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ویرایش: 1
نویسندگان: Joel Marsh
سری:
ISBN (شابک) : 1098110595, 9781098110598
ناشر: O'Reilly Media
سال نشر: 2024
تعداد صفحات: 363
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 7 مگابایت
در صورت تبدیل فایل کتاب UX for Business: How to Design Valuable Digital Companies به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب UX برای کسب و کار: نحوه طراحی شرکت های دیجیتال ارزشمند نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Copyright Table of Contents Preface The What The Right Thing How Do You Know You’re Designing the Right Thing? UX Is a Process: Humans Are the Constant UX Is a Process: Business Is Always Different The VDP Framework for UX in Real Life Value V = Value User Needs + Business Needs = Value Value Is User First, Business Second, and Always Both OK, but Seriously, What Is a Business Model? Value for the User, Not Lingo for the UX People Efficiency: Do More with Less Entertainment: Good Feelings Value for the Business: Efficiency Value for the Business: How Does It Grow? Great. So, What Are You Making? Let the Business Model Guide You Value Summary Diagnosis “We Tried That; It Didn’t Work” Allow Me to Introduce Diagnostic Design Imagine a Doctor Now Imagine Like a Doctor Take a History: Context Is Everything Ask Basic Questions First: Who, What, When, Where, Why Identify Symptoms How Do Symptoms Change Over Time? Make a List of Symptoms Find Clusters of Symptoms Formulate the Problem Test to Confirm (Ideally, with Real Users) Hypothesis + Positive Test Result = Diagnosis You Are the Doctor; Your Designs Are the Patients Diagnostic Design Comes with a Lot of Big Benefits Diagnostic Design Is Battle-Tested On a Personal Note... Diagnostic Design, in Summary Probability Don’t Be Lucky; Be Smart All Things Being Equal, What Will a User Click? Probability Intuition: You Can’t Do the Second Thing Before You Do the First Thing Effort and Time Both Work This Way Incentives (Motivations) Also Work This Way! “Yeah, but Who Would Do That?” UX Is a Numbers Game Data + Understanding Probability = Insights More Users, More Predictable Probability Is How We Optimize Design Is Redesign: Your Second Try Is Often Luckier Than the First There Is a Lifetime of Nuance to This Probabilistic Design, in Summary VDP: Put It All Together Make It Work, Make It Right, Make It Scale Value, Diagnostics, and Probability Work Together Quick Detour: Advice Most Advice Is Bad Advice A Simple Button A Button Is One of the Simplest Things to Design. Or Is It? It’s Just a Button. How Hard Can It Be? Is a Button the Right Answer? Take a History: What Does This Button Do? Constructive Buttons Add Value Constructive Buttons Need Higher Probability Special Buttons: Constructive Buttons That Are Make-or-Break Destructive Buttons Reduce Value Destructive Buttons Need Lower Probability Appropriate Friction Ethical Note A Modal No Button Is an Island Constructive and Special Modals Need Higher Probability Destructive Modals Need Appropriate Friction A Page Let’s Combine a Few Design Clusters into a Whole Page Take a History: What Does This Page Do? Take a History: A Lead Generation Page Take a History: Pricing Page You Know Too Much Prioritize the Clicks You Prefer Scrolling Is Navigation Protip: Looking Versus Seeing It Is Hard to Stop Scrolling! Visual Hierarchy Use Visual Hierarchy to Control Probability Design Good Comparisons Be Ethical When You’re Designing Choices A Flow One Type of Information Architecture: A Flow Conversion Take a History: What Is the Purpose of This Flow? Design Is a Two-Way Conversation A Flow Includes Time Design Each Flow for What It Does Optional or Required? Get the Valuable Stuff First! How Familiar Are the Questions? Speed or Accuracy? Information or Conversions? How Necessary or Valuable Is It, for the User? Easier Steps or Fewer Steps? How Often Will the User Do This Flow? Are You Just Getting Input, or Are Users Making Choices? Is It Long? Are There Legal, Financial, or Security Risks? How Should We Measure a Flow? Quick Detour: Redesign Design Is Redesign Reasons to Design More Than One Version of the Same Thing Should Everything Be Responsive? Consistency Isn’t Always a Good Thing (Functional Inconsistency) Brand Isn’t UX A/B Testing Is Science, Not Guessing A Structure Another Type of Information Architecture: Structure Build Structure Around Value, Not Semantics Probability Should Define the Structure Don’t Stop Yet! Leaving Is Still an Option. Analytics: Diagnose Structures as a System A Three-Screen Banking App We Also Need Settings Diagnosis: This Is an Efficiency App Probability: Make It More Efficient Another Structure: A Three-Page Portfolio Site Is a Portfolio Efficiency or Entertainment? Diagnosis: Users Only See One Project?! Probability: Why Only That Project? Why Does a Loop Work? Little Loops Become Big at Scale A Simple Business Let’s Start with an Ecommerce Site Understand the Brand! Value 1: Browsing and Finding Products Value 2: Buying Products Aim for Perfection Be Quantitative and Qualitative Think About More Than One Visit Think in Comparisons Use Probability to Sell More Content-Heavy Products and Services Content Is the Purpose Revenue Without Conversion Page Views as a Priority Time-per-Visit as a Priority Diagnosis: Balancing User Value and Business Value Conflict: User Value Versus Business Value Another Conflict: Paywalls Versus Ads Observe Long-Term Trends Probability: Your Best Content and Users A More Complicated Structure Most Real Products and Services Are Not Simple When a Site Is Big, Structure Is Very Important What Should Be in the Main Menu? Information Density Put the Business Value Near the User Value Don’t Get That Backward! Navigate All the Things: Shortcuts Are Powerful Search, Menus, Scrolling, Dynamic Content...It’s All One Thing Search as Navigation Search Is Just a Sophisticated Menu—Or Not Google Is the Internet’s Main Menu Bad Search Can Be Worse Than No Search Good Search Can Add a Lot of Value Search Is Hard to Predict: Data Is Your Friend Search Should Have a Purpose Probability: Order Things with Data Marketing-Driven Versus Revenue-Driven Products Too Much Agency Work Can Warp Your Sense of Value Brand Value or Business Value? The Purposes Are Different The Real Difference Is in the Inputs and Outputs Quick Detour: Competitive Advantages Real Competitive Advantages Are Long-Term A Marketplace Complex Products and Services Are More Than the Sum of Their Features Supply and Demand as Products Marketplaces Make Money in Specific Ways Diagnosis: How Do Users Look for Each Other? Diagnosis: What Percentage of Users Find a Match? Diagnosis: What Else Do Users Need to Make a Decision? Cheaters Gonna Cheat Probability Kills a Lot of Marketplaces Marketplace Design Should Increase Probability, Radically Probability Is in the Nature of a Marketplace B2B Software: SaaS, PaaS, Etc. What Is B2B? B2B Versus B2C Versus B2B2C B2B and B2C in General Welcome to Sales-Driven UX! Buyers Versus Users What Are You Selling, Really? Design for What You Really Sell Self-Service Versus Sales What Does the Company Buy to Make What the Customers Buy? Revenue Models: How Customers Pay Is Make-or-Break Impulse Purchase or Highly Considered Budget? Protip: Design Around Credit Card Limits Social Networks and Communities Users Are the Product Human Connection as a Feature Free Things Can Make a Lot of Money...Eventually What Are Network Effects, Really? Virality Multiplies All of Your Choices Exponentially A What-Not-to-Do Example: Clubhouse How You Monetize Determines Your Problems Social Incentives Are Powerful Weapons Don’t Wave That Thing Around; It’s Loaded! Why Algorithms? The Probability of Content Creation and Consumption Why Most Companies Kill Their Own Communities Games and Gamification Deep Game Design Is Beyond the Scope of This Book Games Are Entertainment, Not Efficiency Quantified Feelings: Games in a Nutshell Gamification The First Taste Is Free Difficulty Is a Feature Match the Business Model to the Structure of the Game Diagnosis and Probability Depend on the Game Internal Tools Captive Users Understand What Makes Money, Not Just User Requests Internal Tools Should Increase Your Capacity Avoid the Temptation to Prioritize Yourself Protips: Reliable Symptoms Data Without Significance: Not Enough Users Machine Learning, AI, and Data Products AI Is the New Black Think: New Speed, Not New Knowledge Data Doesn’t Always Mean AI Data for What? Data Quality Is a UX Problem Too Visualizing Data Controlling and Confirming Bias If You Aren’t Comfortable with Numbers, Don’t Take the Job User Research About Data Is Data! Does Anybody Even Want the Truth? Ecosystems What Is an “Ecosystem”? Probability Still Defines Structure! VDP Still Applies! Strategy: What Kind of Ecosystem Do You Need? Brand Ecosystem Ecosystem Value Can Be Very Indirect A Note About Strategy Meta Design: Design According to Your Problems “Your Process” Isn’t One Process. Be Flexible. Only Consider Solutions You Have Researched First Dogfooding: The Best Research Method Nobody Uses Dogfooding Should Be Uncomfortable Don’t Pass the Buck How to Prioritize VDP Is a Great Way to Prioritize Your Work The Value of a Feature V Then D Then P Design in Different Situations Designing with No Budget Designing with a Huge Budget Designing with a Tight Deadline Designing with No Deadline Designing with Total Freedom Designing with Strict Limitations Designing with Painful Legacy Designing for Growth Versus Revenue Designing from Scratch VDP Cheat Sheet Value Creation Diagnostic Design Probability The Who Company Culture Versus You It’s Not You, It’s Them (Probably) “How Do I Persuade Stakeholders?” You Don’t Have to Explain Everything “Choose the Hill You Want to Die On” Working in Different Companies UX at Startups UX at Big Companies UX as a Team of One UX in a Big Team UX at Regulated Companies UX at Public Companies UX for a Famous Brand Quick Detour: Documents Why I Haven’t Focused on Documents in This Book Everybody Focuses on Documents! Some Quick Notes About Communicating with Documents Working with Different Stakeholders Everybody Can’t Do UX The Benefits and Conflicts of Working Together UX Versus Sales UX Versus Marketing UX Versus Product UX Versus Key Performance Indicators (KPIs) UX Versus Developers Why Coders Love “Agile” and UX Designers Don’t UX Versus Customer Support UX Versus UX UX Versus UI UX Versus Project Managers UX Versus Finance UX Versus Leadership Working with Users User Research in Real Life Your Biggest Results Will Come from Good Research I Often Start with Data, Not Users Why Complicated Methods Are Usually Worse The Exception: High Volumes of Users Accessibility Protip: Make Users Comfortable First Observation Surveys User Tasks User Interviews Focus Groups (and Why They Suck) Don’t Help Users Everybody Lies User Testing with External Services A/B Testing Working with Yourself We Are Human How to Convince Stakeholders: Another Perspective The Right Thing Versus Your Favorite Thing Make Things Easier for Users, Not Yourself Discovery Versus Research Research Theater Is Bad for Everyone Treat Causes, Not Symptoms You Can Have Too Much Empathy “A Paying Customer Wants a Stupid Feature. What Should We Do?” Pragmatism Should Always Win No Research and No Strategy = Random Decisions Design Like You Own the Place Index About the Author