About face 3: the essentials of interaction design
While the ideas and principles in the original book remain as relevant as ever, the examples in "About Face 3" are updated to reflect the evolution of the Web. Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with t...
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Indianapolis, IN
Wiley
2007
|
Ausgabe: | [3. ed.], completely rev. and updated |
Schlagworte: | |
Online-Zugang: | Table of contents only Inhaltsverzeichnis Klappentext |
Zusammenfassung: | While the ideas and principles in the original book remain as relevant as ever, the examples in "About Face 3" are updated to reflect the evolution of the Web. Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. "About Face 3" ensures that these objectives are met with the utmost ease and efficiency. Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build - a practice known as "Interaction Design." Cooper is now the leader in this growing field. |
Beschreibung: | Includes bibliographical references |
Beschreibung: | XXXV, 610 S. Ill., graph. Darst. |
ISBN: | 9780470084113 |
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500 | |a Includes bibliographical references | ||
520 | 3 | |a While the ideas and principles in the original book remain as relevant as ever, the examples in "About Face 3" are updated to reflect the evolution of the Web. Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. "About Face 3" ensures that these objectives are met with the utmost ease and efficiency. Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build - a practice known as "Interaction Design." Cooper is now the leader in this growing field. | |
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650 | 4 | |a Human-computer interaction | |
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Datensatz im Suchindex
_version_ | 1804136649338126336 |
---|---|
adam_text | Contents
About the Authors
vi
Foreword: The Postindustrial World
xxi
Acknowledgments
xxv
Introduction to the Third Edition
xxvii
Part I Understanding Goal-Directed Design
1
Chapter
1
Goal-Directed Design
3
Digital Products Need Better Design Methods
3
The creation of digital products today
4
Why are these products so bad?
8
The Evolution of Design in Manufacturing
11
Planning and Designing Behavior
13
Recognizing User Goals
13
Goals versus tasks and activities
15
Designing to meet goals in context
16
The Goal-Directed Design Process
17
Bridging the gap
18
A process overview
20
Goals, not features, are the key to product success
25
Chapter
2
Implementation Models and Mental Models
27
Implementation Models
27
User Mental Models
28
Represented Models
29
Most Software Conforms to Implementation Models
32
User interfaces designed by engineers follow the implementation model
32
Mathematical thinking leads to implementation model interfaces
34
Mechanical-Age versus Information-Age Represented Models
35
Mechanical-Age representations
35
New technology demands new representations
36
Mechanical-Age representations degrade user interaction
36
Improving on Mechanical-Age representations: An example
37
Contents
Chapter
3
Beginners, Experts, and Intermediates
41
Perpetual Intermediates
42
Designing for Different Experience Levels
44
What beginners need
45
Getting beginners on board
46
What experts need
47
What perpetual intermediates need
47
Chapter
4
Understanding Users: Qualitative Research
49
Qualitative versus Quantitative Research
50
The value of qualitative research
50
Types of qualitative research
52
Ethnographic Interviews: Interviewing and Observing Users
58
Contextual inquiry
58
Improving on contextual inquiry
59
Preparing for ethnographic interviews
59
Conducting ethnographic interviews
63
Other Types of Research
68
Focus groups
69
Market demographics and market segments
69
Usability and user testing
70
Card sorting
72
Task analysis
72
Chapter
5
Modeling Users:
Personas
and Goals
75
Why Model?
76
Personas
77
Strengths of
personas
as a design tool
78
Personas
are based on research
80
Personas
are represented as individual people
81
Personas
represent groups of users
82
Personas
explore ranges of behavior
83
Personas
must have motivations
83
Personas
can also represent nonusers
84
Personas
and other user models
84
When rigorous
personas
aren t possible: Provisional
personas
86
Goals
88
Goals motivate usage patterns
88
Goals should be inferred from qualitative data
88
User goals and cognitive processing
89
The three types of user goals
92
User goals are user motivations
94
Types of goals
94
Successful products meet user goals first
96
Constructing
Personas
97
Step
1:
Identify behavioral variables
98
Step
2:
Map interview subjects to behavioral variables
99
Step
3:
Identify significant behavior patterns
99
Contents
Step
4:
Synthesize characteristics and relevant goals
100
Step
5:
Check for completeness and redundancy
101
Step
6:
Expand description of attributes and behaviors
102
Step
7:
Designate persona types
104
Other Models
106
Workflow models
106
Artifact models
107
Physical models
107
Chapter
6
The Foundations of Design: Scenarios and Requirements
109
Scenarios: Narrative as a Design Tool
110
Scenarios in design
111
Using
personas
in scenarios
112
Different types of scenarios
112
Persona-based scenarios versus use cases
113
Requirements: The What of Interaction Design
114
Requirements Definition Using
Personas
and Scenarios
115
Step
1 :
Creating problem and vision statements
116
Step
2:
Brainstorming
117
Step
3:
Identifying persona expectations
118
Step
4:
Constructing context scenarios
119
Step
5:
Identifying requirements
122
Chapter
7
From Requirements to Design: The Framework
and Refinement
125
The Design Framework
125
Defining the interaction framework
127
Defining the visual design framework
136
Defining the industrial design framework
139
Refining the Form and Behavior
141
Design Validation and Usability Testing
142
When to test: Summative and formative evaluations
144
Conducting formative usability tests
144
Designer involvement in usability studies
145
Part
il
Designing Behavior and Form
147
Chapter
8
Synthesizing Good Design: Principles and Patterns
149
Interaction Design Principles
150
Principles operate at different levels of detail
150
Behavioral and interface-level principles minimize work
151
Design Values
151
Ethical interaction design
152
Purposeful interaction design
153
Pragmatic interaction design
154
Elegant interaction design
154
Interaction Design Patterns
156
Architectural patterns and interaction design
156
Recording and using interaction design patterns
157
Types of interaction design patterns
158
xü Contents
Chapter
9
Platform and Posture
161
Posture
162
Designing Desktop Software
163
Designing for the Web
174
Informational Web sites
175
Transactional Web sites
177
Web applications
178
Internet-enabled applications
181
Intranets
181
Other Platforms
182
General design principles
182
Designing for handhelds
189
Designing for kiosks
191
Designing for television-based interfaces
195
Designing for automotive interfaces
197
Designing for appliances
198
Designing for audible interfaces
199
Chapter
10
Orchestration and Flow
201
Flow and Transparency
201
Designing Harmonious Interactions
203
Chapter
11
Eliminating Excise
223
GUI Excise
224
Excise and expert users
225
Training wheels
225
Pure excise
226
Visual excise
226
Determining what is excise
228
Stopping the Proceedings
228
Errors, notiflers, and confirmation messages
228
Making users ask permission
230
Common Excise Traps
231
Navigation Is Excise
232
Navigation among multiple screens, views, or pages
233
Navigation between panes
233
Navigation between tools and menus
235
Navigation
ofinformation
236
Improving Navigation
237
Reduce the number of places to go
238
Provide signposts
238
Provide overviews
241
Provide appropriate mapping of controls to functions
242
Inflect your interface to match user needs
245
Avoid hierarchies
247
Chapter
12
Chapter
13
Chapter
14
Contents
Designing Good Behavior
249
Designing Considerate Products
250
Considerate products take an interest
251
Considerate products are deferential
252
Considerate products are forthcoming
252
Considerate products use common sense
253
Considerate products anticipate human needs
253
Considerate products are conscientious
253
Considerate products don t burden you with their personal problems
254
Considerate products keep us informed
255
Considerate products are perceptive
255
Considerate products are self-confident
256
Considerate products don t ask a lot of questions
256
Considerate products fail gracefully
256
Considerate products know when to bend the rules
257
Considerate products take responsibility
259
Designing Smart Products
260
Putting the idle cycles to work
260
Smart products have a memory
261
Task coherence
263
Actions to remember
265
Applying memory to your applications
266
Metaphors, Idioms, and Affordances
269
Interface Paradigms
270
Implementation-centric interfaces
270
Metaphoric interfaces
271
Idiomatic interfaces
273
Further Limitations of Metaphors
276
Finding good metaphors
276
The problems with global metaphors
276
Macs and metaphors: A revisionist view
279
Building Idioms
280
Manual Affordances
282
Semantics of manual affordances
284
Fulfilling user expectations of affordances
284
Visual Interface Design
287
Art, Visual Interface Design, and Other Design Disciplines
288
Graphic design and user interfaces
289
Visual information design
289
Industrial design
290
The Building Blocks of Visual Interface Design
290
Shape
291
Size
291
Value
291
Hue
292
XIII
xiv
Contents
Orientation
292
Texture
292
Position
293
Principles of
Visual Interface Design
293
Use
visual properties to group elements and provide clear hierarchy
294
Provide visual structure and flow at each level of organization
296
Use cohesive, consistent, and contextually appropriate imagery
302
Integrate style and function comprehensively and purposefully
306
Avoid visual noise and clutter
307
Keep it simple
308
Text in visual interfaces
310
Color in visual interfaces
311
Visual interface design for handhelds and other devices
312
Principles of Visual Information Design
313
Enforce visual comparisons
314
Show causality
314
Show multiple variables
314
Integrate text, graphics, and data in one display
315
Ensure the quality, relevance, and integrity of the content
315
Show things adjacently in space, not stacked in time
316
Don t de-quantify quantifiable data
317
Consistency and Standards
317
Benefits of interface standards
317
Risks of interface standards
318
Standards, guidelines, and rules of thumb
318
When to violate guidelines
319
Consistency and standards across applications
319
Part III Designing Interaction Details
321
Chapter
15
Searching and Finding: Improving Data Retrieval
323
Storage and Retrieval Systems
324
Storage and Retrieval in the Physical World
324
Everything in its place: Storage and retrieval by location
324
Indexed retrieval
325
Storage and Retrieval in the Digital World
326
Relational Databases versus Digital Soup
330
Organizing the unorganizable
330
Problems with databases
■ 331
The attribute-based alternative
332
Natural Language Output: An Ideal Interface for
Attribute-Based Retrieval
333
Chapter
16
Understanding Undo
335
Users and Undo
335
User mental models of mistakes
336
Undo enables exploration
336
Designing an Undo Facility
337
Contents xv
Types and Variants of Undo
338
Incremental and procedural actions
338
Blind and explanatory Undo
339
Single and multiple Undo
339
Redo
341
Group multiple Undo
342
Other Models for Undo-Like Behavior
343
Comparison: What would this look like?
343
Category-specific Undo
344
Deleted data buffers
346
Versioning
and reversion
346
Freezing
348
Undo-Proof Operations
348
Chapter
17
Rethinking Files and Save
349
What s Wrong with Saving Changes to Files?
350
Problems with the Implementation Model
352
Closing documents and removing unwanted changes
352
Save As
353
Archiving
355
Implementation Model versus Mental Model
355
Dispensing with the Implementation Model
356
Designing with a Unified File Model
357
Automatically saving
358
Creating a copy
359
Naming and renaming
359
Placing and moving
360
Specifying the stored format
360
Reversing changes
361
Abandoning all changes
361
Creating a version
361
A new File menu
362
A new name for the File menu
363
Communicating status
363
Are Disks and File Systems a Feature?
364
Time for Change
365
Chapter
18
Improving Data Entry
367
Data Integrity versus Data Immunity
367
Data immunity
368
What about missing data?
369
Data entry and fudgeability
371
Auditing versus Editing
371
Chapter
19
Pointing, Selecting, and Direct Manipulation
375
Direct Manipulation
375
Pointing Devices
377
Using the mouse
378
Mouse buttons
380
xvi Contents
Pointing and clicking with a mouse
382
Mouse-up and mouse-down events
385
Pointing and the Cursor
386
Pliancy and hinting
386
Selection
390
Command ordering and selection
390
Discrete and contiguous selection
392
Insertion and replacement
395
Visual indication of selection
396
Drag-and-Drop
397
Visual feedback for drag-and-drop
399
Other drag-and-drop interaction issues
402
Control Manipulation
408
Palette Tools
409
Modal tools
409
Charged cursor tools
410
Object Manipulation
411
Repositioning
411
Resizing and reshaping
413
3D
object manipulation
415
Object Connection
420
Chapter
20
Window Behaviors
423
PARC and the Alto
423
PARC s Principles
425
Visual metaphors
425
Avoiding modes
425
Overlapping windows
426
Microsoft and Tiled Windows
427
Full-Screen Applications
427
Multipaned Applications
428
Designing with Windows
430
Unnecessary rooms
430
Necessary rooms
433
Windows pollution
434
Window States
436
MDI
versus
SDI
437
Chapter
21
Controls
439
Avoiding Control-Laden Dialog Boxes
439
Imperative Controls
440
Buttons
440
Butcons
441
Hyperlinks
442
Selection Controls
443
Check boxes
443
Flip-flop buttons: A selection idiom to avoid
445
Radio buttons
ала
Contents
Combutcons 447
List controls
449
Combo
boxes
455
Tree controls
457
Entry Controls
457
Bounded and unbounded entry controls
457
Spinners
459
Dials and Sliders
460
Thumbwheels
462
Other bounded entry controls
462
Unbounded entry: Text edit controls
463
Display Controls
468
Text controls
468
Scrollbars
469
Splitters
471
Drawers and levers
472
Chapter
22
Menus
473
A Bit of History
473
The command-line interface
474
Sequential hierarchical menus
474
The Lotus
1-2-3
interface
476
Drop-down and pop-up menus
478
Menus Today: The Pedagogic Vector
479
Standard menus for desktop applications
481
File (or document)
482
Edit
482
Windows
483
Help
483
Optional Menus
484
View
484
Insert
484
Settings
484
Format
484
Tools
485
Menu Idioms
485
Cascading menus
485
Menus
486
The ribbon
487
Bang menus
488
Disabled menu items
489
Checkmark menu items
489
Icons on menus
490
Accelerators
490
Access keys
491
Menus on other platforms
492
XVIII
Contents
Chapter
23
Toolbars
493
Toolbars: Visible, Immediate Commands
493
Toolbars versus Menus
494
Toolbars and Toolbar Controls
495
Icons versus text on toolbars
495
The problem with labeling butcons
496
Explaining Toolbar Controls
496
Balloon help: A first attempt
497
ToolTips
497
Disabling toolbar controls
498
Evolution of the Toolbar
499
State-indicating toolbar controls
499
Menus on toolbars
499
Movable toolbars
500
Customizable toolbars
501
The ribbon
502
Contextual toolbars
503
Chapter
24
Dialogs
505
Appropriate Uses for Dialog Boxes
505
Dialog Box Basics
507
Modal Dialog Boxes
509
Modeless Dialog Boxes
509
Modeless dialog issues
510
Two solutions for better modeless dialogs
510
Four Different Purposes for Dialogs
516
Property dialog boxes
516
Function dialog boxes
517
Process dialog boxes
518
Eliminating process dialogs
520
Bulletin dialog boxes
522
Managing Content in Dialog Boxes
523
Tabbed dialogs
523
Expanding dialogs
526
Cascading dialogs
527
Chapter
25
Errors, Alerts, and Confirmation
529
Error Dialogs
529
Why we have so many error messages
530
What s wrong with error messages
530
Eliminating error messages
534
Aren t there exceptions?
536
Improving error messages: The last resort
537
Alert Dialogs: Announcing the Obvious
539
Confirmation Dialog
541
The dialog that cried Wolf!
542
Eliminating confirmations
543
Contents xix
Replacing
Dialogs:
Rich Modeless Feedback
544
Rich visual modeless feedback
545
Audible feedback
547
Chapter
26
Designing for Different Needs
551
Command Vectors and Working Sets
551
Immediate and pedagogic vectors
552
Working sets and
personas
552
Graduating Users from Beginners to Intermediates
553
World vectors and head vectors
553
Memorization vectors
554
Personalization and Configuration
555
Idiosyncratically Modal Behavior
557
Localization and Globalization
558
Galleries and Templates
559
Help
560
The index
560
Shortcuts and overview
561
Not for beginners
561
Modeless and interactive help
561
Wizards
561
Intelligent agents
562
Afterword: On Collaboration
565
Appendix A Design Principles
569
Appendix
В
Bibliography
575
Index
581
For over
30
years Alan Cooper
has been a pioneer of the modern
computing era. His groundbreaking
work in software design and con¬
struction has influenced a generation
of programmers and business people
—
and helped a generation of users.
He is best known as the Father of
Visual Basic, inventor of
personas,
and founder of Cooper, the leading
design consultancy.
As Director of Design R&D at Cooper,
Robert
Reimann
led dozens of
design projects and helped develop
many of the methods described
in About Face
3.
Currently, he is
Manager of User Experience at
Bose
Corporation and President of IxDA,
the Interaction Design Association.
David Cronin is Director of Inter¬
action Design at Cooper, where he s
led the design of products for such
diverse users as surgeons, museum
visitors, online shoppers, automobile
drivers, financial analysts, and the
elderly.
The Essentials of Interaction Design
3
When the first edition of About Face was
published in
1995,
the idea of designing
products based on human goals was a
revolutionary concept. Thanks to the work
of Alan Cooper and other pioneers, inter¬
action design is now widely recognized
as a unique and vital discipline, but our
work is far from finished.
This completely updated volume presents
the effective and practical tools you need
to design great desktop applications, Web
2.0
sites, and mobile devices. This book
will teach you the principles of good
product behavior and introduce you to
Cooper s Goal-Directed Design method,
from conducting user research to defining
your product using
personas
and scenarios.
In short, About Face
3
will show you how
to design the best possible digital products
and services.
www.cooper.com
|
adam_txt |
Contents
About the Authors
vi
Foreword: The Postindustrial World
xxi
Acknowledgments
xxv
Introduction to the Third Edition
xxvii
Part I Understanding Goal-Directed Design
1
Chapter
1
Goal-Directed Design
3
Digital Products Need Better Design Methods
3
The creation of digital products today
4
Why are these products so bad?
8
The Evolution of Design in Manufacturing
11
Planning and Designing Behavior
13
Recognizing User Goals
13
Goals versus tasks and activities
15
Designing to meet goals in context
16
The Goal-Directed Design Process
17
Bridging the gap
18
A process overview
20
Goals, not features, are the key to product success
25
Chapter
2
Implementation Models and Mental Models
27
Implementation Models
27
User Mental Models
28
Represented Models
29
Most Software Conforms to Implementation Models
32
User interfaces designed by engineers follow the implementation model
32
Mathematical thinking leads to implementation model interfaces
34
Mechanical-Age versus Information-Age Represented Models
35
Mechanical-Age representations
35
New technology demands new representations
36
Mechanical-Age representations degrade user interaction
36
Improving on Mechanical-Age representations: An example
37
Contents
Chapter
3
Beginners, Experts, and Intermediates
41
Perpetual Intermediates
42
Designing for Different Experience Levels
44
What beginners need
45
Getting beginners on board
46
What experts need
47
What perpetual intermediates need
47
Chapter
4
Understanding Users: Qualitative Research
49
Qualitative versus Quantitative Research
50
The value of qualitative research
50
Types of qualitative research
52
Ethnographic Interviews: Interviewing and Observing Users
58
Contextual inquiry
58
Improving on contextual inquiry
59
Preparing for ethnographic interviews
59
Conducting ethnographic interviews
63
Other Types of Research
68
Focus groups
69
Market demographics and market segments
69
Usability and user testing
70
Card sorting
72
Task analysis
72
Chapter
5
Modeling Users:
Personas
and Goals
75
Why Model?
76
Personas
77
Strengths of
personas
as a design tool
78
Personas
are based on research
80
Personas
are represented as individual people
81
Personas
represent groups of users
82
Personas
explore ranges of behavior
83
Personas
must have motivations
83
Personas
can also represent nonusers
84
Personas
and other user models
84
When rigorous
personas
aren't possible: Provisional
personas
86
Goals
88
Goals motivate usage patterns
88
Goals should be inferred from qualitative data
88
User goals and cognitive processing
89
The three types of user goals
92
User goals are user motivations
94
Types of goals
94
Successful products meet user goals first
96
Constructing
Personas
97
Step
1:
Identify behavioral variables
98
Step
2:
Map interview subjects to behavioral variables
99
Step
3:
Identify significant behavior patterns
99
Contents
Step
4:
Synthesize characteristics and relevant goals
100
Step
5:
Check for completeness and redundancy
101
Step
6:
Expand description of attributes and behaviors
102
Step
7:
Designate persona types
104
Other Models
106
Workflow models
106
Artifact models
107
Physical models
107
Chapter
6
The Foundations of Design: Scenarios and Requirements
109
Scenarios: Narrative as a Design Tool
110
Scenarios in design
111
Using
personas
in scenarios
112
Different types of scenarios
112
Persona-based scenarios versus use cases
113
Requirements: The "What" of Interaction Design
114
Requirements Definition Using
Personas
and Scenarios
115
Step
1 :
Creating problem and vision statements
116
Step
2:
Brainstorming
117
Step
3:
Identifying persona expectations
118
Step
4:
Constructing context scenarios
119
Step
5:
Identifying requirements
122
Chapter
7
From Requirements to Design: The Framework
and Refinement
125
The Design Framework
125
Defining the interaction framework
127
Defining the visual design framework
136
Defining the industrial design framework
139
Refining the Form and Behavior
141
Design Validation and Usability Testing
142
When to test: Summative and formative evaluations
144
Conducting formative usability tests
144
Designer involvement in usability studies
145
Part
il
Designing Behavior and Form
147
Chapter
8
Synthesizing Good Design: Principles and Patterns
149
Interaction Design Principles
150
Principles operate at different levels of detail
150
Behavioral and interface-level principles minimize work
151
Design Values
151
Ethical interaction design
152
Purposeful interaction design
153
Pragmatic interaction design
154
Elegant interaction design
154
Interaction Design Patterns
156
Architectural patterns and interaction design
156
Recording and using interaction design patterns
157
Types of interaction design patterns
158
xü Contents
Chapter
9
Platform and Posture
161
Posture
162
Designing Desktop Software
163
Designing for the Web
174
Informational Web sites
175
Transactional Web sites
177
Web applications
178
Internet-enabled applications
181
Intranets
181
Other Platforms
182
General design principles
182
Designing for handhelds
189
Designing for kiosks
191
Designing for television-based interfaces
195
Designing for automotive interfaces
197
Designing for appliances
198
Designing for audible interfaces
199
Chapter
10
Orchestration and Flow
201
Flow and Transparency
201
Designing Harmonious Interactions
203
Chapter
11
Eliminating Excise
223
GUI Excise
224
Excise and expert users
225
Training wheels
225
"Pure" excise
226
Visual excise
226
Determining what is excise
228
Stopping the Proceedings
228
Errors, notiflers, and confirmation messages
228
Making users ask permission
230
Common Excise Traps
231
Navigation Is Excise
232
Navigation among multiple screens, views, or pages
233
Navigation between panes
233
Navigation between tools and menus
235
Navigation
ofinformation
236
Improving Navigation
237
Reduce the number of places to go
238
Provide signposts
238
Provide overviews
241
Provide appropriate mapping of controls to functions
242
Inflect your interface to match user needs
245
Avoid hierarchies
247
Chapter
12
Chapter
13
Chapter
14
Contents
Designing Good Behavior
249
Designing Considerate Products
250
Considerate products take an interest
251
Considerate products are deferential
252
Considerate products are forthcoming
252
Considerate products use common sense
253
Considerate products anticipate human needs
253
Considerate products are conscientious
253
Considerate products don't burden you with their personal problems
254
Considerate products keep us informed
255
Considerate products are perceptive
255
Considerate products are self-confident
256
Considerate products don't ask a lot of questions
256
Considerate products fail gracefully
256
Considerate products know when to bend the rules
257
Considerate products take responsibility
259
Designing Smart Products
260
Putting the idle cycles to work
260
Smart products have a memory
261
Task coherence
263
Actions to remember
265
Applying memory to your applications
266
Metaphors, Idioms, and Affordances
269
Interface Paradigms
270
Implementation-centric interfaces
270
Metaphoric interfaces
271
Idiomatic interfaces
273
Further Limitations of Metaphors
276
Finding good metaphors
276
The problems with global metaphors
276
Macs and metaphors: A revisionist view
279
Building Idioms
280
Manual Affordances
282
Semantics of manual affordances
284
Fulfilling user expectations of affordances
284
Visual Interface Design
287
Art, Visual Interface Design, and Other Design Disciplines
288
Graphic design and user interfaces
289
Visual information design
289
Industrial design
290
The Building Blocks of Visual Interface Design
290
Shape
291
Size
291
Value
291
Hue
292
XIII
xiv
Contents
Orientation
292
Texture
292
Position
293
Principles of
Visual Interface Design
293
Use
visual properties to group elements and provide clear hierarchy
294
Provide visual structure and flow at each level of organization
296
Use cohesive, consistent, and contextually appropriate imagery
302
Integrate style and function comprehensively and purposefully
306
Avoid visual noise and clutter
307
Keep it simple
308
Text in visual interfaces
310
Color in visual interfaces
311
Visual interface design for handhelds and other devices
312
Principles of Visual Information Design
313
Enforce visual comparisons
314
Show causality
314
Show multiple variables
314
Integrate text, graphics, and data in one display
315
Ensure the quality, relevance, and integrity of the content
315
Show things adjacently in space, not stacked in time
316
Don't de-quantify quantifiable data
317
Consistency and Standards
317
Benefits of interface standards
317
Risks of interface standards
318
Standards, guidelines, and rules of thumb
318
When to violate guidelines
319
Consistency and standards across applications
319
Part III Designing Interaction Details
321
Chapter
15
Searching and Finding: Improving Data Retrieval
323
Storage and Retrieval Systems
324
Storage and Retrieval in the Physical World
324
Everything in its place: Storage and retrieval by location
324
Indexed retrieval
325
Storage and Retrieval in the Digital World
326
Relational Databases versus Digital Soup
330
Organizing the unorganizable
330
Problems with databases
■ 331
The attribute-based alternative
332
Natural Language Output: An Ideal Interface for
Attribute-Based Retrieval
333
Chapter
16
Understanding Undo
335
Users and Undo
335
User mental models of mistakes
336
Undo enables exploration
336
Designing an Undo Facility
337
Contents xv
Types and Variants of Undo
338
Incremental and procedural actions
338
Blind and explanatory Undo
339
Single and multiple Undo
339
Redo
341
Group multiple Undo
342
Other Models for Undo-Like Behavior
343
Comparison: What would this look like?
343
Category-specific Undo
344
Deleted data buffers
346
Versioning
and reversion
346
Freezing
348
Undo-Proof Operations
348
Chapter
17
Rethinking Files and Save
349
What's Wrong with Saving Changes to Files?
350
Problems with the Implementation Model
352
Closing documents and removing unwanted changes
352
Save As
353
Archiving
355
Implementation Model versus Mental Model
355
Dispensing with the Implementation Model
356
Designing with a Unified File Model
357
Automatically saving
358
Creating a copy
359
Naming and renaming
359
Placing and moving
360
Specifying the stored format
360
Reversing changes
361
Abandoning all changes
361
Creating a version
361
A new File menu
362
A new name for the File menu
363
Communicating status
363
Are Disks and File Systems a Feature?
364
Time for Change
365
Chapter
18
Improving Data Entry
367
Data Integrity versus Data Immunity
367
Data immunity
368
What about missing data?
369
Data entry and fudgeability
371
Auditing versus Editing
371
Chapter
19
Pointing, Selecting, and Direct Manipulation
375
Direct Manipulation
375
Pointing Devices
377
Using the mouse
378
Mouse buttons
380
xvi Contents
Pointing and clicking with a mouse
382
Mouse-up and mouse-down events
385
Pointing and the Cursor
386
Pliancy and hinting
386
Selection
390
Command ordering and selection
390
Discrete and contiguous selection
392
Insertion and replacement
395
Visual indication of selection
396
Drag-and-Drop
397
Visual feedback for drag-and-drop
399
Other drag-and-drop interaction issues
402
Control Manipulation
408
Palette Tools
409
Modal tools
409
Charged cursor tools
410
Object Manipulation
411
Repositioning
411
Resizing and reshaping
413
3D
object manipulation
415
Object Connection
420
Chapter
20
Window Behaviors
423
PARC and the Alto
423
PARC's Principles
425
Visual metaphors
425
Avoiding modes
425
Overlapping windows
426
Microsoft and Tiled Windows
427
Full-Screen Applications
427
Multipaned Applications
428
Designing with Windows
430
Unnecessary rooms
430
Necessary rooms
433
Windows pollution
434
Window States
436
MDI
versus
SDI
437
Chapter
21
Controls
439
Avoiding Control-Laden Dialog Boxes
439
Imperative Controls
440
Buttons
440
Butcons
441
Hyperlinks
442
Selection Controls
443
Check boxes
443
Flip-flop buttons: A selection idiom to avoid
445
Radio buttons
ала
Contents
Combutcons 447
List controls
449
Combo
boxes
455
Tree controls
457
Entry Controls
457
Bounded and unbounded entry controls
457
Spinners
459
Dials and Sliders
460
Thumbwheels
462
Other bounded entry controls
462
Unbounded entry: Text edit controls
463
Display Controls
468
Text controls
468
Scrollbars
469
Splitters
471
Drawers and levers
472
Chapter
22
Menus
473
A Bit of History
473
The command-line interface
474
Sequential hierarchical menus
474
The Lotus
1-2-3
interface
476
Drop-down and pop-up menus
478
Menus Today: The Pedagogic Vector
479
Standard menus for desktop applications
481
File (or document)
482
Edit
482
Windows
483
Help
483
Optional Menus
484
View
484
Insert
484
Settings
484
Format
484
Tools
485
Menu Idioms
485
Cascading menus
485
Menus
486
The ribbon
487
Bang menus
488
Disabled menu items
489
Checkmark menu items
489
Icons on menus
490
Accelerators
490
Access keys
491
Menus on other platforms
492
XVIII
Contents
Chapter
23
Toolbars
493
Toolbars: Visible, Immediate Commands
493
Toolbars versus Menus
494
Toolbars and Toolbar Controls
495
Icons versus text on toolbars
495
The problem with labeling butcons
496
Explaining Toolbar Controls
496
Balloon help: A first attempt
497
ToolTips
497
Disabling toolbar controls
498
Evolution of the Toolbar
499
State-indicating toolbar controls
499
Menus on toolbars
499
Movable toolbars
500
Customizable toolbars
501
The ribbon
502
Contextual toolbars
503
Chapter
24
Dialogs
505
Appropriate Uses for Dialog Boxes
505
Dialog Box Basics
507
Modal Dialog Boxes
509
Modeless Dialog Boxes
509
Modeless dialog issues
510
Two solutions for better modeless dialogs
510
Four Different Purposes for Dialogs
516
Property dialog boxes
516
Function dialog boxes
517
Process dialog boxes
518
Eliminating process dialogs
520
Bulletin dialog boxes
522
Managing Content in Dialog Boxes
523
Tabbed dialogs
523
Expanding dialogs
526
Cascading dialogs
527
Chapter
25
Errors, Alerts, and Confirmation
529
Error Dialogs
529
Why we have so many error messages
530
What's wrong with error messages
530
Eliminating error messages
534
Aren't there exceptions?
536
Improving error messages: The last resort
537
Alert Dialogs: Announcing the Obvious
539
Confirmation Dialog
541
The dialog that cried "Wolf!"
542
Eliminating confirmations
543
Contents xix
Replacing
Dialogs:
Rich Modeless Feedback
544
Rich visual modeless feedback
545
Audible feedback
547
Chapter
26
Designing for Different Needs
551
Command Vectors and Working Sets
551
Immediate and pedagogic vectors
552
Working sets and
personas
552
Graduating Users from Beginners to Intermediates
553
World vectors and head vectors
553
Memorization vectors
554
Personalization and Configuration
555
Idiosyncratically Modal Behavior
557
Localization and Globalization
558
Galleries and Templates
559
Help
560
The index
560
Shortcuts and overview
561
Not for beginners
561
Modeless and interactive help
561
Wizards
561
"Intelligent" agents
562
Afterword: On Collaboration
565
Appendix A Design Principles
569
Appendix
В
Bibliography
575
Index
581
For over
30
years Alan Cooper
has been a pioneer of the modern
computing era. His groundbreaking
work in software design and con¬
struction has influenced a generation
of programmers and business people
—
and helped a generation of users.
He is best known as the "Father of
Visual Basic," inventor of
personas,
and founder of Cooper, the leading
design consultancy.
As Director of Design R&D at Cooper,
Robert
Reimann
led dozens of
design projects and helped develop
many of the methods described
in About Face
3.
Currently, he is
Manager of User Experience at
Bose
Corporation and President of IxDA,
the Interaction Design Association.
David Cronin is Director of Inter¬
action Design at Cooper, where he's
led the design of products for such
diverse users as surgeons, museum
visitors, online shoppers, automobile
drivers, financial analysts, and the
elderly.
The Essentials of Interaction Design
3
When the first edition of About Face was
published in
1995,
the idea of designing
products based on human goals was a
revolutionary concept. Thanks to the work
of Alan Cooper and other pioneers, inter¬
action design is now widely recognized
as a unique and vital discipline, but our
work is far from finished.
This completely updated volume presents
the effective and practical tools you need
to design great desktop applications, Web
2.0
sites, and mobile devices. This book
will teach you the principles of good
product behavior and introduce you to
Cooper's Goal-Directed Design method,
from conducting user research to defining
your product using
personas
and scenarios.
In short, About Face
3
will show you how
to design the best possible digital products
and services.
www.cooper.com |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Cooper, Alan 1952- Reimann, Robert 1964- Cronin, Dave 1972- |
author_GND | (DE-588)138534144 (DE-588)138534241 (DE-588)138534276 |
author_facet | Cooper, Alan 1952- Reimann, Robert 1964- Cronin, Dave 1972- |
author_role | aut aut aut |
author_sort | Cooper, Alan 1952- |
author_variant | a c ac r r rr d c dc |
building | Verbundindex |
bvnumber | BV022537409 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.9.U83 |
callnumber-search | QA76.9.U83 |
callnumber-sort | QA 276.9 U83 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 252 ST 278 |
classification_tum | DAT 610f |
ctrlnum | (OCoLC)263717431 (DE-599)BVBBV022537409 |
dewey-full | 005.438 005.4/38 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
dewey-raw | 005.438 005.4/38 |
dewey-search | 005.438 005.4/38 |
dewey-sort | 15.438 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
edition | [3. ed.], completely rev. and updated |
format | Book |
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Darst.</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">While the ideas and principles in the original book remain as relevant as ever, the examples in "About Face 3" are updated to reflect the evolution of the Web. Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. "About Face 3" ensures that these objectives are met with the utmost ease and efficiency. Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build - a practice known as "Interaction Design." 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id | DE-604.BV022537409 |
illustrated | Illustrated |
index_date | 2024-07-02T18:08:54Z |
indexdate | 2024-07-09T20:59:45Z |
institution | BVB |
isbn | 9780470084113 |
language | English |
lccn | 2007004977 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-015743902 |
oclc_num | 263717431 |
open_access_boolean | |
owner | DE-91G DE-BY-TUM DE-355 DE-BY-UBR DE-Aug4 DE-20 DE-523 DE-634 DE-703 DE-11 DE-M347 DE-525 DE-1049 DE-29T |
owner_facet | DE-91G DE-BY-TUM DE-355 DE-BY-UBR DE-Aug4 DE-20 DE-523 DE-634 DE-703 DE-11 DE-M347 DE-525 DE-1049 DE-29T |
physical | XXXV, 610 S. Ill., graph. Darst. |
publishDate | 2007 |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | Wiley |
record_format | marc |
spelling | Cooper, Alan 1952- Verfasser (DE-588)138534144 aut About face 3 the essentials of interaction design Alan Cooper, Robert Reimann, and Dave Cronin About face three [3. ed.], completely rev. and updated Indianapolis, IN Wiley 2007 XXXV, 610 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references While the ideas and principles in the original book remain as relevant as ever, the examples in "About Face 3" are updated to reflect the evolution of the Web. Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. "About Face 3" ensures that these objectives are met with the utmost ease and efficiency. Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build - a practice known as "Interaction Design." Cooper is now the leader in this growing field. User interfaces (Computer systems) Human-computer interaction Softwareergonomie (DE-588)4116523-8 gnd rswk-swf Produktgestaltung (DE-588)4047340-5 gnd rswk-swf Benutzeroberfläche (DE-588)4131424-4 gnd rswk-swf Benutzerfreundlichkeit (DE-588)4005541-3 gnd rswk-swf Mediendesign (DE-588)4823394-8 gnd rswk-swf Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd rswk-swf Mensch-Maschine-Kommunikation (DE-588)4125909-9 s Mediendesign (DE-588)4823394-8 s Produktgestaltung (DE-588)4047340-5 s Benutzeroberfläche (DE-588)4131424-4 s Benutzerfreundlichkeit (DE-588)4005541-3 s Softwareergonomie (DE-588)4116523-8 s DE-604 Reimann, Robert 1964- Verfasser (DE-588)138534241 aut Cronin, Dave 1972- Verfasser (DE-588)138534276 aut http://www.loc.gov/catdir/toc/ecip0710/2007004977.html Table of contents only Digitalisierung UB Regensburg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015743902&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015743902&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Cooper, Alan 1952- Reimann, Robert 1964- Cronin, Dave 1972- About face 3 the essentials of interaction design User interfaces (Computer systems) Human-computer interaction Softwareergonomie (DE-588)4116523-8 gnd Produktgestaltung (DE-588)4047340-5 gnd Benutzeroberfläche (DE-588)4131424-4 gnd Benutzerfreundlichkeit (DE-588)4005541-3 gnd Mediendesign (DE-588)4823394-8 gnd Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd |
subject_GND | (DE-588)4116523-8 (DE-588)4047340-5 (DE-588)4131424-4 (DE-588)4005541-3 (DE-588)4823394-8 (DE-588)4125909-9 |
title | About face 3 the essentials of interaction design |
title_alt | About face three |
title_auth | About face 3 the essentials of interaction design |
title_exact_search | About face 3 the essentials of interaction design |
title_exact_search_txtP | About face 3 the essentials of interaction design |
title_full | About face 3 the essentials of interaction design Alan Cooper, Robert Reimann, and Dave Cronin |
title_fullStr | About face 3 the essentials of interaction design Alan Cooper, Robert Reimann, and Dave Cronin |
title_full_unstemmed | About face 3 the essentials of interaction design Alan Cooper, Robert Reimann, and Dave Cronin |
title_short | About face 3 |
title_sort | about face 3 the essentials of interaction design |
title_sub | the essentials of interaction design |
topic | User interfaces (Computer systems) Human-computer interaction Softwareergonomie (DE-588)4116523-8 gnd Produktgestaltung (DE-588)4047340-5 gnd Benutzeroberfläche (DE-588)4131424-4 gnd Benutzerfreundlichkeit (DE-588)4005541-3 gnd Mediendesign (DE-588)4823394-8 gnd Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd |
topic_facet | User interfaces (Computer systems) Human-computer interaction Softwareergonomie Produktgestaltung Benutzeroberfläche Benutzerfreundlichkeit Mediendesign Mensch-Maschine-Kommunikation |
url | http://www.loc.gov/catdir/toc/ecip0710/2007004977.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015743902&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015743902&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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