
Bright and clear
Keep it simple
Remember user choices
Daemonic posture
Designing for the Web
Informational Web sites
Postures for informational Web sites
Sovereign attributes
Transient attributes
Transactional Web sites
Postures for transactional Web sites
Web applications
Postures for Web applications
Internet-enabled applications
Intranets
Other Platforms
General design principles
Don’t think of your product as a computer
Integrate your hardware and software design
Let context drive the design
Use modes judiciously, if at all
Limit the scope
Balance navigation with display density
Minimize input complexity
Designing for handhelds
Postures for handheld devices
Designing for kiosks
Transaction versus exploration
Interaction in a public environment
Managing input
Postures for kiosks
Designing for television-based interfaces
Designing for automotive interfaces
Designing for appliances
Designing for audible interfaces
Notes
10. Orchestration and Flow
Flow and Transparency
Designing Harmonious Interactions
Notes
11. Eliminating Excise
GUI Excise
Excise and expert users
Training wheels
“Pure” excise
Visual excise
Determining what is excise
Stopping the Proceedings
Errors, notifiers, and confirmation messages
Making users ask permission
Common Excise Traps
Navigation Is Excise
Navigation among multiple screens, views, or pages
Navigation between panes
Navigation between tools and menus
Navigation of information
Improving Navigation
Reduce the number of places to go
Provide signposts
Menus
Toolbars
Other interface signposts
Provide overviews
Provide appropriate mapping of controls to functions
Inflect your interface to match user needs
Avoid hierarchies
12. Designing Good Behavior
Designing Considerate Products
Considerate products take an interest
Considerate products are deferential
Considerate products are forthcoming
Considerate products use common sense
Considerate products anticipate human needs
Considerate products are conscientious
Considerate products don’t burden you with their personal problems
Considerate products keep us informed
Considerate products are perceptive
Considerate products are self-confident
Considerate products don’t ask a lot of questions
Considerate products fail gracefully
Considerate products know when to bend the rules
Considerate products take responsibility
Designing Smart Products
Putting the idle cycles to work
Smart products have a memory
Task coherence
Remembering choices and defaults
Remembering patterns
Actions to remember
File locations
Deduced information
Multisession undo
Past data entries
Foreign application activities on application files
Applying memory to your applications
Decision-set reduction
Preference thresholds
Mostly right, most of the time
13. Metaphors, Idioms, and Affordances
Interface Paradigms
Implementation-centric interfaces
Metaphoric interfaces
Limitations of metaphors
Intuition, instinct, and learning
Idiomatic interfaces
Graphical interfaces are largely idiomatic
Good idioms must be learned only once
Branding and idioms
Further Limitations of Metaphors
Finding good metaphors
The problems with global metaphors
Macs and metaphors: A revisionist view
Building Idioms
Manual Affordances
Semantics of manual affordances
Fulfilling user expectations of affordances
14. Visual Interface Design
Art, Visual Interface Design, and Other Design Disciplines
Graphic design and user interfaces
Visual information design
Industrial design
The Building Blocks of Visual Interface Design
Shape
Size
Value
Hue
Orientation
Texture
Position
Principles of Visual Interface Design
Use visual properties to group elements and provide clear hierarchy
Creating hierarchy
Establishing relationships
The squint test
Provide visual structure and flow at each level of organization
Alignment and the grid
Creating a logical path
Symmetry and balance
Use cohesive, consistent, and contextually appropriate imagery
Function-oriented icons
Associating visual symbols to objects
Rendering icons and visual symbols
Visualizing behaviors
Integrate style and function comprehensively and purposefully
Form versus function
Brand, customer experience, and the user interface
Avoid visual noise and clutter
Keep it simple
Text in visual interfaces
Color in visual interfaces
Visual interface design for handhelds and other devices
Principles of Visual Information Design
Enforce visual comparisons
Show causality
Show multiple variables
Integrate text, graphics, and data in one display
Ensure the quality, relevance, and integrity of the content
Show things adjacently in space, not stacked in time
Don’t de-quantify quantifiable data
Consistency and Standards
Benefits of interface standards
Risks of interface standards
Standards, guidelines, and rules of thumb
When to violate guidelines
Consistency and standards across applications
III. Designing Interaction Details
15. Searching and Finding: Improving Data Retrieval
Storage and Retrieval Systems
Storage and Retrieval in the Physical World
Everything in its place: Storage and retrieval by location
Indexed retrieval
Storage and Retrieval in the Digital World
Digital retrieval methods
Attribute-based retrieval systems
Relational Databases versus Digital Soup
Organizing the unorganizable
Problems with databases
The attribute-based alternative
Natural Language Output: An Ideal Interface for Attribute-Based Retrieval
16. Understanding Undo
Users and Undo
User mental models of mistakes
Undo enables exploration
Designing an Undo Facility
Types and Variants of Undo
Incremental and procedural actions
Blind and explanatory Undo
Single and multiple Undo
Limitations of single Undo
Limitations of multiple Undo
The model problems of multiple Undo
You bet your LIFO
Redo
Group multiple Undo
Other Models for Undo-Like Behavior
Comparison: What would this look like?
Category-specific Undo
Deleted data buffers
Versioning and reversion
Freezing
Undo-Proof Operations
17. Rethinking Files and Save
What’s Wrong with Saving Changes to Files?
Problems with the Implementation Model
Closing documents and removing unwanted changes
Save As
Archiving
Implementation Model versus Mental Model
Dispensing with the Implementation Model
Designing with a Unified File Model
Automatically saving
Creating a copy
Naming and renaming
Placing and moving
Specifying the stored format
Reversing changes
Abandoning all changes
Creating a version
A new File menu
A new name for the File menu
Communicating status
Are Disks and File Systems a Feature?
Time for Change
18. Improving Data Entry
Data Integrity versus Data Immunity
Data immunity
What about missing data?
Data entry and fudgeability
Auditing versus Editing
19. Pointing, Selecting, and Direct Manipulation
Direct Manipulation
Pointing Devices
Using the mouse
Mouse buttons
The left mouse button
The right mouse button
The middle mouse button
The scroll wheel
Meta-keys
Pointing and clicking with a mouse
Pointing
Clicking
Clicking and dragging
Double-clicking
Chord-clicking
Double-clicking and dragging
Mouse-up and mouse-down events
Pointing and the Cursor
Pliancy and hinting
Object hinting
Cursor hinting
Wait cursor hinting
Selection
Command ordering and selection
Discrete and contiguous selection
Mutual exclusion
Additive selection
Group Selection
Insertion and replacement
Visual indication of selection
Drag-and-Drop
Visual feedback for drag-and-drop
Indicating drag pliancy
Indicating drop candidacy
Insertion targets
Visual feedback at completion
Other drag-and-drop interaction issues
Auto-scrolling
Avoiding drag-and-drop twitchiness
Fine scrolling
Control Manipulation
Palette Tools
Modal tools
Charged cursor tools
Object Manipulation
Repositioning
Resizing and reshaping
3D object manipulation
Display issues and idioms
Multiple Viewpoints
Baseline grids, depthcueing, shadows, and poles
Guidelines and other rich visual hints
Wire frames and bounding boxes
Input issues and idioms
Drag thresholds
The picking problem
Object rotation, camera movement, rotation, and zoom
Object Connection
20. Window Behaviors
PARC and the Alto
PARC’s Principles
Visual metaphors
Avoiding modes
Overlapping windows
Microsoft and Tiled Windows
Full-Screen Applications
Multipaned Applications
Designing with Windows
Unnecessary rooms
Necessary rooms
Windows pollution
Window States
MDI versus SDI
21. Controls
Avoiding Control-Laden Dialog Boxes
Imperative Controls
Buttons
Butcons
Hyperlinks
Selection Controls
Check boxes
Flip-flop buttons: A selection idiom to avoid
Radio buttons
Combutcons
List controls
Earmarking
Dragging and dropping from lists
Ordering lists
Horizontal scrolling
Entering data into a list
Combo boxes
Tree controls
Entry Controls
Bounded and unbounded entry controls
Spinners
Dials and Sliders
Thumbwheels
Other bounded entry controls
Unbounded entry: Text edit controls
Validation
Active and Passive Validation
Clue Boxes
Handling out of bounds data
Units and measurements
Insert and overtype entry modes
Using text edit controls for output: A bad idea
Display Controls
Text controls
Scrollbars
Splitters
Drawers and levers
22. Menus
A Bit of History
The command-line interface
Sequential hierarchical menus
The Lotus 1-2-3 interface
Drop-down and pop-up menus
Menus Today: The Pedagogic Vector
Standard menus for desktop applications
File (or document)
Edit
Windows
Help
Optional Menus
View
Insert
Settings
Format
Tools
Menu Idioms
Cascading menus
Menus
The ribbon
Bang menus
Disabled menu items
Checkmark menu items
Icons on menus
Accelerators
Access keys
Menus on other platforms
Notes
23. Toolbars
Toolbars: Visible, Immediate Commands
Toolbars versus Menus
Toolbars and Toolbar Controls
Icons versus text on toolbars
The problem with labeling butcons
Explaining Toolbar Controls
Balloon help: A first attempt
ToolTips
Disabling toolbar controls
Evolution of the Toolbar
State-indicating toolbar controls
Menus on toolbars
Movable toolbars
Customizable toolbars
The ribbon
Contextual toolbars
24. Dialogs
Appropriate Uses for Dialog Boxes
Dialog Box Basics
Modal Dialog Boxes
Modeless Dialog Boxes
Modeless dialog issues
Two solutions for better modeless dialogs
A stopgap solution
Taking an evolutionary step
Four Different Purposes for Dialogs
Property dialog boxes
Function dialog boxes
Process dialog boxes
Eliminating process dialogs
Bulletin dialog boxes
Managing Content in Dialog Boxes
Tabbed dialogs
Expanding dialogs
Cascading dialogs
25. Errors, Alerts, and Confirmation
Error Dialogs
Why we have so many error messages
What’s wrong with error messages
People hate error messages
Whose mistake is it, anyway?
Error messages don’t work
Eliminating error messages
Making errors impossible
Positive feedback
Aren’t there exceptions?
Improving error messages: The last resort
Alert Dialogs: Announcing the Obvious
Confirmation Dialog
The dialog that cried “Wolf!”
Eliminating confirmations
Replacing Dialogs: Rich Modeless Feedback
Rich visual modeless feedback
Audible feedback
Negative audible feedback: Announcing user failure
Positive audible feedback
26. Designing for Different Needs
Command Vectors and Working Sets
Immediate and pedagogic vectors
Working sets and personas
Graduating Users from Beginners to Intermediates
World vectors and head vectors
Memorization vectors
Personalization and Configuration
Idiosyncratically Modal Behavior
Localization and Globalization
Galleries and Templates
Help
The index
Shortcuts and overview
Not for beginners
Modeless and interactive help
Wizards
“Intelligent” agents
Afterword: On Collaboration
A. Design Principles
Chapter 1
Chapter 2
Chapter 3
Chapter 5
Chapter 6
Chapter 7
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 17
Chapter 18
Chapter 19
Chapter 20
Chapter 21
Chapter 22
Chapter 23
Chapter 24
Chapter 25
Chapter 26
B. Bibliography
Style Guides
Search in book...
Toggle Font Controls
Playlists
Add To
Create new playlist
Name your new playlist
Playlist description (optional)
Cancel
Create playlist
Sign In
Email address
Password
Forgot Password?
Create account
Login
or
Continue with Facebook
Continue with Google
Sign Up
Full Name
Email address
Confirm Email Address
Password
Login
Create account
or
Continue with Facebook
Continue with Google
Prev
Previous Chapter
A. Design Principles
Next
Next Chapter
Appendix B. Bibliography
Style Guides
Add Highlight
No Comment
..................Content has been hidden....................
You can't read the all page of ebook, please click
here
login for view all page.
Day Mode
Cloud Mode
Night Mode
Reset