Design for Software
A Playbook for Developers
(Sprache: Englisch)
A unique resource to help software developers create a desirable user experience
Today, top-flight software must feature a desirable user experience. This one-of-a-kind book creates a design process specifically for software, making it easy for...
Today, top-flight software must feature a desirable user experience. This one-of-a-kind book creates a design process specifically for software, making it easy for...
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A unique resource to help software developers create a desirable user experienceToday, top-flight software must feature a desirable user experience. This one-of-a-kind book creates a design process specifically for software, making it easy for developers who lack design background to create that compelling user experience. Appealing to both tech-savvy designers and creative-minded technologists, it establishes a hybrid discipline that will produce first-rate software. Illustrated in full color, it shows how to plan and visualize the design to create software that works on every level.
* Today's software demands attention to the quality of the user experience; this book guides you through a practical design process to achieve that goal
* Approaches the mechanics of design with a process inspired by art and science
* Avoids the abstract and moves step by step through techniques you can put to use immediately
* Covers planning your design, tested methods, how to visualize like a designer, psychology of design, and how to create software that developers will appreciate
* Explores such elements as choosing the right typeface and managing interactivity
Design for Software: A Playbook for Developers brings the art of good design together with the science of software development to create programs with pizazz.
Inhaltsverzeichnis zu „Design for Software “
Acknowledgements viiiIntroduction 1
Part I: Research 5
CHAPTER 1 Planning 7
An Introduction to User Research 8
User Research Is Not Usability 9
Design Lingo: Ethnography 9
Start with User Insights 9
Case Study: Lightning Fast Checkout 14
Making Sense of Your Findings 18
Summary 20
CHAPTER 2 Inspiration 21
Steal Like an Artist 22
If All Else Fails 34
Summary 36
Part II: Design Thinking 37
CHAPTER 3 Sketching 39
Design Thinking--A Developer's Kind of Design 40
Sketching--Where It All Begins 40
The Benefi ts of Sketching 41
When to Sketch 42
Tools for Sketching 42
The Basics of Application Flows 47
Creating an Application Flow 49
What Storyboards Can Do for You 58
When to Use Storyboards 59
Creating a Storyboard 59
Not Sure Where to Begin? Start with a Template 60
Summary 62
CHAPTER 4 Information Architecture 63
What Is information Architecture, Exactly? 65
The Cost of Usability 65
Information Architecture Deliverables 66
Personas, User Scenarios, and Storyboards 67
Content Models 67
Application Flow 67
Wireframes 69
Gesture Dictionary 69
Information Architecture Is All About the Content 70
Make It Meaningful 70
Information Architecture: Like a Boss in Five Steps 72
Step 1: Define Themes, Goals and Requirements 73
Step 2: Choose a Layout 74
Step 3: Group Similar Items 85
Step 4: Be Consistent 86
Step 5: Reduce 87
Summary 88
CHAPTER 5 Wireframes 91
Debunking Wireframes 92
Wireframes 101 93
When Should You Create the Wireframes? 93
Anatomy of a Wireframe 94
Are You Speaking Wireframe? 95
Do's &
... mehr
Don'ts 98
Tools for Awesome Wireframes 102
Tools for Awesome-er Wireframes 105
Wireframe Techniques 107
Wireframe Technique #1: Creating the Basic Wireframe 107
Wireframe Technique #2: Using Shades of Gray and One Color 108
Wireframe Technique #4: Using the Frame-by-Frame Approach 111
Wireframe Technique #5: Using Bubbles 112
Wireframe Technique #6: Magnifying Details 112
Summary 114
CHAPTER 6 Prototyping 115
When Should I Prototype? 116
1. Communicating a New Idea 117
2. Creating a Proof of Concept 117
3. Conducting Basic Usability Testing 117
4. Determining Whether an Idea Is Worth a Bigger Investment 117
What Makes an Eff ective Prototype? 118
Fake It--Be Clever, Not Complicated 120
Making "Little Bets" 121
Awesome Tools for Prototyping 122
Microsoft SketchFlow 122
Adobe Edge Tools 123
Adobe After Effects 124
Keynote / PowerPoint 125
HTML / JavaScript / CSS3 126
Axure RP 127
Arduino, Openframeworks, Processing 128
Prototyping Techniques 129
Prototyping Technique #1: Paper Prototypes 130
Prototyping Technique #2: Interactive Wireframes 131
Prototyping Technique #3: Video Prototyping 136
Summary 140
Part III: Visual Design 141
CHAPTER 7 Color 143
Color Basics 144
Color Vocabulary 144
Color Models 146
Cool and Warm Colors 149
The Psychology of Color 151
Contra
Tools for Awesome Wireframes 102
Tools for Awesome-er Wireframes 105
Wireframe Techniques 107
Wireframe Technique #1: Creating the Basic Wireframe 107
Wireframe Technique #2: Using Shades of Gray and One Color 108
Wireframe Technique #4: Using the Frame-by-Frame Approach 111
Wireframe Technique #5: Using Bubbles 112
Wireframe Technique #6: Magnifying Details 112
Summary 114
CHAPTER 6 Prototyping 115
When Should I Prototype? 116
1. Communicating a New Idea 117
2. Creating a Proof of Concept 117
3. Conducting Basic Usability Testing 117
4. Determining Whether an Idea Is Worth a Bigger Investment 117
What Makes an Eff ective Prototype? 118
Fake It--Be Clever, Not Complicated 120
Making "Little Bets" 121
Awesome Tools for Prototyping 122
Microsoft SketchFlow 122
Adobe Edge Tools 123
Adobe After Effects 124
Keynote / PowerPoint 125
HTML / JavaScript / CSS3 126
Axure RP 127
Arduino, Openframeworks, Processing 128
Prototyping Techniques 129
Prototyping Technique #1: Paper Prototypes 130
Prototyping Technique #2: Interactive Wireframes 131
Prototyping Technique #3: Video Prototyping 136
Summary 140
Part III: Visual Design 141
CHAPTER 7 Color 143
Color Basics 144
Color Vocabulary 144
Color Models 146
Cool and Warm Colors 149
The Psychology of Color 151
Contra
... weniger
Autoren-Porträt von Erik Klimczak
Erik Klimczak is a Creative Director in Chicago dedicated to making technology meaningful for his clients. He has assisted in the design and production of software for industries as diverse as healthcare, automobiles, finance, retail, law, entertainment, insurance, marketing, education, consumer products, gaming, sports, food and beverage, communications, media, security and more. As a hybrid technologist/artist, Klimczak is uniquely positioned to present design theory concepts to tech-minded professionals who don't have a background in traditional design.
Bibliographische Angaben
- Autor: Erik Klimczak
- 2013, 1. Auflage, 320 Seiten, Maße: 19 x 23,2 cm, Kartoniert (TB), Englisch
- Verlag: Wiley & Sons
- ISBN-10: 111994290X
- ISBN-13: 9781119942900
- Erscheinungsdatum: 03.05.2013
Sprache:
Englisch
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