Designing Smart Products in Java

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Designing Smart Products
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Putting the idle cycles to work Smart products have a memory Task coherence Actions to remember Applying memory to your applications
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13 Metaphors, Idioms, and Affordances Interface Paradigms
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Implementation-centric interfaces Metaphoric interfaces Idiomatic interfaces
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Further Limitations of Metaphors
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Finding good metaphors The problems with global metaphors Macs and metaphors: A revisionist view
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Building Idioms Manual Affordances
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Semantics of manual affordances Fulfilling user expectations of affordances
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14 Visual Interface Design Art, Visual Interface Design, and Other Design Disciplines
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Graphic design and user interfaces Visual information design Industrial design
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The Building Blocks of Visual Interface Design
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Shape Size Value Hue
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Contents
Orientation Texture Position
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Principles of Visual Interface Design
Use visual properties to group elements and provide clear hierarchy Provide visual structure and flow at each level of organization Use cohesive, consistent, and contextually appropriate imagery Integrate style and function comprehensively and purposefully Avoid visual noise and clutter Keep it simple Text in visual interfaces Color in visual interfaces Visual interface design for handhelds and other devices
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Principles of Visual Information Design
Enforce visual comparisons Show causality Show multiple variables Integrate text, graphics, and data in one display Ensure the quality, relevance, and integrity of the content Show things adjacently in space, not stacked in time Don t de-quantify quantifiable data
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Consistency and Standards
Benefits of interface standards Risks of interface standards Standards, guidelines, and rules of thumb When to violate guidelines Consistency and standards across applications
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Part III
Designing Interaction Details
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15 Searching and Finding: Improving Data Retrieval Storage and Retrieval Systems Storage and Retrieval in the Physical World
Everything in its place: Storage and retrieval by location Indexed retrieval
Storage and Retrieval in the Digital World Relational Databases versus Digital Soup
Organizing the unorganizable Problems with databases The attribute-based alternative
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Natural Language Output: An Ideal Interface for Attribute-Based Retrieval 16 Understanding Undo Users and Undo
User mental models of mistakes Undo enables exploration
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Designing an Undo Facility
Contents
Types and Variants of Undo
Incremental and procedural actions Blind and explanatory Undo Single and multiple Undo Redo Group multiple Undo
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Other Models for Undo-Like Behavior
Comparison: What would this look like Category-specific Undo Deleted data buffers Versioning and reversion Freezing
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Undo-Proof Operations 17 Rethinking Files and Save What s Wrong with Saving Changes to Files Problems with the Implementation Model
Closing documents and removing unwanted changes Save As Archiving
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Implementation Model versus Mental Model Dispensing with the Implementation Model Designing with a Unified File Model
Automatically saving Creating a copy Naming and renaming Placing and moving Specifying the stored format Reversing changes Abandoning all changes Creating a version A new File menu A new name for the File menu Communicating status
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Are Disks and File Systems a Feature Time for Change 18 Improving Data Entry Data Integrity versus Data Immunity
Data immunity What about missing data Data entry and fudgeability
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Auditing versus Editing 19 Pointing, Selecting, and Direct Manipulation Direct Manipulation Pointing Devices
Using the mouse Mouse buttons
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Contents
Pointing and clicking with a mouse Mouse-up and mouse-down events
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Pointing and the Cursor
Pliancy and hinting
Selection
Command ordering and selection Discrete and contiguous selection Insertion and replacement Visual indication of selection
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Drag-and-Drop
Visual feedback for drag-and-drop Other drag-and-drop interaction issues
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Control Manipulation Palette Tools
Modal tools Charged cursor tools
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Object Manipulation
Repositioning Resizing and reshaping 3D object manipulation
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Object Connection 20 Window Behaviors PARC and the Alto PARC s Principles
Visual metaphors Avoiding modes Overlapping windows
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Microsoft and Tiled Windows Full-Screen Applications Multipaned Applications Designing with Windows
Unnecessary rooms Necessary rooms Windows pollution
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430 433 434
Window States MDI versus SDI 21 Controls Avoiding Control-Laden Dialog Boxes Imperative Controls
Buttons Butcons Hyperlinks
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Selection Controls
Check boxes Flip-flop buttons: A selection idiom to avoid Radio buttons
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Contents
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Combutcons List controls Combo boxes Tree controls
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Entry Controls
Bounded and unbounded entry controls Spinners Dials and Sliders Thumbwheels Other bounded entry controls Unbounded entry: Text edit controls
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Display Controls
Text controls Scrollbars Splitters Drawers and levers
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22 Menus A Bit of History
The command-line interface Sequential hierarchical menus The Lotus 1-2-3 interface Drop-down and pop-up menus
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Menus Today: The Pedagogic Vector
Standard menus for desktop applications File (or document) Edit Windows Help
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Optional Menus
View Insert Settings Format Tools
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Menu Idioms
Cascading menus Menus The ribbon Bang menus Disabled menu items Checkmark menu items Icons on menus Accelerators Access keys Menus on other platforms
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Contents
23 Toolbars Toolbars: Visible, Immediate Commands Toolbars versus Menus Toolbars and Toolbar Controls