About face : the essentials of interaction design / Alan Cooper, Robert Reimann, David Cronin, Christopher Noessel.

This edition updates the book that shaped and evolved the landscape of interaction design. It takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The interaction design profess...

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Bibliographic Details
Main Authors: Cooper, Alan, 1952- (Author), Reimann, Robert (Author), Cronin, Dave, 1972- (Author), Noessel, Christopher (Author)
Format: eBook
Language:English
Published: Hoboken : John Wiley & Sons, 2014.
Edition:Fourth edition /
Subjects:
Online Access:Click for online access
Table of Contents:
  • ""Acknowledgments""; ""Foreword""; ""Introduction the the Fourth Edition""; ""Part I: Goal-Directed Design""; ""Chapter 1: A Design Process for Digital Products""; ""The Consequences of Poor Product Behavior""; ""Why Digital Products Fail""; ""Planning and Designing Product Behavior""; ""Recognizing User Goals""; ""Implementation Models and Mental Models""; ""An Overview of Goal-Directed Design""; ""Chapter 2: Understanding the Problem: Design Research""; ""Qualitative versus Quantitative Data in Design Research""; ""Goal-Directed Design Research""; ""Interviewing and Observing Users""
  • ""Other Types of Qualitative Research""""Research Is Critical to Good Design""; ""Chapter 3: Modeling Users: Personas and Goals""; ""Why Model?""; ""The Power of Personas""; ""Why Personas Are Effective""; ""Understanding Goals""; ""Constructing Personas""; ""Personas in Practice""; ""Other Design Models""; ""Chapter 4: Setting the Vision: Scenarios and Design Requirements""; ""Bridging the Research-Design Gap""; ""Scenarios: Narrative as a Design Tool""; ""Design Requirements: The “Whatâ€? of Interaction""; ""The Requirements Definition Process""
  • Chapter 5: Designing the Product: Framework and RefinementCreating the Design Framework
  • Refining the Form and Behavior
  • Validating and Testing the Design
  • Chapter 6: Creative Teamwork
  • Small, focused teams
  • Thinking better, together
  • Working across design disciplines
  • The extended team
  • Establishing a creative culture
  • Identifying skill levels in designers
  • Collaboration Is the Key
  • Part II: Designing Behavior and Form
  • Chapter 8: A Basis for Good Product Behavior
  • Design Values
  • Interaction Design Principles
  • Interaction Design PatternsChapter 8: Digital Etiquette
  • Designing Considerate Products
  • Designing Smart Products
  • Designing Social Products
  • Chapter 9: Platform and Posture
  • Product Platforms
  • Product Postures
  • Postures for the Desktop
  • Postures for the Web
  • Postures for Mobile Devices
  • Postures for Other Platforms
  • Give Your Apps Good Posture
  • Chapter 10: Optimizing for Intermediates
  • Perpetual Intermediates
  • Inflecting the Interface
  • Designing for Three Levels of Experience
  • Chapter 11: Orchestration and Flow
  • Flow and TransparencyOrchestration
  • Harmonious Interactions
  • Motion, Timing, and Transitions
  • The Ideal of Effortlessness
  • Chapter 12: Reducing Work and Eliminating Excise
  • Goal-Directed Tasks versus Excise Tasks
  • Types of Excise
  • Excise Is Contextual
  • Eliminating Excise
  • Other Common Excise Traps
  • Chapter 13: Metaphors, Idioms, and Affordances
  • Interface Paradigms
  • Building Idioms
  • Manual Affordances
  • Direct Manipulation and Pliancy
  • Escape the Grip of Metaphor
  • Chapter 14: Rethinking Data Entry, Storage, and Retrieval