Design for software : a playbook for developers /
A unique resource to help software developers create a desirable user experience Today, top-flight software must feature a desirable user experience. This one-of-a-kind book creates a design process specifically for software, making it easy for developers who lack design background to create that co...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
New York :
Wiley,
2013.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Design for Software: A Playbook for Developers; Contents; Part I: Research; Chapter 1: Planning; An Introduction to User Research; Summary; Chapter 2: Inspiration; Steal Like an Artist; If All Else Fails . . .; Summary; Part II: Design thinking; Chapter 3: Sketching; Design Thinking-A Developer's Kind of Design; Sketching-Where It All Begins; Summary; Chapter 4: Information architecture; What Is information Architecture, Exactly?; Information Architecture Deliverables; Information Architecture Is All About the Content; Information Architecture: Like a Boss in Five Steps; Summary.
- Chapter 5: Wireframes Debunking Wireframes; Wireframes 101; Wireframe Techniques; Summary; Chapter 6: Prototyping; When Should I Prototype?; What Makes an Effective Prototype?; Making "Little Bets"; Awesome Tools for Prototyping; Prototyping Techniques; Summary; Part III: Visual design; Chapter 7: Color; Color Basics; Applied Color: A Few Rules of Thumb; What Makes a Good Color Palette?; Five Color Palettes You Can't Go Wrong With; Color Techniques; Summary; Chapter 8: Digital Typography; First Things First; A Lap Around Typography; Font or Typeface-What's the Difference?; Type Classification.
- Eight Ways to Improve Your TypographySummary; Chapter 9: Visual communication; It Ain't That Simple; Five Ways to Clarify Your Design; Summary; Chapter 10: Motion; Animations Look Cool, but Can They Actually Make It Work Better?; Transitions, Animations, and Timing Guidelines; Fade, Slide, and Scale-Animation's Super Tools; Motion Principles; Advanced Motion Techniques; Summary; Part IV: Interaction Design; Chapter 11: Interaction Design Principles; An Introduction to Interaction Design; Getting In the Flow; Learnability Versus Usability; Ergonomics; Summary; Chapter 12: Design Patterns.
- Why Use Design Patterns?The Patterns; Summary; Index.