
Practical UX Design
Beschreibung
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Scott Faranello has been a dedicated and passionate UX professional for well more than a decade now, working with many companies in very diverse organizational cultures. His experience includes intensive customer, user, and business research, conceptual wireframes, designing information architecture, conducting user and usability tests, measuring the ROI of usability, creating visual design, and staying abreast of the current UX technology trends. Scott is also the author of Balsamiq Wireframes Quickstart Guide (2012) and Practical UX Design (2016), Packt Publishing.
Inhalt
- Cover
- Copyright
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: The User Experience Mindset
- Dispelling the myth of "faster horses
- The disservice of "faster horses
- When facts ruin a good story
- Collaboration is a joke, but nobody is laughing
- Understanding the problem
- Customers/users are dumb!
- Shut up and listen!
- Data-driven design
- The meme that just won't die
- Design thinking: an idea worth investing in
- One more thing
- In closing, a cautionary tale
- Summary
- Chapter 2: Creative UX
- Essential mindset for Creativity
- Closed mode
- Open mode
- Open and closed modes in action
- Using open and closed modes together
- Stuck in a mode
- The six conditions for creativity
- Space
- Time
- Time - again
- The 10,000 hour rule
- Confidence
- Play
- Agreement
- Applying creativity to UX design
- The space between
- Summary
- Chapter 3: Good UX Design
- What is good design?
- Good design is non-obvious
- A brief history of good UX design
- Good design is invisible
- Good design creates emotion
- Good design is familiar
- When preference beats performance
- The principles of good design
- Good design is timeless
- Principles of good UX design, by example
- Innovative
- Good design isn't always original
- Useful
- Minimalist
- Understandable
- Understandable - how?
- Understandable-why?
- Design using the three-second rule
- Understandability - fail!
- Valuable
- Safety
- Provide affordances
- Long-lasting design
- Design exercise
- Native advertising revisited
- Summary
- Chapter 4: Foundations of Good IA
- Foundational IA
- The Four Cs of IA
- Navigation
- Mental models
- Taxonomy
- Sitemaps
- Taxonomy types
- Designing for change
- Change and consequences
- The IA of cities
- Fractal loading
- Focused IA
- Food for thought
- Fractal loading on the web
- Gauging your IA success
- Maps
- Wayfinding
- Seamless IA
- Four C's exercise
- More examples of good IA
- Amazon
- Coordination
- Cooperation
- Change
- Consequence
- Internet movie database
- Closing thoughts
- Chapter 5: Patterns, Properties, and Principles of Good UX Design
- Patterns in UX design
- The 15 fundamental properties of wholeness
- Levels of Scale
- Strong centers
- Boundaries
- Alternating Repetition
- Positive space
- Good Shape
- Local Symmetries
- Deep Interlock and Ambiguity
- Contrast
- Gradients
- Roughness
- Echoes
- The Void
- Inner Calm
- Not-Separateness
- Finding wholeness in your design work
- Pattern libraries versus style guides
- Summary
- Chapter 6: An Essential Strategy for UX Maturity
- The problem with UX
- The UX process game
- The misunderstanding of UX
- A different kind of UX approach
- Enterprise UX
- The business of UX
- Financial metrics
- Case study: Strategic e-mail marketing campaign
- Initial problem (as outlined by the stakeholder)
- My approach
- My process
- Results
- Operational metrics
- Case study: employee operational effectiveness
- Initial problem (as outlined by the stakeholder)
- My approach
- My process
- Results
- Human metrics
- Case study - improving user satisfaction and understanding
- Initial problem (as outlined by the stakeholder)
- My approach
- My process
- Results
- One more thing.
- The UX maturity map
- Level 1 - Awareness
- Level 2 - Repeatable
- Level 3 - Strategic
- Level 4 - Integrated
- Level 5 - Core
- Summary
- Chapter 7: UX Tools
- Tools of the UX trade
- Personas
- The human persona
- Ethnography
- Human centered design
- Journey maps
- Usability studies
- Visual design
- Cynefin
- Business model canvas
- Wireframes and prototyping
- A closing thought
- Summary
- Chapter 8: Final Thoughts and Additional Resources
- Measuring UX
- Metrics
- Books and articles
- Google terms
- Online measurement tools
- Enterprise UX
- UX-related websites
- UX-related books
- Mobile patterns
- Additional UX design tools
- People to follow
- Summary
- Index
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