Showing posts with label interaction design. Show all posts
Showing posts with label interaction design. Show all posts

iPhone User Interface Design Projects Review

iPhone User Interface Design Projects
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iPhone User Interface Design Projects ReviewLove it or loathe it, the iPhone and iPod touch have been a stunning success, largely due to the App Store -- over 100,000 apps at current count. It is, by all accounts, the largest gold rush to invade the application development scene since ... well, ever. Apps that pay attention to design and usability stand out from the rest of the detritus, and quickly become a success.
"iPhone User Interface Design Projects" devotes a single chapter to each of ten developers/designers who've stood out from the crowd. They talk us through their thought processes and workflows, their failures and ultimate successes. You can teach someone to write code, but can you teach something as subjective as interface design? Apple's "Human Interface Guidelines" document goes some way to achieving this goal, explaining what users expect from an iPhone app's interface, and how the various controls behave and interact. The HIG is an essential reference and fits the bill perfectly for most use cases, but doesn't offer insights into more creative interfaces. "iPhone User Interface Design Projects" augments the HIG by bringing the authors' experiences into the discussion. They explain what worked and what didn't - there's nothing like learning from other people's mistakes.
A common thread throughout the book is that design and usability is an iterative process - very rarely will your first design concept reach the App Store. Though the individual authors refer to it differently - wireframing, prototyping, mock-ups, etc. - you get a sense for the importance of knowing what the interface will look like and how it will behave before committing it to code. The book's technical reviewer, Joachim Bondo, contributes a chapter on the design of a prospective Google news reader. Refreshing in presentation, this isn't a post-development retrospective. As he explains in the chapter's introduction, he has a few ideas in his head, and he fleshes the designs out as your read along. You don't get to see the final interface, but that's not the point. What you do get is insight into his design decisions. Bret Victor presented the excellent "Prototyping iPhone User Interfaces" at WWDC '09, and Bondo's narrative is very similar in content.
Though I enjoyed (almost) all ten contributions, Chapter 7, for me, was the highlight of the book. Chris Parrish and Brad Ellis cover - in great detail - often overlooked concepts of user context and application flow, and the undeniable value of prototyping and specifications. Parrish and Ellis rightly won an Apple Design Award at WWDC '09 for "Postage", a visual and highly intuitive postcard creator, and they approach their chapter with similar attention to detail.
The odd-one-out is Ju'rgen Siebert's detailed discussion of typefaces, the implications of their usage on small-scale devices such as the iPhone, and a walkthrough of his "FontShuffle" app. As informative as the history and anatomy of typefaces was for me, I didn't see how it specifically related to the very restricted set of fonts on the iPhone. Siebert even goes so far as to mock up a Contacts screen with a font that isn't available on the device, suggesting that the screen's readability has improved as a result. I don't disagree; however, the iPhone's fonts are baked-in, and unless you want to implement a custom glyph rendering routine, it's a pointless argument on a closed device. This chapter represents a missed opportunity, in my opinion. I was initially looking forward to reading about the author's choice of available fonts under different scenarios, but was ultimately let down.
Where the book falls short is in its use of black and white screeenshots throughout. We're talking about the design of applications which are displayed on a full colour device. Colour clearly plays a very large part in the design of any user interface, so cheaping out with black and white screenshots was a mistake. What's even more unforgivable is that the downloadable eBook (which isn't free) doesn't have full colour plates! Come on, Apress! I think given the context of the book, we'd be prepared to pay a bit more for colour.
Who's this book for? Everyone who develops or designs for iPhone, novice to expert alike. Even if you've had success on the App Store, I guarantee there's something in here for you.iPhone User Interface Design Projects OverviewFollowing the best-selling Beginning iPhone Development, iPhone User Interface Design Projects is the first book dedicated to designing and implemented great user experiences on the iPhone. The iPhone has quickly become the coolest new platform for application development, and developers with all levels of experience and from all development environments are eager to learn how to do it. Not only is there money to be made for developers selling great-looking iPhone apps, but it's just a hell of a lot of fun for everyone involved

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Information Architecture for the World Wide Web: Designing Large-Scale Web Sites Review

Information Architecture for the World Wide Web: Designing Large-Scale Web Sites
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Information Architecture for the World Wide Web: Designing Large-Scale Web Sites ReviewI had been looking around for a book like this for some time now: one that guides me through the crucial conceptual design phase of web site development. Most books on web site design are really about user interface design. This book offers a top-down planning approach to getting from the recognition of a need for a web site through to the final working design. It plugs up a lot of the gaping holes that topic-specific design texts leave open.
The over-riding concern and emphasis in the first section of the book is on how to organize the information on the web site in such a way that the target audience can readily get at it. To this end, the authors focus on three 'systems' that need to be developed, implemented and coordinated on a web site: a navigation system, a labeling system and a searching system. Once these systems are thought through and designed then the rest of the work becomes a matter of filling in the information content, functionalities and the bells and whistles.
Clear, concise and even a bit humorous, this book will definitely give you a peace of mind if you find yourself a bit overwhelmed at times when deciding on just how you will approach building a web site.Information Architecture for the World Wide Web: Designing Large-Scale Web Sites Overview

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Visualizing Data: Exploring and Explaining Data with the Processing Environment Review

Visualizing Data: Exploring and Explaining Data with the Processing Environment
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Visualizing Data: Exploring and Explaining Data with the Processing Environment ReviewThis book allowed me to quickly create some simple applications using the processing API. So, in that respect, the book was successful. However, the book falls short in three respects.
1) One would expect a book with the title "Visualizing Data" to be crammed with pictures showing many different data visualizations. However, this book has relatively few. Every colleague of mine who passed by my desk and picked up the book had the exact same reaction.
2) The processing language is touted as a means for people unfamiliar with programming to get up to speed with visualization. However, I would be very surprised if anyone with little programming experience would get much out of this book.
3) Don't expect to use this book as a reference for the processing language. It is basically just a collection of half explained examples. Consider for example the function smooth(). This function appears in almost every example but forget about trying to find an explanation of what the function does in the book.
The book is probably worth buying to get up to speed quickly but plan on spending a significant amount of time sifting through the processing.org website and other online resources before being able to get anything non-trivial done. And if you don't already know Java then don't expect to accomplish anything even modestly complex without a lot of outside help.
Visualizing Data: Exploring and Explaining Data with the Processing Environment Overview
Enormous quantities of data go unused or underused today, simply because people can't visualize the quantities and relationships in it. Using a downloadable programming environment developed by the author, Visualizing Data demonstrates methods for representing data accurately on the Web and elsewhere, complete with user interaction, animation, and more. How do the 3.1 billion A, C, G and T letters of the human genome compare to those of a chimp or a mouse? What do the paths that millions of visitors take through a web site look like? With Visualizing Data, you learn how to answer complex questions like these with thoroughly interactive displays. We're not talking about cookie-cutter charts and graphs. This book teaches you how to design entire interfaces around large, complex data sets with the help of a powerful new design and prototyping tool called "Processing". Used by many researchers and companies to convey specific data in a clear and understandable manner, the Processing beta is available free. With this tool and Visualizing Data as a guide, you'll learn basic visualization principles, how to choose the right kind of display for your purposes, and how to provide interactive features that will bring users to your site over and over. This book teaches you:

The seven stages of visualizing data -- acquire, parse, filter, mine, represent, refine, and interact
How all data problems begin with a question and end with a narrative construct that provides a clear answer without extraneous details
Several example projects with the code to make them work
Positive and negative points of each representation discussed. The focus is on customization so that each one best suits what you want to convey about your data set
The book does not provide ready-made "visualizations" that can be plugged into any data set. Instead, with chapters divided by types of data rather than types of display, you'll learn how each visualization conveys the unique properties of the data it represents -- why the data was collected, what's interesting about it, and what stories it can tell. Visualizing Data teaches you how to answer questions, not simply display information.

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User Interface Design for Programmers Review

User Interface Design for Programmers
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User Interface Design for Programmers ReviewJoel is a good writer who happens to be a programmer. That alone is enough to reccommend this one-of-a-kind book. His website contains tons of insightful, opinionated essays, and most of the time he's right, whether his topic is design, business stragegy, HR, or coding techniques. He's an ex-Microsoft employee who's saavy enough to know what MS does right and what they don't.
In this book, much of which is available at his site, he's taking an approach that I don't think anyone else has: why UI design matters to programmers. He's not talking to experienced visual desingers, or HCI people, or interaction desingers or what have you. He's talking to programmers, the folks who will actually write lines of code. This book, in a quick 150 pages, shows programmers why interaction designers will spend, say, two days worrying about a couple of words or the placement of two buttons.
Like Steve Krug's book "Don't Make Me Think", it's a somewhat lightweight treatment of the topic for an experienced UI desinger, but you'd be foolish to pass it up for that reason. This, along with Krug would be a great book for Project Managers or senior staff wondering what all the fuss about "usability" really means. Where Jakob Nielsen's preachy fussiness can bore you to tears, Joel and Krug will make you eager to put their ideas into practice.
Any company that can get its programmers, managers, and designers on the same page about the still under-appreciated value of UI design (and the analysis that goes into it) will find they can make better products faster.User Interface Design for Programmers Overview
Most programmers' fear of user interface (UI) programming comes from their fear of doing UI design. They think that UI design is like graphic design-the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead-strong at reasoning, weak on artistic judgment, and incapable of doing UI design.

In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple.

In a fun and entertaining way, Spolky makesuser interfacedesign easy for programmers to grasp. After reading User Interface Design for Programmers, you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works.


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Principles and Guidelines in Software User Interface Design Review

Principles and Guidelines in Software User Interface Design
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Principles and Guidelines in Software User Interface Design ReviewGood book. List coherently the do's and don'ts of interface design. The kind of stuff you think you know but don't practice. Actually give reasons why you should do it 'her' way but undeniably well-founded. I have used it for teaching HCI for several years now though not as a text book. One fault is that the lists of guidelines are endless. This is always the way with guidelines since they are so easy to give but difficult to follow or to interpret how one should implement the guideline. Still, I commend her section on mental models and screen layout. In particular the latter topic is still relevant despite the progress since publication.Principles and Guidelines in Software User Interface Design OverviewHere's a comprehensive sourcebook, filled with concrete designguidelines for developing clear software interfaces. In it, readerswill find practical guidelines including the high level conceptualmodel, dialog styles, organization of functionality to support usertasks, and effective error handling. Suitable for novice andexperienced software development professionals. Based on extensiveresearch in human computer interaction. Provides guidance for boththe design of traditional interfaces, such as menus and fill-informs implemented on character-based screens, and for the design ofstate-of-the-art user interfaces such as direct manipulationinterfaces including graphics, color, windows, and pointing devices.e

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GUI Bloopers: Don'ts and Do's for Software Developers and Web Designers (Interactive Technologies) Review

GUI Bloopers: Don'ts and Do's for Software Developers and Web Designers (Interactive Technologies)
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GUI Bloopers: Don'ts and Do's for Software Developers and Web Designers (Interactive Technologies) ReviewPerhaps this is beside the point, but I was hoping that this book would contain some element of lighthearted humor while discussing such a dry topic. It does not.
The introduction states explicitly that the book is not intending to discuss either UI examples that are the most flagrantly hilarious, or examples that are the worst. Rather, the book critiques UI examples that are some of the most common. The examples are good, and described in depth, with specific reasons given for their classification as mistakes. There are also suggestions in some cases for how the designers could have avoided the blooper.
As a visual designer working primarily on the Web, I found this book as a good place to start learning more about the basics of an analytical approach to User Interface design. Even though the book focusses mostly on stand-alone application design, the principles can still be applied to UI issues on the Web, certainly in Web design using forms or heavy information structure. Some examples are hard to apply to the Web, for instance, the bloopers dealing with application menubar design issues are not widely applicable to Web pages. However, this book provides a great overview of the philosophy and process of UI design.
The worst thing I can say about this book, is that it isn't any fun to read, despite the impression given by the title. Since I come from a less analytical perspective on the topic, it definitely takes some determination to read this, although it is written in a straightforward and accessible manner. The most annoying aspect of the writing is that Jeff Johnson has apparently developed some bitterness towards everyone who is not a UI professional, and he rants constantly about developers, designers, marketing, and management. While his reasoning is usually valid, many entries read like the author is venting his issues to his psychiatrist after a hard week of consulting. With all the jaded complaining about developers (who seem to be his favorite target), I can't believe any of them can tolerate reading this book.
If you can get past Jeff Johnson's fanatical personality then there is much good insight to be gained from this book, for all User Interface novices.GUI Bloopers: Don'ts and Do's for Software Developers and Web Designers (Interactive Technologies) Overview

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