Alan Cooper, Robert Reinmann, David Cronin - About Face 3- The Essentials of Interaction Design (pdf)

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by About Face 3- The Essentials of Interaction Design (pdf)

Visually distinguish elements that behave differently.

  Visually communicate function and behavior.

  Take things away until the design breaks, then put that last thing back in.

  Visually show what; textually tell which.

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  About Face 3: The Essentials of Interaction Design

  Obey standards unless there is a truly superior alternative.

  Consistency doesn’t imply rigidity.

  Chapter 17

  Managing disks and files is not a user goal.

  Save documents and settings automatically.

  Put files where users can find them.

  Disks are a hack, not a design feature.

  Chapter 18

  An error may not be your fault, but it’s your responsibility.

  Audit, don’t edit.

  Chapter 19

  Rich visual feedback is the key to successful direct manipulation.

  Support both mouse and keyboard use for navigation and selection tasks.

  Use cursor hinting to show the meanings of meta-keys.

  Single-click selects data or an object or changes the control state.

  Mouse-down over an object or data should select the object or data.

  Mouse-down over controls means propose action; mouse-up means commit to action.

  Visually communicate pliancy.

  Use cursor hinting to indicate pliancy.

  The selection state should be visually evident and unambiguous.

  Drop candidates must visually indicate their receptivity.

  The drag cursor must visually identify the source object.

  Any scrollable drag-and-drop target must auto-scroll.

  Debounce all drags.

  Any program that demands precise alignment must offer a vernier.

  Chapter 20

  A dialog box is another room; have a good reason to go there.

  Provide functions in the window where they are used.

  The utility of any interaction idiom is context-dependent.

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  Appendix A: Design Principles

  573

  Chapter 21

  A multitude of control-laden dialog boxes doth not a good user interface make.

  Use links for navigation, and buttons or butcons for action.

  Distinguish important text items in lists with graphic icons.

  Never scroll text horizontally.

  Use bounded controls for bounded input.

  Use noneditable (display) controls for output-only text.

  Chapter 22

  Use menus to provide a pedagogic vector.

  Disable menu items when they are not applicable.

  Use consistent visual symbols on parallel command vectors.

  Chapter 23

  Toolbars provide experienced users fast access to frequently used functions.

  Use ToolTips with all toolbar and iconic controls.

  Chapter 24

  Put primary interactions in the primary window.

  Dialogs are appropriate for functions that are out of the main interaction flow.

  Dialogs are appropriate for organizing controls and information about a single domain object or application function.

  Use verbs in function dialog title bars.

  Use object names in property dialog title bars.

  Visually differentiate modeless dialogs from modal dialogs.

  Use consistent terminating commands for modeless dialog boxes.

  Don’t dynamically change the labels of terminating buttons.

  Inform the user when the application is unresponsive.

  Never use transitory dialogs as error messages or confirmations.

  All interaction idioms have practical limits.

  Don’t stack tabs.

  Chapter 25

  Error message boxes stop the proceedings with idiocy and should be avoided.

  Make errors impossible.

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  Users get humiliated when software tells them they failed.

  Do, don’t ask.

  Make all actions reversible.

  Provide modeless feedback to help users avoid mistakes.

  Chapter 26

  Offer shortcuts from the Help menu.

  Offer users a gallery of ready-to-use templates.

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  B

  Bibliography

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  Borchers, Jan. 2001. A Pattern Approach to Interaction Design. John Wiley and Sons.

  Borenstein, Nathaniel S. 1994. Programming As If People Mattered. Princeton University Press.

  Buxton, Bill. 1990. “The ‘Natural’ Language of Interaction: A Perspective on Non-Verbal Dialogues.” Laurel, Brenda, ed. The Art of Human-Computer Interface Design. Addison-Wesley.

  Carroll, John M. ed. 1995. Scenario-Based Design. John Wiley and Sons.

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  Carroll, John M. 2000. Making Use: Scenario-based Design of Human-Computer Interactions. The MIT Press.

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  Goodwin, Kim. 2001. “Perfecting Your Personas.” Cooper Newsletter, July/August.

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  Goodwin, Kim. 2002a. Cooper U Interaction Design Practicum Notes. Cooper.

  Grudin, J., and Pruitt, J. 2002. “Personas, Participatory Design and Product Development: An Infrastructure for Engagement.” PDC’02: Proceedings of the Participatory Design Conference.

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  Appendix B: Bibliography

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  Jones, Matt, and Marsden, Gary. 2006. Mobile Interaction Design. John Wiley & Sons.

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  Style Guides

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  Index

  NUMERICS

  Adobe Lightroom

  37signals, Writeboard, 347

  alignment to grid system, 297

  3D object manipulation, 415–420

  Develop view, 431, 432

  sidebars, 514–515

  A

  Adobe Photoshop

  abandoning changes in document, 361

  Brightness & Contrast dialog box,

  Ableton Live, 257, 462, 471

  430–431

  abstraction, 84

  confirmation dialog box, 543–544

  accelerator, 490–491, 555

  marquee, 397

  access key, 491–492

  modal tools and, 409–410

  accountability and data entry, 371

  modeless feedback in, 209

  action, 122, 409

  navigating between palette controls in,

  active validation, 464

  235–236

  activity

  Navigator palette, 241

  experience level of people performing, 42

  previews, 314

  television-based interfaces and, 196–197

  Variations interface, 31

  user goals compared to, 15–16

  aesthetic appeal and grid system, 299

  Activity Theory, 15

  aesthetic-usability effect, 307

  Activity-Centered Design, 15

  affordance, 282–2
85

  adaptive menu, 486–487

  AirSet Desktop Sync, 541

  additive selection, 393

  alert dialog box, 539–541

  address book, 36–37

  Alexander, Christopher

  adjacent panes, 233, 234, 428, 429

  architectural patterns and, 22, 157

  Adobe Fireworks, 133, 514

  A Pattern Language, 156

  Adobe Illustrator

  The Timeless Way of Building, 156

  color mixer and swatches area, 235

  alignment of visual elements, 296–299

  error message dialog box, 229

  Alto system, 423–424

  modal tools and, 410

  Amazon.com breadcrumb display, 241

  sketches and, 133

  animation, 316

  annotated scrollbar, 242

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  Index

  anticipating human need, 253

  attribute-based retrieval, 327–330,

  AOL, 435

  332–333

  Apple. See also Mac OS X

  audible feedback, 193, 198, 547–549

  iPhoto, 351

  audible interface, designing for, 199

  iPod, 91, 206

  auditing, editing compared to, 371–374

  iPod Shuffle, 205–206

  AutoCorrect feature (Microsoft Word),

  iTunes, 181, 351, 524

 

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