Traditional
textbook approaches manage the complexity of the
design process via abstraction, treating design
problems as if they were composites of puzzles.
Scenario-based design uses concretization.
Scenarios are a vocabulary for
coordinating the central tasks of system
development--understanding people's needs,
envisioning new activities and technologies,
designing effective systems and software, and
drawing general lessons from systems as they are
developed and used. Instead of designing
software by listing requirements, functions, and
code modules, the designer focuses first on the
activities that need to be supported and then
allows descriptions of those activities to drive
everything else.
In
Don’t Make Me Think, usability expert Steve
Krug distills his years of experience and
observation into clear, practical and often
amusing common sense advice for the people in
the trenches (the designers, programmers,
writers, editors, and Webmasters), the people
who tell them what to do (project managers,
business planners, and marketing people), and
even the people who sign the checks.
Information appliances
and other interactive products "beyond the
desktop" present user interface design
challenges that are only beginning to be
understood. In this one-of-a-kind book,
interaction designers examine the issues they
confronted in their projects: Microsoft Windows
CE, a vehicle navigation system, interactive
children's toys, and more. You'll enjoy reading
their engaging and sometimes surprising stories,
but more importantly you'll gain insights that
will benefit your own design and development
work.
This
unique guide to interactive system design
reflects the experience and vision of Jef Raskin,
the creator of the Apple Macintosh project.
Other books may show how to use today's widgets
and interface ideas effectively. Raskin,
however, demonstrates that many current
interface paradigms are dead ends, and that to
make computers significantly easier to use
requires new approaches. He explains how to
effect desperately needed changes, offering a
wealth of innovative and specific interface
ideas for software designers, developers, and
product managers.
The
purpose of the book is to set up a framework for
discussions on social and technical issues of
online communities. Designing usability and
supporting sociability lays a solid foundation
on which online communities can grow and thrive.
Intended for both students and computer
professionals, the book addresses the
development of new online communities as well as
the improvement of existing ones. It is divided
into two parts - Getting Acquainted with Online
Communities and Developing Online Communities -
along with a preface and a concluding chapter
which explores the future of online communities.
One
of the key determinants of success for today's
high-technology companies is product
strategy-;and this guide continues to be the
only book on product strategy written
specifically for the 21st century high-tech
industry. More than 250 examples from
technological leaders including IBM, Compaq, and
Apple-;plus a new focus on growth strategies and
on Internet businesses-;define how high-tech
companies can use product strategy and product
platform strategy for competitiveness,
profitability, and growth in the Internet age.
GUI
Bloopers looks at user interface design bloopers
from commercial software, Web sites, and
information appliances, explaining how
intelligent, well-intentioned professionals made
these dreadful mistakes--and how you can avoid
them. While equipping you with all the theory
needed to learn from these examples, GUI expert
Jeff Johnson also presents the reality of
interface design in an entertaining, anecdotal,
and instructive way.
This is an excellent, well-illustrated resource
for anyone whose work touches on usability
issues, including software engineers, Web site
designers, managers of development processes, QA
professionals, and usability professionals.
Copyright (c) 2002-2008 Ergonaute Consulting. All
rights reserved.