AlanCooper의 저작.
Contents
- Part 1. Goal-Directed Design
-
Part 2. Designing Behavior and Form
- Ch 7. A Basis for Good Product Behavior
- Ch 8. Digital Etiquette
- Ch 9. Platform and Posture
- Ch 10. Optimizing for Intermediates
- Ch 11. Orchestration and Flow
- Ch 12. Reducing Work and Eliminating Excise
- Ch 13. Metaphors, Idioms, and Affordance
- Ch 14. Rethinking Data Entry, Storage, and Retrieval
- Ch 15. Preventing Errors and Informing Decisions
- Ch 16. Designing for Different Needs
- Ch 17. Integrating Visual Design
- Part 3. Interaction Details
- Appendix A. Design Principles
Part 1. Goal-Directed Design
Ch 1. A Design Process for Digital Products
Goal-Directed Design is a powerful tool for answering the most important questions that crop up durng the definition and design of a digital product:
- Who are my users?
- What are my users trying to accomplish?
- How do my users think about what they're trying to accomplish?
- What kind of experiences do my users find appealing and rewarding?
- How should my product behave?
- What form should my product take?
- How will users interact with my product?
- How can my product's function be most effectively organized?
- How will my product introduce itself to first-time users?
- How can my product put an understandable, appealing, and controllable face on technology?
- How can my product deal with problems that users encounter?
- How will my product help infrquent and inexperienced users understand how to accomplish their goals?
- How can my product provide sufficient depth and power for expert users?
The remainder of this bok is dedicated to answering these questions.
Ch 2. Understanding the Problem: Design Research
Ch 3. Modeling Users: Personas and Goals
Ch 4. Setting the Vision: Scenarios and Design Requirements
Ch 5. Designing the Product: Framework and Refinement
Ch 6. Creative Teamwork
Small, Focused Teams
Thinkng Better, Together
Working across Design Disciplines
The Extended Team
Estabilishing a Creative Culture
Identifying Skill Levels in Designers
Collboration is the Key
Part 2. Designing Behavior and Form
Ch 7. A Basis for Good Product Behavior
Interaction Design Principles
Principles operate at differnt levels of detail
Design principles operate at several levels of granularity, ranging from the general practices of interaction design down to the specifics of interface design.
- Concenptual principles
help define what digital products should be like and how they fit structurally into the broad context of use required by their users. Chapter 8 through 13 discuss conceptual-level design principles.
- Behavioral principles
describe how a product should behave - in general and in specific contexts. Chapter 14 through 17 discuss general behavior-level principles.
- Interface-level principles
describe effective strategies for the organizations, navigations, and communication of behavior and information. Chapter 18 through 21 discuss inteface-level principles (and patterns) of interaction design.
Ch 8. Digital Etiquette
Ch 9. Platform and Posture
Ch 10. Optimizing for Intermediates
Ch 11. Orchestration and Flow
Ch 12. Reducing Work and Eliminating Excise
Ch 13. Metaphors, Idioms, and Affordance
Ch 14. Rethinking Data Entry, Storage, and Retrieval
Ch 15. Preventing Errors and Informing Decisions
Ch 16. Designing for Different Needs
Ch 17. Integrating Visual Design
Part 3. Interaction Details
Ch 18. Designing for the Desktop
Ch 19. Designing for Mobile and Other Devices
Ch 20. Designing for the Web
Ch 21. Design Details: Controls and Dialogs
Appendix A. Design Principles
Chapter 1. A Design Process for Digital Products
- User interfaces should be based on user mental models rather than implementation models.
- Goal-directed interactions reflect user mental models.
- Interaction design is not guesswork.
Chapter 3. Modeling Users: Personas and Goals
- Don't make the user feel stupid.
- Focus the design for each interface on a single primary persona.
Chapter 4. Setting the Vision: Scenarios and Design Requirements
Define what the product will do before you design how the product will do it.
- In the early stages of design, pretend the interface is magic.
Chapter 5. Designing the Product: Framework and Refinment
- Never show a design approach you're unhappy with; stakeholders just might like it.
- There is only one user experience: Form and behavior must be designed in concert.
Chapter 8. Digital Etiquette
- The computer does the work, and the person does the thinking.
- Software should behave like a considerate human being.
- If it's worth it to the user to do it, it's worth it to the application to remember it.
Chapter 9. Platform and Posture
- Decisions about technical platform are best made in concert with interaction design efforts.
- Optimize sovereign applications for full-screen use.
- Sovereign interfaces should feature a conservative visual style.
- Sovereign aplications should exploit rich input.
- Maximize document views within sovereign applications.
- Transient applications must be simple, clear, and to the point.
- Transient applications should be limited to a single window and iew.
- A transient application should launch to its previous position and configuration.
- Kiosks should be optimized fir first-time use.
Chapter 10. Optimizing for Intermediates
- Don't weld on training wheels.
- Nobody wants to remain a beginner.
- Optimize for intermediates.
- Inflect the interface for typical navigation.
- Users make commensurate effort if the rewards justify it.
- Imagine users as very intelligent and very busy.
Chapter 11. Orchestration and Flow
- No matter how cool your inteface is, less of it would be better.
- Don't use dialogs to report normalcy.
- Ask forgiveness, not permission.
Chapter 12. Reducing Work and Eliminating Excise
- Eliminate excise wherever possible.
- Don't stop the proceedings with idiocy.
- Don't make users ask for permission.
- Allow input wherever you have output.
- Significant change must be significantly better.
Chapter 13. Metaphors, Idioms, and Affordances
- Most people would rather be successful than knowledgable.
- Never bend your interface to fit a metaphor.
- All idioms must be learned; good idioms need to be learned only once.
- Rich visual feedback is the key to successful direct manipulation.
- Visually communicate pliancy whenever possible.
Chapter 14. Rethinking Data Entry, Storage, and Retrieval
- An error may not be your application's fault, but it is your application's responsibilty.
- Audit, don't edit.
- Save documents and settings automatically.
- Put files where users can find them.
Chapter 17. Integrating Visual Design
- Visually distinguish elements that behave differently.
- Visually communicate function and behavior.
- Take things away untuil the design breaks, and then put that last thing back in.
- Visually show what; textually tell which.
- Obey standards unless there is a truly superior alternative.
- Consistency doesn't imply rigidty.
Chapter 18. Designing for the Desktop
- The utility of any interaction idioms is context-dependent.
- A dialog box is another room; have a good reason to go there.
- Provide functions in the window where they are used.
- Use menus to provide a pedagogic vector.
- Disable menu items when they are not applicable.
- Use consistent visual symbols on related commands.
- Toolbars give experiences users fast access to frequently used functions.
Use ToolTips with all toolbar and iconic controls.
- Support both mouse and keyboard use for navigation and selection tasks.
- Use cursor hinting to show the meanings of metakeys.
- Single-clicking selects data or an object or changes the control state.
- Double-clicking means single-clicking plus action.
- Mouse-down over an object or data should select the object or data.
- Mouse-down over controls means proposing an action; mouse-up means commiting to an action.
- The selection state should be visually evident and unambiguous.
- Drop candidates must visualy indicate their receptivity.
- The drag cursor must visualy identify the source object.
- Any scrollable drag-and-drop target must auto-scroll.
- Debounce all drags.
- Any program that demands precise alignment must offer a vernier.
Chapter 19. Designing for Mobile and Other Devices
- Most mobile apps have transient posture.
- Limit the number and direction of animated screen transitions.
- Use guided tours to orient first-time users.
- Use overlays to explain gestures.
Chapter 20. Designing for the Web
- Use persistent headers to maintain context.
- Breadcrumbs with lateral links help speed navigation.
- Auto-complete, auto-suggest, and faceted search help users find things faster.
- Make scrolling an engaging experience.
- Infinite scrolling and site footers are mutually exclusive idioms.
- If you have only one version of your site, make it responsive.
Chapter 21. Design Details: Controls and Dialogs
- Use links for navigation and buttons for action.
- Distinguish important text items in list with graphic icons.
- Aviod scrolling text horizontally.
- Use bounded controls for bounded input.
- Use noneditable (display) controlls for output-only text.
- Put primary interactions in the primary window.
- Dialogs are appropriate for functions that are out of the main interaction flow.
- Dialogs are appropriate for organizing controls and information about single domain object or appliacation function.
- Use verb in function dialog title bars.
- Use object names in property dialog title bars.
- Differentiate modeless dialogs from modal dialogs.
- Do not use terminating button commands for modeless dialogs.
- Don't dynamically change the labels of terminating buttons.
- Inform the user when the application is unresponsive.
- Never use transitory dialogs as error messages, alerts, or confirmations.
- All interaction idioms have practical limits.
- Don't stack tabs.
- Most error dialogs stop the proceeding with idiocy.
- Make errors impossible.
- User get humiliated when software tells them they failed.
- Do; don't ask.
- Make all actions reversible.
- Provide modeless feedback to help users avoid mistakes.