Synopses & Reviews
Designing a good interface isn't easy. Users demand software that is well-behaved, good-looking, and easy to use. Your clients or managers demand originality and a short time to market. Your UI technology -- web applications, desktop software, even mobile devices -- may give you the tools you need, but little guidance on how to use them well.
UI designers over the years have refined the art of interface design, evolving many best practices and reusable ideas. If you learn these, and understand why the best user interfaces work so well, you too can design engaging and usable interfaces with less guesswork and more confidence.
Designing Interfaces captures those best practices as design patterns -- solutions to common design problems, tailored to the situation at hand. Each pattern contains practical advice that you can put to use immediately, plus a variety of examples illustrated in full color. You'll get recommendations, design alternatives, and warnings on when not to use them.
Each chapter's introduction describes key design concepts that are often misunderstood, such as affordances, visual hierarchy, navigational distance, and the use of color. These give you a deeper understanding of why the patterns work, and how to apply them with more insight.
A book can't design an interface for you -- no foolproof design process is given here -- but Designing Interfaces does give you concrete ideas that you can mix and recombine as you see fit. Experienced designers can use it as a sourcebook of ideas. Novice designers will find a roadmap to the world of interface and interaction design, with enough guidance to start using these patterns immediately.
UI designers over the years have refined the art of interface design, evolving many best practices and reusable ideas. "Designing Interfaces" captures those best practices as design patterns--solutions to common design problems, tailored to the situation at hand. Each pattern contains practical advice that can be put to use immediately. Full color.
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)
Its the little things that turn a good digital product into a great one. With this practical book, youll learn how to design effective microinteractions: the small details that exist inside and around features. How can users change a setting? How do they turn on mute, or know they have a new email message?
Through vivid, real-world examples from todays devices and applications, author Dan Saffer walks you through a microinteractions essential parts, then shows you how to use them in a mobile app, a web widget, and an appliance. Youll quickly discover how microinteractions can change a product from one thats tolerated into one thats treasured.
- Explore a microinteractions structure: triggers, rules, feedback, modes, and loops
- Learn the types of triggers that initiate a microinteraction
- Create simple rules that define how your microinteraction can be used
- Help users understand the rules with feedback, using graphics, sounds, and vibrations
- Use modes to let users set preferences or modify a microinteraction
- Extend a microinteractions life with loops, such as “Get data every 30 seconds”
About the Author
As a user interface designer at The MathWorks, Jenifer Tidwell was instrumental in a redesign of the charting and visualization UI of MATLAB, which is used by researchers, students, and engineers worldwide to develop cars, planes, proteins, and theories about the universe. For more than a decade, Jenifer has been designing and building user interfaces for a variety of industry verticals, often in the Java programming language. She has experience in designing both desktop and Web applications.
Table of Contents
Introduction to the Second Edition; Changes in the Second Edition; Preface; Small Interface Pieces, Loosely Joined; About Patterns in General; Other Pattern Collections; About the Patterns in This Book; Audience; How This Book Is Organized; Comments and Questions; Safari® Books Online; Acknowledgments; Chapter 1: What Users Do; 1.1 A Means to an End; 1.2 The Basics of User Research; 1.3 Users' Motivation to Learn; 1.4 The Patterns; Chapter 2: Organizing the Content: Information Architecture and Application Structure; 2.1 The Big Picture; 2.2 The Patterns; Chapter 3: Getting Around: Navigation, Signposts, and Wayfinding; 3.1 Staying Found; 3.2 The Cost of Navigation; 3.3 Navigational Models; 3.4 Design Conventions for Websites; 3.5 The Patterns; Chapter 4: Organizing the Page: Layout of Page Elements; 4.1 The Basics of Page Layout; 4.2 The Patterns; Chapter 5: Lists of Things; 5.1 Use Cases for Lists; 5.2 Back to Information Architecture; 5.3 Some Solutions; 5.4 The Patterns; Chapter 6: Doing Things: Actions and Commands; 6.1 Pushing the Boundaries; 6.2 The Patterns; Chapter 7: Showing Complex Data: Trees, Charts, and Other Information Graphics; 7.1 The Basics of Information Graphics; 7.2 The Patterns; Chapter 8: Getting Input from Users: Forms and Controls; 8.1 The Basics of Form Design; 8.2 Control Choice; 8.3 The Patterns; Chapter 9: Using Social Media; 9.1 What This Chapter Does Not Cover; 9.2 The Basics of Social Media; 9.3 The Patterns; Chapter 10: Going Mobile; 10.1 The Challenges of Mobile Design; 10.2 The Patterns; Chapter 11: Making It Look Good: Visual Style and Aesthetics; 11.1 Same Content, Different Styles; 11.2 The Basics of Visual Design; 11.3 What This Means for Desktop Applications; 11.4 The Patterns; References; Websites; Books; Colophon;