A guide to UX design : for user experience designers in the field or in the making

Detalles Bibliográficos
Autor Principal: Unger, Russ
Otros autores o Colaboradores: Chandler, Carolyn
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