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دانلود کتاب Bulletproof Web Design

دانلود کتاب طراحی وب ضد گلوله

Bulletproof Web Design

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Bulletproof Web Design

دسته بندی: شبکه سازی: اینترنت
ویرایش: 2 
نویسندگان:   
سری:  
ISBN (شابک) : 9780321509024, 0321509021 
ناشر: New Riders Press 
سال نشر: 2008 
تعداد صفحات: 0 
زبان: English 
فرمت فایل : CHM (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 34 مگابایت 

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توضیحاتی درمورد کتاب به خارجی

This book is about interaction design—the practice ofdesigning interactive digital products, environments, systems, and services. Like many design disciplines, interaction design is concerned with form.However,first and foremost,interaction design focuses on something that traditional design disciplines do not often explore:the design ofbehavior.Most design affectshuman behavior:Architecture is concerned with how people use physical space, and graphic design often attempts to motivate or facilitate a response.But now,with the ubiquity ofsilicon-enabled products—from computers to cars and phones—we routinely create products that exhibitcomplex behavior.Доп. информация: книга посвящена проектированию взаимодействия - практике создания цифровых интерактивных продуктов, сред, систем и служб и проектированию поведения, в частности. В ней описывается конкретный подход к проектированию взаимодействия получивший название «Целеориентированный метод» (Goal-Directed Design, © Alan Cooper), при котором акцент ставится на первоначальных мотивах использования продукта людьми, а также учитываются их ожидания, опыт и способности, - все то, что помогает находить решения, которые люди находят мощными и приятными.От начала и до конца книги авторы старались более наглядно рассказывать о концепциях, методах и проблемах визуальной части пользовательских интерфейсов, а также о проблемах, возникающих за пределами настольных компьютеров(Алан Купер об интерфейсе. Основы проектирования взаимодействия)

содержание

About the Authors Foreword: The Postindustrial World Acknowledgments Introduction to the Third Edition

Part I. Understanding Goal-Directed Design

Chapter 1. Goal-Directed Design

Digital Products Need Better Design Methods The creation ofdigital products today Why are these products so bad? The Evolution ofDesign in Manufacturing Planning and Designing Behavior Recognizing User Goals Goals versus tasks and activities Designing to meet goals in context The Goal-Directed Design Process Bridging the gap A process overview Goals,not features,are the key to product success

Chapter 2. Implementation Models and Mental Models

Implementation Models User Mental Models Represented Models Most Software Conforms to Implementation Models User interfaces designed by engineers follow the implementation model Mathematical thinking leads to implementation model interfaces Mechanical-Age versus Information-Age Represented Models Mechanical-Age representations New technology demands new representations Mechanical-Age representations degrade user interaction Improving on Mechanical-Age representations:An example

Chapter 3. Beginners, Experts, and Intermediates

Perpetual Intermediates Designing for Different Experience Levels What beginners need Getting beginners on board What experts need What perpetual intermediates need

Chapter 4. Understanding Users: Qualitative Research

Qualitative versus Quantitative Research The value ofqualitative research Types ofqualitative research Ethnographic Interviews:Interviewing and Observing Users Contextual inquiry Improving on contextual inquiry Preparing for ethnographic interviews Conducting ethnographic interviews Other Types ofResearch Focus groups Market demographics and market segments Usability and user testing Card sorting Task analysis

Chapter 5. Modeling Users: Personas and Goals

Why Model? Personas Strengths ofpersonas as a design tool Personas are based on research Personas are represented as individual people Personas represent groups ofusers Personas explore ranges ofbehavior Personas must have motivations Personas can also represent nonusers Personas and other user models When rigorous personas aren’t possible:Provisional personas Goals Goals motivate usage patterns Goals should be inferred from qualitative data User goals and cognitive processing The three types ofuser goals User goals are user motivations Types ofgoals Successful products meet user goals first Constructing Personas Step 1:Identify behavioral variables Step 2:Map interview subjects to behavioral variables Step 3:Identify significant behavior patterns Step 4:Synthesize characteristics and relevant goals Step 5:Check for completeness and redundancy Step 6:Expand description ofattributes and behaviors Step 7:Designate persona types Other Models Workflow models Artifact models Physical models

Chapter 6. The Foundations of Design: Scenarios and Requirements

Scenarios:Narrative as a Design Tool Scenarios in design Using personas in scenarios Different types ofscenarios Persona-based scenarios versus use cases Requirements:The “What”ofInteraction Design Requirements Definition Using Personas and Scenarios Step 1:Creating problem and vision statements Step 2:Brainstorming Step 3:Identifying persona expectations Step 4:Constructing context scenarios Step 5:Identifying requirements

Chapter 7. From Requirements to Design: The Framework and Refinement

The Design Framework Defining the interaction framework Defining the visual design framework Defining the industrial design framework Refining the Form and Behavior Design Validation and Usability Testing When to test:Summative and formative evaluations Conducting formative usability tests Designer involvement in usability studies

Part II. Designing Behavior and Form

Chapter 8. Synthesizing Good Design: Principles and Patterns

Interaction Design Principles Principles operate at different levels ofdetail Behavioral and interface-level principles minimize work Design Values Ethical interaction design Purposeful interaction design Pragmatic interaction design Elegant interaction design Interaction Design Patterns Architectural patterns and interaction design Recording and using interaction design patterns Types ofinteraction design patterns

Chapter 9. Platform and Posture

Posture Designing Desktop Software Designing for the Web Informational Web sites Transactional Web sites Web applications Internet-enabled applications Intranets Other Platforms General design principles Designing for handhelds Designing for kiosks Designing for television-based interfaces Designing for automotive interfaces Designing for appliances Designing for audible interfaces

Chapter 10. Orchestration and Flow

Flow and Transparency Designing Harmonious Interactions

Chapter 11. Eliminating Excise

GUI Excise Excise and expert users Training wheels “Pure”excise Visual excise Determining what is excise Stopping the Proceedings Errors,notifiers,and confirmation messages Making users ask permission Common Excise Traps Navigation Is Excise Navigation among multiple screens,views,or pages Navigation between panes Navigation between tools and menus Navigation ofinformation Improving Navigation Reduce the number ofplaces to go Provide signposts Provide overviews Provide appropriate mapping ofcontrols to functions Inflect your interface to match user needs Avoid hierarchies

Chapter 12. Designing Good Behavior

Designing Considerate Products Considerate products take an interest Considerate products are deferential Considerate products are forthcoming Considerate products use common sense Considerate products anticipate human needs Considerate products are conscientious Considerate products don’t burden you with their personal problems Considerate products keep us informed Considerate products are perceptive Considerate products are self-confident Considerate products don’t ask a lot ofquestions Considerate products fail gracefully Considerate products know when to bend the rules Considerate products take responsibility Designing Smart Products Putting the idle cycles to work Smart products have a memory Task coherence Actions to remember Applying memory to your applications

Chapter 13. Metaphors, Idioms, and Affordances

Interface Paradigms Implementation-centric interfaces Metaphoric interfaces Idiomatic interfaces Further Limitations ofMetaphors Finding good metaphors The problems with global metaphors Macs and metaphors:A revisionist view Building Idioms Manual Affordances Semantics ofmanual affordances Fulfilling user expectations ofaffordances

Chapter 14. Visual Interface Design

Art,Visual Interface Design,and Other Design Disciplines Graphic design and user interfaces Visual information design Industrial design The Building Blocks ofVisual Interface Design Shape Size Value Hue Orientation Texture Position Principles ofVisual Interface Design Use visual properties to group elements and provide clear hierarchy Provide visual structure and flow at each level oforganization Use cohesive,consistent,and contextually appropriate imagery Integrate style and function comprehensively and purposefully Avoid visual noise and clutter Keep it simple Text in visual interfaces Color in visual interfaces Visual interface design for handhelds and other devices Principles ofVisual Information Design Enforce visual comparisons Show causality Show multiple variables Integrate text,graphics,and data in one display Ensure the quality,relevance,and integrity ofthe content Show things adjacently in space,not stacked in time Don’t de-quantify quantifiable data Consistency and Standards Benefits ofinterface standards Risks ofinterface standards Standards,guidelines,and rules ofthumb When to violate guidelines Consistency and standards across applications

Part III. Designing Interaction Details

Chapter 15. Searching and Finding: Improving Data Retrieval

Storage and Retrieval Systems Storage and Retrieval in the Physical World Everything in its place:Storage and retrieval by location Indexed retrieval Storage and Retrieval in the Digital World Relational Databases versus Digital Soup Organizing the unorganizable Problems with databases The attribute-based alternative Natural Language Output:An Ideal Interface for Attribute-Based Retrieval

Chapter 16. Understanding Undo

Users and Undo User mental models ofmistakes Undo enables exploration Designing an Undo Facility Types and Variants ofUndo Incremental and procedural actions Blind and explanatory Undo Single and multiple Undo Redo Group multiple Undo Other Models for Undo-Like Behavior Comparison:What would this look like? Category-specific Undo Deleted data buffers Versioning and reversion Freezing Undo-ProofOperations

Chapter 17. Rethinking Files and Save

What’s Wrong with Saving Changes to Files? Problems with the Implementation Model Closing documents and removing unwanted changes Save As Archiving Implementation Model versus Mental Model Dispensing with the Implementation Model Designing with a Unified File Model Automatically saving Creating a copy Naming and renaming Placing and moving Specifying the stored format Reversing changes Abandoning all changes Creating a version A new File menu A new name for the File menu Communicating status Are Disks and File Systems a Feature? Time for Change

Chapter 18. Improving Data Entry

Data Integrity versus Data Immunity Data immunity What about missing data? Data entry and fudgeability Auditing versus Editing

Chapter 19. Pointing, Selecting, and Direct Manipulation

Direct Manipulation Pointing Devices Using the mouse Mouse buttons Pointing and clicking with a mouse Mouse-up and mouse-down events Pointing and the Cursor Pliancy and hinting Selection Command ordering and selection Discrete and contiguous selection Insertion and replacement Visual indication ofselection Drag-and-Drop Visual feedback for drag-and-drop Other drag-and-drop interaction issues Control Manipulation Palette Tools Modal tools Charged cursor tools Object Manipulation Repositioning Resizing and reshaping 3D object manipulation Object Connection

Chapter 20. Window Behaviors

PARC and the Alto PARC’s Principles Visual metaphors Avoiding modes Overlapping windows Microsoft and Tiled Windows Full-Screen Applications Multipaned Applications Designing with Windows Unnecessary rooms Necessary rooms Windows pollution Window States MDI versus SDI

Chapter 21. Controls

Avoiding Control-Laden Dialog Boxes Imperative Controls Buttons Butcons Hyperlinks Selection Controls Check boxes Flip-flop buttons:A selection idiom to avoid Radio buttons Combutcons List controls Combo boxes Tree controls Entry Controls Bounded and unbounded entry controls Spinners Dials and Sliders Thumbwheels Other bounded entry controls Unbounded entry:Text edit controls Display Controls Text controls Scrollbars Splitters Drawers and levers

Chapter 22.Menus

A Bit ofHistory The command-line interface Sequential hierarchical menus The Lotus 1-2-3 interface Drop-down and pop-up menus Menus Today:The Pedagogic Vecto




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