The UX Book: Process and Guidelines for Ensuring a Quality User Experience aims to help readers learn how to create and refine interaction designs that ensure a quality user experience (UX). The book seeks to expand the concept of traditional usability to a broader notion of user experience; to provide a hands-on, practical guide to best practices and established principles in a UX lifecycle; and to describe a pragmatic process for managing the overall development effort. The book provides an iterative and evaluation-centered UX lifecycle template, called the Wheel, for interaction design. Key concepts discussed include contextual inquiry and analysis; extracting interaction design requirements; constructing design-informing models; design production; UX goals, metrics, and targets; prototyping; UX evaluation; the interaction cycle and the user action framework; and UX design guidelines. This book will be useful to anyone interested in learning more about creating interaction designs to ensure a quality user experience. These include interaction designers, graphic designers, usability analysts, software engineers, programmers, systems analysts, software quality-assurance specialists, human factors engineers, cognitive psychologists, cosmic psychics, trainers, technical writers, documentation specialists, marketing personnel, and project managers. A very broad approach to user experience through its components—usability, usefulness, and emotional impact with special attention to lightweight methods such as rapid UX evaluation techniques and an agile UX development process Universal applicability of processes, principles, and guidelines—not just for GUIs and the Web, but for all kinds of interaction and devices: embodied interaction, mobile devices, ATMs, refrigerators, and elevator controls, and even highway signage Extensive design guidelines applied in the context of the various kinds of affordances necessary to support all aspects of interaction Real-world stories and contributions from accomplished UX practitioners A practical guide to best practices and established principles in UX A lifecycle template that can be instantiated and tailored to a given project, for a given type of system development, on a given budget
This is a comprehensive textbook on designing interaction to ensure a quality user experience. Combining breadth, depth, and practical applications, this book takes a time-tested process-and-guidelines approach that provides readers with actionable methods and techniques while retaining a firm grounding in HCI concepts and theory. The authors will guide you through the UX lifecycle process, including contextual inquiry and analysis, requirements extraction, design ideation and creation, practical design production, prototyping, and UX evaluation. Development activities are linked via handoffs between stages as practitioners move through the process. The lifecycle template concept introduced in this book can be tailored to any project environment, from large enterprise system development to commercial products. Students and practitioners alike will come away with knowledge and understanding of how to create and refine interaction designs to ensure a quality user experience. For more information see theuxbook.com *A very broad approach to user experience through its components-usability, usefulness, and emotional impact with special attention to lightweight methods such as rapid UX evaluation techniques and an agile UX development process *Universal applicability of processes, principles, and guidelines-not just for GUIs and the Web, but for all kinds of interaction and devices: embodied interaction, mobile devices, ATMs, refrigerators, and elevator controls, and even highway signage *Extensive design guidelines applied in the context of the various kinds of affordances necessary to support all aspects of interaction *Real-world stories and contributions from accomplished UX practitioners *A practical guide to best practices and established principles in UX *A lifecycle template that can be instantiated and tailored to a given project, for a given type of system development, on a given budget.
Author: Rex Hartson
Publisher: Morgan Kaufmann
Release Date: 2018-11-01
The UX Book: Designing a Quality User Experience, Second Edition, excels with its comprehensive exploration of designing interaction that ensures a quality user experience. Combining breadth, depth and practical applications, this book takes a time-tested process-and-guidelines approach that not only provides readers with actionable methods and techniques, but also helps them retain a firm grounding in human-computer interaction (HCI) concepts and theory. The authors guide users through the UX lifecycle process, including contextual inquiry and analysis, requirements extraction, design ideation and creation, practical design production, prototyping, and UX evaluation. Throughout this updated edition, the authors provide an increased emphasis on design, along with new chapters on Information Architecture. Students and practitioners alike will learn how to create and refine interaction designs that ensure a quality user experience. A comprehensive textbook for UX/HCI/Interaction Design students readymade for the classroom, complete with instructors’ manual, dedicated web site, sample syllabus, examples, exercises, lecture slides Features HCI theory, process, practice, and a host of real world stories and contributions from industry luminaries to prepare students for working in the field The only HCI textbook to cover agile methodology, design approaches, and a full, modern suite of classroom material (stemming from tried and tested classroom use by the authors)
Author: Matthew J. Hamm
Publisher: Packt Publishing Ltd
Release Date: 2014-01-24
An easy to follow, example-based guide introducing you to the world of user experience design through the author's real world experiences Whether you are looking to become a professional UX Designer, or just need to get the job done, the principles and processes discussed in this book will help you understand how to craft reliably effective and successful design solutions.
User interface design is a challenging, multi-disciplinary activity that requires understanding a wide range of concepts and techniques that are often subjective and even conflicting. Imagine how much it would help if there were a single perspective that you could use to simplify these complex issues down to a small set of objective principles. In UI is Communication, Everett McKay explains how to design intuitive user interfaces by focusing on effective human communication. A user interface is ultimately a conversation between users and technology. Well-designed user interfaces use the language of UI to communicate to users efficiently and naturally. They also recognize that there is an emotional human being at the other end of the interaction, so good user interfaces strive to make an emotional connection. Applying what you learn from UI is Communication will remove much of the mystic, subjectiveness, and complexity from user interface design, and help you make better design decisions with confidence. It’s the perfect introduction to user interface design. Approachable, practical communication-based guide to interaction and visual design that you can immediately apply to projects to make solid design decisions quickly and confidently Includes design makeovers so you can see the concepts in practice with real examples Communication-based design process ties everything from interaction to visual design together
Much of the work of user-centered design practitioners involves some type of interviewing. While interviewing is an important skill, many colleagues have little or no formal training in interviewing methods and often learn on the job with limited feedback on the quality of their interviews. This book teaches readers about the three basic interview methods: structured interviews, semi-structured interviews, and unstructured interviews. The author discusses the various strengths, weaknesses, issues with each type of interview, and includes best practices and procedures for conducing effective and efficient interviews. The book dives into the detailed information about interviews that haven’t been discussed before – readers learn how and when to ask the "how" and "why" questions to get a deeper understanding of problems, concepts, and processes, as well as discussions on laddering and critical incident techniques. Because so much of what UX practitioners do involves good interviewing skills, this is your one-stop resource with the definitions, processes, procedures and best practices on the basic approaches.
Author: Avi Parush
Publisher: Morgan Kaufmann
Release Date: 2015-03-11
Conceptual Design for Interactive Systems: Designing for Performance and User Experience provides readers with a comprehensive guide to the steps necessary to take the leap from research and requirements to product design. The text presents a proven strategy for transforming research into a conceptual model, discussing the iterative process that allows users to build the essential foundation for a successful interactive system, while also taking the users’ mental model into consideration. Readers will gain a better understanding of the framework they need to perceive, understand, and experience their tasks and processes in the context of their products. The text is ideal for those seeking a proven, innovative strategy for meeting goals through intuitive and effective thinking. Provides a practical, guiding approach that can be immediately applied to everyday practice and study Complete analysis and explanation of conceptual modeling and its value Discusses the implications of effective and poor conceptual models Presents a step-by-step process, allowing users to build the essential foundation for a successful interactive system
Once You Catch The User Experience Bug, the world changes. Doors open the wrong way, websites don't work, and companies don't seem to care. And while anyone can learn the UX remedies---usability testing, personas, prototyping and so on---unless your organization "gets it," putting them into practice is trickier. Undercover User Experience is a pragmatic guide from the front lines, giving frank advice on making UX work in real companies with real problems. Readers will learn how to fit research, idea generation, prototyping and testing into their daily workflow, and how to design good user experiences under the all-too-common constraints of time, budget and culture. "A wonderful, proctical, yet subversive book. Cennydd and James teach you the subtle art of fighting for---and then designing for---users in a hostile world."---Joshua Porter, co-founder Performable and co-creator of 52 weeksofUX. com
User experience (UX) strategy requires a careful blend of business strategy and UX design, but until now, there hasn’t been an easy-to-apply framework for executing it. This hands-on guide introduces lightweight strategy tools and techniques to help you and your team craft innovative multi-device products that people want to use. Whether you’re an entrepreneur, UX/UI designer, product manager, or part of an intrapreneurial team, this book teaches simple-to-advanced strategies that you can use in your work right away. Along with business cases, historical context, and real-world examples throughout, you’ll also gain different perspectives on the subject through interviews with top strategists. Define and validate your target users through provisional personas and customer discovery techniques Conduct competitive research and analysis to explore a crowded marketplace or an opportunity to create unique value Focus your team on the primary utility and business model of your product by running structured experiments using prototypes Devise UX funnels that increase customer engagement by mapping desired user actions to meaningful metrics
Author: Rick Moore
Publisher: Adobe Press
Release Date: 2012-07-24
Create high fidelity prototypes for complex websites and applications with the easy-to-learn and super-efficient vector capabilities of Illustrator and make the fear of client changes a thing of the past. Whether you’re a seasoned Photoshop veteran, a budding designer, or someone who simply has a good eye and artistic vision, this book will show you how to produce mockups and UI elements in a creative and productive way. Strongly of the opinion that design should not happen solely in a browser, Rick Moore demonstrates how to design mockups and UI elements with Illustrator in a way you may not have realized was possible. Learn which tools are best suited to a UI design workflow and how to customize Illustrator in a way that fits your style and flow. Rick provides expert guidance throughout the process from the initial planning stages to finalizing and sharing your work with clients and others.
Author: David H. Jonassen
Release Date: 2010-09-13
This book provides a comprehensive, up-to-date look at problem solving research and practice over the last fifteen years. The first chapter describes differences in types of problems, individual differences among problem-solvers, as well as the domain and context within which a problem is being solved. Part one describes six kinds of problems and the methods required to solve them. Part two goes beyond traditional discussions of case design and introduces six different purposes or functions of cases, the building blocks of problem-solving learning environments. It also describes methods for constructing cases to support problem solving. Part three introduces a number of cognitive skills required for studying cases and solving problems. Finally, Part four describes several methods for assessing problem solving. Key features includes: Teaching Focus – The book is not merely a review of research. It also provides specific research-based advice on how to design problem-solving learning environments. Illustrative Cases – A rich array of cases illustrates how to build problem-solving learning environments. Part two introduces six different functions of cases and also describes the parameters of a case. Chapter Integration – Key theories and concepts are addressed across chapters and links to other chapters are made explicit. The idea is to show how different kinds of problems, cases, skills, and assessments are integrated. Author expertise – A prolific researcher and writer, the author has been researching and publishing books and articles on learning to solve problems for the past fifteen years. This book is appropriate for advanced courses in instructional design and technology, science education, applied cognitive psychology, thinking and reasoning, and educational psychology. Instructional designers, especially those involved in designing problem-based learning, as well as curriculum designers who seek new ways of structuring curriculum will find it an invaluable reference tool.
Author: Jeff Johnson
Release Date: 2013-12-17
In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow. Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In this new edition, you'll find new chapters on human choice and decision making, hand-eye coordination and attention, as well as new examples, figures, and explanations throughout. Provides an essential source for user interface design rules and how, when, and why to apply them Arms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressures Completely updated and revised, including additional coverage on human choice and decision making, hand-eye coordination and attention, and new mobile and touch-screen examples throughout
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience.