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Design for Software: A Playbook for Developers

Design for Software: A Playbook for Developers

          
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About the Book

A unique resource to help software developers create a desirable user experience Today, top-flight software must feature a desirable user experience. This one-of-a-kind book creates a design process specifically for software, making it easy for developers who lack design background to create that compelling user experience. Appealing to both tech-savvy designers and creative-minded technologists, it establishes a hybrid discipline that will produce first-rate software. Illustrated in full color, it shows how to plan and visualize the design to create software that works on every level. Today's software demands attention to the quality of the user experience; this book guides you through a practical design process to achieve that goal Approaches the mechanics of design with a process inspired by art and science Avoids the abstract and moves step by step through techniques you can put to use immediately Covers planning your design, tested methods, how to visualize like a designer, psychology of design, and how to create software that developers will appreciate Explores such elements as choosing the right typeface and managing interactivity Design for Software: A Playbook for Developers brings the art of good design together with the science of software development to create programs with pizazz.

Table of Contents:
Acknowledgements viii Introduction 1 Part I: Research 5 Chapter 1 Planning 7 An Introduction to User Research 8 User Research Is Not Usability 9 Design Lingo: Ethnography 9 Start with User Insights 9 Case Study: Lightning Fast Checkout 14 Making Sense of Your Findings 18 Summary 20 Chapter 2 Inspiration 21 Steal Like an Artist 22 If All Else Fails 34 Summary 36 Part II: Design Thinking 37 Chapter 3 Sketching 39 Design Thinking—A Developer’s Kind of Design 40 Sketching—Where It All Begins 40 The Benefits of Sketching 41 When to Sketch 42 Tools for Sketching 42 The Basics of Application Flows 47 Creating an Application Flow 49 What Storyboards Can Do for You 58 When to Use Storyboards 59 Creating a Storyboard 59 Not Sure Where to Begin? Start with a Template 60 Summary 62 Chapter 4 Information Architecture 63 What Is information Architecture, Exactly? 65 The Cost of Usability 65 Information Architecture Deliverables 66 Personas, User Scenarios, and Storyboards 67 Content Models 67 Application Flow 67 Wireframes 69 Gesture Dictionary 69 Information Architecture Is All About the Content 70 Make It Meaningful 70 Information Architecture: Like a Boss in Five Steps 72 Step 1: Define Themes, Goals and Requirements 73 Step 2: Choose a Layout 74 Step 3: Group Similar Items 85 Step 4: Be Consistent 86 Step 5: Reduce 87 Summary 88 Chapter 5 Wireframes 91 Debunking Wireframes 92 Wireframes 101 93 When Should You Create the Wireframes? 93 Anatomy of a Wireframe 94 Are You Speaking Wireframe? 95 Do’s & Don’ts 98 Tools for Awesome Wireframes 102 Tools for Awesome-er Wireframes 105 Wireframe Techniques 107 Wireframe Technique #1: Creating the Basic Wireframe 107 Wireframe Technique #2: Using Shades of Gray and One Color 108 Wireframe Technique #4: Using the Frame-by-Frame Approach 111 Wireframe Technique #5: Using Bubbles 112 Wireframe Technique #6: Magnifying Details 112 Summary 114 Chapter 6 Prototyping 115 When Should I Prototype? 116 1. Communicating a New Idea 117 2. Creating a Proof of Concept 117 3. Conducting Basic Usability Testing 117 4. Determining Whether an Idea Is Worth a Bigger Investment 117 What Makes an Effective Prototype? 118 Fake It—Be Clever, Not Complicated 120 Making “Little Bets” 121 Awesome Tools for Prototyping 122 Microsoft SketchFlow 122 Adobe Edge Tools 123 Adobe After Effects 124 Keynote / PowerPoint 125 HTML / JavaScript / CSS3 126 Axure RP 127 Arduino, Openframeworks, Processing 128 Prototyping Techniques 129 Prototyping Technique #1: Paper Prototypes 130 Prototyping Technique #2: Interactive Wireframes 131 Prototyping Technique #3: Video Prototyping 136 Summary 140 Part III: Visual Design 141 Chapter 7 Color 143 Color Basics 144 Color Vocabulary 144 Color Models 146 Cool and Warm Colors 149 The Psychology of Color 151 Contrast 154 Applied Color: A Few Rules of Thumb 156 Stick With Two to Three Colors 156 Start with Solids, Then Move to Gradients 157 Use Shades of a Hue 157 Green Means Go 157 What Makes a Good Color Palette? 158 Shades of Gray 159 Five Color Palettes You Can’t Go Wrong With 160 Color Techniques 163 Color Technique #1: Use a Photograph to Generate a Color Palette 163 Color Technique #2: Code with Color 165 Color Technique #3: Use Photoshop 167 Bonus Color Technique: Use an Algorithm to Find Average Color 170 Summary 173 Chapter 8 Digital Typography. 175 First Things First 176 A Lap Around Typography 177 Understanding Type Terminology 177 Font or Typeface—What’s the Difference? 182 Type Classification 182 Serif Typefaces 182 Sans-Serif Typefaces 185 Eight Ways to Improve Your Typography 187 1. Pick a Scale and Stick with It 187 2. Use Consistent Spacing 188 3. Consider the Measure 189 4. A Little Can Go a Long Way 190 5. Pick a Good Body Font 191 6. Use a Single Family 193 7. Combine Two to Three Typefaces 194 8. Use a Good Ampersand 199 Summary 199 Chapter 9 Visual Communication 201 It Ain’t That Simple 202 1. Design As Though You’re Designing for Yourself 203 2. Be Consistent 203 Five Ways to Clarify Your Design 204 1. Slap a Grid on It 204 2. Establish Hierarchy 211 3. Remove the Junk 215 4. Check for Parallelism 220 5. Create Clear Affordances 221 Summary 226 Chapter 10 Motion 227 Animations Look Cool, but Can They Actually Make It Work Better? 228 Transitions, Animations, and Timing Guidelines 229 What’s the Difference Between an Animation and a Transition? 229 Not Too Fast, Not Too Slow, Not Too Many 230 When Should I Use Motion? 230 When Should I Avoid Motion? 231 Fade, Slide, and Scale—Animation’s Super Tools 232 Fade 232 Slide 233 Scale 233 Motion Principles 234 Slow In and Slow Out 234 Squash and Stretch 235 Anticipation 236 Follow-Through and Overlapping Action 237 Arcs 238 Easing 239 Advanced Motion Techniques 242 Follow 242 Cognitive Tomfoolery 243 Summary 244 Part IV: Interaction Design 245 Chapter 11 Interaction Design Principles 247 An Introduction to Interaction Design 248 Getting In the Flow 249 Ways to Facilitate Flow 250 Learnability Versus Usability 256 Designing for Usability 256 Designing for Learnability 258 Ergonomics 259 Muscle Fatigue 260 Field of View and Peripheral Vision 261 Environment and Lighting Conditions 263 Optimal Touch Targets 263 Occlusion 265 Summary 267 Chapter 12 Design Patterns 269 Why Use Design Patterns? 270 Other Design Pattern Resources 271 The Patterns 273 Auto Focus 274 Drag and Drop 274 Auto Save 275 Blank Slate 276 Progress Indicators 277 Use Good Target Sizes 278 A Button Is a Button Is a Button 279 Avoid Modal States unless It’s Critical to Use Them 279 Direct Manipulation 281 Group Like Items 281 Continuous Scrolling 282 Size to Importance Visualization 283 Glance-View Dashboard 284 Error-Proof Controls 285 Get Me Out of Here 286 Right/Left Input Alignment 287 Super Search 288 Simple Task, Simple UI; Complex Task, Complex UI 288 Sync Position 290 Contrast Your Fonts 290 Summary 291 Index 293


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Product Details
  • ISBN-13: 9781119942900
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: John Wiley & Sons Inc
  • Depth: 19
  • Language: English
  • Returnable: N
  • Series Title: English
  • Sub Title: A Playbook for Developers
  • Width: 188 mm
  • ISBN-10: 111994290X
  • Publisher Date: 03 May 2013
  • Binding: Paperback
  • Height: 234 mm
  • No of Pages: 320
  • Returnable: N
  • Spine Width: 17 mm
  • Weight: 607 gr


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