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Designing interfaces /

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 n...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Tidwell, Jenifer
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Sebastpol, Calif. : O'Reilly, 2006.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • 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
  • 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
  • 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
  • 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
  • 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