Over thirty years ago, something remarkable happened. Researchers at a Xerox lab laid the foundations for the first mainstream graphical user interface, which took the experience of using a computer a galactic leap forward. All of a sudden we were able to drag and drop. Point and click. The powerful tools of the computer were more accessible to everyone. But sadly, today things have taken a turn for the worse. The technology industry?s love for the digital interface has grown out of control, and it?s diverting us away from meaningful solutions for most people. How many of us really need to read tweets on our refrigerator doors? Or Facebook updates within the speedometer of our cars? How many of us think that what made our hotel stay incredible was a 55? touchscreen in the lobby with USA Today headlines? There?s a better path: No UI. Expanded from one of the most shared design essays of the last decade, and one of the most popular talks at design conferences around the world, this book will explain why the best interface is no interface. It?ll walk you through how you can practice the new, radically simple design methodology for incredible technology that Google executive Eric Schmidt has described as the future of technology. The results can have a profound impact on your design process and on our lives. Product Description Our love affair with the digital interface is out of control. We?ve embraced it in the boardroom, the bedroom, and the bathroom. Screens have taken over our lives. Most people spend over eight hours a day staring at a screen, and some ?technological innovators? are hoping to grab even more of your eyeball time. You have screens in your pocket, in your car, on your appliances, and maybe even on your face. Average smartphone users check their phones 150 times a day, responding to the addictive buzz of Facebook or emails or Twitter. Are you sick? There?s an app for that! Need to pray? There?s an app for that! Dead? Well, there?s an app for that, too! And most apps are intentionally addictive distractions that end up taking our attention away from things like family, friends, sleep, and oncoming traffic. There?s a better way. In this book, innovator Golden Krishna challenges our world of nagging, screen-based bondage, and shows how we can build a technologically advanced world without digital interfaces. In his insightful, raw, and often hilarious criticism, Golden reveals fascinating ways to think beyond screens using three principles that lead to more meaningful innovation. Whether you?re working in technology, or just wary of a gadget-filled future, you?ll be enlighted and entertained while discovering that the best interface is no interface. FOREWORD Why do phones ring? WELCOME 01. Introduction - Why did you buy this book? 02. Screen-based thinking - Let?s make an app! THE PROBLEM 03. Slap an interface on it! - Slimmer TVs! Faster computers! And an overlooked epidemic of awful. 04. UX ? UI - I make interfaces because that´s my job, bro 05. Addiction UX - Click here to cut down your belly fat by using this one weird tip 06. Distraction - Will you marry me? Sorry, I was sending Alice a text, what´d you say? 07. Screen Insomnia - I love staring into a light bulb! Me too! 08. The Screenless Office - The best interface is no interface PRINCIPLE 1: EMBRACE TYPICAL PROCESSES INSTEAD OF SCREENS 09. Backpocket apps - This app goes perfectly with my skinny jeans 10. Lazy rectangles - That?s a great wireframe. We nailed it. We?re going to make a billion dollars. PRINCIPLE 2: LEVERAGE COMPUTERS INSTEAD OF SERVING THEM 11. The World´s First 3D Chapter - Your password must be at least 18,770 characters and cannot repeat any of your previous 30,689 passwords 12. Machine Input - I saved your life, and I didn´t even need a password 13. Analog and Digital Chores - I know, I suck at life. PRINCIPLE 3: ADAPT TO INDIVIDUALS 14. Computing for One - You?re spécial 15. Proactive Computing - From ´´Hello, Robot´´ to ´´Thank you, Robot´´ THE CHALLENGES 16. Change - You hate this book? Thank you. 17. Privacy - The machine will ?learn? about me? No thanks. 18. Automatic - Automatic solutions are terrible. Look at Clippy! 19. Failure - What happens when it all falls apart? 20. Exceptions - Less is sometimes more CONCLUSION 21. The Future - Wow, this is boring This book gives students a wildly entertaining, visionary piece that offers a compelling new way to see the future of technology. They´ll learn the fascinating ways to
Despite all of the UI toolkits available today, it´s still not easy to design good application interfaces. This bestselling book is one of the few reliable sources to help you navigate through the maze of design options. By capturing UI best practices and reusable ideas as design patterns, Designing Interfaces provides solutions to common design problems that you can tailor to the situation at hand. This updated edition includes patterns for mobile apps and social media, as well as web applications and desktop software. Each pattern contains full-color examples and practical design advice that you can use immediately. Experienced designers can use this guide as a sourcebook of ideas; novices will find a roadmap to the world of interface and interaction design. * Design engaging and usable interfaces with more confidence and less guesswork * Learn design concepts that are often misunderstood, such as affordances, visual hierarchy, navigational distance, and the use of color * Get recommendations for specific UI patterns, including alternatives and warnings on when not to use them * Mix and recombine UI ideas as you see fit * Polish the look and feel of your interfaces with graphic design principles and patterns ´´Anyone who´s serious about designing interfaces should have this book on their shelf for reference. It´s the most comprehensive cross-platform examination of common interface patterns anywhere.´´--Dan Saffer, author of Designing Gestural Interfaces (O´Reilly) and Designing for Interaction (New Riders)
For courses in Human-Computer Interaction The Sixth Edition of Designing the User Interface provides a comprehensive, authoritative, and up-to-date introduction to the dynamic field of human-computer interaction (HCI) and user experience (UX) design. This classic book has defined and charted the astonishing evolution of user interfaces for three decades. Students and professionals learn practical principles and guidelines needed to develop high quality interface designs that users can understand, predict, and control. The book covers theoretical foundations and design processes such as expert reviews and usability testing. By presenting current research and innovations in human-computer interaction, the authors strive to inspire students, guide designers, and provoke researchers to seek solutions that improve the experiences of novice and expert users, while achieving universal usability. The authors also provide balanced presentations on controversial topics such as augmented and virtual reality, voice and natural language interfaces, and information visualization. Updates include current HCI design methods, new design examples, and totally revamped coverage of social media, search and voice interaction. Major revisions were made to EVERY chapter, changing almost every figure (170 new color figures) and substantially updating the references.
Das umfassende Lehrbuch bietet Studierenden eine anschauliche Begleit- und Nachschlaglektüre zu Lehrveranstaltungen, die Virtual Reality / Augmented Reality (VR/AR) thematisieren z.B. im Bereich Informatik, Medien oder Natur- und Ingenieurwissenschaften. Der modulare Aufbau des Buches gestattet es, sowohl die Reihenfolge der Themen den Anforderungen der jeweiligen Unterrichtseinheit anzupassen als auch eine spezifische Auswahl für ein individuelles Selbststudium zu treffen. Die Leser erhalten die Grundlagen, um selbst VR/AR-Systeme zu realisieren oder zu erweitern, User Interfaces und Anwendungen mit Methoden der VR/AR zu verbessern sowie ein vertieftes Verständnis für die Nutzung von VR/AR zu entwickeln. Neben einem theoretischen Fundament vermittelt das Lehrbuch praxisnahe Inhalte. So erhalten auch potenzielle Anwender in Forschung und Industrie einen wertvollen und hinreichend tiefen Einblick in die faszinierenden Welten von VR/AR sowie ihre Möglichkeiten und Grenzen.
User interface design is a challenging, multi-disciplinary activity that requires understanding a wide range of concepts and techniques that are often subjective and even conflicting. Imagine how much it would help if there were a single perspective that you could use to simplify these complex issues down to a small set of objective principles. In UI is Communication , Everett McKay explains how to design intuitive user interfaces by focusing on effective human communication. A user interface is ultimately a conversation between users and technology. Well-designed user interfaces use the language of UI to communicate to users efficiently and naturally. They also recognize that there is an emotional human being at the other end of the interaction, so good user interfaces strive to make an emotional connection. Applying what you learn from UI is Communication will remove much of the mystic, subjectiveness, and complexity from user interface design, and help you make better design decisions with confidence. It´s the perfect introduction to user interface design. Approachable, practical communication-based guide to interaction and visual design that you can immediately apply to projects to make solid design decisions quickly and confidently Includes design makeovers so you can see the concepts in practice with real examples Communication-based design process ties everything from interaction to visual design together
Viel versprechende Geschäftsideen im Internet, innovative Softwarelösungen und technisch hoch entwickelte Verkaufsautomaten setzen sich allzu oft auf dem Markt nicht durch, weil das Interface unverständlich ist und der Benutzer den Vorgang abbricht bevor er sein Ziel erreicht hat. Jens Lange zeigt, wie die Ideen und Funktionen eines Systems so auf dem Interface dargestellt werden, dass der Benutzer und damit auch der Anbieter ihre Ziele erreichen und das Produkt ein Erfolg wird. Indem der Autor systematisch ein praxistaugliches Modell beschreibt, wie die Denk- und Arbeitsweisen der Benutzer bei der Konzeption des Interfaces und des Gesamtsystems reflektiert werden können, gelingt es ihm, auf einem klaren theoretischem Fundament, ein intuitiv bedienbares Interface zu entwickeln. Beeindruckend ist, dass in dem klar strukturierten Modell die individuellen, sozialen, organisatorischen und historisch-kulturellen Aspekte der Computersystemnutzung berücksichtigt werden.
Windows Presentation Foundation (WPF) is the recommended technology for creating user interfaces in .NET applications - whether you´re creating traditional user interfaces or integrating 3D graphics, multimedia, animation, dynamic skinning, rich document support, speech recognition, or more. It is also a superset of Silverlight, so you can leverage the same knowledge, code, and tools even when targeting cross-platform, cross-device applications inside or outside a Web browser. The first edition of Windows Presentation Foundation Unleashed was not only the best selling book on WPF 3.5, but was also commonly acclaimed as the best book on the subject. It was widely praised for the clarity of the writing, the thoroughness of the coverage, the practicality of the examples, and the sophistication of its form and style. This new edition builds on the strengths of its predecessors, while adding information on the many new features in WPF 4.5.
Search is not just a box and ten blue links. Search is a journey: an exploration where what we encounter along the way changes what we seek. But in order to guide people along this journey, designers must understand both the art and science of search.In Designing the Search Experience, authors Tony Russell-Rose and Tyler Tate weave together the theories of information seeking with the practice of user interface design. Understand how people search, and how the concepts of information seeking, information foraging, and sensemaking underpin the search process Apply the principles of user-centered design to the search box, search results, faceted navigation, mobile interfaces, social search, and much more Design the cross-channel search experiences of tomorrow that span desktop, tablet, mobile, and other devices