Practitioner's Handbook for User Interface Design and Development / Edition 1

Practitioner's Handbook for User Interface Design and Development / Edition 1

by R.J. Torres
     
 

ISBN-10: 0130912964

ISBN-13: 9780130912961

Pub. Date: 10/28/2001

Publisher: Prentice Hall

Practitioner's Handbook for User Interface Design and Development illuminates today's best practices for user interface design, usability, and user-centered development. Robert J. Torres introduces clear principles, specific guidelines, and practical heuristics for every stage of UI development: planning, tool selection, user profiling, task analysis,

Overview

Practitioner's Handbook for User Interface Design and Development illuminates today's best practices for user interface design, usability, and user-centered development. Robert J. Torres introduces clear principles, specific guidelines, and practical heuristics for every stage of UI development: planning, tool selection, user profiling, task analysis, design, simulation, prototyping, implementation, evaluation, iteration, deployment, and beyond.

Product Details

ISBN-13:
9780130912961
Publisher:
Prentice Hall
Publication date:
10/28/2001
Series:
Software Quality Institutes Series
Edition description:
New Edition
Pages:
400
Product dimensions:
6.92(w) x 9.05(h) x 0.94(d)

Table of Contents

Preface.

I. PRELIMINARIES.

1. Introduction.

A Project—Keeping Things Real. A Challenge. Causes of Software Project Failure or Success. An Approach to Processes. An Approach to Solutions. Best Practices. The Remainder of the Journey. Back to the Project. References.

2. User-Centered Design Through Delivery.

Key Principles for Being User Centered. Back to the Project. References.

3. Understanding People.

Ergonomics and Human Factors. Ergonomics and Human Factors of Software. Sociological Ergonomics. Implications of Software Design and Development. Back to the Project. References.

4. A User-Centered Product Team.

The Ergonomics of Software Development. Implications of Software Development. A Different Perspective on the Team Model. Required Development Skills. An Approach to Skill Building. Skills for Managers. An Analogy. The Project and a User-Centered Product Team. References.

5. Popular UI Styles.

Graphical User Interface (GUI). Web User Interface (WUI). Handheld User Interface (HUI). Application Layer of a Software UI. Object-Oriented Uis. Implications of UI Styles on the Project. References.

6. Participatory Methods.

Techniques for User Participation During Planning. Techniques for User Participation During Requirements. Techniques for User Participation During Design. Techniques for User Participation During Construction. Techniques for User Participation During Product Evaluation. Techniques for User Participation During Postdeployment. Involving Users in the Project. References.

7. A Word About Tools.

Software. Hardware. Facilities. Materials. Tools needed for the Project.

II. GETTING STARTED.

8. Planning a UI Design and Development Effort.

Planning a UI Design and Development Effort. Schedules and Iterative Processes. Staffing, Skills, and Other Resources. Planning for the Major Usability Factors. References.

9. Requirements.

Key Features. Requirements-Gathering Approach. UI Requirements. Requirements for the Project. References.

10. Users, Their Work Environment, and Tasks.

Understanding a Product's Users, Work, and Environment. Methods. Example Questions. Users, Tasks, and Environments for the Project. References.

11. Conceptual Design and Architecture.

Vision Setting. Distributing the Components of Work. UI Architecture—A Very High-Level Design. Conceptual Design for the Project. References.

12. Principles, Guidelines, and Style Guides.

Good Things to Do—Principles, Standards, Guidelines, and Style Guides. Some Definitions. Prescriptive Style Guides. Prescriptive Solutions for Common Problems. Prescriptive Style Guide Development. Useful Techniques. A Management View. Principles and Guidelines for the Project. References.

13. Mockups, Simulations, and Prototypes.

Definitions. Goals. Design Instantiation Techniques. Organizational Considerations. Throw-aways. Misconceptions. Back to the Project. References.

14. Usability Evaluation.

Evaluation Goals. Types of Evaluations. Preparing for an Evaluation. Conducting an Evaluation. Data Evaluation. Developer Participation. A Word About Desk Checking. Back to the Project. References.

15. Iteration.

Prerequisites. Finding the Big Hitters. Defects, Keepers, and Trade-offs—Techniques and Diagnostics. Short-Term and Long-Term Effects. Follow-Up Analysis. Rapid Turnaround and Optimization. Organizational and Technical Considerations. Back to the Project. References.

III. GETTING SERIOUS.

16. High Level Design.

Setting Context within a Development Cycle. Definitions and Design Input. OO Components. Design for “Desktop” Behavior. Design a UI Flow. Design the Major Screens—Features, Data, Content, and Commands. Design the Major Dialogs. Installation, Print, and Other System Features. Back to the Project. References.

17. Specification Techniques.

The Needs and Challenges. Specification Approaches. Levels of Specification—Conceptual, High Level, Detailed, Implementation. An Outline—In the Beginning, Middle, and End. An Approach for Projects. Back to the Project. References.

18. Low-Level Design.

Details! DETAILS!! DETAILS!!! Designing the Details—Sizing, Focus, Cursor Placement, Graying, and More. Things Hard to Predict. A Final Check Before Moving On. Back to the Project. References.

19. Product Construction, Test, and Deployment.

Ensuring a Smooth Transition from Design. Implementation Design, Code, and Unit Test. System and Other Tests. Challenges, Solutions, and Lessons. Requirements Met? Trade-offs, Compromises, and Surprises. Deployment. Back to the Project. References.

IV. WRAPPING UP.

20. Looking Back and Beyond.

Index.

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