Atjaunināt sīkdatņu piekrišanu

Designing Interfaces: Patterns for Effective Interaction Design 3rd edition [Mīkstie vāki]

3.83/5 (2016 ratings by Goodreads)
  • Formāts: Paperback / softback, 600 pages, height x width x depth: 231x178x23 mm, weight: 1089 g
  • Izdošanas datums: 31-Jan-2020
  • Izdevniecība: O'Reilly Media
  • ISBN-10: 1492051969
  • ISBN-13: 9781492051961
  • Mīkstie vāki
  • Cena: 60,87 €*
  • * ši ir gala cena, t.i., netiek piemērotas nekādas papildus atlaides
  • Standarta cena: 71,61 €
  • Ietaupiet 15%
  • Grāmatu piegādes laiks ir 3-4 nedēļas, ja grāmata ir uz vietas izdevniecības noliktavā. Ja izdevējam nepieciešams publicēt jaunu tirāžu, grāmatas piegāde var aizkavēties.
  • Daudzums:
  • Ielikt grozā
  • Piegādes laiks - 4-6 nedēļas
  • Pievienot vēlmju sarakstam
  • Formāts: Paperback / softback, 600 pages, height x width x depth: 231x178x23 mm, weight: 1089 g
  • Izdošanas datums: 31-Jan-2020
  • Izdevniecība: O'Reilly Media
  • ISBN-10: 1492051969
  • ISBN-13: 9781492051961
Designing good application interfaces isnt easy now that companies need to create compelling, seamless user experiences across an exploding number of channels, screens, and contexts. In this updated third edition, youll learn how to navigate through the maze of design options. By capturing UI best practices as design patterns, this best-selling book provides solutions to common design problems.

Youll learn patterns for mobile apps, web applications, and desktop software. Each pattern contains full-color examples and practical design advice you can apply immediately. Experienced designers can use this guide as an idea sourcebook, and novices will find a road map to the world of interface and interaction design.

Understand your users before you start designing Build your softwares structure so it makes sense to users Design components to help users complete tasks on any device Learn how to promote wayfinding in your software Place elements to guide users to information and functions Learn how visual design can make or break product usability Display complex data with artful visualizations
Preface to the Third Edition xi
1 Designing for People 1(26)
Context
2(6)
Know Your Audience
2(1)
Interactions Are Conversations
2(1)
Match Your Content and Functionality to Your Audience
3(1)
Skill Level
4(2)
Goals: Your Interface Is Just a Means to Their Ends
6(1)
Ask Why
6(1)
Design's Value: Solve the Right Problem, and Then Solve It Right
6(2)
Research: Ways to Understand Context and Goals
8(3)
Direct Observation
9(1)
Case Studies
9(1)
Surveys
9(1)
Personas
10(1)
Design Research Is Not Marketing Research
10(1)
The Patterns: Cognition and Behavior Related to Interface Design
11(15)
Safe Exploration
12(1)
Instant Gratification
13(1)
Satisficing
14(1)
Changes in Midstream
15(1)
Deferred Choices
16(1)
Incremental Construction
17(1)
Habituation
18(1)
Microbreaks
19(1)
Spatial Memory
20(1)
Prospective Memory
21(2)
Streamlined Repetition
23(1)
Keyboard Only
24(1)
Social Media, Social Proof, and Collaboration
25(1)
Conclusion
26(1)
2 Organizing the Content: Information Architecture and Application Structure 27(102)
Purpose
28(1)
Definition
29(1)
Designing an Information Space for People
29(1)
Approach
29(2)
Separate Information from Presentation
30(1)
Mutually Exclusive, Collectively Exhaustive
31(1)
Ways to Organize and Categorize Content
32(1)
Alphabetical
32(1)
Number
32(1)
Time
32(1)
Location
33(1)
Hierarchy
33(1)
Category or Facet
33(1)
Designing for Task and Workflow-Dominant Apps
33(2)
Make Frequently Used Items Visible
33(1)
"Chunk Up" Jobs into a Sequence of Steps
34(1)
Multiple Channels and Screen Sizes Are Today's Reality
34(1)
Display Your Information as Cards
34(1)
Designing a System of Screen Types
35(1)
Overview: Show a List or Grid of Things or Options
36(1)
Focus: Show One Single Thing
37(1)
Make: Provide Tools to Create a Thing
38(1)
Do: Facilitate a Single Task
38(1)
The Patterns
39(88)
Feature, Search, and Browse
39(12)
Mobile Direct Access
51(2)
Streams and Feeds
53(14)
Media Browser
67(11)
Dashboard
78(4)
Canvas Plus Palette
82(4)
Wizard
86(4)
Settings Editor
90(7)
Alternative Views
97(8)
Many Workspaces
105(5)
Help Systems
110(10)
Tags
120(7)
Conclusion
127(2)
3 Getting Around: Navigation, Signposts, and Wayfinding 129(80)
Understanding the Information and Task Space
130(1)
Signposts
130(1)
Wayfinding
130(1)
Navigation
131(2)
Global Navigation
131(1)
Utility Navigation
132(1)
Associative and Inline Navigation
132(1)
Related Content
132(1)
Tags
132(1)
Social
133(1)
Design Considerations
133(2)
Separate the Navigation Design from the Visual Design
133(1)
Cognitive Load
133(1)
Keep Distances Short
134(1)
Navigational Models
135(7)
Hub and Spoke
136(1)
Fully Connected
137(1)
Multilevel or Tree
138(1)
Step by Step
139(1)
Pyramid
140(1)
Flat Navigation
141(1)
The Patterns
142(66)
Clear Entry Points
143(5)
Menu Page
148(7)
Pyramid
155(3)
Modal Panel
158(7)
Deep Links
165(6)
Escape Hatch
171(3)
Fat Menus
174(5)
Sitemap Footer
179(6)
Sign-In Tools
185(4)
Progress Indicator
189(4)
Breadcrumbs
193(6)
Annotated Scroll Bar
199(3)
Animated Transition
202(6)
Conclusion
208(1)
4 Layout of Screen Elements 209(46)
The Basics of Layout
209(17)
Visual Hierarchy
209(2)
What Makes Things Look Important?
211(6)
Four Important Gestalt Principles
217(3)
Visual Flow
220(3)
Using Dynamic Displays
223(1)
Responsive Enabling
224(1)
Progressive Disclosure
224(1)
UI Regions
225(1)
The Patterns
226(29)
Visual Framework
228(3)
Center Stage
231(4)
Grid of Equals
235(3)
Titled Sections
238(4)
Module Tabs
242(3)
Accordion
245(4)
Collapsible Panels
249(3)
Movable Panels
252(3)
5 Visual Style and Aesthetics 255(40)
The Basics of Visual Design
256(25)
Visual Hierarchy
258(1)
Composition
258(1)
Color
258(7)
Typography
265(8)
Readability
273(1)
Evoking a Feeling
274(4)
Images
278(3)
Visual Design for Enterprise Applications
281(1)
Accessibility
282(1)
Ranges of Visual Styles
282(12)
Skeuomorphic
282(3)
Illustrated
285(2)
Flat Design
287(3)
Minimalistic
290(2)
Adaptive/Parametric
292(2)
Conclusion
294(1)
6 Mobile Interfaces 295(40)
The Challenges and Opportunities of Mobile Design
296(2)
Tiny Screen Sizes
296(1)
Variable Screen Widths
296(1)
Touch Screens
297(1)
Difficulty of Typing Text
297(1)
Challenging Physical Environments
297(1)
Location Awareness
298(1)
Social Influences and Limited Attention
298(1)
How to Approach a Mobile Design
298(7)
Some Worthy Examples
301(4)
The Patterns
305(29)
Vertical Stack
306(4)
Filmstrip
310(3)
Touch Tools
313(3)
Bottom Navigation
316(2)
Collections and Cards
318(4)
Infinite List
322(3)
Generous Borders
325(3)
Loading or Progress Indicators
328(3)
Richly Connected Apps
331(3)
Make It Mobile
334(1)
7 Lists of Things 335(40)
Use Cases for Lists
335(1)
Back to Information Architecture
336(2)
What Are You Trying to Show?
338(2)
The Patterns
340(34)
Two-Panel Selector or Split View
341(5)
One-Window Drilldown
346(3)
List Inlay
349(4)
Cards
353(3)
Thumbnail Grid
356(5)
Carousel
361(4)
Pagination
365(3)
Jump to Item
368(2)
Alpha/Numeric Scroller
370(2)
New-Item Row
372(2)
Lists Abound
374(1)
8 Doing Things: Actions and Commands 375(58)
Tap, Swipe, and Pinch
377(1)
Rotate and Shake
377(1)
Buttons
377(1)
Menu Bars
378(1)
Pop-Up Menus
378(1)
Drop-Down Menus
378(1)
Toolbars
378(1)
Links
378(1)
Action Panels
379(1)
Hover Tools
379(1)
Single-Clicking Versus Double-Clicking Items
379(1)
Keyboard Actions
380(1)
Shortcuts
380(1)
Tab Order
380(1)
Drag-and-Drop
380(1)
Typed Commands
381(1)
Affordance
381(1)
Direct Manipulation of Objects
382(1)
The Patterns
383(49)
Button Groups
384(3)
Hover or Pop-Up Tools
387(3)
Action Panel
390(6)
Prominent "Done" Button or Assumed Next Step
396(6)
Smart Menu Items
402(2)
Preview
404(5)
Spinners and Loading Indicators
409(6)
Cancelability
415(3)
Multilevel Undo
418(4)
Command History
422(3)
Macros
425(7)
Conclusion
432(1)
9 Showing Complex Data 433(38)
The Basics of Information Graphics
433(13)
Organizational Models: How Is This Data Organized?
434(1)
Preattentive Variables: What's Related to What?
435(4)
Navigation and Browsing: How Can I Explore This Data?
439(2)
Sorting and Rearranging: Can I Rearrange This Data to See It Differently?
441(2)
Searching and Filtering: How Can I See Only the Data That I Need?
443(2)
The Actual Data: What Are the Specific Data Values?
445(1)
The Patterns
446(25)
Datatips
447(5)
Data Spotlight
452(3)
Dynamic Queries
455(4)
Data Brushing
459(3)
Multi-Y Graph
462(3)
Small Multiples
465(4)
The Power of Data Visualization
469(2)
10 Getting Input from Users: Forms and Controls 471(62)
The Basics of Form Design
472(4)
Form Design Continues to Evolve
474(1)
Further Reading
475(1)
The Patterns
476(55)
Forgiving Format
477(5)
Structured Format
482(3)
Fill-in-the-Blanks
485(4)
Input Hints
489(5)
Input Prompt
494(3)
Password Strength Meter
497(5)
Autocompletion
502(8)
Drop-down Chooser
510(6)
List Builder
516(3)
Good Defaults and Smart Prefills
519(5)
Error Messages
524(7)
Conclusion
531(2)
11 User Interface Systems and Atomic Design 533(24)
UI Systems
534(4)
An Example Component-Based UI System: Microsoft's Fluent
534(4)
Atomic Design: A Way of Designing Systems
538(3)
Overview
539(1)
The Atomic Design Hierarchy
540(1)
UI Frameworks
541(15)
Overview
542(1)
Benefits
542(1)
The Rise of UI Frameworks
543(1)
A Look at Selected UI Frameworks
543(13)
Conclusion
556(1)
12 Beyond and Behind the Screen 557(4)
The Ingredients: Smart Systems
558(1)
Connected Devices
558(1)
Anticipatory Systems
559(1)
Assistive Systems
559(1)
Natural User Interfaces
559(1)
Conclusion
559(2)
Index 561
Jenifer Tidwell has been designing and building user interfaces for industry for more than a decade. She has been researching user interface patterns since 1997, and designing and building complex applications and web interfaces since 1991.