User-Centered Design: A Developer's Guide to Building User-Friendly Applications
Format: PDF / Kindle (mobi) / ePub
How do you design engaging applications that people love to use? This book demonstrates several ways to include valuable input from potential clients and customers throughout the process. With practical guidelines and insights from his own experience, author Travis Lowdermilk shows you how usability and user-centered design will dramatically change the way people interact with your application.
Learn valuable strategies for conducting each stage of the design process—from interviewing likely users and discovering your application’s purpose to creating a rich user experience with sound design principles. User-Centered Design is invaluable no matter what platform you use or audience you target.
- Explore usability and how it relates to user-centered design
- Learn how to deal with users and their unique personalities
- Clarify your application’s purpose, using a simple narrative to describe its use
- Plan your project’s development with a software development life cycle
- Be creative within the context of your user experience goals
- Use visibility, consistency, and other design principles to enhance user experience
- Collect valuable user feedback on your prototype with surveys, interviews, and usability studies
building your own. You may decide to rewrite our template to focus on other areas. That’s fine. At the end of the day, your plan should meet the needs of your team and users. As long you design it as a tool for documenting and following a standardized methodology, it should prove invaluable. The Short Version • Your team should have a mission statement that reflects your purpose and com‐ mitment to users and each other. • Consider creating a project template that starts with planning, moves to
be easy to use—it’s just difficult to decide what features are paramount to the experience. Developers often struggle with layout, organization, and prioritization of features. They make the mistake of hiding valuable features their users want in order to promote functionality they’re proud of. Bill Buxton, principal researcher at Microsoft Research, has a primary axiom: Everything is best for something and worst for something else. The trick is knowing what is what, for what, when, for whom,
talking. Not only does this reinforce to them that I’m actively listening, but they’re also able to see what I’m parsing out as a result of our discussion. The application begins to take shape just by isolating words alone. I can also use the dry-erase board to draw an early layout of the interface. I do this, as you can see in Figure 6-1, by drawing squares, lines and other basic shapes, so the user can see how I’m interpreting what they’re telling me. Many times, by drawing early sketches, I
Law, Studying Users, Likert Scales, What Are Usability Studies? Rogers, Yvonne, Helen Sharp, and Jenny Preece. 2011. Interaction design: Beyond human-computer interaction. 3rd Ed. Wiley, Print. Usability Is Not a Waste of Time (or Money), Using Prototypes Hollis, Billy. June 21, 2012. Personal Interview. Lund, Arnold M. May/June 1997. “Another approach to justifying the cost of usa‐ bility.” Interactions. Knowing When to Listen to Your Users (and When Not To), The “Control Freak” Goodman,
drawing, listening to music, and spending time with his family and friends. To find out more about Travis, please visit http://www.travislowdermilk.com or follow him on Twitter (@tlowdermilk). Colophon The animal on the cover of User-Centered Design is a Spotted Nothura (Nothura mac‐ ulosa), a species of bird called a tinamou, which is native to grassy habitats in eastern and southern Brazil, Paraguay, Uruguay, and northern Argentina. The Spotted Nothura is about 9 to 10 inches in length and