By Alan Cooper
The crucial interplay layout advisor, totally revised and up to date for the cellular age
About Face: The necessities of interplay layout, Fourth Edition is the newest replace to the ebook that formed and developed the panorama of interplay layout. This finished consultant takes the global shift to smartphones and capsules under consideration. New info contains discussions on cellular apps, contact interfaces, reveal measurement concerns, and more. The new full-color inside and specific structure greater illustrate glossy layout concepts.
The interplay layout occupation is blooming with the luck of design-intensive businesses, priming clients to anticipate "design" as a severe component of market luck. shoppers have little tolerance for web pages, apps, and units that do not dwell as much as their expectancies, and the responding shift in enterprise philosophy has develop into widespread. About Face is the e-book that brought...
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Additional info for About Face. The Essentials of Interaction Design
How can we identify them? How do we know that they are real goals, rather than tasks users are forced to perform by poorly designed tools or business processes? Are they the same for all users? Do they change over time? We’ll try to answer those questions in the remainder of this chapter. Users’ goals are often quite different from what we might guess them to be. For example, we might think that an accounting clerk’s goal is to process invoices efficiently. This is probably not true. Efficient invoice processing is more likely the goal of the clerk’s employer.
What is it about the technology industry as a whole that makes it so inept at designing the interactive parts of digital products? What is so broken about the current process of creating software-enabled products that it results in such a mess? There are four main reasons why this is the case: Misplaced priorities on the part of both product management and development teams Ignorance about real users of the product and what their baseline needs are for success Conflicts of interest when development teams are charged with both designing and building the user experience Lack of a design process that permits knowledge about user needs to be gathered, analyzed, and used to drive the development of the end experience Misplaced priorities Digital products come into the world subject to the push and pull of two often-opposing camps—marketers and developers.
It starts with a “day in the life” of the persona using the product, describing high-level product touch points, and thereafter successively defining detail at ever-deepening levels. In addition to these scenario-driven requirements, designers consider the personas’ skills and physical capabilities as well as issues related to the usage environment.
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