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|a Tidwell, Jenifer.
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|a Designing interfaces /
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|a Designing a good interface isn't easy. Users demand software that is well-behaved, good-looking, and easy to use. Your clients or managers demand originality and a short time to market. Your UI technology -- web applications, desktop software, even mobile devices -- may give you the tools you need, but little guidance on how to use them well. UI designers over the years have refined the art of interface design, evolving many best practices and reusable ideas. If you learn these, and understand why the best user interfaces work so well, you too can design engaging and usable interfaces with less guesswork and more confidence. Designing Interfaces captures those best practices as design patterns -- solutions to common design problems, tailored to the situation at hand. Each pattern contains practical advice that you can put to use immediately, plus a variety of examples illustrated in full color. You'll get recommendations, design alternatives, and warningson when not to use them. Each chapter's introduction describes key design concepts that are often misunderstood, such as affordances, visual hierarchy, navigational distance, and the use of color. These give you a deeper understanding of why the patterns work, and how to apply them with more insight. A book can't design an interface for you -- no foolproof design process is given here -- but Designing Interfaces does give you concrete ideas that you can mix and recombine as you see fit. Experienced designers can use it as a sourcebook of ideas. Novice designers will find a roadmap to the world of interface and interaction design, with enough guidance to start using these patterns immediately.
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|a Designing Interfaces; ABOUT PATTERNS IN GENERAL; OTHER PATTERN COLLECTIONS; ABOUT THE PATTERNS IN THIS BOOK; AUDIENCE; HOW THIS BOOK IS ORGANIZED; COMMENTS AND QUESTIONS; ACKNOWLEDGMENTS; 1. What Users Do; 1.2. THE BASICS OF USER RESEARCH; 1.3. USERS& MOTIVATION TO LEARN; 1.4. THE PATTERNS; 2. instant gratification; 3. satisficing; 4. changes in midstream; 5. deferred choices; 6. incremental construction; 7. habituation; 8. spatial memory; 9. prospective memory; 10. streamlined repetition; 11. keyboard only; 12. other people&s advice
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|a 2. Organizing the Content:Information Architecture and Application Structure2.1.2. LISTS OF ACTIONS; 2.1.3. LISTS OF SUBJECT CATEGORIES; 2.1.4. LISTS OF TOOLS; 2.2. PHYSICAL STRUCTURE; 2.2.2. ONE-WINDOW PAGING; 2.2.3. TILED PANES; 2.3. THE PATTERNS; 2.3.1.2. use when; 2.3.1.3. why; 2.3.1.4. how; 2.3.1.5. examples; 14. canvas plus palette; 2.3.2.2. use when; 2.3.2.3. why; 2.3.2.4. how; 2.3.2.5. examples; 15. one-window drilldown; 2.3.3.2. use when; 2.3.3.3. why; 2.3.3.4. how; 2.3.3.5. examples; 16. alternative views; 2.3.4.2. use when; 2.3.4.3. why; 2.3.4.4. how; 17. wizard; 2.3.5.2. use when
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|a 2.3.5.3. why2.3.5.4. how; 2.3.5.4.2. PHYSICAL STRUCTURE; 2.3.5.5. examples; 18. extras on demand; 2.3.6.2. use when; 2.3.6.3. why; 2.3.6.4. how; 19. intriguing branches; 2.3.7.2. use when; 2.3.7.3. why; 2.3.7.4. how; 20. multi-level help; 2.3.8.2. use when; 2.3.8.3. why; 2.3.8.4. how; 2.3.8.5. examples; 3. Getting Around:Navigation, Signposts, and Wayfinding; 3.2. THE COST OF NAVIGATION; 3.2.2. TOO MANY JUMPS; 3.3. THE PATTERNS; 3.3.1.2. use when; 3.3.1.3. why; 3.3.1.4. how; 3.3.1.5. examples; 22. global navigation; 3.3.2.2. use when; 3.3.2.3. why; 3.3.2.4. how; 3.3.2.5. examples
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|a 23. hub and spoke3.3.3.2. use when; 3.3.3.3. why; 3.3.3.4. how; 3.3.3.5. examples; 24. pyramid; 3.3.4.2. use when; 3.3.4.3. why; 3.3.4.4. how; 3.3.4.5. examples; 25. modal panel; 3.3.5.2. use when; 3.3.5.3. why; 3.3.5.4. how; 3.3.5.5. examples; 26. sequence map; 3.3.6.2. use when; 3.3.6.3. why; 3.3.6.4. how; 3.3.6.5. examples; 27. breadcrumbs; 3.3.7.2. use when; 3.3.7.3. why; 3.3.7.4. how; 3.3.7.5. examples; 28. annotated scrollbar; 3.3.8.2. use when; 3.3.8.3. why; 3.3.8.4. how; 3.3.8.5. examples; 29. color-coded sections; 3.3.9.2. use when; 3.3.9.3. why; 3.3.9.4. how; 3.3.9.5. examples
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|a 30. animated transition3.3.10.2. use when; 3.3.10.3. why; 3.3.10.4. how; 3.3.10.5. examples; 31. escape hatch; 3.3.11.2. use when; 3.3.11.3. why; 3.3.11.4. how; 3.3.11.5. examples; 4. Organizing the Page:Layout of Page Elements; 4.1.2. VISUAL FLOW: WHAT SHOULD I LOOK AT NEXT?; 4.1.3. GROUPING AND ALIGNMENT: WHAT GOES WITH WHAT?; 4.1.4. PUTTING IT ALL TOGETHER; 4.1.5. USING DYNAMIC DISPLAYS; 4.2. THE PATTERNS; 4.2.1.2. use when; 4.2.1.3. why; 4.2.1.4. how; 4.2.1.5. examples; 33. center stage; 4.2.2.2. use when; 4.2.2.3. why; 4.2.2.4. how; 4.2.2.5. examples; 34. titled sections
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|i Print version:
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|t Designing interfaces.
|d Sebastpol, California : O'Reilly, 2006
|h xx, 331 pages : illustrations ; 25 cm.
|z 9780596008031
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