Showing posts with label interface design. Show all posts
Showing posts with label interface design. Show all posts

Designing the Obvious: A Common Sense Approach to Web Application Design Review

Designing the Obvious: A Common Sense Approach to Web Application Design
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From 9 to 5 (well, a "little" after 5 most days), I am an Application Development Manager in my company. In my years doing this, I have read a lot of books on the topic of Web and User Experience Design. So far, only a handful stand out above "Designing the Obvious" by Robert Hoekman Jr. and even some of those, he takes his hat off to (such as the case of "Don't Make Me Think", for instance).
Hoekman proposes the "unthinkable" for those entrenched into rusty web design practices, but when you step back and reconsider the experiences you've had, his framework makes perfect sense. Here are a couple of thoughts he brings to the table, to give you an idea:
-Design an application that does one thing, and does it very well. For every additional feature, there is more to learn, more to tweak and configure, more to customize, more to read about in the help document, and more that can go wrong.
-People (users) don't always make the right choices. They make comfortable choices... they make choices they know how to make. To deal with this, he supports Goal-Directed (also called Activity-Centered) Design, as opposed to Human-Centered Design.
Web Design anathema? Violation of User Interface "basics"? Maybe it sounds so at first, but if you read through his arguments, you will find them very compelling and may end up (like myself) reconsidering some of your initial assumptions.
One of the reasons why his proposal resonated so much with me is because throughout the book, Hoekman introduces concepts that are not familiar in the Web space, borrowing them from long-established best practices in manufacturing (where I worked the first four years of my professional life), such as:
-Kaizen: improving things constantly, in little tiny ways that add up to gigantic results.
-Poka-Yoke: software "devices" meant to prevent user errors from occurring.
-Pareto (80/20 rule): Good, clean Web application design means that 80 percent of an application's usefulness comes from 20 percent of its features.
For longtime professionals and newcomers into the field of User Experience Design, Hoekman's book has turned into an absolute must read.

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Designing the Obvious belongs in thetoolbox of every person charged with the design and development ofWeb-based software, from the CEO to the programming team. Designing theObvious explores the character traits of great Web applications anduses them as guiding principles of application design so the end resultof every project instills customer satisfaction and loyalty. Theseprinciples include building only whats necessary, getting users up tospeed quickly, preventing and handling errors, and designing for theactivity. Designing the Obvious does not offer aone-size-fits-all development process--in fact, it lets you usewhatever process you like. Instead, it offers practical advice abouthow to achieve the qualities of great Web-based applications andconsistently and successfully reproduce them.


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An Introduction to Search Engines and Web Navigation Review

An Introduction to Search Engines and Web Navigation
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The first chapters of the book provide an extensive introduction to search engines and navigation. No formal prerequisites are required; any Web enthusiast will enjoy reading the book. These chapters comprise of background and history of the Web, navigation and searching, search engine architecture and different types of search engines. In addition to the basics, additional topics covered are navigation (aka surfing), the interplay between search and navigation, Web data mining, personalization, the mobile web, social networks, collaborative filtering and Weblogs (aka Blogs).
The book goes far beyond simple searching and navigation; it provides a comprehensive overview of the current research fronts in areas related to Web search engines and navigation.
The text is highly readable with a large number of illustrations and examples. It can serve as an excellent textbook both for an introductory and a more advanced course of Web search and navigation. Each chapter starts with a listing of objectives and ends with a set of exercises relevant to the topics covered in the chapter. Students will especially benefit from the non-technical descriptions and clear explanations of the concepts.
The book is also a great reference source for researchers and IT professionals: it includes 410 references to articles, and 202 references to Web pages and resources. I highly recommend the book.


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This book is a second edition, updated and expanded toexplain the technologies that help us find information on the web. Search engines and web navigation tools have become ubiquitous in our day to day use of the web as an information source, a tool for commercial transactions and a social computing tool. Moreover, through the mobile web we have access to the web's services when we are on the move. This book demystifies the tools that we use when interacting with the web, and gives the reader a detailed overview of where we are and where we are going in terms of search engine and web navigation technologies.

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Building Enterprise Taxonomies Review

Building Enterprise Taxonomies
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Stewart has written a book that pulls together concepts, terminology and processes for folks who need to organize digital information, and he does it in a beautiful publication -- great layout, readable text and plenty of illustrative graphics. Topics span a comprehensive range of interrelated issues, from findability and controlled vocabularies, to taxonomies and ontologies. Important terms are highlighted in bold throughout. The material has been carefully researched over the past few years and presented in earlier forms as lectures in a series of university courses. Chapters are supported by extensive bibliographic notes, as well as an Index that practices what the book preaches -- that terms are polysemic (look it up here!) and that the first problem for the knowledge worker is disambiguation -- or clarifying which concept is intended when several are possible. Add in the pervasive humor, and you have a text that students should find to be an excellent learning tool.

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Taxonomies have been fundamental to organizing knowledge and information for centuries. Now they are the backbone of well organized information systems and the lynchpin of findability in an online world. This book is the first taxonomy primer to present how to design, create, apply and maintain structured vocabularies, including taxonomy, thesauri, ontology and folksonomy, specifically for digital information. This comprehensive and accessible guide explains how to make sure both content creators and content consumers are speaking the same language. (Second Edition)

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Undercover User Experience Design (Voices That Matter) Review

Undercover User Experience Design (Voices That Matter)
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In the past few years, I have read many UX books, and most of them were either extremely boring or very badly written, so I approached this one with a lot of cynicism. Luckily, it is neither boring nor badly written: it actually has a very good pace, talks about most aspects of User Experience just in the right length, and maintains a tone throughout that relaxes you and makes you feel that you're actually doing something that you enjoy.
The authors maintain the position that some UX work in design is better than none, and show ways how research, design and production can be influenced by User Experience work (performed by you, the reader) without big budgets or a sense of perfectionism.
Having worked in various companies large and small for UX teams both successfully and unsuccessfully, I found that the relaxed approach by the authors resonated with me. It's a bit like books by Steve Krug, but less descriptive in what needs to be done. "Undercover User Experience Design" rather gives you a range of possibilities to tackle problems along the way, and it's up to the user which one to pick. The book quite masterfully describes the techniques with just the right amount of detail: if you're okay with a bit of uncertainty, you can probably do the exercises straight away, but if you're a bit anxious because you've never done it before, the book gives you plenty of leads to follow up on.
I rarely recommend a book for both beginners in UX and seasoned professionals, but I felt that it spoke very well to both parties: beginners get a 5-star introduction into what can be done, a bit of how-to as well, while professionals can use it as a quick-reference guide in case they hit a snag somewhere in their projects.
Oh, and it's under 200 pages, which makes it much more likely for you to actually read ;-)

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Once you catch the user experience bug, the world changes. Doors open the wrong way, websites don't work, and companies don't seem to care. And while anyone can learn the UX remedies usability testing, personas, prototyping and so on unless your organization 'gets it', putting them into practice is trickier. Undercover User Experience is a pragmatic guide from the front lines, giving frank advice on making UX work in real companies with real problems. Readers will learn how to fit research, ideation, prototyping and testing into their daily workflow, and how to design good user experiences under the all-too-common constraints of time, budget and culture.

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A Project Guide to UX Design: For user experience designers in the field or in the making Review

A Project Guide to UX Design: For user experience designers in the field or in the making
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A Project Guide to UX Design is a book that defines the micro and macroscopic views of user experience design and its role in the project life cycle. Russ and Carolyn do a great job of reiterating what the core of user experience design is as well as identifying the different roles that utilize it. The book covers a lot of ground and takes a transcendental approach of showing the underlying purpose for each role in order to promote a synthetic comprehension of user experience design as opposed to shallow memorization.
The main target audience of the book are Information Architects, Interaction Designers, User Researchers, and other project stakeholders (Business Analysts, Content Strategists, Copywriters, Visual Designers, and Front-end Developers).
To make the contents more inviting, I've created an enclosing outline to provide abstract classifications for several groups of chapters. Each number represents the number of pages in each chapter:
+ Introduction
- Chapter 1: The Tao of UXD (8)
- Chapter 2: The Project Ecosystem (29)
+ Business Perspective
- Chapter 3: Proposals for Consultants and Freelancers (15)
- Chapter 4: Project Objectives and Approach (10)
- Chapter 5: Business Requirements (15)
+ Research
- Chapter 6: User Research (26)
- Chapter 7: Personas (13)
- Chapter 8: User Experience Design and SEO (17)
+ Information Architecture / Interaction Design
- Chapter 9: Transition from Defining to Designing (18)
- Chapter 10: Site Maps and Task Flows (17)
- Chapter 11: Wireframes and Annotations (17)
- Chapter 12: Prototyping (15)
- Chapter 13: Design testing with Users (25)
- Chapter 14: Transition: From Design to Development and Beyond (10)
The book also contains frequent references to books, online resources, and user experience groups and authors throughout as opposed to an Appendix or a 'For further reading' section nested in the back. This helps to drive home the thoughts as you read them, rather than 'when you are finished'.
As an aspiring user experience professional, I do believe that this book is worth owning, reading, and referencing as a compass to create effective user experience in any project setting.

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"If you are a young designer entering or contemplating entering the UX field this is a canonical book. If you are an organization that really needs to start grokking UX this book is also for you. " -- Chris Bernard, User Experience Evangelist, MicrosoftUser experience design is the discipline of creating a useful and usable Web site or application—one that's easily navigated and meets the needs of both the site owner and its users. But there's a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, project management skills, and business savvy. That's where this book comes in. Authors Russ Unger and Carolyn Chandler show you how to integrate UX principles into your project from start to finish.• Understand the various roles in UX design, identify stakeholders, and enlist their support• Obtain consensus from your team on project objectives• Define the scope of your project and avoid mission creep• Conduct user research and document your findings• Understand and communicate user behavior with personas• Design and prototype your application or site• Make your product findable with search engine optimization• Plan for development, product rollout, and ongoing quality assurance

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The Business of iPhone and iPad App Development: Making and Marketing Apps that Succeed Review

The Business of iPhone and iPad App Development: Making and Marketing Apps that Succeed
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As an independent developer I came across the first edition of this book while browsing Barnes and Noble. It seemed like something I should read, although like most developers the thought of devoting time to learning about best business and marketing practices was about as exciting as washing socks. Consequently I barely looked at the book as it gathered dust on my shelf. Fortunately this updated and expanded edition came along just before I embarked on my first serious paid app development project. The first 8 pages alone made it clear to me how much more there is to developing and selling a successful iOS app than I would ever have imagined. I figured if I developed a great app and did some cursory marketing via forums, blogs etc that from there word of mouth would get the rest of the job done for me. I was wrong. WAY wrong.
This book should be considered a must-have for any iOS dev - independent or otherwise. It takes you from pre-development planning (that's right - you've already missed some opportunities if you have blindly begun development without considering some of the tips provided here) through intellectual property protection, in-app social marketing, pricing strategies, advertising etc. to app submission, release and ongoing marketing. The content of this book not only helps you to market your app but it also informs your design decisions so that your app helps to sell itself. Yes - there is additional work required beyond the coding we prefer to focus on, but it is this additional effort that enables us to take advantage of all that hard work creating our apps. Buy this book and read it before your project begins. It will open your eyes and undoubtedly help you succeed.

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The phenomenal success of the iPhone, iPad and the iPod touch has ushered in a "gold rush” for developers, but with well over 300,000 apps in the highly competitive App Store, it has become increasingly difficult for new apps to stand out in the crowd. Achieving consumer awareness and sales longevity for your iOS app requires a lot of organization and some strategic planning. Updated and expanded for iOS 4, this bestselling book will show you how to incorporate marketing and business savvy into every aspect of the design and development process, giving your app the best possible chance of succeeding in the App Store. The Business of iPhone and iPad App Development was written by experienced developers with business backgrounds, taking you step-by-step through cost effective marketing techniques that have proven successful for professional iOS app creators-perfect for independent developers on shoestring budgets. No prior business knowledge is required. This is the book you wish you had read before you launched your first app!

What you'll learn
Analyze your ideas and competition, and identify your audience to evaluate sales potential.
Protect your business and intellectual property and avoid potential legal hassles.
Transform your iOS app into a powerful marketing tool.
Build synergy with in-app cross-promotion and social media, and Apple's Game Center.
Utilize revenue-generating business models such as in-app advertising and In-App Purchase. Includes extensive coverage of the iAd framework and the Store Kit API.
Improve usability and implement effective testing.
Create a pre-release buzz online with Twitter, Facebook, blogs, and a dedicated website.
Successfully navigate the App Store submission process.
Execute a post-release marketing strategy with press releases, app reviews, promotional sales and giveaways.

Who this book is for
This book is for any developer looking to build a successful business selling iPhone, iPod touch, and iPad apps in Apple's iTunes App Store. All the code examples included in this book can be downloaded from http://iphonebusinessbook.com/.

Table of Contents
Seeing the Big Picture in a Crowded App Store Marketplace
Doing Your Homework: Analyzing iOS App Ideas and Performing Competitive Research
Protecting Your Intellectual Property
Your iOS App Is Your Most Powerful Marketing Tool
Social Inception: Promoting Your Apps Within Apps
Money for Nothing: When It Pays to Be Free
Monetizing Free Apps with iAd and Other In-App Advertising Opportunities
Exploring the Freemium Model with In-App Purchase
Testing and Usability: Putting Your Best Foot Forward
Get the Party Started! Creating a Prerelease Buzz
Keys to the Kingdom: The App Store Submission Process
Increasing Awareness for Your iOS App
Online Resources for App Research and Marketing


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Search Patterns: Design for Discovery Review

Search Patterns: Design for Discovery
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"There's no shortage of problems with search today," says Peter Morville at the end of Search Patterns, his most recent book. Throughout the book, Morville chronicles the challenges of search and effectively communicates the best practices of building usable search experiences. While the book more than adequately accomplishes it's stated goal -- to foster greater cross-disciplinary collaboration by increasing search literacy -- it would have been an even better book if the author had proposed more of his own innovative solutions to search's problems.
In the preface Morville sets out to tear down the walls between disciplines, and at this he succeeds. From user psychology to technical considerations to the specific components of the user interface, Search Patterns has something for everyone involved in implementing search.
The first two chapters lay the groundwork for the rest of the book, discussing both why people search and the individual components that make up search. The book is in full swing by chapter three where Morville discusses user behavior, elements of interaction, and -- my personal favourite -- the principles of design.
In talking about design principles, Morville describes search both as a conversation and a jazz-like improvisation. He urges the architect to make search an easy, simple process to initiate, followed by a progressively more sophisticated toolkit that enables users to iteratively refine their query. He argues for a no-suprises approach to the user interface in which valuable options are highly visible and elements of interaction are easily predictable. Many of the principles are applicable to a much broader context than search alone, but that only stregthens their merit.
The real heart of the book is chapter four, which looks at 10 design patterns over 50 pages. It considers the obvious patterns -- autocomplete, faceted navigation, advanced search -- as well as more disparate groupings like federated search and personalization. I was disappointed that the patterns only summarised existing conventions rather than challenging any bad habits. And while this chapter does consume 30% of the book by page count, it manages to stay at a very high level, even to a fault. I would have preferred more permutations and analysis of the cornerstone patterns, such as faceted navigation, while spinning some of the less well-defined patterns into chapters of their own for more consideration.
However, the lack of innovative solutions or granular analysis is quelled by the wealth of thought-provoking examples throughout the book, with an especially high concentration of desktop, mobile, and even kiosk visuals in chapter five.
The final chapter of the book is a forward-looking vision of what search could look like in the distant future, as well as what it probably won't look like (sorry, no "knowledge navigator" robot assistants). While an enjoyable thought exercise, I would have preferred more concrete insights into the near-future possibilities for search (collaborative, task-oriented searching, for example).
Despite a lack of new ideas, Search Patterns is a must-read for everyone collaborating on a search application. It will give your team of designers, engineers, and business stakeholders a common vocabularly and greater awareness of the many sides of search.
Morville ends the book -- as I will end this review -- by urging the reader to get to work on making search better: "For every unsolved problem," he says, "there are countless instances in which we know the solution, but nobody has bothered to implement it. Discipline and attention to detail would go a long way toward improving the world of search."
You should get started by reading this book.

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Search is among the most disruptive innovations of our time. It influences what we buy and where we go. It shapes how we learn and what we believe. In this provocative and inspiring book, you'll explore design patterns that apply across the categories of web, ecommerce, enterprise, desktop, mobile, social, and real-time search and discovery. Filled with colorful illustrations and examples, Search Patterns brings modern information retrieval to life, covering such diverse topics as relevance, faceted navigation, multi-touch, personalization, visualization, multi-sensory search, and augmented reality.




By drawing on their own experience-as well as best practices and evidence-based research-the authors not only offer a practical guide to help you build effective search applications, they also challenge you to imagine the future of discovery. You'll find Search Patterns intriguing and invaluable, whether you're a web practitioner, mobile designer, search entrepreneur, or just interested in the topic.

Discover a pattern language for search that embraces user psychology and behavior, information architecture, interaction design, and emerging technology
Boost enterprise efficiency and e-commerce sales
Enable mobile users to achieve goals, complete tasks, and find what they need
Drive design innovation for search interfaces and applications


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No Code Required: Giving Users Tools to Transform the Web Review

No Code Required: Giving Users Tools to Transform the Web
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This book is simply a collection of essays. There's nothing wrong with that. However, my frustration is with the discrepancy between expectation and reality. Perhaps I expected too much? Maybe. I stumbled across this book, skimmed a few portions using "search inside", and read a few quick reviews. I got very excited as I thought I'd discovered some great new tools. At the same time, I wondered how in the world I'd never heard of these things when they appeared to be so useful! I was a little taken aback by the $40 price tag for a Kindle edition, but felt confident that the end result would be more than worth it.
I was extremely disappointed to discover that the vast majority of tools listed in this book are not available. This doesn't seem to correspond very well to the subtitle: "Giving Users Tools to Transform the Web". The majority of items listed are either unavailable or only available to people within select groups (MIT for example).
If you'd like to learn about some of the great tools that may some day be part of our daily computing, this may be the book for you. If you want to find tools that will help you today, I'd suggest you skip this one.

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Revolutionary tools are emerging from research labs that enable all computer users to customize and automate their use of the Web without learning how to program. No Code Required takes cutting edge material from academic and industry leaders - the people creating these tools -- and presents the research, development, application, and impact of a variety of new and emerging systems.

*The first book since Web 2.0 that covers the latest research, development, and systems emerging from HCI research labs on end user programming tools


*Featuring contributions from the creators of Adobe's Zoetrope and Intel's Mash Maker, discussing test results, implementation, feedback, and ways forward in this booming area


*Companion Web site features video demonstrations of each system


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Designing Web Interfaces: Principles and Patterns for Rich Interactions Review

Designing Web Interfaces: Principles and Patterns for Rich Interactions
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If you are brand spanking new to web design, and have never coded a single site, you may want to hold off on this book for a minute. I'm not saying it is not for beginners, because it is. Those new to HTML and CSS may want to get the hang of that before jumping into incorporating Ajax and JavaScript along with advanced CSS techniques.
Who is it for? I would recommend this book for art directors, project managers, web designers (all levels), interactive designers, DVD menu designers (though not directly related, you can still take away some important aspects or "patterns"), and especially those that design online training modules (we all know how dull they can be.) Like the DVD menu designers I mentioned above, I think Flash designers can benefit greatly, as well. Though the book is not directly geared toward Flash design, the patterns and "anti-patterns" talked about can easily be used when designing for a Flash experience.
The layout of the book is broken up into the 6 "principles" described in the product description of this book. The sections "Make It Direct" and "Stay on the Page" are by far the two largest sections, for they are the most important of the 6. "Keep it Lightweight" is the shortest section/principle, but by no means is rushed or glossed over. It poses some great design ideas to keep it intuitive, discoverable and keep you from designing 'mouse traps.'
In order to get the most out of this book, you would have to have designed a web site before reading this book. If you are a project manager or art director in charge of a team designing a web site (but not a web designer yourself), it would benefit you greatly to have a general understanding of web design, HTML, what Ajax is, CSS, cross-browser compatibilities, and Javascript. If you are just managing a team, you do NOT have to know how to code these languages/techniques, but in order to really benefit form this book, it would be better if you generally know what each does.
This book could also help bridge the gap for some managers by equipping them with the correct terminology of web design. Just speaking the language of user interface design can help speed up the time it takes to turn your directions into an interface that works the way you intended.
The book is detailed and to the point of the benefits of discoverability and weighing your options in the case of just how intuitive you need to make the interface. This book does not read like a my-way-or-the-highway kind of book. Scott mentions the potential pitfalls, disadvantages and possible alternate scenarios that depend on your interactive goals as set by the audience visiting your site.
A good number of the examples are from Yahoo! and Netflix sites (because Scott used to work for Yahoo! and now works for Netflix), but I never once felt like it was an advertisement for either one. He manages to spread the love around and uses examples from the Gap, iPhone, blogs, Google, Amazon, and others.
In short, the book is an easy read, something that one could go through in a long weekend. There are screenshots and visual examples on virtually every page, so in no way are we left to imagine the event happening. Multiple screenshots are taken when the event happens over the period of several steps. There is even a couple free companion web sites that will show the screenshots in a larger format than the book would allow. While reading the book, you will undoubtedly have many 'ah ha!' moments, or times when you rush to check your previously-designed web sites to see if you need to make a correction to your interface (admit it, we all do.)
I highly recommend this book for anyone that designs interfaces, even if they are for mp3 players, touch screens for electronics, or those interactive lobby displays. We all need some help in the area of user interface design.
***NOTE: there is NO code in this book. This the theory of designing user interfaces for the web, NOT the code.

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Want to learn how to create great user experiences on today's Web? In this book, UI experts Bill Scott and Theresa Neil present more than 75 design patterns for building web interfaces that provide rich interaction. Distilled from the authors' years of experience at Sabre, Yahoo!, and Netflix, these best practices are grouped into six key principles to help you take advantage of the web technologies available today. With an entire section devoted to each design principle, Designing Web Interfaces helps you:

Make It Direct-Edit content in context with design patterns for In Page Editing, Drag & Drop, and Direct Selection
Keep It Lightweight-Reduce the effort required to interact with a site by using In Context Tools to leave a "light footprint"
Stay on the Page-Keep visitors on a page with overlays, inlays, dynamic content, and in-page flow patterns
Provide an Invitation-Help visitors discover site features with invitations that cue them to the next level of interaction
Use Transitions-Learn when, why, and how to use animations, cinematic effects, and other transitions
React Immediately-Provide a rich experience by using lively responses such as Live Search, Live Suggest, Live Previews, and more

Designing Web Interfaces illustrates many patterns with examples from working websites. If you need to build or renovate a website to be truly interactive, this book gives you the principles for success.


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Designing Web Navigation: Optimizing the User Experience Review

Designing Web Navigation: Optimizing the User Experience
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§
The title of this book does tend to focus things, doesn't it? A book totally dedicated to working out navigation challenges in Web products means that it is destined to be a one-stop keeper on your shelf. If you work in any capacity on Web front-ends, navigation is often the issue of issues, the source of stimulating and heated team discussions. This book won't end those discussions but the information in it will certainly add calm perspective to them.
_Designing Web Navigation_ seems to have it all in one place, including practice discussion at the end of each chapter and further reading recommendations. The amount of information is impressive. There is not a page without a visual aid of some sort. I certainly like having lots of screenshots of real sites with the commentary of the author.
I also like the practical knowledge of the author which informs his writing -- he emphasizes the variability of the rules in the complex contexts we Web workers tend to work in. Note, for instance, how differently he approaches Amazon's tabbed navigation from how usability guru Jakob Nielsen writes of them. Nielsen never passes up an opportunity to exclaim what is wrong wrong wrong about Amazon's tabs. Kalbach, instead, explains the motivation behind each passing stage in the evolution of those same tabs, giving the dynamic context. This rings true for those of us with daily working knowledge in constructing user interfaces.
I was a bit disappointed that the book did not have more on the specific problems of designing Web *applications* instead of conventional Web sites. However, the book is written is such a way that this is not a problem. The advice and arguments on p.236 "Don't start by designing the navigation on the home page" encapsulates quite well something I have learned working on agile development teams over the years.
I had a few problems with the readability of this book. Page numbers look like squished gnats and all paragraph sub-headings were a pretty but painful light blue. The extremely large line-height weakened the separation of paragraphs.
As I mentioned, this book is chock full of the right material that belongs on your shelf for when you need it...and you will.
§

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Thoroughly rewritten for today's web environment, this bestselling book offers a fresh look at a fundamental topic of web site development: navigation design. Amid all the changes to the Web in the past decade, and all the hype about Web 2.0 and various "rich" interactive technologies, the basic problems of creating a good web navigation system remain. Designing Web Navigation demonstrates that good navigation is not about technology-it's about the ways people find information, and how you guide them. Ideal for beginning to intermediate web designers, managers, other non-designers, and web development pros looking for another perspective, Designing Web Navigation offers basic design principles, development techniques and practical advice, with real-world examples and essential concepts seamlessly folded in. How does your web site serve your business objectives? How does it meet a user's needs? You'll learn that navigation design touches most other aspects of web site development. This book:

Provides the foundations of web navigation and offers a framework for navigation design
Paints a broad picture of web navigation and basic human information behavior
Demonstrates how navigation reflects brand and affects site credibility
Helps you understand the problem you're trying to solve before you set out to design
Thoroughly reviews the mechanisms and different types of navigation
Explores "information scent" and "information shape"
Explains "persuasive" architecture and other design concepts
Covers special contexts, such as navigation design for web applications
Includes an entire chapter on tagging
While Designing Web Navigation focuses on creating navigation systems for large, information-rich sites serving a business purpose, the principles and techniques in the book also apply to small sites. Well researched and cited, this book serves as an excellent reference on the topic, as well as a superb teaching guide. Each chapter ends with suggested reading and a set of questions that offer exercises for experiencing the concepts in action.

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Letting Go of the Words: Writing Web Content that Works (Interactive Technologies) Review

Letting Go of the Words: Writing Web Content that Works (Interactive Technologies)
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My company is a consultancy that creates interactive learning programs for large corporations. I am especially interested in blending the best practices of instructional design/performance support, technical communication, and web site design. For the latter, this book is an indispensible resource!
I shared the book with our Content Director, who, at first, was too busy to really pay any attention to it. Once he cracked the cover, he immediately wrote me back and raved! The book compiles so many of the basic concepts that he and I desire our entire writing team to incorporate into their projects.
We purchased multiple copies and assigned one chapter to each of our team to present to the team as a whole. These weekly presentations have been refresher for some, but new material for others, and now we are finally all level-set on basic writing/presentation concepts for online delivery. Hooray!
Only negative feedback I can give is that I did hear a bit of grumbling that the author broke her own rules in a couple places - using a few headings that were too long, for example, when there is a chapter specifically on writing good headings. I should probably have docked the rating a bit for that stuff, but overall we got so much good from this little book that I feel I must give it full praise!

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Designing for the iPad: Building Applications that Sell Review

Designing for the iPad: Building Applications that Sell
Average Reviews:

(More customer reviews)
Designing for the iPad had me excited. As a graphic designer myself, I have sketched a few plans for a product I would like to release on the iPad. Chris Stevens has a listed some topics to consider when approaching your first design. Unlike the books that are directing me through Xcode, Cocoa, and the hurdles of programming, Designing for the iPad is the book to refer to for the litmus test just before you take your app to it's final spot: the App Store. The book did bring up an interesting fact in marketing and reviews and I believe once I am finally ready to put my app to the store, I may be more prepared on that front than had I passed this book by.
Having read through Designing for the iPad, I am now less excited. Not specifically about designing for the iPad but the book itself could have been boiled down to a few to do lists with pictures. Particularly useful include the modeling of iPad ergonometrics, especially the shots of what might be blocked while trying to use touch points, explaining why the iPad is not a large iPod Touch, the key features of the iPad, the importance of self-marketing your new app to get attention, and highlighting the features of currently successful apps.
What was not useful: half page memos of key concepts, pages after pages of color screen shots of apps that did not actually tie into anything on the previous pages of discussion, navigating designing apps for clients, and finally behind the scenes of the author's main app, Alice In Wonderland. I appreciated the material to some extent, I just did not find it necessary to help in the overall design quest.
If you have never marketed anything to any audience, this book is a must. If you have significant experience in the design industry (ex: a design degree, been a designer for over 5 years, been a marketing director, etc.), you can pass this book up and thumb through it at the library for the information you need.

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Get in the game of developing successful apps for the iPad
Designing for the iPad presents unique challenges for developers and requires an entirely different mindset of elements to consider when creating apps. Written by a highly successful iPad software developer, this book teaches you how to think about the creation process differently when designing iPad apps and escorts you through the process of building applications that have the best chance for success. You'll learn how to take advantage of the iPad's exciting new features and tackle an array of new design challenges so that you can make your app look spectacular, work intuitively, and sell, sell, sell!
Bestselling iPad app developer Chris Stevens shares insight and tips for creating a unique and sellable iPad app
Walks you through sketching out an app, refining ideas, prototyping designs, organizing a collaborative project, and more
Highlights new code frameworks and discusses interface design choices
Offers insider advice on using the latest coding options to make your app a surefire success
Details iPad design philosophies, the difference between industrial and retail apps, and ways to design for multiple screen orientations

Designing for the iPad escorts you through the steps of developing apps for the iPad, from pencil sketch all the way through to the iPad App Store. From the Author: The Top Three Reasons Why iPad Apps Fail, and How You Can Succeed
The App Wasn't Really Designed for Fingers This is the number one reason why an iPad app will be laid out on the mortuary table. The iPad is operated by fingers, and human fingers are nothing like a mouse and pointer. If you want to ship half-a-million iPad apps, like Alice for the iPad, you must not design your touch interfaces like you design mouse interfaces. Don't be a Photoshop jockey, get out there and physically test your app designs on the iPad hardware from the point you make your very first pencil sketch. Touch-screens have almost nothing in common with the desktop computer paradigm, but you wouldn't know it judging by some of the monstrosities on the app store. The mouse and pointer interface that most of us grew up with is a system of 'indirect manipulation" -- this means that the user's hand operates a mouse, which then moves a pointer, which then presses a button, or moves a window etc. However, the iPad uses a system of direct manipulation -- your hand directly touches the object it's interacting with. This small shift in interaction from indirect to direct-manipulation raises all kinds of issues for the designer. Now that objects can be manipulated directly, user's hands can obscure parts of the scene. There is also the need for target areas with greater tolerance because the human finger is a podgy sausage of flesh, not a pixel-specific arrow. While the mouse pointer is pixel-specific, the human finger is amorphous. But this is not to say that the finger is any less powerful. In fact, with good interface design, the finger can be made infinitely more versatile than any mouse pointer. Sadly, many iPad designers have made the mistake of assuming that their knowledge of desktop computer user-interface design will apply to creating iPad apps. If you do this, you'll end up making apps that aren't really designed for touch. You can avoid the problem by testing and retesting your designs on actual iPad devices.
It Offers Too Many Options Don't offer choices to your users; make decisions for them. There is a popular capitalist mythology that assumes that the more choices you offer a customer, the more they will enjoy their experience. This might be true when you pick toppings in an ice cream parlour, but in the world of iPad apps, too much choice will kill you. Psychologists have found that the more options you present a consumer with, the more time it takes them to make a decision. But you won't just slow down your users by offering lots of settings and choices, you'll create a state of doubt in their mind. For every option that is available, you sow in their minds the unsettling possibility that an alternative option was potentially a better choice. Settings and choices are also often an excuse for bad design. If you are tempted to provide an iPad user with an option, consider picking the best choice for them instead and removing the option. The iPad is no place for nested menus or multiple settings -- not only is screen real-estate limited, but you're probably packing too much functionality into your app if you need lots of buttons and settings.
It's Hard to Explain If you can't explain your app idea less than ten words, then forget it, you've already lost. In the trench warfare of the app store only the clear and concise survive. The best iPad apps tend to do one task and do it well. If a customer cannot grasp the purpose of your app almost instantly, then it will spiral down the drain of the App Store, never to be seen again. Make it dangerously obvious what your app does, and shout about it. Before you write a single line of code or make a single sketch, have a long hard think about whether anyone will understand what it is you're selling. You might have the greatest idea in the world on paper, but if the story of your app is not clear and compelling, nobody will share it and nobody will buy your app. Avoid this by discarding ideas that require a complex story to explain. Don't sell features, sell the story of the features: how will people actually use your app? When Apple launched Facetime, they didn't ramble on about the resolution of the video or the specifications of the VOIP technology behind it, they focused purely on family members calling each other and sharing news in a heartwarming fiesta of emotion. People in real situations make strong, easy-to-explain stories but spec sheets are meaningless to the majority of consumers. To win the iPad goldrush, you need to explain the emotional story to the majority of customers, don't try and sell the technical story to spec sheet fetishists -- they're a tiny market. The paradox is that to make an iPad app simple is actually very hard, but you can do it!


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