Universal Principles of UX: 100 Timeless Strategies to Create Positive Interactions Between People and Technology
Universal Principles of UX is a comprehensive, cross-disciplinary encyclopedia for user experience designers
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Minneapolis
Quarto Publishing Group USA
2023
|
Schriftenreihe: | Rockport Universal Ser
|
Schlagworte: | |
Zusammenfassung: | Universal Principles of UX is a comprehensive, cross-disciplinary encyclopedia for user experience designers |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Beschreibung: | 223 Seiten |
ISBN: | 9780760378045 |
Internformat
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505 | 8 | |a Cover -- Title -- Contents -- Preface -- Consider -- 01 The user comes first. -- 02 Work on UX and UI simultaneously. -- 03 UI makes or breaks usability. -- 04 Always surpass expectations. -- 05 Design is not neutral. -- 06 Words matter. -- 07 Visual metaphors communicate fastest. -- 08 Attractive products are more usable. -- 09 People remember the unusual. -- 10 First and last items are remembered most. -- 11 Less is more. -- 12 Less is a bore. -- 13 Provide feedback quickly or else. -- 14 Friction isn't always bad. -- 15 First impressions matter. -- 16 UX design isn't timeless. -- 17 Nothing last forever. -- Empathize -- 18 Accessibility first. -- 19 Allow for differences in digital literacy. -- 20 Take extra care of seniors. -- 21 Children are not small adults. -- 22 Design for learnability. -- 23 Don't just design for novices. -- 24 Make the choice easy. -- 25 Diverse teams create better solutions. -- 26 Context matters more than screen size. -- 27 Design for clumsy handling. -- 28 Match the real world. -- 29 Know when to break with convention. -- 30 Persuade, don't coerce. -- 31 Design for passive attention. -- 32 Know the purpose. -- 33 Only interrupt when necessary. -- 34 Make notifications valuable. -- 35 Minimize form input. -- 36 Little time, little design. -- 37 Rules are meant to be broken. -- Define -- 38 Choose the right client. -- 39 Be a good detective. -- 40 Gather requirements. -- 41 Define the problem statement. -- 42 Find shortcuts. -- 43 Done is better than perfect. -- 44 Underpromise and overdeliver. -- 45 Introduce complexity only when necessary. -- 46 Some complexity cannot be reduced. -- 47 Imagine the user journey. -- 48 Create a user flow. -- 49 Remove barriers and obstacles. -- 50 What isn't there matters. -- 51 Pointing devices inform functionality. -- Research -- 52 Design cannot be fully objective | |
505 | 8 | |a 53 Most of the science in design is bullshit. -- 54 Do just enough research. -- 55 Map the ecosystem. -- 56 Look at the data. -- 57 Not everything that counts can be counted. -- 58 Test for statistical generalizability. -- 59 Don't base personas on assumptions. -- 60 Keep your enemies close. -- 61 Learn from bad examples. -- 62 Make expectations work in your favor. -- 63 Uncover consensus and ambiguity. -- Design -- 64 Brainstorm efficiently. -- 65 Build consensus. -- 66 Learn from real-world navigation. -- 67 Build a logical structure. -- 68 Visualize the relationship between pages. -- 69 Don't get gimmicky with navigation. -- 70 Yes, side doors matter. -- 71 Prime before presenting. -- 72 Move from low to high fidelity. -- 73 Don't just illustrate, annotate. -- 74 Interaction design is the brand. -- 75 Bad typography leads to bad UX. -- 76 So you think you can scroll. -- 77 Animate responsibly. -- 78 Make data lovable. -- 79 Dark mode rises. -- 80 Never give total control. -- 81 Personalization is hit or miss. -- 82 A word is worth a thousand pictures. -- 83 Understand the sales funnel. -- 84 Target the right devices. -- 85 Systems are great for corporations. -- 86 Modularity is great for designers. -- 87 Expect the unexpected. -- Validate -- 88 Voice assistants suck. -- 89 Don't ask for unnecessary things. -- 90 Manage errors effectively. -- 91 Accept many inputs. -- 92 Confirm user actions. -- 93 Broken pages shouldn't feel broken. -- 94 Fill the gap imagination can't bridge. -- 95 Metric-based design is silly. -- 96 Most issues can be spotted a mile ahead. -- 97 Don't grade your own homework. -- 98 Get the most bang for your buck. -- 99 Stay involved postlaunch. -- 100 Lower expectations for high satisfaction. -- About the Author -- Acknowledgments -- Index -- Copyright | |
520 | |a Universal Principles of UX is a comprehensive, cross-disciplinary encyclopedia for user experience designers | ||
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Datensatz im Suchindex
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adam_text | |
adam_txt | |
any_adam_object | |
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author | Pereyra, Irene |
author_facet | Pereyra, Irene |
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author_sort | Pereyra, Irene |
author_variant | i p ip |
building | Verbundindex |
bvnumber | BV048908341 |
classification_rvk | ST 278 |
contents | Cover -- Title -- Contents -- Preface -- Consider -- 01 The user comes first. -- 02 Work on UX and UI simultaneously. -- 03 UI makes or breaks usability. -- 04 Always surpass expectations. -- 05 Design is not neutral. -- 06 Words matter. -- 07 Visual metaphors communicate fastest. -- 08 Attractive products are more usable. -- 09 People remember the unusual. -- 10 First and last items are remembered most. -- 11 Less is more. -- 12 Less is a bore. -- 13 Provide feedback quickly or else. -- 14 Friction isn't always bad. -- 15 First impressions matter. -- 16 UX design isn't timeless. -- 17 Nothing last forever. -- Empathize -- 18 Accessibility first. -- 19 Allow for differences in digital literacy. -- 20 Take extra care of seniors. -- 21 Children are not small adults. -- 22 Design for learnability. -- 23 Don't just design for novices. -- 24 Make the choice easy. -- 25 Diverse teams create better solutions. -- 26 Context matters more than screen size. -- 27 Design for clumsy handling. -- 28 Match the real world. -- 29 Know when to break with convention. -- 30 Persuade, don't coerce. -- 31 Design for passive attention. -- 32 Know the purpose. -- 33 Only interrupt when necessary. -- 34 Make notifications valuable. -- 35 Minimize form input. -- 36 Little time, little design. -- 37 Rules are meant to be broken. -- Define -- 38 Choose the right client. -- 39 Be a good detective. -- 40 Gather requirements. -- 41 Define the problem statement. -- 42 Find shortcuts. -- 43 Done is better than perfect. -- 44 Underpromise and overdeliver. -- 45 Introduce complexity only when necessary. -- 46 Some complexity cannot be reduced. -- 47 Imagine the user journey. -- 48 Create a user flow. -- 49 Remove barriers and obstacles. -- 50 What isn't there matters. -- 51 Pointing devices inform functionality. -- Research -- 52 Design cannot be fully objective 53 Most of the science in design is bullshit. -- 54 Do just enough research. -- 55 Map the ecosystem. -- 56 Look at the data. -- 57 Not everything that counts can be counted. -- 58 Test for statistical generalizability. -- 59 Don't base personas on assumptions. -- 60 Keep your enemies close. -- 61 Learn from bad examples. -- 62 Make expectations work in your favor. -- 63 Uncover consensus and ambiguity. -- Design -- 64 Brainstorm efficiently. -- 65 Build consensus. -- 66 Learn from real-world navigation. -- 67 Build a logical structure. -- 68 Visualize the relationship between pages. -- 69 Don't get gimmicky with navigation. -- 70 Yes, side doors matter. -- 71 Prime before presenting. -- 72 Move from low to high fidelity. -- 73 Don't just illustrate, annotate. -- 74 Interaction design is the brand. -- 75 Bad typography leads to bad UX. -- 76 So you think you can scroll. -- 77 Animate responsibly. -- 78 Make data lovable. -- 79 Dark mode rises. -- 80 Never give total control. -- 81 Personalization is hit or miss. -- 82 A word is worth a thousand pictures. -- 83 Understand the sales funnel. -- 84 Target the right devices. -- 85 Systems are great for corporations. -- 86 Modularity is great for designers. -- 87 Expect the unexpected. -- Validate -- 88 Voice assistants suck. -- 89 Don't ask for unnecessary things. -- 90 Manage errors effectively. -- 91 Accept many inputs. -- 92 Confirm user actions. -- 93 Broken pages shouldn't feel broken. -- 94 Fill the gap imagination can't bridge. -- 95 Metric-based design is silly. -- 96 Most issues can be spotted a mile ahead. -- 97 Don't grade your own homework. -- 98 Get the most bang for your buck. -- 99 Stay involved postlaunch. -- 100 Lower expectations for high satisfaction. -- About the Author -- Acknowledgments -- Index -- Copyright |
ctrlnum | (OCoLC)1378489411 (DE-599)BVBBV048908341 |
discipline | Informatik |
discipline_str_mv | Informatik |
format | Book |
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id | DE-604.BV048908341 |
illustrated | Not Illustrated |
index_date | 2024-07-03T21:52:44Z |
indexdate | 2025-01-10T09:02:28Z |
institution | BVB |
isbn | 9780760378045 |
language | English |
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owner_facet | DE-573 DE-1051 DE-Aug4 |
physical | 223 Seiten |
publishDate | 2023 |
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spelling | Pereyra, Irene Verfasser aut Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology Minneapolis Quarto Publishing Group USA 2023 ©2023 223 Seiten txt rdacontent n rdamedia nc rdacarrier Rockport Universal Ser Description based on publisher supplied metadata and other sources Cover -- Title -- Contents -- Preface -- Consider -- 01 The user comes first. -- 02 Work on UX and UI simultaneously. -- 03 UI makes or breaks usability. -- 04 Always surpass expectations. -- 05 Design is not neutral. -- 06 Words matter. -- 07 Visual metaphors communicate fastest. -- 08 Attractive products are more usable. -- 09 People remember the unusual. -- 10 First and last items are remembered most. -- 11 Less is more. -- 12 Less is a bore. -- 13 Provide feedback quickly or else. -- 14 Friction isn't always bad. -- 15 First impressions matter. -- 16 UX design isn't timeless. -- 17 Nothing last forever. -- Empathize -- 18 Accessibility first. -- 19 Allow for differences in digital literacy. -- 20 Take extra care of seniors. -- 21 Children are not small adults. -- 22 Design for learnability. -- 23 Don't just design for novices. -- 24 Make the choice easy. -- 25 Diverse teams create better solutions. -- 26 Context matters more than screen size. -- 27 Design for clumsy handling. -- 28 Match the real world. -- 29 Know when to break with convention. -- 30 Persuade, don't coerce. -- 31 Design for passive attention. -- 32 Know the purpose. -- 33 Only interrupt when necessary. -- 34 Make notifications valuable. -- 35 Minimize form input. -- 36 Little time, little design. -- 37 Rules are meant to be broken. -- Define -- 38 Choose the right client. -- 39 Be a good detective. -- 40 Gather requirements. -- 41 Define the problem statement. -- 42 Find shortcuts. -- 43 Done is better than perfect. -- 44 Underpromise and overdeliver. -- 45 Introduce complexity only when necessary. -- 46 Some complexity cannot be reduced. -- 47 Imagine the user journey. -- 48 Create a user flow. -- 49 Remove barriers and obstacles. -- 50 What isn't there matters. -- 51 Pointing devices inform functionality. -- Research -- 52 Design cannot be fully objective 53 Most of the science in design is bullshit. -- 54 Do just enough research. -- 55 Map the ecosystem. -- 56 Look at the data. -- 57 Not everything that counts can be counted. -- 58 Test for statistical generalizability. -- 59 Don't base personas on assumptions. -- 60 Keep your enemies close. -- 61 Learn from bad examples. -- 62 Make expectations work in your favor. -- 63 Uncover consensus and ambiguity. -- Design -- 64 Brainstorm efficiently. -- 65 Build consensus. -- 66 Learn from real-world navigation. -- 67 Build a logical structure. -- 68 Visualize the relationship between pages. -- 69 Don't get gimmicky with navigation. -- 70 Yes, side doors matter. -- 71 Prime before presenting. -- 72 Move from low to high fidelity. -- 73 Don't just illustrate, annotate. -- 74 Interaction design is the brand. -- 75 Bad typography leads to bad UX. -- 76 So you think you can scroll. -- 77 Animate responsibly. -- 78 Make data lovable. -- 79 Dark mode rises. -- 80 Never give total control. -- 81 Personalization is hit or miss. -- 82 A word is worth a thousand pictures. -- 83 Understand the sales funnel. -- 84 Target the right devices. -- 85 Systems are great for corporations. -- 86 Modularity is great for designers. -- 87 Expect the unexpected. -- Validate -- 88 Voice assistants suck. -- 89 Don't ask for unnecessary things. -- 90 Manage errors effectively. -- 91 Accept many inputs. -- 92 Confirm user actions. -- 93 Broken pages shouldn't feel broken. -- 94 Fill the gap imagination can't bridge. -- 95 Metric-based design is silly. -- 96 Most issues can be spotted a mile ahead. -- 97 Don't grade your own homework. -- 98 Get the most bang for your buck. -- 99 Stay involved postlaunch. -- 100 Lower expectations for high satisfaction. -- About the Author -- Acknowledgments -- Index -- Copyright Universal Principles of UX is a comprehensive, cross-disciplinary encyclopedia for user experience designers Softwareentwicklung (DE-588)4116522-6 gnd rswk-swf Graphische Benutzeroberfläche (DE-588)4275084-2 gnd rswk-swf Benutzerfreundlichkeit (DE-588)4005541-3 gnd rswk-swf Graphische Benutzeroberfläche (DE-588)4275084-2 s Softwareentwicklung (DE-588)4116522-6 s Benutzerfreundlichkeit (DE-588)4005541-3 s DE-604 Erscheint auch als Druck-Ausgabe Pereyra, Irene Universal Principles of UX Minneapolis : Quarto Publishing Group USA,c2023 9780760378045 Erscheint auch als Online-Ausgabe 978-0-7603-7805-2 |
spellingShingle | Pereyra, Irene Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology Cover -- Title -- Contents -- Preface -- Consider -- 01 The user comes first. -- 02 Work on UX and UI simultaneously. -- 03 UI makes or breaks usability. -- 04 Always surpass expectations. -- 05 Design is not neutral. -- 06 Words matter. -- 07 Visual metaphors communicate fastest. -- 08 Attractive products are more usable. -- 09 People remember the unusual. -- 10 First and last items are remembered most. -- 11 Less is more. -- 12 Less is a bore. -- 13 Provide feedback quickly or else. -- 14 Friction isn't always bad. -- 15 First impressions matter. -- 16 UX design isn't timeless. -- 17 Nothing last forever. -- Empathize -- 18 Accessibility first. -- 19 Allow for differences in digital literacy. -- 20 Take extra care of seniors. -- 21 Children are not small adults. -- 22 Design for learnability. -- 23 Don't just design for novices. -- 24 Make the choice easy. -- 25 Diverse teams create better solutions. -- 26 Context matters more than screen size. -- 27 Design for clumsy handling. -- 28 Match the real world. -- 29 Know when to break with convention. -- 30 Persuade, don't coerce. -- 31 Design for passive attention. -- 32 Know the purpose. -- 33 Only interrupt when necessary. -- 34 Make notifications valuable. -- 35 Minimize form input. -- 36 Little time, little design. -- 37 Rules are meant to be broken. -- Define -- 38 Choose the right client. -- 39 Be a good detective. -- 40 Gather requirements. -- 41 Define the problem statement. -- 42 Find shortcuts. -- 43 Done is better than perfect. -- 44 Underpromise and overdeliver. -- 45 Introduce complexity only when necessary. -- 46 Some complexity cannot be reduced. -- 47 Imagine the user journey. -- 48 Create a user flow. -- 49 Remove barriers and obstacles. -- 50 What isn't there matters. -- 51 Pointing devices inform functionality. -- Research -- 52 Design cannot be fully objective 53 Most of the science in design is bullshit. -- 54 Do just enough research. -- 55 Map the ecosystem. -- 56 Look at the data. -- 57 Not everything that counts can be counted. -- 58 Test for statistical generalizability. -- 59 Don't base personas on assumptions. -- 60 Keep your enemies close. -- 61 Learn from bad examples. -- 62 Make expectations work in your favor. -- 63 Uncover consensus and ambiguity. -- Design -- 64 Brainstorm efficiently. -- 65 Build consensus. -- 66 Learn from real-world navigation. -- 67 Build a logical structure. -- 68 Visualize the relationship between pages. -- 69 Don't get gimmicky with navigation. -- 70 Yes, side doors matter. -- 71 Prime before presenting. -- 72 Move from low to high fidelity. -- 73 Don't just illustrate, annotate. -- 74 Interaction design is the brand. -- 75 Bad typography leads to bad UX. -- 76 So you think you can scroll. -- 77 Animate responsibly. -- 78 Make data lovable. -- 79 Dark mode rises. -- 80 Never give total control. -- 81 Personalization is hit or miss. -- 82 A word is worth a thousand pictures. -- 83 Understand the sales funnel. -- 84 Target the right devices. -- 85 Systems are great for corporations. -- 86 Modularity is great for designers. -- 87 Expect the unexpected. -- Validate -- 88 Voice assistants suck. -- 89 Don't ask for unnecessary things. -- 90 Manage errors effectively. -- 91 Accept many inputs. -- 92 Confirm user actions. -- 93 Broken pages shouldn't feel broken. -- 94 Fill the gap imagination can't bridge. -- 95 Metric-based design is silly. -- 96 Most issues can be spotted a mile ahead. -- 97 Don't grade your own homework. -- 98 Get the most bang for your buck. -- 99 Stay involved postlaunch. -- 100 Lower expectations for high satisfaction. -- About the Author -- Acknowledgments -- Index -- Copyright Softwareentwicklung (DE-588)4116522-6 gnd Graphische Benutzeroberfläche (DE-588)4275084-2 gnd Benutzerfreundlichkeit (DE-588)4005541-3 gnd |
subject_GND | (DE-588)4116522-6 (DE-588)4275084-2 (DE-588)4005541-3 |
title | Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology |
title_auth | Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology |
title_exact_search | Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology |
title_exact_search_txtP | Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology |
title_full | Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology |
title_fullStr | Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology |
title_full_unstemmed | Universal Principles of UX 100 Timeless Strategies to Create Positive Interactions Between People and Technology |
title_short | Universal Principles of UX |
title_sort | universal principles of ux 100 timeless strategies to create positive interactions between people and technology |
title_sub | 100 Timeless Strategies to Create Positive Interactions Between People and Technology |
topic | Softwareentwicklung (DE-588)4116522-6 gnd Graphische Benutzeroberfläche (DE-588)4275084-2 gnd Benutzerfreundlichkeit (DE-588)4005541-3 gnd |
topic_facet | Softwareentwicklung Graphische Benutzeroberfläche Benutzerfreundlichkeit |
work_keys_str_mv | AT pereyrairene universalprinciplesofux100timelessstrategiestocreatepositiveinteractionsbetweenpeopleandtechnology |