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The UX Book

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The UX Book

ویرایش: 2 
نویسندگان:   
سری:  
ISBN (شابک) : 9780128053423 
ناشر: Morgan Kaufmann 
سال نشر: 2018 
تعداد صفحات: 877 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 52 مگابایت 

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فهرست مطالب

Front-Matter_2019_The-UX-Book
	Front Matter
Copyright_2019_The-UX-Book
	Copyright
Dedication_2019_The-UX-Book
	Dedication
Preface_2019_The-UX-Book
	Preface
		``UX´´ Means User Experience
		Goals for This Book
		Usability Is Still Important
		But User Experience Is More Than Usability
		A Practical Approach
		Practical UX Methods
		From an Engineering Orientation to a Design Orientation
		Audiences
		What’s Changed Since the First Edition?
		New Content and Emphasis
		Tightened Up the Verbose Text
		A More Relaxed Approach to Grammar and Writing Style
		What We Dont Cover
		About the Exercises
		Team Projects
		About the Authors
Acknowledgments_2019_The-UX-Book
	Acknowledgments
Guiding-Principles-for-the-UX-Practitioner_2019_The-UX-Book
	Guiding Principles for the UX Practitioner
Introduction_2019_The-UX-Book3
	Introduction
Chapter-1---What-Are-UX-and-UX-Design-_2019_The-UX-Book
	What Are UX and UX Design?
		The Expanding Concept of Interaction
		Definition of UX
			Distinction From ``UI´´
			Distinction from ``HCI´´
			What Does ``UX´´ Mean?
			The Rise of UX
			What Is User Experience?
				Interaction, direct or indirect
				Totality of effects
				User experience is felt internally by the user
				Context and ecology are crucial to user experience
		UX Design
			Can a User Experience Be Designed?
			Importance of UX Design
		The Components of UX
			An Analogy With Fine Dining
			Usability
			Usefulness
			Emotional Impact
				Why include emotional impact?
				Deeper emotions
				Joy, excitement, and fun
				Attractive designs somehow work better
				Engagement and enticement
				Coolness and ``wow´´ in UX design
				Role of branding, marketing, and corporate culture
			Meaningfulness
		What UX Is Not
			Not Dummy Proofing or User Friendliness
			Not Just About Dressing Things Up in a Pretty Skin
			Not Just a Diagnostic View
		Kinds of Interaction and UX
			Localized Interaction
			Activity-Based Interaction
			System-Spanning Interaction
			The Dagstuhl Framework of Interaction and UX
		Service Experience
		Why Should We Care? The Business Case for UX
			Is the Fuss Over Usability Real?
			No One Is Complaining and It Is Selling Like Hotcakes
			Cost Justification
Chapter-2---The-Wheel--UX-Processes--Lifecycles--Methods--and_2019_The-UX-Bo
	The Wheel: UX Processes, Lifecycles, Methods, and Techniques
		Introduction
			Where Are We Heading?
			The Need for Process
			What Do You Get by Having a Process?
		The Basic Process Components for UX
			UX Design Lifecycle
			UX Lifecycle Activities
			UX Design Lifecycle Process
			The Wheel: A Model of the UX Lifecycle
			Lifecycle Subactivities
			UX Methods
			UX Techniques
			A Hierarchy of Terms
		The Fundamental UX Lifecycle Activities
			The Understand Needs UX Lifecycle Activity
			The Design Solutions UX Lifecycle Activity
				Interpretation of ``design´´: broad versus narrow
			The Prototype Candidates UX Lifecycle Activity
			The Evaluate UX Lifecycle Activity
		UX Design Techniques as Life Skills
			Observation
			Exercise 2.1: Make Some Deeper Observations
			Abstraction
			Note Taking
			Data/Idea Organization
			Modeling
			Storytelling
			Immersion
			Brainstorming
			Sketching and Drawing
			Framing and Reframing
			Reasoning and Deduction
			Prototyping and Envisioning
			Critical Thinking
			Iteration
			UX Techniques Are Used in Combination
		Choosing UX Processes, Methods, and Techniques
			The UX Lifecycle Process Choice
			The Idea of Appropriating Methods and Techniques
				Design situations: Dependencies that govern lifecycle activity, method, and technique choices
				Choosing methods and techniques
				Mapping project parameters to lifecycle activity, method, and technique choices
Chapter-3---Scope--Rigor--Complexity--and-Project-Perspectiv_2019_The-UX-Boo
	Scope, Rigor, Complexity, and Project Perspectives
		Introduction
			Rigor and Scope: Project Parameters that Determine Process Choices
		Rigor in a UX Method or Process
			What Is Rigor?
			Complexity as an Influence on the Need for Rigor
				The system complexity space
				Interaction complexity
				Domain complexity
				The system complexity space quadrants
					Simple interaction, simple work domain
					Complex interaction, complex work domain
					Complex interaction, simple work domain
					Simple interaction, complex work domain
					Gradations within the system complexity space
			Domain Familiarity as an Influence on the Need for Rigor
			Risk Aversion Influences the Need for Rigor
				The risk of data loss
				Risks associated with legal, safety, and compliance constraints
			The Stage of Development within Your Project as an Influence on the Need for Rigor
			Project Resources: Budgets, Schedules, and/or Personnel Capabilities are Determiners of Rigor
			Being Rapid in Lifecycle Activities, Methods, and Techniques
				Not every project needs rigorous UX methods
				Rapid methods are a natural result
				Over time our need for rigor has diminished
				Rapidness principle: Work as rapidly as you can
		Scope of Delivery
		The Commercial Product Perspective and the Enterprise System Perspective
			The Commercial Product Perspective
				Single-user products
				Multiuser collaborative products
			The Enterprise System Perspective
Chapter-4---Agile-Lifecycle-Processes-and-the-Funnel-Model-of_2019_The-UX-Bo
	Agile Lifecycle Processes and the Funnel Model of Agile UX
		Challenges in Building Systems
			Change Happens During a Project
				Evolution of project requirements and parameters
				External changes
			Two Views of These Changes
				Reality
				Designers understanding of these changes
			The Gap Between Views
			Responding to Change
			Closing the Gap
			True Usage is the Only Ascertainer of Requirements
			Communicating Feedback About Requirements
				Communication problems on the users side
		The Old Waterfall SE Lifecycle Process
			The Waterfall Process was an Early SE Attempt to Get Organized
			The Waterfall Process Did Have Some Feedback, But Not the Right Kind
				Verification and validation of phase work products
				But this wasnt enough
				Change discovered was too expensive to address
				Feedback was not communicated well with respect to user needs
				The bottom line
		Embracing an Agile Lifecycle Process
			Scope and Chunking are Key to Real Usage Feedback
			On the UX Side, Weve Always Had a Measure of Agility Without Chunking
			But SE Hasnt Had the Luxury of Making User-Facing Prototypes
			And SE Wasnt That Interested in Users, Anyway
			So Why Have we in UX Followed SE into an Agile Approach?
		The Funnel Model of Agile UX
			Why a New Model Was Needed
				Speed kills: Rapidness and agility are not the same
				The single biggest problem: UX was expected to follow the agile SE flow completely
			Introducing the Funnel Model of Agile UX
				Scope in the funnel model
				Speed and rigor in the funnel model
			Late Funnel Activities
				Syncing agile UX with agile SE sprints
			Early Funnel Activities
				The need to establish a conceptual design
				Small systems with low complexity
				SE needs a funnel model, too
				The nexus of early and late parts of the funnel
Chapter-5---Prelude-to-the-Process-Chapters_2019_The-UX-Book
	Prelude to the Process Chapters
		Introduction
		Intertwining of Processes, Methods, and Techniques
			Activity Timing
			Can We Describe It that Way in a Book?
			Readers Need a ``Pure´´ Description of Each Lifecycle Activity
		A dedicated UX Design Studio, an Essential Tool for Teamwork
			Why You Need a UX Design Studio
			What You Need in Your UX Design Studio
			Dedicated Space
			The Virginia Tech Industrial Designs Studio: The Kiva
		The Project Commission: How Does a Project Start?
			Key UX Team Roles from the Start
				Usage researcher
				UX designer
				Graphic or visual designer
				UX analyst
				Product owner
		The Middleburg University Ticket Transaction Service and the New Ticket Kiosk System
			The Existing System: The Middleburg University Ticket Transaction Service (MUTTS)
				Organizational context of the existing system
			The Proposed New System: The Ticket Kiosk System
			Rationale
		The Product Concept Statement
			Whats in a Product Concept Statement?
			Introduction to Process-Related Exercises
			Exercise 5.1: Product Concept Statement for a Product or System of Your Choice
		Welcome to the Process Chapters
Chapter-6---Background--Introduction_2019_The-UX-Book
	Background: Introduction
		This is a Reference Chapter
		Brief History and Roots of HCI and UX
			Frederick Winslow Taylor: Scientific Management
			Early Industrial and Human Factors Engineering
			Dreyfuss, after WW II
			Human Factors Meets HCI
			Computer Science: Hardware and Software Foundations of Human-Computer Interaction
			Changing Concepts of Computing and Interaction
				Disappearing technology
				Embedded, ubiquitous, and ambient interaction
				Situated, embodied, and tangible interaction
			Evolving Importance of UX
				Emerging desire for usability
				The rise of usability engineering
				The rise of user experience
		Shifting Paradigms in HCI and UX
			Engineering Paradigm
			Human Information Processing (HIP) Paradigm
			Phenomenological Paradigm
				Making meaning
			All three paradigms have a place in design and development
		Fun Interaction at Work
			What about Fun at Work
			Fun Can Make Some Work More Interesting
			But Fun Can Trade Off with Usability
			Fun Is Not Compatible with Some Work Situations
		Who Introduced The Waterfall Model?
		Silos, Walls, and Boundaries
			Working in Silos
			Throwing it Over the Wall
			Many Projects Collapsed Under the Weight
			UX Design Suffers
Introduction_2019_The-UX-Book4
	Usage Research
Chapter-7---Usage-Research-Data-Elicitation_2019_The-UX-Book
	Usage Research Data Elicitation
		Introduction
			You Are Here
			Usage Research Isnt about Asking Users What They Want
		Some Basic Concepts of Usage Research Data Elicitation
			The Concepts of Work, Work Practice, and Work Domain
			Understanding Other People\'s Work Practice
			Protecting Your Sources
			Not the Same as Task Analysis or a Marketing Survey
			Are We Studying an Existing Product/System or a New One?
		Data Elicitation Goals and Our Approach
			Eliciting Data to Synthesize a Broad Overall Picture
			It Requires Real Detective Work
			Tactical Goals
				Using usage research data rather than opinion
		Before the Visit: Prepare for Data Elicitation
			Learn about the Subject Domain
			Learn about the Client Company/Organization
			Learn about the Proposed Product or System
			Decide on Your Data Sources
				Interview subject-matter experts (SMEs)
				Use dual experts
				Listen to focus groups
				Employ user surveys
				Do competitive analysis
				Acquire domain knowledge through education
				Be your own domain expert
			Choose Visit Parameters
			Data Elicitation Goals Based on Scope
			Organize Your Data Elicitation Team
			Recruit Participants
			Identify Settings in Which to Study Usage
			Establish Need to Observe Users in Their Work Context
			Establish Management Understanding of Need to Keep Pressure Off Interviewees and Give Them Freedom to Comment Hon ...
			Prepare Your Initial Questions
		During the Visit: Collect Usage Data
			Set the Stage Upfront
			Interviewing versus Observing: What They Say versus What They Do
			Hints for Successful Data Elicitation
			Kinds of Information to Look for
				Specific Information to Look for
					User work roles
					User persona information
					Inputs to user stories
					Artifacts of the work practice and how they are used
					Flow of information and artifacts
					User tasks
					Physical work environment
					Information architecture
					Photo ops
				General information to look for
					Shadowing and the user journey
					Activity-based interaction data and the broader ecology
			Capture the Data
			For High Rigor, Maintain Connections to Data Sources
			Writing Good Raw Data Notes
			Exercise 7-1: Usage Research Data Elicitation for the Product or System of Your Choice
			Getting the Most Out of Data Elicitation
Chapter-8---Usage-Research-Data-Analysis_2019_The-UX-Book
	Usage Research Data Analysis
		Introduction
			You Are Here
			Overview of Usage Research Analysis Subactivities
		Distill the Essence from Your Usage Research by Synthesizing Work Activity Notes
			Work Activity Notes can be Handwritten or Typed into a Laptop
			Make Each Work Activity Note Elemental
			Make Each Work Activity Note Brief and Concise
			Make Each Work Activity Note Complete
			Make Each Work Activity Note Modular by Retaining Context
				Dont use an indefinite pronoun, such as ``this,´´ ``it,´´ ``they,´´ or ``them´´ unless its referent has already  ...
			Additional Information to Accompany Work Activity Notes
			For High Rigor, Maintain Connections to Data Sources
			Preview of Sorting Work Activity Notes into Categories
		Extract Work Activity Notes that Are Inputs to User Stories or Requirements
			User Stories and Requirements
			Extracting Inputs to User Stories or Requirements
		Extract Notes that Are Inputs to Usage Research Models
			Modeling Started Back at the Project Beginning
		The Remaining Work Activity Notes Become Inputs to YOUR METHOD FOR ORGANIZING THE NOTES BY CATEGORY
			Print Work Activity Notes
			Exercise 8-1: Work Activity Notes for Your Product or System
		Organize the Work Activity Notes
			Card Sorting Is a Simple Technique for Data Organization
		For Higher Rigor in Complex Projects, Construct a WAAD
			Affinity Diagrams
			Prepare Your Work Space and Your Team
			Compartmentalize the WAAD, Separating it by User Work Roles
			The Bottom-Up Process of WAAD Building
				Posting work activity notes
				Labels for groups of notes
				Growing labels with growing groups
				Splitting large groups
				As you work
			Use Technology to Support WAAD Building
			Continue Organizing Groups into a Hierarchy
			At the End, Create ``Highlights´´
			Observations from This Example
		Lead a Walkthrough of the WAAD to Get Feedback
			Exercise 8-2: WAAD Building for Your Product or System
		Synthesize the ``Elephant´´ that Is User Work Practice and Needs
Chapter-9---Usage-Research-Data-Modeling_2019_The-UX-Book
	Usage Research Data Modeling
		Introduction
			You Are Here
			What Are Usage Research Data Models and How Are They Used
			Kinds of Data Models
			Modeling Should Already be Well Established
		Some General ``How to´´ Suggestions for Data Modeling
			How Modeling Can Overlap with Usage Research Data Elicitation and Analysis
			For High Rigor, Maintain Connections to Data Sources
		The User Work Role Model
			What is a User Work Role?
			Subroles
			Mediated Work Roles
			Exercise 9-1: Identifying User Work Roles for Your Product or System
			User Class Definitions
				Knowledge- and skills-based characteristics
				Physiological characteristics
			Exercise 9.2: User Class Definitions for Your Product or System
			Post the Work Role Modeling Results
		User Personas
			What Are User Personas?
			Extracting Data for Personas
			A Preview of How to Create Personas
			Exercise 9.3: Early Sketch of a User Persona
		The Flow Model
			What Is a Flow Model?
			Central Importance of the Flow Model
			How to Make a Flow Model
			Exercise 9.4: Creating a Flow Model for Your Product or System
			The Customer Journey Map, a Kind of Flow Model
		Task Structure Models-The Hierarchical Task Inventory (HTI)
			The Task Models
			Benefits of a Task Structure Model
			Tasks versus Functions
			Create an HTI Model
			Hierarchical Relationships
			Avoid Temporal Implications
			HTI Can Often be Decomposed by User Work Role
			Exercise 9.5: HTI for Your Product or System
		Task Sequence Models
			What Are Task Sequence Models?
			Exercise 9-6: Usage Scenarios as Simple Task-Sequence Models for Your Product or System
			Components of Task Sequence Models
				Task and step goals
				Task triggers
				Task barriers
				Information and other needs in tasks
			How to Make a Step-by-Step Task Sequence Description
			Beyond Linear Task Sequence Models
			Essential Use Case Task Sequence Models
			Exercise 9.7: Task Sequence Model for MUTTS Ticket Buying
			State Diagrams: The Next Step in Representing Task Sequencing and Navigation
		Artifact Model
			Whats in an Artifact Model?
			Constructing the Artifact Model
		Physical Work Environment Model
			Include Hardware Design, When Appropriate
			Include Environmental Factors, When Appropriate
		Information Architecture Model
		The Social Model
			The Social Model Captures the Culture of the Shared Workplace
			Simplified Approach to the Social Model
			Identify Active Entities
			Identify Kinds of Issues, Pressures, Worries, and Concerns
			Add Concerns and Influences to the Social Model List
			Exercise 9.8: A Social Model for Your Product or System
			Exercise 9.9: A Social Model for Smartphone Usage
		Hybrid Models
		Model Consolidation
		Wrap Up
			Barrier Summaries Across All Models
			Post Data Models in Your UX Design Studio
Chapter-10---UX-Design-Requirements--User-Stories-and-Requir_2019_The-UX-Boo
	UX Design Requirements: User Stories and Requirements
		Introduction
			You are Here
			User Stories and Requirements Are About Codifying UX Design Wants
			Introduction to User Stories
			Introduction to Requirements
			Choose the Approach You Need
			Requirements in the UX World
				Requirements as design goals, not constraints
				UX requirements versus UX design prototypes as SE requirements
				Software and functional implications of UX design requirements
			Formal Requirements are Waning in Popularity
		User Stories
			The Truth About User Stories
				Asking users what they wanted was originally discouraged
				How can user stories make for complete requirements?
				Cleaning up the user stories
			What is a User Story?
			Team Selection
			Writing a User Story
			Extrapolation Requirements in User Stories: Generalization of Usage Research Data
			Organize Sets of User Stories for Use in UX Design
			Prioritizing User Stories for Design and Development
		UX Design Requirements
			Degree of Formality Can Vary
			Team Selection
			The Requirements Structure Evolves
			Compose Requirements Statements
			The Requirement Statement and Requirements Document
			Things to Look for in Your Requirements Notes
				Keep an eye out for emotional impact requirements and other ways to enhance the overall user experience
				Questions about missing data
				System support needs
				Constraints as requirements
			Exercise 10.1: Constraints for Your Product or System
			Exercise 10.2: Writing Requirement Statements for Your Product or System
		Validating User Stories and Requirements
			Coordinating Requirements, Terminology, and Consistency
			Take User Stories and Requirements Back to Customers and Users for Validation
			Resolve Organizational, Social, and Personal Issues Arising Out of Work Practice Changes
Chapter-11---Background--Understand-Needs_2019_The-UX-Book
	Background: Understand Needs
		This is a Reference Chapter
		A True Story: Voting Trouble Experienced by a Senior Citizen
		History of Contextual Inquiry
			Roots in Activity Theory
			Roots in Ethnography
			Getting Contextual Studies into HCI
			Connections to Participatory Design
		The SSA Model District Office-An Extreme and Successful Example of an Environment for Data Elicitation
		Roots of Essential Use Cases in Software Engineering
Introduction_2019_The-UX-Book6
	UX Design
Chapter-12---The-Nature-of-UX-Design_2019_The-UX-Book
	The Nature of UX Design
		Introduction
			You Are Here
			Moving Across the Gap from Analysis to Design
			Universality of Design and Relationship to Other Fields
			Relationship to Design in Architecture
			The Interdisciplinary Nature of Design
		What is Design?
			Two Ways the Word ``Design´´ is Used
				Design as a noun
				Design as a verb
		The Purpose of Design: Satisfying Human Needs
			A Pyramid of Human Needs
		Information, Information Design, and Information Architecture
			What is Information?
			Information Science
			Information Architecture
			Pervasive IA
			Information Architecture is so Much More
			Information Design
		Iteration in the Design Creation Sublifecycle
			Deciding on the Design Goal
			Generative Design Iteration
			Conceptual Design Iteration
			Intermediate Design Iteration
			Detailed Design Iteration
			Design Refinement Iteration
			SE Implementation
			UX Compliance Phase
		Design Lifecycle for the Agile UX Funnel
Chapter-13---Bottom-Up-Versus-Top-Down-Design_2019_The-UX-Book
	Bottom-Up Versus Top-Down Design
		Introduction
			You Are Here
		Bottom-Up Design: Designing for Existing Work Practice
			Recap of Our Process Steps Thus Far
			The Process so far is Bottom Up
			Human-Centered Design or User-Centered Design: Common Names for Bottom-Up Design
			Designing for Existing Work Practice is Practical
			The Role of Biases and Constraints
				Bias and inertia from existing usage and user preferences
				Bias and inertia from market success
				Effects from advances in technology
			Bottom-Up Design is Less Likely to Lead to Innovative Possibilities
		Abstract Work Activities
			Nature of Work and Work Practice
			Abstract Work Activity
			Work Activity Instances
			Why is it Useful to Start Top-Down Design with Abstract Work Activities?
				Provide a clearer understanding of the essence of work
				Illuminate possible design targets
		Top-Down Design: Designing for the Abstract Work Activity
			Top-Down Design Goal
			Characteristics of Top-Down Design
			Top-Down Design is not Always Practical
			Easing the Transition for Customers and Users
			Hedging Against Risks of Top-Down Design
			Extreme Top-Down Design is the Path to Disruptive Design
Chapter-14---Generative-Design--Ideation--Sketching--and-Crit_2019_The-UX-Bo
	Generative Design: Ideation, Sketching, and Critiquing
		Introduction
			You Are Here
			Preparing for Design Creation: Immersion
			The Role of Synthesis
			Overview of Generative Design: Intertwining of Ideation, Sketching, and Critiquing
		Ideation
			The Creative Role of Ideation in Design
			Ideas: The Building Blocks of Design
				What is an idea?
			Ideation Scope
			Ideation Informers, Catalysts, and Techniques
			Doing Ideation
			Exercise 14-1: Ideation About Aircraft Flight Recorders
			Ideation Informers
				User work roles
				Personas
			Exercise 14-2: Creating a User Persona for Your System
				Flow models and physical models
				Activity-based interaction and design
				Task structure and sequence models
				Artifact model
				Information architecture model
				Social models
				Requirements
			Ideation Catalysts
				The eureka moment
			Ideation Techniques
				Framing and reframing
				Abstraction: Getting back to the basics
				Magic wand: Asking ``what if?´´
				Incubation
				Design patterns and experience
				Traverse the different dimensions of the problem space
				Seek opportunities for embodied and tangible interaction
		Sketching
			Characteristics of Sketching
				Sketching is essential to ideation and design
				Sketching is a conversation about user experience
				Sketching is embodied cognition to aid invention
			Doing Sketching
				Stock up on sketching and mockup supplies
				Use the language of sketching
			Exercise 14-3: Practice in Ideation and Sketching
			Physical Mockups as Embodied Sketches
		Critiquing
			Include Users in the Critiquing Activity
		``Rules of Engagement´´ for Ideation, Sketching, and Critiquing
			Behave Yourself
			Be Aware of Which Mode You Are In
			Iterate to Explore
Chapter-15---Mental-Models-and-Conceptual-Design_2019_The-UX-Book
	Mental Models and Conceptual Design
		Introduction
			You Are Here
			Mental Models
		How a Conceptual Design Works as a Connection of Mental Models
			The Ideal Mental Model in Context
			The Designers Mental Model in Context
			The Users Mental Model in Context
			The Conceptual Design as Mapping Between Mental Models
		Design Starts with Conceptual Design
			Need for a Conceptual Design Component at Every Level in the User Needs Pyramid
			Conceptual Design for Work Practice Ecology: Describing Full Usage Context
			Conceptual Design for Interaction: Describing How Users Will Operate It
			Conceptual Design in the Emotional Perspective: Describing Intended Emotional Impact
			Leveraging Design Patterns in Conceptual Design
			Leveraging Metaphors in Conceptual Design
				Metaphors can cause confusion if not used properly
			Conceptual Design for Subsystems by Work Role
			Exercise 15.1: Conceptual Design for Your System
Chapter-16---Designing-the-Ecology-and-Pervasive-Information-_2019_The-UX-Bo
	Designing the Ecology and Pervasive Information Architecture
		Introduction
			You Are Here
		Designing for Ecological Needs
			Ecological Design: Foundational Layer of the Needs Pyramid Often Overlooked
			Designing the Ecology is about Usage Context
			Pervasive Information Architecture
			Ecological Design Spans Multiple Interaction Channels
			A Single Platform in an Ecology Can Have Multiple Interaction Channels
			For the User, the Entire Ecology Is a Single Service
		Creating an Ecological Design
			Exercise 16-1: Conceptual Design for the Ecology of Your System
		Designing an Ecology to Influence User Behavior
		Example: An Ecology for a Smart Shopping Application
			Some High-Level Issues
			Key Parts of the Design
			How it Works
				Finding things in the store
			Impulse Buying
			Exercise 16-2: Pursue this SmartKart Design Idea Further
Chapter-17---Designing-the-Interaction_2019_The-UX-Book
	Designing the Interaction
		Introduction
			You Are Here
		Designing for Interaction Needs
			Designing for Interaction Needs Is about Supporting Tasks
			Different Device Types in the Ecology Require Different Interaction Designs
		Creating an Interaction Design
			Start by Identifying All Devices and Their Roles in the Ecology
			Proceed with Generative Design
			Establish a Good Conceptual Design for the Interaction
			Leverage Interaction Design Patterns
			Establish the Information Architecture for Each Device
			Exercise 17-1: Conceptual Design for Interaction for Your System
			Envision Interaction Flows Across Different Devices in the Ecology
		Storyboards
			What Are Storyboards?
			Storyboards Can Cover All Layers of the Pyramid
			Importance of Between-Frame Transitions
			Exercise 17-2: Storyboard for Your System
		Wireframes
			The Path to Wireframes
			What Are Wireframes?
		Intermediate Interaction Design
		Interaction Design Production
		Exercise 17-3: Intermediate and Detailed Design for Your System
		Maintain a Custom Style Guide
			What is a Custom Style Guide?
			Why Use a Custom Style Guide?
			What to Put in a Custom Style Guide?
Chapter-18---Designing-for-Emotional-Impact_2019_The-UX-Book
	Designing for Emotional Impact
		Introduction
			You Are Here
		Designing for Emotional Needs
			What Designing for Emotional Needs Is About
				What users feel when interacting with the system
				Distinctiveness is a factor when designing for emotional impact
			Designing for Emotional Impact Is Often Neglected But can be a Market Differentiator
		Creating an Emotional Impact Design
			Start with Inputs for Emotional Impacts
			Conceptual Design for Emotional Aspects
				Mood boards: Creating a conceptual design for emotional aspects
			Intermediate Design for Emotional Impact
				Define the visual language and vocabulary
				Define the motion styles and physics of interaction for each design
				Define the tone of the language to be used in the design
				Define the audio characteristics to be used in the design
				Leverage social and psychological aspects in the design
			Emotional Impact Design Production
			Exercise 18-1: Conceptual Design for Emotional Response for Your System
Chapter-19---Background--Design_2019_The-UX-Book
	Background: Design
		This is a Reference Chapter
		Participatory Design
			Overview
			History and Origins of Participatory Design
			PICTIVE
		Mental models: An Example of How They can Make for Entertainment
Introduction_2019_The-UX-Book
	Part 4: Prototype Candidate Designs
Chapter-20---Prototyping_2019_The-UX-Book
	Prototyping
		Introduction
			You Are Here
			Prototyping Intertwines with Other UX Activities
			A Dilemma and a Solution
			Advantages of Prototyping
			Universality of Prototyping
			Scandinavian Origins of Prototyping
		Depth and Breadth of a Prototype
			Horizontal Prototypes
			Vertical Prototypes
			Local Prototypes
			``T´´ Prototypes
		Fidelity of Prototypes
		Wireframe Prototypes
			What is a Wireframe?
			Wireframe Design Elements
			Wireflow Prototypes
				What is a wireflow prototype?
			General Process of Representing Interaction
				Focus on user workflow
				Represent flow and navigation with state diagrams
			Create a Wireframe for Each State
		Build Up Prototypes in Increasing Levels of Fidelity
			High-Level Task Context
			Very Low-Fidelity Wireframe Sketches to Support Design Idea Exploration in Generative Design
				The nature of low-fidelity prototypes
				The first level of fidelity
				Decks of wireframes
			Static Low-Fidelity Wireframes to Summarize and Solidify Design with UX Team
				Lower fidelity means initial cost effectiveness
			Increased Fidelity Wireframes for Subsequent Design Reviews and Walkthroughs
				Establish a library of templates for interaction objects in your sketching tool
			Medium-Fidelity Wireframes with Some Navigational Behavior to Support Early Design Reviews and Walkthroughs
			Medium- to High-Fidelity Click-Through Prototypes to Support Empirical Evaluation
				Include ``decoy´´ user interface objects
				Make a ``this feature not yet implemented´´ message
			Medium- to High-Fidelity Prototypes Refined Through Evaluation and Iteration to Hand Off to Software Developers
				Do not think the UX team is now done
			Visually High-Fidelity Prototypes to Support Graphic Design
			Exercise 20-1: Building a Low- to Mid-Fidelity Wireframe Prototype Deck for Your System
		Specialized Prototypes
			Physical Mockups for Physical Interactivity
			Paper-in-Device Mockup Prototype, Especially for Mobile Applications
			Animated Prototypes
			Experience Prototyping, the Goal of High-Fidelity Physical Prototyping
			``Wizard of Oz´´ Prototypes
		Software Tools for Making Wireframes
Introduction_2019_The-UX-Book1
	Part5: UX Evaluation
Chapter-21---UX-Evaluation-Methods-and-Techniques_2019_The-UX-Book
	UX Evaluation Methods and Techniques
		Introduction
			You Are Here
			Methods versus Techniques
			User Testing? No!
			Types of UX Evaluation Data
				Quantitative versus qualitative data
				Objective versus subjective data
			Formative Evaluation versus Summative Evaluation
				Formal summative evaluation
				Informal summative evaluation
				Engineering UX evaluation: Formative plus informal summative
			Our Goal-Oriented Approach
		UX Evaluation Methods
			Empirical UX Evaluation Methods
			Analytic UX Evaluation Methods
			Comparison
			Some Specific Empirical UX Evaluation Methods
				Lab-based evaluation
				RITE
				Quasiempirical evaluation
			Weaknesses of UX Evaluation Methods
				Measurability of user experience: A problem on the empirical quantitative side
				Reliability of UX evaluation methods: A problem on the qualitative side
			Some Specific Analytic UX Evaluation Methods
				Early design reviews and design walkthroughs
				Expert UX inspection
				Heuristic evaluation (HE)
		Rigor versus Rapidness in UX Evaluation Methods and Techniques
			There Is a Tradeoff between Rapidness and Achievable Rigor
			All Methods Can Span a Range of Rigor and Speed
			High Rigor Is not Always a Goal
			Some Methods were Invented to Favor Rapidness Over Rigor
		UX Evaluation Data Collection Techniques
			Quantitative Data Collection Techniques
				Objective data: User performance measures
				Subjective data: User questionnaires
				Warning: Modifying a questionnaire can damage its validity
			Qualitative Data Collection Techniques
				Critical incident identification
				User think-aloud techniques
				Codiscovery
		Specialized UX Evaluation Methods
			Alpha and Beta Testing and Field Surveys
			Remote UX Evaluation
			Automatic UX Evaluation
		Adapting and Appropriating UX Evaluation Methods and Techniques
Chapter-22---Empirical-UX-Evaluation--UX-Goals--Metrics--and-_2019_The-UX-Bo
	Empirical UX Evaluation: UX Goals, Metrics, and Targets
		Introduction
			You Are Here
			Project Context for UX Metrics and Targets
		UX Target Tables
		Work Role and User Classes
		UX Goals
			Exercise 22-1: Identify UX Evaluation Goals for Your System
		UX Measures
		Measuring Instruments: Benchmark Tasks
			What Is a Benchmark Task?
			Selecting Benchmark Tasks
				Address designer questions with benchmark tasks and UX targets
				Create benchmark tasks for a representative spectrum of user tasks
				Start with short and easy tasks and then increase difficulty progressively
				Include some navigation where appropriate
				Avoid large amounts of typing (unless typing skill is being evaluated)
				Match the benchmark task to the UX measure
				Adapt scenarios or other task sequence representations already developed for design
				Use tasks in realistic combinations to evaluate task flow
				Pick tasks where you think or know the design has weaknesses
				Dont forget to evaluate with your power users
				To evaluate error recovery, a benchmark task can begin in an error state
				Consider tasks to evaluate performance in ``degraded modes´´ due to partial equipment failure
				Dont try to make a benchmark task for everything
			Crafting Benchmark Task Contents
				Remove any ambiguities with clear, precise, specific, and repeatable instructions
				Tell the user what task to do, but not how to do it
				Dont use words in benchmark tasks that appear specifically in the UX design
				Use work context and usage-centered wording, not system-oriented wording
				Have clear start and end points for timing
				Keep some mystery in it for the user
				Annotate situations where evaluators must ensure preconditions for running benchmark tasks
				Use ``rubrics´´ for special instructions to evaluators
			Other Benchmark Task Mechanics
				Put each benchmark task description on a separate sheet of paper
				Write a ``task script´´ for each benchmark task
				How many benchmark tasks and UX targets do you need?
				Ensure ecological validity
			Exercise 22.2: Create Benchmark Tasks and UX Targets for Your System
		Measuring Instrument: User Satisfaction Questionnaires
		UX Metrics
		Baseline Level
		Target Level
		Setting Levels
			Setting the Baseline Level
			Setting the Target Level
			A Few Additional Targets
		Observed Results
			Exercise 22-3: Creating Benchmark Tasks and UX Targets for Your System
		Practical Tips and Cautions for Creating UX Targets
		Rapid Approach to UX Goals, Metrics, and Targets
Chapter-23---Empirical-UX-Evaluation--Preparation_2019_The-UX-Book
	Empirical UX Evaluation: Preparation
		Introduction
			You Are Here
			A Plan for the Empirical UX Evaluation Session
		Evaluation Scope and Rigor
			Evaluation Scope
			Evaluation Rigor
		Goals for an Empirical UX Evaluation Session
		Select Team Roles
			Participation and Buy-In
			Facilitator
			Prototype Executor
			Quantitative Data Collectors
			Qualitative Data Collectors
			Supporting Actors
		Prepare an Effective Range of User Tasks
			Benchmark Tasks to Generate Quantitative Measures
			Unmeasured Tasks
			Exploratory Free ``Use´´
			User-Defined Tasks
		Recruit Participants
			Establish Budget and Schedule for Recruiting User Participants Upfront
			Identify the Right Kinds of Participants
				``Expert´´ participants
			Determine the Right Number of Participants
			Consider Recruiting Methods and Screening
			Use a Participant Recruiting Database
			Decide on Incentives and Remuneration
			Dont Give Up on Difficult-To-Find User Participants
			Recruit for Codiscovery
			Manage Participants as Any Other Valuable Resource
			Select Participants for Subsequent Iterations
		Prepare for the Session
			Lab and Equipment
			Session Parameters
				Task and session lengths
				Number of full lifecycle iterations
			Informed Consent
				Informed consent permission application
				Informed consent form
			Other Paperwork
				Nondisclosure agreements (NDAs)
				Questionnaires and surveys
				Data collection forms
			Training Materials
			The UX Evaluation Session Work Package
			Exercise 23-1: Empirical UX Evaluation Preparation for Your System
			Do Final Pilot Testing: Fix Your Wobbly Wheels
Chapter-24---Empirical-UX-Evaluation--Data-Collection-Methods-_2019_The-UX-B
	Empirical UX Evaluation: Data Collection Methods and Techniques
		Introduction
			You Are Here
			Empirical Ways of Generating and Collecting Data Within the Needs Pyramid
				Empirical methods and techniques for generating and collecting UX evaluation data in the ecological layer
		Empirical Methods and Techniques for Generating and Collecting Qualitative UX Data
			Critical Incident Identification
				What is a critical incident?
				Mostly used as a variation
				Who identifies critical incidents?
			Critical Incident Data Capture
				Whats in critical incident data?
				Avoid video recording
				Manual note taking for critical incident data collection
				Follow up on hunches
			The Think-Aloud Data Collection Technique
				Why use the think-aloud technique?
				How to manage the participant in the think-aloud technique
				Codiscovery think-aloud techniques
				Does thinking aloud affect quantitative task performance metrics in empirical evaluation?
		Empirical Methods and Techniques for Generating and Collecting Quantitative UX Data
			Objective Quantitative Data for User Performance Measurement
				Timing task performance
				Counting user errors
				What generally does not count as a user error?
			Subjective Quantitative Data Collection: Questionnaires
				Questionnaires as supplements to lab-based sessions
				Questionnaires as an evaluation method on their own
				Semantic differential scales
				The Questionnaire for User Interface Satisfaction (QUIS)
				The System Usability Scale (SUS)
				The Usefulness, Satisfaction, and Ease of Use (USE) questionnaire
				Other questionnaires
				Modifying questionnaires for your evaluation
				Modifying the Questionnaire for User Interface Satisfaction
				Modifying the System Usability Scale
			Methods and Techniques for Generating and Collecting Emotional Impact and Meaningfulness Data
			The Most Important Technique: Direct Observation
			Verbal Self-Reporting Techniques for Collecting Emotional Impact Data
				Using the think-aloud technique to evaluate emotional impact
				Questionnaires as a self-reporting technique for collecting emotional impact data
				The AttrakDiff questionnaire as a verbal self-reporting technique for collecting emotional impact data
				Scoring ATTRAKDIFF questionnaires
				Alternatives to AttrakDiff
			Direct Detection of Physiological Responses as Indicators of Emotional Impact
			Generating and Collecting Meaningfulness Evaluation Data
				Long-term studies to evaluate meaningfulness
				Goals of meaningfulness data collection techniques
				Direct observation and interviews in simulated real usage situations
				The importance of self-reporting
				Periodic questionnaires to sample meaningfulness
				Diary-based self-reporting by users
				Voicemail to capture user reports
				Evaluator-triggered reporting to control timing
		Procedures for Empirical Data Collection Sessions
			Preliminaries with Participants
				Introduce yourself and the lab: Be sure participants know what to expect
				Paperwork
			Session Protocol and Your Relationship with Participants
				Your attitude toward UX problems
				Cultivating a partnership with participants
			Prepare Yourself for Evaluating with Low-Fidelity Prototypes
			The Data Collection Session
				The session begins
				Interacting with participants during the session
				To help the participant or not to help the participant?
				Keeping your participant at ease
			Wrapping Up an Evaluation Session
				Postsession probing via interviews and questionnaires
				Reset for the next participant
		Rapid Empirical Methods for Generating and Collecting Qualitative UX Evaluation Data
			The Rapid Iterative Testing and Evaluation (RITE) UX Evaluation Method
				Introduction
				How to do it: The RITE UX evaluation method
				Variations in RITE data collection
			Quasiempirical UX Evaluation
				Introduction to quasiempirical UX evaluation
				Preparing for a quasiempirical evaluation session
				Conduct a quasiempirical session, collecting data
			Exercise 24-1: Empirical UX Evaluation Data Collection for Your System
Chapter-25---Analytic-UX-Evaluation--Data-Collection-Methods-a_2019_The-UX-B
	Analytic UX Evaluation: Data Collection Methods and Techniques
		Introduction
			You Are Here
			Adding Analytic Methods to the Mix
			Criticism of Analytic Methods
		Design Walk-Throughs and Reviews
			Design Walk-Throughs
			Design Reviews
			Prepare for a Design Review
			Conduct a Design Review Session
			After the Session
		Focus Groups
		Expert UX Inspection
			What is UX Inspection?
			Inspection is a Valuable Tool in the UX Toolbox
			How Many Inspectors are Needed?
			What Kind of Inspectors are Needed?
		Heuristic Evaluation, a UX Inspection Method
			Introduction
				The heuristics
				The procedure
				Documenting UX problems
				Variations abound
				Limitations
		Our Practical Approach to UX Inspection
			The Knock on Your Door
			Guided by Insight and Experience
			Use a Codiscovery or Team Approach in UX Inspection
			Explore Systematically With a Rich and Comprehensive Usage-Oriented View
			Inspection is Driven by Tasks and by the Design Itself
			Analytic UX Evaluation in the Layers of the Needs Pyramid
			Ecological-Layer Inspection
			Interaction-Layer Inspection
			Emotional-Layer Inspection
			Exercise 13-1: UX Inspection of Your System
Chapter-26---UX-Evaluation--Data-Analysis_2019_The-UX-Book
	UX Evaluation: Data Analysis
		Introduction
			You Are Here
		Analyze Quantitative Data
			Use Simple Descriptive Statistics
			Treat Subjective Quantitative Questionnaire Data as Simply as Possible
			Lining Up Your Quantitative Ducks
				Filling in the ``observed results´´
				Filling in the ``meet target?´´ column
			The Big Decision: Can We Stop Iterating?
				Convergence toward a quality user experience
		Analyze Qualitative UX Data
			Overview
			Analysis Preparation Steps
				Keep a participant around to help with early analysis
				Multiple sources of raw UX data
				Clean up the raw data before your memory fades
			Qualitative UX Data Analysis Steps
				Gather up your raw qualitative UX data notes
				Extract elemental data notes: Each refers to just one problem
				Edit raw UX data notes into UX problem descriptions
				Consolidate congruent data notes
				Group related UX problem descriptions to be fixed together
				Usage research analysis tools work here, too
				Higher level common issues within groups
			UX Problem Data Management
			Rapid Qualitative Data Analysis
		Cost-Importance Analysis: Prioritizing Problems to Fix
			Problem
			Importance to Fix
				Importance rating adjustments
			Solutions
			Cost to Fix
				Cost values for problem groups
				Calibration feedback from down the road: Comparing actual with predicted costs
			Priority Ratio
			Priority Rankings
			Cumulative Cost
			The Line of Affordability
			Drawing Conclusions: A Resolution for Each Problem
			Special Cases
				Tie-breakers
				Cost-importance analysis involving multiple problem solutions
				Problem groups straddling the line of affordability
				Priorities for emotional impact problems
			Rapid Cost-Importance Analysis
		Feedback to the Process
		Lessons From the Field
			Onion-Layers Effect
			UX Problem Data as Feedback to Process Improvement
			Exercise 26-1: UX Data Analysis for Your System
Chapter-27---UX-Evaluation--Reporting-Results_2019_The-UX-Book
	UX Evaluation: Reporting Results
		Introduction
			You Are Here
			Importance of Quality Communication
			Participant Anonymity
		Reporting Different Kinds of Data
			Reporting Informal Summative Results
				What if you need to convince the team to fix the problems?
			Reporting Qualitative Results-The UX Problems
				Common Industry Format for reporting
		Report Audiences
			Reporting to Inform Your Project Team
				Convey UX problem results clearly
				Meet with UX team and software developers in person
			Explaining UX Evaluation to Stakeholders
			Reporting to Inform and/or Influence Management
			Reporting to Customer or Client
		Report Content
			Individual Problem Reporting Content
			Give Some Coverage of the Ecological and Emotional Layers of the Needs Pyramid
			Include Cost-Importance Data
		Report Mechanics
			Consistency Rules
			Reporting Vocabulary
				Precision and specificity
				Jargon
			Report Tone
				Respect feelings
				Accentuate the positive and avoid blaming
			Reporting on Large Amounts of Qualitative Data
			Your Personal Presence in Reporting
			Exercise 27-1: UX Evaluation Reporting for Your System
Chapter-28---Background--UX-Evaluation_2019_The-UX-Book
	Background: UX Evaluation
		This is a Reference Chapter
		The Dangers of Trying to (or Even Appearing to) do FORMAL Summative Evaluation in UX Practice
			Engineering Versus Science
			What Happens in Engineering Stays in Engineering
		UX Evaluation Reliability
			Individual Differences Naturally Cause Variations in Results
			Why So Much Variation? UX Evaluation is Difficult
			``Discount´´ UX Evaluation Methods
				What is a ``discount´´ UX evaluation method?
				Criticism of discount methods
				Real limitations
				But do less rigorous methods work?
				Be practical
				Sometimes you do have to pay more to get more
				At the end of the day, discount methods are the way forward
		Historical Roots for UX Metrics and Targets
		The Early A330 Airbus-An Example of the Need for Ecological Validity in Testing
		Determining the Right Number of Participants
			How Many are Needed? A Difficult Question
			Rules of Thumb Abound
			An Analytic Basis for the Three-To-Five-Users Rule
				The underlying probability function
				The old balls-in-an-urn analogy
				Participant detection rates
				Cumulative percentage of problems to be found
				Marginal added detection and cost-benefit
				Assumptions do not always apply in the real world
		Historical Roots of the Critical Incident Technique
			Critical Incident Techniques Started Long Ago in Human Factors
			Mostly Used as a Variation
			Who Identifies Critical Incidents?
			Timing of Critical Incident Data Capture: The Evaluator\'s Awareness Zone
		Other Methods for Identifying Emotional Response to UX Designs
			Direct Observation of Physiological Responses as Indicators of Emotional Impact
			Biometrics to Detect Physiological Responses to Emotional Impact
			The HUMAINE Project-Physiological Techniques for Affective Measurements
		Nielsen and Molich\'s Original Heuristics
		UX Problem Data Management
Introduction_2019_The-UX-Book2
	Part 6: ConnectingAgile UX with AgileSoftware Engineering
Chapter-29---Connecting-Agile-UX-With-Agile-Software-Develop_2019_The-UX-Boo
	Connecting Agile UX With Agile Software Development
		Introduction
			Agility is not (just) about being fast
			Don’t Practice Agility Blindly
		Basics of Agile SE Methods
			Goals and Principles of Agile SE
			Contrasting With the Waterfall Method
				Operating in Silos
			Characteristics of Agile SE Methods
				Avoiding big design upfront
		Lifecycle Aspects of Agile SE
			Planning in Agile SE Methods
				Customer stories
				Story-based planning
				Managing customer stories and development tasks
				Controlling scope
			Sprints in Agile SE Methods
				Acceptance test creation
				Unit code test creation
				Implementation coding
				Code testing
				Regression testing
				Acceptance testing and deployment
		Challenges of Agile SE Methods from the UX Perspective
		What is Needed on the UX Side
		Problems to Anticipate
			UX and SE Dont Always Work Together the Way They are Supposed To
			The Need for a Full Overview: The Software Side Versus the UX Side
		A Synthesized Approach to Integrating Agile UX and Agile SE
			Integrating UX into Planning
				Small upfront analysis and design
				UX role helps customer write user stories
				The truth about user stories
				UX role helps customer prioritize user stories
			Integrating UX into Sprints
			Synchronizing the Two Agile Workflows
				Dove-tailed work activities
				The value of early delivery
				Continuous delivery
				The importance of regression testing
				Planning across iterations
				Communication during synchronization
Introduction_2019_The-UX-Book5
	Part 7: UX Affordances, the Interaction Cycle, and UX Design Guidelines
Chapter-30---Affordances-in-UX-Design_2019_The-UX-Book
	Affordances in UX Design
		Introduction
			Acknowledgement of Source
			The Concept of Affordance
			The Importance of Affordance Issues in UX Design
			Demystifying Affordances
			Five Different Kinds of Affordance in UX Design
		Cognitive Affordances
			Introduction
				Definition of cognitive affordance
				Starring role in UX design for new users
				How do users acquire cognitive support information?
				The meaning of cognitive affordances as found in shared conventions
			Exercise 30-1: Understanding Meaning Based on Cultural Conventions
			Cognitive Affordance Design Issues
				Cognitive affordance to get the user started
				Cognitive affordance to help users avoid task completion errors
				False cognitive affordances misinform and mislead
		Physical Affordances
			Introduction
				Definition of physical affordance
				Starring role in UX design for experienced or power users
				Some physical affordances are better than others; some depend on the user
				Physical affordances for opening doors
				Physical devices can also offer cognitive affordance
				Physical devices can also offer emotional affordance
			Physical Affordance Design Issues
				Helping user manipulate objects, do actions
				Physical disabilities
				Physical awkwardness
				Physicality
				Manual dexterity and Fitts law
				Physical overshoot
			Exercise 30-2: Other Examples of Physical Overshoot
		Sensory Affordance
			Introduction
				Definition of sensory affordance
			Visual Sensory Affordance Design Issues
				Visibility
				Noticeability
				Discernibility
				Text legibility
				Distinguishability
				Color
				Presentation timing
			Auditory Sensory Issues
			Haptic and Tactile Sensory Issues
		Functional Affordance
			Definition of Functional Affordance
		Emotional Affordance
			Definition of Emotional Affordance
			Affordances to Support Meaningfulness
		Putting Affordances Together in Design
			Affordance Roles-An Alliance in Design
			A UX Design Checklist of Affordances
			Exercise 30-3: Affordance Design Checklist
		User-Created Affordances as a Wake-Up Call to Designers
Chapter-31---The-Interaction-Cycle_2019_The-UX-Book
	The Interaction Cycle
		Introduction
			What is the Interaction Cycle?
			Need for a Theory-Based Conceptual Framework
		Norman\'s Stages-of-Action Model of Interaction
			Gulfs between User and System
				The gulf of execution
				The gulf of evaluation
			From Normans Model to Our Interaction Cycle
				Partitioning the model
				Adding outcomes and system response and emphasizing translation
		Interaction Cycle Categories of UX Design Issues
			Planning (Design Helping User Know What to Do)
			Translation (Design Helping User Know How to Do Something)
			Physical Actions (Design Helping User Do the Actions)
				Physical actions-concepts
			Outcomes (Internal, Invisible Effect/Result within System)
			Assessment (Design Helping User Know If Interaction Was Successful)
				Example: Creating a business report as a task within the interaction cycle
		Cooperative User-System Task Performance within the Interaction Cycle
			Primary Tasks
			Path Variations in the Interaction Cycle
			Secondary Tasks, Intention Shifts, and Stacking
Chapter-32---UX-Design-Guidelines_2019_The-UX-Book
	UX Design Guidelines
		Introduction
			Scope and Universality
			Some of Our Examples Are Intentionally Old
		Using and Interpreting UX Design Guidelines
		Human Memory Limitations
			Short-Term or Working Memory
				Chunking
				Stacking
				Cognitive load
				Recognition versus recall
				Shortcuts
			Other Kinds of Human Memory
				Sensory memory
				Muscle memory
				Long-term memory
		Review of the Interaction Cycle Structure
		Planning
			Clear System Task Model for User
			Planning for Efficient Task Paths
			Progress Indicators
			Avoiding Transaction Completion Slips
		Translation
			Existence of Cognitive Affordance
			Presentation of Cognitive Affordance
				Cognitive affordance visibility
				Cognitive affordance noticeability
				Cognitive affordance legibility
				Cognitive affordance presentation complexity
				Cognitive affordance presentation timing
				Cognitive affordance presentation consistency
			Content and Meaning of Cognitive Affordance
				Clarity of cognitive affordances
				Precise wording
					Data value formats
				Distinguishability of choices in cognitive affordances
				Consistency of cognitive affordances
				Controlling complexity of cognitive affordance content and meaning
				Likely user choices and useful defaults
				Supporting human memory limitations in cognitive affordances
				Cognitive directness in cognitive affordances
				Complete information in cognitive affordances
				User/usage centeredness in cognitive affordances
				Avoiding errors with cognitive affordances
				Cognitive affordances for error recovery
				Cognitive affordances for modes
			Task Structure
				Human working memory loads in task structure
				Design task structure for flexibility and efficiency
				Grouping for task efficiency
				Task thread continuity: Anticipating the most likely next step or task path
				Not undoing user work
				Keeping users in control
		Physical Actions
			Sensing Objects of Physical Actions
				Sensing objects to manipulate
				Sensing objects during manipulation
			Help User in Doing Physical Actions
				Awkwardness and physical disabilities
				Manual dexterity and Fitts law
				Constraining physical actions to avoid physical overshoot errors
			Haptics and physicality
		Outcomes
			System Functionality
			System Response Time
			Automation Issues
		Assessment
			System Response
			Assessment of System Feedback
			Existence of Feedback
			Presentation of Feedback
				Feedback visibility
				Feedback noticeability
				Feedback legibility
				Feedback presentation complexity
				Feedback timing
				Feedback presentation consistency
				Feedback presentation medium
			Content and Meaning of Feedback
				Clarity of feedback
				Precise wording
				Completeness of feedback
				Tone of feedback expression
				Usage centeredness of feedback
				Consistency of feedback
				User control over feedback detail
			Assessment of Information Displays
				Information organization for presentation
				Visual bandwidth for information display
		Overall
			Overall Simplicity
			Overall Consistency
				Structural consistency
				Consistency is not absolute
				Consistency can work against innovation
			Reducing Friction
			Humor
			Anthropomorphism
				Avoiding anthropomorphism
				The case in favor of anthropomorphism
			Tone and Psychological Impact
			Use of Sound and Color
			Text Legibility
			User Preferences
			Accommodation of User Differences
			Helpful Help
		Conclusions
Chapter-33---Background--Affordances--the-Interaction-Cycle--a_2019_The-UX-B
	Background: Affordances, the Interaction Cycle, and UX Design Guidelines
		This is a Reference Chapter
		A Little History of the Concept of Affordances
		Confusion Over Affordances in Early HCI/UX
		Examples of How Cognitive Affordances can be Informed by Shared Cultural Conventions
		How Functional Affordances Fit in with Gibsons Ecological View
		Where Did UX Design Guidelines Come from?
Parting-Thoughts_2019_The-UX-Book
	Parting Thoughts
References_2019_The-UX-Book
	References
Index_2019_The-UX-Book
	Index
		A
		B
		C
		D
		E
		F
		G
		H
		I
		J
		K
		L
		M
		N
		O
		P
		Q
		R
		S
		T
		U
		V
		W
		Y
		Z




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