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Foreword xv
Introduction xix
Part I: Goal-Directed Design 1
Ch 1: A Design Process for Digital Products 3
The Consequences of Poor Product Behavior 4
Why Digital Products Fail 6
Planning and Designing Product Behavior 10
Recognizing User Goals 13
Implementation Models and Mental Models 16
An Overview of Goal-Directed Design 21
Ch 2: Understanding the Problem: Design Research 31
Qualitative versus Quantitative Data in Design Research 32
Goal-Directed Design Research 36
Interviewing and Observing Users 44
Other Types of Qualitative Research 56
Research is Critical to Good Design 59
Ch 3: Modeling Users: Personas and Goals 61
Why Model? 61
The Power of Personas 62
Why Personas Are Effective 66
Understanding Goals 72
Constructing Personas 81
Personas in Practice 93
Other Design Models 98
Ch 4: Setting the Vision: Scenarios and Design Requirements 101
Bridging the Research-Design Gap 101
Scenarios: Narrative as a Design Tool 102
Design Requirements: The "What" of Interaction 106
The Requirements Definition Process 109
Ch 5: Designing the Product: Framework and Refinement 119
Creating the Design Framework 119
Refining the Form and Behavior 137
Validating and Testing the Design 139
Ch 6: Creative Teamwork 145
Small, Focused Teams 146
Thinking Better, Together 146
Working across Design Disciplines 153
The Extended Team 155
Establishing a Creative Culture 161
Identifying Skill Levels in Designers 162
Collaboration is the Key 163
Part II: Making Well-Behaved Products 165
Ch 7: A Basis for Good Product Behavior 167
Design Values 167
Interaction Design Principles 173
Interaction Design Patterns 174
Ch 8: Digital Etiquette 179
Designing Considerate Products 180
Designing Smart Products 190
Designing Social Products 199
Ch 9: Platform and Posture 205
Product Platforms 205
Product Postures 206
Postures for the Desktop 207
Postures for the Web 218
Postures for Mobile Devices 225
Postures for Other Platforms 230
Give Your Apps Good Posture 235
Ch 10: Optimizing for Intermediates 237
Perpetual Intermediates 238
Inflecting the Interface 240
Designing for Three Levels of Experience 243
Ch 11: Orchestration and Flow 249
Flow and Transparency 249
Orchestration 250
Harmonious Interactions 251
Motion, Timing, and Transitions 266
The Ideal of Effortlessness 269
Ch 12: Reducing Work and Eliminating Excise 271
Goal-Directed Tasks versus Excise Tasks 272
Types of Excise 273
Excise is Contextual 285
Eliminating Excise 285
Other Common Excise Traps 297
Ch 13: Metaphors, Idioms, and Affordances 299
Interface Paradigms 300
Building Idioms 310
Manual Affordances 312
Direct Manipulation and Pliancy 315
Escape the Grip of Metaphor 322
Ch 14: Rethinking Data Entry, Storage, and Retrieval 325
Rethinking Data Entry 326
Rethinking Data Storage 332
Rethinking Data Retrieval 345
Ch 15: Preventing Errors and Informing Decisions 357
Using Rich Modeless Feedback 358
Undo, Redo, and Reversible Histories 363
What If: Compare and Preview 376
Ch 16: Designing for Different Needs 379
Learnability and Help 379
Customizability 395
Localization and Globalization 398
Accessibility 399
Ch 17: Integrating Visual Design 405
Visual Art and Visual Design 405
The Elements of Visual Interface Design 406
Visual Interface Design Principles 411
Visual Information Design Principles 425
Consistency and Standards 428
Part III: Interaction Details 433
Ch 18: Designing for the Desktop 435
Anatomy of a Desktop App 436
Windows on the Desktop 439
Menus 448
Toolbars, Palettes, and Sidebars 455
Pointing, Selection, and Direct Manipulation 465
Ch 19: Designing for Mobile and Other Devices 507
Anatomy of a Mobile App 508
Mobile Navigation, Content, and Control Idioms 518
Multi-Touch Gestures 550
Inter-App Integration 553
Other Devices 555
Ch 20: Designing for the Web 569
Page-Based interactions 571
The Mobile Web 585
The Future 587
Ch 21: Design Details: Controls and Dialogs 589
Controls 589
Dialogs 625
Eliminating Errors, Alerts, and Confirmations 641
The Devil is in the Details 653
Appendix A: Design Principles 655
Appendix B: Bibliography 661
Index 667
This book has a simple premise: If we design and develop digital products in such a way that the people who use them can easily achieve their goals, they will be satisfied, effective, and happy. They will gladly pay for our products—and recommend that others do the same. Assuming that we can do so in a cost-effective manner, this will translate into business success.
On the surface, this premise seems obvious: Make people happy, and your products will be a success. Why, then, are so many digital products so difficult and unpleasant to use? Why aren’t we all happy and successful when we use them? Why, despite the steady march of faster, cheaper, and more accessible technology, are we still so often frustrated?
The answer, in short, is the absence of design as a fundamental and equal part of the product planning and development process.
Design, according to industrial designer Victor Papanek, is the conscious and intuitive effort to impose meaningful order. We propose a somewhat more detailed definition of human-oriented design activities:
This definition is useful for many design disciplines, although the precise focus on form, content, and behavior varies depending on what is being designed. For example, an informational website may require particular attention to content, whereas the design of a simple TV remote control may be concerned primarily with form. As discussed in the Introduction, interactive digital products are uniquely imbued with complex behavior.
When performed using the appropriate methods, design can, and does, provide the missing human connection in technological products. But most current approaches to the design of digital products don’t work as advertised.
In the nearly 20 years since the publication of the first edition of About Face, software and interactive digital products have greatly improved. Many companies have begun to focus on serving people’s needs with their products and are spending the time and money needed to support the design process. However, many more still fail to do so—at their peril. As long as businesses continue to focus solely on technology and market data while shortchanging design, they will continue to create the kind of products we’ve all grown to despise.
The following sections describe a few of the consequences of creating products that lack appropriate design and thus ignore users’ needs and desires. How many of your digital products exhibit some of these characteristics?
Digital products often blame users for making mistakes that are not their fault, or should not be. Error messages like the one shown in Figure 1-1 pop up like weeds, announcing that the user has failed yet again. These messages also demand that the user acknowledge his failure by confirming it: OK.
Digital products and software frequently interrogate users, peppering them with a string of terse questions that they are neither inclined nor prepared to answer: “Where did you hide that file?” Patronizing questions like “Are you sure?” and “Did you really want to delete that file, or did you have some other reason for pressing the Delete key?” are equally irritating and demeaning.
Figure 1-1: Thanks for sharing. Why didn’t the application notify the library? Why did it want to notify the library? Why is it telling us? And what are we OKing, anyway? It is not OK that the application failed!
Our software-enabled products also fail to act with a basic level of decency. They forget information we tell them and don’t do a very good job of anticipating our needs. Even the iPhone—generally the baseline for good user experience on a digital device—doesn’t anticipate that someone might not want to be pestered with a random phone call when he is in the middle of a business meeting that is sitting right there in the iPhone’s own calendar. Why can’t it quietly put a call that isn’t from a family member into voicemail?
Digital products regularly assume that people are technology literate. For example, in Microsoft Word, if a user wants to rename a document she is editing, she must know that she must either close the document or use the “Save As…” menu command (and remember to delete the file with the old name). These behaviors are inconsistent with how a normal person thinks about renaming something; rather, they require that a person change her thinking to be more like the way a computer works.
Digital products are also often obscure, hiding meaning, intentions, and actions from users. Applications often express themselves in incomprehensible jargon that cannot be fathomed by normal users (“What is your SSID?”) and are sometimes incomprehensible even to experts (“Please specify IRQ.”).
If a 10-year-old boy behaved like some software apps or devices, he’d be sent to his room without supper. These products forget to shut the refrigerator door, leave their shoes in the middle of the floor, and can’t remember what you told them only five minutes earlier. For example, if you save a Microsoft Word document, print it, and then try to close it, the application again asks you if you want to save it! Evidently the act of printing caused the application to think the document had changed, even though it did not. Sorry, Mom, I didn’t hear you.
Software often requires us to step out of the main flow of tasks to perform functions that shouldn’t require separate interfaces and extra navigation to access. Dangerous commands, however, are often presented right up front where users can accidentally trigger them. Dropbox, for example, sandwiches Delete between Download and Rename on its context menus, practically inviting people to lose the work they’ve uploaded to the cloud for safekeeping.
Furthermore, the appearance of software—especially business and technical applications—can be complex and confusing, making navigation and comprehension unnecessarily difficult.
Computers and their silicon-enabled brethren are purported to be labor-saving devices. But every time we go out into the field to watch real people doing their jobs with the assistance of technology, we are struck by how much work they are forced to do simply to manage the proper operation of software. This work can be anything from manually copying (or, worse, retyping) values from one window into another, to attempting (often futilely) to paste data between applications that otherwise don’t speak to each other, to the ubiquitous clicking and pushing and pulling of windows and widgets around the screen to access hidden functionality that people use every day to do their job.
The evidence is everywhere that digital products have a lot of explaining to do when it comes to their poor behavior.
Most digital products emerge from the development process like a sci-fi monster emerging from a bubbling tank. Instead of planning and executing with a focus on satisfying the needs of the people who use their products, companies end up creating solutions that—while technically advanced—are difficult to use and control. Like mad scientists, they fail because they have not imbued their creations with sufficient humanity.
Why is this? What is it about the technology industry as a whole that makes it so inept at designing the interactive parts of digital products? What is so broken about the current process of creating software-enabled products that it results in such a mess?
There are four main reasons why this is the case:
Digital products come into the world subject to the push and pull of two often-opposing camps—marketers and developers. While marketers are adept at understanding and quantifying a marketplace opportunity, and at introducing and positioning a product within that market, their input into the product design process is often limited to lists of requirements. These requirements often have little to do with what users actually need or desire and have more to do with chasing the competition, managing IT resources with to-do lists, and making guesses based on market surveys—what people say they’ll buy. (Contrary to what you might suspect, few users can clearly articulate their needs. When asked direct questions about the products they use, most tend to focus on low-level tasks or workarounds to product flaws. And, what they think they’ll buy doesn’t...
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