A guide to UX design : for user experience designers in the field or in the making
Autor Principal: | |
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Otros autores o Colaboradores: | |
Formato: | Libro |
Lengua: | inglés |
Datos de publicación: |
[S.l.] :
New Riders,
c2012
|
Edición: | 2nd ed. |
Series: | Voices That Matter
|
Temas: | |
Acceso en línea: | Consultar en el Cátalogo |
Notas: | Incluye índice. |
Descripción Física: | xviii, 341 p. : il. |
ISBN: | 9780321815385 |
Tabla de Contenidos:
- Introduction
- 1. The Tao of UXD
- What Is User Experience Design?
- The Broad Definition
- Don’t Forget the Tangible
- Our Focus
- About UX Designers
- Where UX Designers Live
- Let’s Get Started!
- 2. The Project Ecosystem
- Identify the Type of Site
- Brand Presence
- Marketing Campaign
- Content Source
- Task-Based Applications
- E-Commerce Sites
- E-Learning Applications
- Social Networking Applications
- Mobile Sites and Applications
- Choose Your Hats
- Information Architect
- Interaction Designer
- User Researcher
- Other Roles You May Play or May Need
- Building a Network of User Advocacy
- Understand the Company Culture
- History
- Hierarchy
- Logistics
- Pulling It Together
- 3. Proposals for Consultants and Freelancers
- Proposals
- Creating the Proposal
- Title Page
- Revision History
- Project Overview
- Project Approach
- Scope of Work
- Assumptions
- Deliverables
- Ownership and Rights
- Additional Costs and Fees
- Project Pricing
- Payment Schedule
- Acknowledgment and Sign-Off
- Statements of Work
- 4. Project Objectives and Approach
- Solidify Project Objectives
- How Can a UX Designer Help?
- Understand the Project Approach
- Waterfall Approach
- Agile Approaches
- Modified Approaches
- How Does the Approach Affect Me?
- 5. Business Requirements
- Understand the Current State
- Heuristic Analysis
- Gather Ideas from Stakeholders
- Outline Responsibilities
- Gather the Right Stakeholders
- Create a Plan for the Meetings
- Sales: Requirements-Gathering Meeting
- Run the Meetings Effectively
- Coalescing Requirements
- 6. User Research
- Basic Steps of User Research
- Define Your User Groups
- Create a List of Attributes
- Prioritize and Define
- Choosing Research Techniques
- How Many Research Activities Can I Include?
- User Interviews
- Contextual Inquiry
- Surveys
- Focus Groups
- Card Sorting
- Usability Testing
- After the Research
- 7. Personas
- What Are Personas?
- Why Create Personas?
- Finding Information for Personas
- Creating Personas
- Minimum Content Requirements
- Optional Content
- Advanced Personas
- Guerrilla Personas: The Empathy Map
- Final Thoughts on Personas
- 8. Content Strategy
- Why Do You Need Content Strategy?
- When Do You Need Content Strategy?
- Who Does Content Strategy?
- How Long Does Content Strategy Last?
- This Sounds Familiar
- Tools of the Trade
- The Artifacts
- What is the One Artifact You Need?
- Additional Resources
- Things to Look Out For
- 9. Transition: From Defining to Designing
- Ideate and Visualize Features
- The Basic Process of Storyboarding
- Facilitate the Prioritization Process
- Maintain a Good Tension
- The Development Advocate
- Managing Conflict During Prioritization
- Plan Your Activities and Documentation
- 10. Design Principles
- Visual Design
- Unity and Variety
- Hierarchy and Dominance
- Economy of Elements
- Proportion and Balance
- Interaction
- Associations and Affordance
- Economy of Motion
- Response
- Psychology
- The Effect of Attractive Design
- Flow & Game Design
- Social Proof
- Creating Your Own Guiding Principles
- 11. Site Maps and Task Flows
- Tools of the Trade
- Basic Elements of Site Maps and Task Flows
- Page
- Pagestack
- Decision Point
- Connectors and Arrows
- Conditions
- Common Mistakes
- Sloppy Connections
- Misaligned and Unevenly Spaced Objects
- Poorly Placed Text
- Lack of Page Numbering
- The Simple Site Map
- Advanced Site Maps
- Breaking the Site Map Mold
- Task Flows
- Taking Task Flows to the Next Level
- Swimlanes
- 12. Wireframes and Annotations
- What Are Annotations?
- Who Uses Wireframes?
- Creating Wireframes
- Tools of the Trade
- Start Simply: Design a Basic Wireframe
- Getting Started
- The Wireframes and Annotations
- Creating Wireframes: A Sample Process
- What is This Sketching You Mention?
- Into the Digital: Wireframes
- Into the Digital: Visual Design
- Hey, What About This Responsive Design Stuff I Hear About?
- Wireframes Vs. Prototypes
- Which Design Is Right?
- A Final Note on Presenting Wireframes
- 13. Prototyping
- How Much Prototype Do I Need?
- Paper Prototyping
- Digital Prototyping
- Wireframe vs. Realistic Prototypes
- HTML vs. WYSIWYG Editors
- Additional Tools for Prototyping
- Working with a Developer
- Prototype Examples
- What Happens After Prototyping?
- 14. Design Testing with Users
- Exploring Visual Design Mock-Ups
- Choosing a Design Testing Approach
- Qualitative Research vs. Quantitative Research
- In-Person Research vs. Remote Research
- Remote Research Considerations
- Moderated Techniques vs. Automated Techniques
- Usability Testing
- Planning the Research
- Recruiting and Logistics
- Writing Discussion Guides Facilitating
- Analyzing and Presenting Results
- Creating Recommendations
- 15. Transition: From Design to Development and Beyond
- Almost Done
- Visual Design, Development, and Quality Assurance
- Design Testing with Users (Again)
- 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 … Launch!
- Personal Advantage
- Support
- Network Opinion
- Postlaunch Activities
- Postlaunch Analytics
- Postlaunch Design Testing with Users (Again, Again)
- 16. A Brief Guide to Meetings
- The Agenda
- Meeting Rules
- After the Meeting
- Dealing with Nonconformers
- A Final Note on Meetings
- All Done, Right?
- Just Like Starting Over
- Index