
Designing Interfaces
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Content
- Cover
- Copyright
- Table of Contents
- Preface to the Third Edition
- Why We Wrote This Book
- Design Patterns Remain Relevant
- Software Is Systems Now
- Focus: Screen-Based, Web, and Mobile
- What's Not in This Edition
- Who This Book Is For
- How This Book Is Organized
- Introduction and Design Discussion
- The Patterns
- Conclusion
- Conventions Used in This Book
- O'Reilly Online Learning
- How to Contact Us
- Acknowledgments
- Chapter 1. Designing for People
- Context
- Know Your Audience
- Interactions Are Conversations
- Match Your Content and Functionality to Your Audience
- Skill Level
- Goals: Your Interface Is Just a Means to Their Ends
- Ask Why
- Design's Value: Solve the Right Problem, and Then Solve It Right
- Research: Ways to Understand Context and Goals
- Direct Observation
- Case Studies
- Surveys
- Personas
- Design Research Is Not Marketing Research
- The Patterns: Cognition and Behavior Related to Interface Design
- Safe Exploration
- Instant Gratification
- Satisficing
- Changes in Midstream
- Deferred Choices
- Incremental Construction
- Habituation
- Microbreaks
- Spatial Memory
- Prospective Memory
- Streamlined Repetition
- Keyboard Only
- Social Media, Social Proof, and Collaboration
- Conclusion
- Chapter 2. Organizing the Content: Information Architecture and Application Structure
- Purpose
- Definition
- Designing an Information Space for People
- Approach
- Separate Information from Presentation
- Mutually Exclusive, Collectively Exhaustive
- Ways to Organize and Categorize Content
- Alphabetical
- Number
- Time
- Location
- Hierarchy
- Category or Facet
- Designing for Task and Workflow-Dominant Apps
- Make Frequently Used Items Visible
- "Chunk Up" Jobs into a Sequence of Steps
- Multiple Channels and Screen Sizes Are Today's Reality
- Display Your Information as Cards
- Designing a System of Screen Types
- Overview: Show a List or Grid of Things or Options
- Focus: Show One Single Thing
- Make: Provide Tools to Create a Thing
- Do: Facilitate a Single Task
- The Patterns
- Feature, Search, and Browse
- Mobile Direct Access
- Streams and Feeds
- Media Browser
- Dashboard
- Canvas Plus Palette
- Wizard
- Settings Editor
- Alternative Views
- Many Workspaces
- Help Systems
- Tags
- Conclusion
- Chapter 3. Getting Around: Navigation, Signposts, and Wayfinding
- Understanding the Information and Task Space
- Signposts
- Wayfinding
- Navigation
- Global Navigation
- Utility Navigation
- Associative and Inline Navigation
- Related Content
- Tags
- Social
- Design Considerations
- Separate the Navigation Design from the Visual Design
- Cognitive Load
- Keep Distances Short
- Navigational Models
- Hub and Spoke
- Fully Connected
- Multilevel or Tree
- Step by Step
- Pyramid
- Flat Navigation
- The Patterns
- Clear Entry Points
- Menu Page
- Pyramid
- Modal Panel
- Deep Links
- Escape Hatch
- Fat Menus
- Sitemap Footer
- Sign-In Tools
- Progress Indicator
- Breadcrumbs
- Annotated Scroll Bar
- Animated Transition
- Conclusion
- Chapter 4. Layout of Screen Elements
- The Basics of Layout
- Visual Hierarchy
- What Makes Things Look Important?
- Four Important Gestalt Principles
- Visual Flow
- Using Dynamic Displays
- Responsive Enabling
- Progressive Disclosure
- UI Regions
- The Patterns
- Layout
- Chunking Information
- Visual Framework
- Center Stage
- Grid of Equals
- Titled Sections
- Module Tabs
- Accordion
- Collapsible Panels
- Movable Panels
- Chapter 5. Visual Style and Aesthetics
- The Basics of Visual Design
- Visual Hierarchy
- Composition
- Color
- Typography
- Readability
- Evoking a Feeling
- Images
- Visual Design for Enterprise Applications
- Accessibility
- Ranges of Visual Styles
- Skeuomorphic
- Illustrated
- Flat Design
- Minimalistic
- Adaptive/Parametric
- Conclusion
- Chapter 6. Mobile Interfaces
- The Challenges and Opportunities of Mobile Design
- Tiny Screen Sizes
- Variable Screen Widths
- Touch Screens
- Difficulty of Typing Text
- Challenging Physical Environments
- Location Awareness
- Social Influences and Limited Attention
- How to Approach a Mobile Design
- 1. What Do Users in a Mobile Context Actually Need?
- 2. Strip the Site or App Down to Its Essence
- 3. If You Can, Use the Device's Hardware
- 4. Linearize Your Content
- 5. Optimize the Most Common Interaction Sequences
- Some Worthy Examples
- The Patterns
- Vertical Stack
- Filmstrip
- Touch Tools
- Bottom Navigation
- Collections and Cards
- Infinite List
- Generous Borders
- Loading or Progress Indicators
- Richly Connected Apps
- Make It Mobile
- Chapter 7. Lists of Things
- Use Cases for Lists
- Back to Information Architecture
- What Are You Trying to Show?
- "When the user selects an item from a list, where should I show the details of that item?"
- "How can I show a list of items that have heavy visuals?"
- "How can I manage a very long list?"
- "How can I show a list that's organized into categories or hierarchies?"
- The Patterns
- Two-Panel Selector or Split View
- One-Window Drilldown
- List Inlay
- Cards
- Thumbnail Grid
- Carousel
- Pagination
- Jump to Item
- Alpha/Numeric Scroller
- New-Item Row
- Lists Abound
- Chapter 8. Doing Things: Actions and Commands
- Tap, Swipe, and Pinch
- Rotate and Shake
- Buttons
- Menu Bars
- Pop-Up Menus
- Drop-Down Menus
- Toolbars
- Links
- Action Panels
- Hover Tools
- Single-Clicking Versus Double-Clicking Items
- Keyboard Actions
- Shortcuts
- Tab Order
- Drag-and-Drop
- Typed Commands
- Affordance
- Direct Manipulation of Objects
- The Patterns
- Button Groups
- Hover or Pop-Up Tools
- Action Panel
- Prominent "Done" Button or Assumed Next Step
- Smart Menu Items
- Preview
- Spinners and Loading Indicators
- Cancelability
- Multilevel Undo
- Command History
- Macros
- Conclusion
- Chapter 9. Showing Complex Data
- The Basics of Information Graphics
- Organizational Models: How Is This Data Organized?
- Preattentive Variables: What's Related to What?
- Navigation and Browsing: How Can I Explore This Data?
- Sorting and Rearranging: Can I Rearrange This Data to See It Differently?
- Searching and Filtering: How Can I See Only the Data That I Need?
- The Actual Data: What Are the Specific Data Values?
- The Patterns
- Datatips
- Data Spotlight
- Dynamic Queries
- Data Brushing
- Multi-Y Graph
- Small Multiples
- The Power of Data Visualization
- Chapter 10. Getting Input from Users: Forms and Controls
- The Basics of Form Design
- Form Design Continues to Evolve
- Further Reading
- The Patterns
- Forgiving Format
- Structured Format
- Fill-in-the-Blanks
- Input Hints
- Input Prompt
- Password Strength Meter
- Autocompletion
- Drop-down Chooser
- List Builder
- Good Defaults and Smart Prefills
- Error Messages
- Conclusion
- Chapter 11. User Interface Systems and Atomic Design
- UI Systems
- An Example Component-Based UI System: Microsoft's Fluent
- Atomic Design: A Way of Designing Systems
- Overview
- The Atomic Design Hierarchy
- UI Frameworks
- Overview
- Benefits
- The Rise of UI Frameworks
- A Look at Selected UI Frameworks
- Conclusion
- Chapter 12. Beyond and Behind the Screen
- The Ingredients: Smart Systems
- Connected Devices
- Anticipatory Systems
- Assistive Systems
- Natural User Interfaces
- Conclusion
- Index
- About the Authors
- Colophon
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