About Face: the Essentials of Interface Design, 4ed

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9788126559718: About Face: the Essentials of Interface Design, 4ed

The essential interaction design guide, fully revised and updated for the mobile age

About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account.  New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts. 

The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers.

Updated information includes:

  • Contemporary interface, interaction, and product design methods
  • Design for mobile platforms and consumer electronics
  • State-of-the-art interface recommendations and up-to-date examples
  • Updated Goal-Directed Design methodology

Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.

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From the Back Cover:

MASTERING INTERACTION DESIGN FOR NEW DEVICES AND INTERFACES.

The first three editions of About Face shaped the evolution of interaction design, bringing it from development shops and research labs into the everyday language of product marketing, design and development. This fourth edition, the most significant revision yet, features a stunning new design and a full color interior. Addressing the many changes in the design landscape since its last publication, this new edition includes interaction methods and strategies for touchscreen phones and tablets, as well as updated chapters for the web and for desktop applications.

THIS NEW EDITION FEATURES

  • Updated interaction design principles, patterns, and practices
  • New content relevant to mobile platforms and differing screen sizes
  • Updated examples reflecting current state-of-the-art interfaces
  • The latest iteration of Cooper’s popular Goal-Directed Design methodology

About the Author:

ABOUT THE AUTHORS

ALAN COOPER is a founder of Cooper and a pioneer of modern computing. His groundbreaking work has influenced a generation of programmers, business people, and users.

ROBERT REIMANN was founding president of the Interaction Design Association (IxDA). He is Principal Interaction Designer at PatientsLikeMe, and former Director of Design R&D at Cooper.

DAVID CRONIN is a Design Director at GE. He was also Director of Interaction Design at Smart Design, and a former Managing Director at Cooper.

CHRISTOPHER NOESSEL is Cooper’s first Design Fellow, and the co-author of Make It So. He teaches and speaks about design all over the world.

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Book Description Wiley India Pvt. Ltd, 2016. Softcover. Book Condition: New. 4th edition. About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations and more. The new full-color interior and unique layout better illustrate modern design concepts. Contents: Foreword Introduction Part I: Goal-Directed Design CH 1: A Design Process for Digital Products The Consequences of Poor Product Behavior Why Digital Products Fail Planning and Designing Product Behavior Recognizing User Goals Implementation Models and Mental Models An Overview of Goal-Directed Design CH 2: Understanding the Problem: Design Research Qualitative versus Quantitative Data in Design Research Goal-Directed Design Research Interviewing and Observing Users Other Types of Qualitative Research Research Is Critical to Good Design CH 3: Modeling Users: Personas and Goals Why Model? The Power of Personas Why Personas Are Effective Understanding Goals Constructing Personas Personas in Practice Other Design Models CH 4: Setting the Vision: Scenarios and Design Requirements Bridging the Research-Design Gap Scenarios: Narrative as a Design Tool Design Requirements: The "What" of Interaction The Requirements Definition Process CH 5: Designing the Product: Framework and Refinement Creating the Design Framework Refining the Form and Behavior Validating and Testing the Design CH 6: Creative Teamwork Small, Focused Teams Thinking Better, Together Working across Design Disciplines The Extended Team Establishing a Creative Culture Identifying Skill Levels in Designers Collaboration Is the Key Part II: Making Well-Behaved Products CH 7: A Basis for Good Product Behavior Design Values Interaction Design Principles Interaction Design Patterns CH 8: Digital Etiquette Designing Considerate Products Designing Smart Products Designing Social Products CH 9: Platform and Posture Product Platforms Product Postures Postures for the Desktop Postures for the Web Postures for Mobile Devices Postures for Other Platforms Give Your Apps Good Posture CH 10: Optimizing for Intermediates Perpetual Intermediates Inflecting the Interface Designing for Three Levels of Experience CH 11: Orchestration and Flow Flow and Transparency Orchestration Harmonious Interactions Motion, Timing and Transitions The Ideal of Effortlessness CH 12: Reducing Work and Eliminating Excise Goal-Directed Tasks versus Excise Tasks Types of Excise Excise Is Contextual Eliminating Excise Other Common Excise Traps CH 13: Metaphors, Idioms and Affordances Interface Paradigms Building Idioms Manual Affordances Direct Manipulation and Pliancy Escape the Grip of Metaphor CH 14: Rethinking Data Entry, Storage and Retrieval Rethinking Data Entry Rethinking Data Storage Rethinking Data Retrieval CH 15: Preventing Errors and Informing Decisions Using Rich Modeless Feedback Undo, Redo and Reversible Histories What If: Compare and Preview CH 16: Designing for Different Needs Learnability and Help Customizability Localization and Globalization Accessibility CH 17: Integrating Visual Design Visual Art and Visual Design The Elements of Visual Interface Design Visual Interface Design Principles Visual Information Design Principles Consistency and Standards Part III: Interaction Details CH 18: Designing for the Desktop Anatomy of a Desktop App Windows on the Desktop Menus Toolbars, Palettes and Sidebars Pointing, Selection and Direct Manipulation CH 19: Designing for Mobile and Other Devices Anatomy of a Mobile App Mobile Navigation, Content and Control Idioms Multi-Touch Gestures Inter-App Integration Other Devices CH 20: Designing for Printed Pages: 720. Bookseller Inventory # 105915

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Book Description Wiley India Pvt. Ltd, 2016. Softcover. Book Condition: New. 4th edition. About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations and more. The new full-color interior and unique layout better illustrate modern design concepts. Contents: Foreword Introduction Part I: Goal-Directed Design CH 1: A Design Process for Digital Products The Consequences of Poor Product Behavior Why Digital Products Fail Planning and Designing Product Behavior Recognizing User Goals Implementation Models and Mental Models An Overview of Goal-Directed Design CH 2: Understanding the Problem: Design Research Qualitative versus Quantitative Data in Design Research Goal-Directed Design Research Interviewing and Observing Users Other Types of Qualitative Research Research Is Critical to Good Design CH 3: Modeling Users: Personas and Goals Why Model? The Power of Personas Why Personas Are Effective Understanding Goals Constructing Personas Personas in Practice Other Design Models CH 4: Setting the Vision: Scenarios and Design Requirements Bridging the Research-Design Gap Scenarios: Narrative as a Design Tool Design Requirements: The "What" of Interaction The Requirements Definition Process CH 5: Designing the Product: Framework and Refinement Creating the Design Framework Refining the Form and Behavior Validating and Testing the Design CH 6: Creative Teamwork Small, Focused Teams Thinking Better, Together Working across Design Disciplines The Extended Team Establishing a Creative Culture Identifying Skill Levels in Designers Collaboration Is the Key Part II: Making Well-Behaved Products CH 7: A Basis for Good Product Behavior Design Values Interaction Design Principles Interaction Design Patterns CH 8: Digital Etiquette Designing Considerate Products Designing Smart Products Designing Social Products CH 9: Platform and Posture Product Platforms Product Postures Postures for the Desktop Postures for the Web Postures for Mobile Devices Postures for Other Platforms Give Your Apps Good Posture CH 10: Optimizing for Intermediates Perpetual Intermediates Inflecting the Interface Designing for Three Levels of Experience CH 11: Orchestration and Flow Flow and Transparency Orchestration Harmonious Interactions Motion, Timing and Transitions The Ideal of Effortlessness CH 12: Reducing Work and Eliminating Excise Goal-Directed Tasks versus Excise Tasks Types of Excise Excise Is Contextual Eliminating Excise Other Common Excise Traps CH 13: Metaphors, Idioms and Affordances Interface Paradigms Building Idioms Manual Affordances Direct Manipulation and Pliancy Escape the Grip of Metaphor CH 14: Rethinking Data Entry, Storage and Retrieval Rethinking Data Entry Rethinking Data Storage Rethinking Data Retrieval CH 15: Preventing Errors and Informing Decisions Using Rich Modeless Feedback Undo, Redo and Reversible Histories What If: Compare and Preview CH 16: Designing for Different Needs Learnability and Help Customizability Localization and Globalization Accessibility CH 17: Integrating Visual Design Visual Art and Visual Design The Elements of Visual Interface Design Visual Interface Design Principles Visual Information Design Principles Consistency and Standards Part III: Interaction Details CH 18: Designing for the Desktop Anatomy of a Desktop App Windows on the Desktop Menus Toolbars, Palettes and Sidebars Pointing, Selection and Direct Manipulation CH 19: Designing for Mobile and Other Devices Anatomy of a Mobile App Mobile Navigation, Content and Control Idioms Multi-Touch Gestures Inter-App Integration Other Devices CH 20: Designing for Printed Pages: 720. Bookseller Inventory # 105915

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