Introduction to the Third Edition in Java

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Introduction to the Third Edition
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Examples Used in This Book
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This book is about designing all kinds of interactive digital products. However, because interaction design has its roots in software for desktop computers, and the vast majority of today s PCs run Microsoft Windows, there is certainly a bias in the focus our discussions this is where the greatest need exists for understanding how to create effective, Goal-Directed user interfaces. Having said this, most of the material in this book transcends platform. It is equally applicable to all desktop platforms Mac OS, Linux, and others and the majority of it is relevant even for more divergent platforms such as kiosks, handhelds, embedded systems, and others. A good portion of examples in this book are from the Microsoft Word, Excel, PowerPoint, Outlook, and Internet Explorer, and Adobe Photoshop and Illustrator. We have tried to stick with examples from these mainstream applications for two reasons. First, readers are likely to be at least slightly familiar with the examples. Second, it s important to show that the user interface design of even the most finely honed products can be significantly improved with a Goal-Directed approach. We have included a few examples from more exotic applications as well, in places where they were particularly illustrative. A few examples in this new edition come from now moribund software or OS versions. These examples illustrate particular points that the authors felt were useful enough to retain in this edition. The vast majority of examples are from contemporary software and OS releases.
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Who Should Read This Book
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While the subject matter of this book is broadly aimed at students and practitioners of interaction design, anyone concerned about users interacting with digital technology will gain insights from reading this book. Programmers, designers of all stripes involved with digital product design, usability professionals, and project managers will all find something useful in this volume. People who have read earlier editions of About Face or The Inmates Are Running the Asylum will find new and updated information about design methods and principles here. We hope this book informs you and intrigues you, but most of all, we hope it makes you think about the design of digital products in new ways. The practice of interaction design is constantly evolving, and it is new and varied enough to generate a wide variety of opinions on the subject. If you have an interesting opinion or just want to talk to us, we d be happy to hear from you at alan@cooper.com, rmreimann@gmail.com, and dave@cooper.com.
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Part
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Understanding Goal-Directed Design
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Goal-Directed Design
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Modeling Users: Personas and Goals
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Implementation Models and Mental Models
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The Foundations of Design: Scenarios and Requirements
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Beginners, Experts, and Intermediates
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From Requirements to Design: The Framework and Refinement
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4
Understanding Users: Qualitative Research
Goal-Directed Design
This book has a simple premise: If we design and construct products in such a way that the people who use them achieve their goals, these people will be satisfied, effective, and happy and will gladly pay for the products and recommend that others do the same. Assuming that this can be achieved in a cost-effective manner, it will translate into business success. On the surface, this premise sounds quite obvious and straightforward: Make people happy, and your products will be a success. Why then are so many digital products so difficult and unpleasant to use Why aren t we all happy and successful
Digital Products Need Better Design Methods
Most digital products today emerge from the development process like a creature emerging from a bubbling tank. Developers, instead of planning and executing with a mind towards satisfying the needs of the people who purchase and use their products, end up creating technologically focused solutions that are difficult to use and control. Like mad scientists, they fail because they have not imbued their creations with humanity.
Part I: Understanding Goal-Directed Design
Design, according to industrial designer Victor Papanek, is the conscious and intuitive effort to impose meaningful order. We propose a somewhat more detailed definition of human-oriented design activities:
Understanding users desires, needs, motivations, and contexts Understanding business, technical, and domain opportunities, requirements, and constraints Using this knowledge as a foundation for plans to create products whose form, content, and behavior is useful, usable, and desirable, as well as economically viable and technically feasible
This definition is useful for many design disciplines, although the precise focus on form, content, and behavior will vary depending on what is being designed. For example, an informational Web site may require particular attention to content, whereas the design of a chair is primarily concerned with form. As we discussed in the Introduction, interactive digital products are uniquely imbued with complex behavior. When performed using the appropriate methods, design can provide the missing human connection in technological products. But clearly, most current approaches to the design of digital products aren t working as advertised.