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About Face
About Face
Credits
About the Authors
Acknowledgments
Foreword
Introduction to the Fourth Edition
A Brief History of Interaction Design
IxD and User Experience
What This Book Is and What It Is Not
How This Book Is Structured
Changes Since the Third Edition
Examples Used in This Book
Who Should Read This Book
Part I Goal-Directed Design
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
Notes
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
Notes
Why Model?
The Power of Personas
Why Personas Are Effective
Understanding Goals
Constructing Personas
Personas in Practice
Other Design Models
Notes
Bridging the Research-Design Gap
Scenarios: Narrative as a Design Tool
Design Requirements: The “What” of Interaction
The Requirements Definition Process
Notes
Creating the Design Framework
Refining the Form and Behavior
Validating and Testing the Design
Notes
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
Notes
Design Values
Interaction Design Principles
Interaction Design Patterns
Notes
Designing Considerate Products
Designing Smart Products
Designing Social Products
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
Notes
Perpetual Intermediates
Inflecting the Interface
Designing for Three Levels of Experience
Flow and Transparency
Orchestration
Harmonious Interactions
Motion, Timing, and Transitions
The Ideal of Effortlessness
Notes
Goal-Directed Tasks versus Excise Tasks
Types of Excise
Excise Is Contextual
Eliminating Excise
Other Common Excise Traps
Interface Paradigms
Building Idioms
Manual Affordances
Direct Manipulation and Pliancy
Escape the Grip of Metaphor
Rethinking Data Entry
Rethinking Data Storage
Rethinking Data Retrieval
Using Rich Modeless Feedback
Undo, Redo, and Reversible Histories
What If: Compare and Preview
Learnability and Help
Customizability
Localization and Globalization
Accessibility
Notes
Visual Art and Visual Design
The Elements of Visual Interface Design
Visual Interface Design Principles
Visual Information Design Principles
Consistency and Standards
Anatomy of a Desktop App
Windows on the Desktop
Menus
Toolbars, Palettes, and Sidebars
Pointing, Selection, and Direct Manipulation
Anatomy of a Mobile App
Mobile Navigation, Content, and Control Idioms
Multi-Touch Gestures
Inter-App Integration
Other Devices
Page-Based Interactions
The Mobile Web
The Future
Notes
Controls
Dialogs
Eliminating Errors, Alerts, and Confirmations
The Devil Is in the Details
Chapter 1
Chapter 3
Chapter 4
Chapter 5
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 17
Chapter 18
Chapter 19
Chapter 20
Chapter 21
WILEY END USER LICENSE AGREEMENT

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