58 Best 「user experience」 Books of 2024| Books Explorer

In this article, we will rank the recommended books for user experience. The list is compiled and ranked by our own score based on reviews and reputation on the Internet.
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Table of Contents
  1. The Design of Everyday Things: Revised and Expanded Edition
  2. Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter)
  3. About Face: The Essentials of Interaction Design
  4. UX for Beginners: A Crash Course in 100 Short Lessons
  5. The User Experience Team of One: A Research and Design Survival Guide
  6. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems (Voices That Matter)
  7. Interviewing Users: How to Uncover Compelling Insights
  8. Lean UX: Applying Lean Principles to Improve User Experience
  9. 100 Things Every Designer Needs to Know About People (Voices That Matter)
  10. Just Enough Research No 9
Other 48 books
No.1
100

One of the world's great designers shares his vision of "the fundamental principles of great and meaningful design", that's "even more relevant today than it was when first published" (Tim Brown, CEO, IDEO).Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door.The fault, argues this ingenious -- even liberating -- book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization.The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time.The Design of Everyday Things is a powerful primer on how -- and why -- some products satisfy customers while others only frustrate them.

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No.2
87

Since Don’t Make Me Think was first published in 2000, hundreds of thousands of Web designers and developers have relied on usability guru Steve Krug’s guide to help them understand the principles of intuitive navigation and information design. Witty, commonsensical, and eminently practical, it’s one of the best-loved and most recommended books on the subject.Now Steve returns with fresh perspective to reexamine the principles that made Don’t Make Me Think a classic–with updated examples and a new chapter on mobile usability. And it’s still short, profusely illustrated…and best of all–fun to read.If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.“After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book.”–Jeffrey Zeldman, author of Designing with Web Standards .

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No.3
74

The essential interaction design guide, fully revised and updated for the mobile ageAbout Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts.The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers.Updated information includes: Contemporary interface, interaction, and product design methods Design for mobile platforms and consumer electronics State-of-the-art interface recommendations and up-to-date examples Updated Goal-Directed Design methodologyDesigners and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.

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No.4
71

Apps! Websites! Rubber Ducks! Naked Ninjas! This book has everything. If you want to get started in user experience design (UX), you've come to the right place: 100 self-contained lessons that cover the whole spectrum of fundamentals.Forget dry, technical material. This book―based on the wildly popular UX Crash Course from Joel Marsh's blog The Hipper Element―is laced with the author's snarky brand of humor, and teaches UX in a simple, practical way. Becoming a professional doesn't have to be boring.Follow the real-life UX process from start-to-finish and apply the skills as you learn, or refresh your memory before the next meeting. UX for Beginners is perfect for non-designers who want to become designers, managers who teach UX, and programmers, salespeople, or marketers who want to learn more. Start from scratch: the fundamentals of UX Research the weird and wonderful things users do The process and science of making anything user-friendly Use size, color, and layout to help and influence users Plan and create wireframes Make your designs feel engaging and persuasive Measure how your design works in the real world Find out what a UX designer does all day

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No.5
70

The User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.

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No.6
69

It's been known for years that usability testing can dramatically improve products. But with a typical price tag of $5,000 to $10,000 for a usability consultant to conduct each round of tests, it rarely happens.In this how-to companion to Don't Make Me Think: A Common Sense Approach to Web Usability, Steve Krug spells out a streamlined approach to usability testing that anyone can easily apply to their own Web site, application, or other product. (As he said in Don't Make Me Think, "It's not rocket surgery".)Using practical advice, plenty of illustrations, and his trademark humor, Steve explains how to:Test any design, from a sketch on a napkin to a fully-functioning Web site or application Keep your focus on finding the most important problems (because no one has the time or resources to fix them all) Fix the problems that you find, using his "The least you can do" approach By paring the process of testing and fixing products down to its essentials ("A morning a month, that's all we ask"), Rocket Surgery makes it realistic for teams to test early and often, catching problems while it's still easy to fix them. Rocket Surgery Made Easy adds demonstration videos to the proven mix of clear writing, before-and-after examples, witty illustrations, and practical advice that made Don't Make Me Think so popular.

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No.7
66

Interviewing is a foundational user research tool that people assume they already possess. Everyone can ask questions, right? Unfortunately, that's not the case. Interviewing Users provides invaluable interviewing techniques and tools that enable you to conduct informative interviews with anyone. You'll move from simply gathering data to uncovering powerful insights about people.

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No.8
63

The Lean UX approach to interaction design is tailor-made for today’s web-driven reality. In this insightful book, leading advocate Jeff Gothelf teaches you valuable Lean UX principles, tactics, and techniques from the ground up―how to rapidly experiment with design ideas, validate them with real users, and continually adjust your design based on what you learn.Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables. This book shows you how to collaborate closely with other members of the product team, and gather feedback early and often. You’ll learn how to drive the design in short, iterative cycles to assess what works best for the business and the user. Lean UX shows you how to make this change―for the better. Frame a vision of the problem you’re solving and focus your team on the right outcomes Bring the designers’ toolkit to the rest of your product team Share your insights with your team much earlier in the process Create Minimum Viable Products to determine which ideas are valid Incorporate the voice of the customer throughout the project cycle Make your team more productive: combine Lean UX with Agile’s Scrum framework Understand the organizational shifts necessary to integrate Lean UXLean UX received the 2013 Jolt Award from Dr. Dobb's Journal as the best book of the year. The publication's panel of judges chose five notable books, published during a 12-month period ending June 30, that every serious programmer should read.

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No.9
61

We design to elicit responses from people. We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you’ll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play.Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as:What grabs and holds attention on a page or screen? What makes memories stick? What is more important, peripheral or central vision? How can you predict the types of errors that people will make? What is the limit to someone’s social circle? How do you motivate people to continue on to (the next step? What line length for text is best? Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.

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No.10
60

Design research is a hard slog that takes years to learn and time away from the real work of design, right? Wrong. Good research is about asking more and better questions, and thinking critically about the answers. It’s something every member of your team can and should do, and which everyone can learn, quickly. And done well, it will save you time and money by reducing unknowns and creating a solid foundation to build the right thing, in the most effective way. In Just Enough Research, co-founder of Mule Design Erika Hall distills her experience into a brief cookbook of research methods. Learn how to discover your competitive advantages, spot your own blind spots and biases, understand and harness your findings, and why you should never, ever hold a focus group. You’ll start doing good research faster than you can plan your next pitch. Erika Hall has been working in web design and development since the late 20th century. In 2001, she co-founded Mule Design Studio where she directs the research, interaction design, and strategy practices. Erika speaks and writes frequently about cross-disciplinary collaboration and the importance of natural language in user interfaces. In her spare time, she battles empty corporate jargon at Unsuck It. She also co-hosts Running from the Law, a weekly podcast on business law and endurance fitness, and can probably outrun you.

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No.11
60

Designing good application interfaces isnâ??t easy now that companies need to create compelling, seamless user experiences across an exploding number of channels, screens, and contexts. In this updated third edition, youâ??ll learn how to navigate through the maze of design options. By capturing UI best practices as design patterns, this best-selling book provides solutions to common design problems.Youâ??ll learn patterns for mobile apps, web applications, and desktop software. Each pattern contains full-color examples and practical design advice you can apply immediately. Experienced designers can use this guide as an idea sourcebook, and novices will find a road map to the world of interface and interaction design. Understand your users before you start designing Build your softwareâ??s structure so it makes sense to users Design components to help users complete tasks on any device Learn how to promote wayfinding in your software Place elements to guide users to information and functions Learn how visual design can make or break product usability Display complex data with artful visualizations

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No.12
59

Good research is about asking more and better questions, and thinking critically about the answers. Done well, it will save your team time and money by reducing unknowns and creating a solid foundation to build the right thing, in the most effective way.Erika Hall distills her experience into a guidebook of trusted research methods you can implement right away, no matter what size team you're on or budget you're working with. Learn how to discover your competitive advantages, spot your own blind spots and biases, understand and harness your findings, and why you should never, ever hold a focus group. You'll start doing good research faster than you can plan your next pitch.WHAT'S NEW IN THE SECOND EDITION?While the mindset and methods of research haven't changed, our digital climate continues to evolve-from the siren song of Net Promoter Score to the latest social media experiment gone awry. The second edition of Just Enough Research features a brand-new chapter on surveys (chock full of math and centaurs!), as well as updated examples throughout, to continue guiding web professionals on the ethics and effects of research.THIS BOOK EXPLORES: Frameworks for designing a thorough research process for your product Approaches to gain alignment around shared goals through stakeholder interviews How to conduct and build best practices for effective user interviews How quickly run affordable tests to clarify big questions Essential and methods for gathering and assessing quantitative data

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No.13
59

Lean UX is synonymous with modern product design and development. By combining human-centric design, agile ways of working, and a strong business sense, designers, product managers, developers, and scrum masters around the world are making Lean UX the leading approach for digital product teams today.In the third edition of this award-winning book, authors Jeff Gothelf and Josh Seiden help you focus on the product experience rather than deliverables. You'll learn tactics for integrating user experience design, product discovery, agile methods, and product management. And you'll discover how to drive your design in short, iterative cycles to assess what works best for businesses and users. Lean UX guides you through this change--for the better. Facilitate the Lean UX process with your team with the Lean UX Canvas Ensure every project starts with clear customer-centric success criteria Understand the role of designer on an agile team Write and contribute design and experiment stories to the backlog Ensure that design work takes place in every sprint Build product discovery into your team's "velocity"

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No.14
59

Measuring the User Experience was the first book that focused on how to quantify the user experience. Now in the second edition, the authors include new material on how recent technologies have made it easier and more effective to collect a broader range of data about the user experience.As more UX and web professionals need to justify their design decisions with solid, reliable data, Measuring the User Experience provides the quantitative analysis training that these professionals need. The second edition presents new metrics such as emotional engagement, personas, keystroke analysis, and net promoter score. It also examines how new technologies coming from neuro-marketing and online market research can refine user experience measurement, helping usability and user experience practitioners make business cases to stakeholders. The book also contains new research and updated examples, including tips on writing online survey questions, six new case studies, and examples using the most recent version of Excel. Learn which metrics to select for every case, including behavioral, physiological, emotional, aesthetic, gestural, verbal, and physical, as well as more specialized metrics such as eye-tracking and clickstream data Find a vendor-neutral examination of how to measure the user experience with web sites, digital products, and virtually any other type of product or system Discover in-depth global case studies showing how organizations have successfully used metrics and the information they revealed Companion site, www.measuringux.com, includes articles, tools, spreadsheets, presentations, and other resources to help you effectively measure the user experience

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No.15
56

Whether it's software, a cell phone, or a refrigerator, your customer wants - no, expects - your product to be easy to use. This fully revised handbook provides clear, step-by-step guidelines to help you test your product for usability. Completely updated with current industry best practices, it can give you that all-important marketplace advantage: products that perform the way users expect. You'll learn to recognize factors that limit usability, decide where testing should occur, set up a test plan to assess goals for your product's usability, and more.

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No.16
56

Smart organizations recognize that Web design is more than just creating clean code and sharp graphics. A site that really works fulfills your strategic objectives while meeting the needs of your users. Even the best content and the most sophisticated technology won't help you balance those goals without a cohesive, consistent user experience to support it.But creating the user experience can seem overwhelmingly complex. With so many issues involved-usability, brand identity, information architecture, interaction design-it can seem as if the only way to build a successful site is to spend a fortune on specialists who understand all the details.The Elements of User Experience cuts through the complexity of user-centered design for the Web with clear explanations and vivid illustrations that focus on ideas rather than tools or techniques. Jesse James Garrett gives readers the big picture of Web user experience development, from strategy and requirements to information architecture and visual design. This accessible introduction helps any Web development team, large or small, to create a successful user experience.

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No.17
56

In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow.Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them.In this new edition, you'll find new chapters on human choice and decision making, hand eye coordination and attention, as well as new examples, figures, and explanations throughout. Provides an essential source for user interface design rules and how, when, and why to apply them Arms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressures Completely updated and revised, including additional coverage on human choice and decision making, hand eye coordination and attention, and new mobile and touch screen examples throughout

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No.18
56

Lean UX, 2e

Gothelf, Jeff
O'Reilly Media, Inc, USA

Lean UX has become the preferred approach to interaction design, tailor-made for todayâ??s agile teams. In the second edition of this award winning book, leading advocates Jeff Gothelf and Josh Seiden expand on the valuable Lean UX principles, tactics, and techniques covered in the first edition to share how product teams can easily incorporate design, experimentation, iteration, and continuous learning from real users into their Agile process.Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables. This book shows you how to collaborate closely with other members of your Agile product team, and gather feedback early and often. Youâ??ll learn how to drive the design in short, iterative cycles to assess what works best for the business and the user. Lean UX shows you how to make this changeâ??for the better. Frame a vision of the problem youâ??re solving and focus your team on the right outcomes Bring the designersâ?? toolkit to the rest of your product team Share your insights with your team much earlier in the process Create Minimum Viable Products to determine which ideas are valid Incorporate the voice of the customer throughout the project cycle Make your team more productive: combine Lean UX with Agileâ??s Scrum framework Understand the organizational shifts necessary to integrate Lean UX

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No.19
55

Learn to design, build, and scale products consumers can’t get enough ofHow do today’s most successful tech companies―Amazon, Google, Facebook, Netflix, Tesla―design, develop, and deploy the products that have earned the love of literally billions of people around the world? Perhaps surprisingly, they do it very differently than most tech companies. In INSPIRED, technology product management thought leader Marty Cagan provides readers with a master class in how to structure and staff a vibrant and successful product organization, and how to discover and deliver technology products that your customers will love―and that will work for your business.With sections on assembling the right people and skillsets, discovering the right product, embracing an effective yet lightweight process, and creating a strong product culture, readers can take the information they learn and immediately leverage it within their own organizations―dramatically improving their own product efforts.Whether you’re an early-stage startup working to get to product/market fit, or a growth-stage company working to scale your product organization, or a large, long-established company trying to regain your ability to consistently deliver new value for your customers, INSPIRED will take you and your product organization to a new level of customer engagement, consistent innovation, and business success.Filled with the author’s own personal stories―and profiles of some of today’s most-successful product managers and technology-powered product companies, including Adobe, Apple, BBC, Google, Microsoft, and Netflix―INSPIRED will show you how to turn up the dial of your own product efforts, creating technology products your customers love.The first edition of INSPIRED, published ten years ago, established itself as the primary reference for technology product managers, and can be found on the shelves of nearly every successful technology product company worldwide. This thoroughly updated second edition shares the same objective of being the most valuable resource for technology product managers, yet it is completely new―sharing the latest practices and techniques of today’s most-successful tech product companies, and the men and women behind every great product.

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No.20
55

Forms make or break the most crucial online interactions: checkout (commerce), registration (community), data input (participation and sharing), and any task requiring information entry. In Web Form Design, Luke Wroblewski draws on original research, his considerable experience at Yahoo! and eBay, and the perspectives of many of the field's leading designers to show you everything you need to know about designing effective and engaging Web forms.

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No.21
55

Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (3rd Edition) [textbook] Steve Krug [Jan 01, 2015] … 9332542864

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No.22
55

Think Like a UX Researcher will challenge your preconceptions about user experience (UX) research and encourage you to think beyond the obvious. You’ll discover how to plan and conduct UX research, analyze data, persuade teams to take action on the results and build a career in UX. The book will help you take a more strategic view of product design so you can focus on optimizing the user’s experience. UX Researchers, Designers, Project Managers, Scrum Masters, Business Analysts and Marketing Managers will find tools, inspiration and ideas to rejuvenate their thinking, inspire their team and improve their craft.Key Features A dive-in-anywhere book that offers practical advice and topical examples. Thought triggers, exercises and scenarios to test your knowledge of UX research. Workshop ideas to build a development team’s UX maturity. War stories from seasoned researchers to show you how UX research methods can be tailored to your own organization.

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No.23
55

Revised and Updated, Featuring a New Case StudyHow do successful companies create products people can’t put down?Why do some products capture widespread attention while others flop? What makes us engage with certain products out of sheer habit? Is there a pattern underlying how technologies hook us?Nir Eyal answers these questions (and many more) by explaining the Hook Model—a four-step process embedded into the products of many successful companies to subtly encourage customer behavior. Through consecutive “hook cycles,” these products reach their ultimate goal of bringing users back again and again without depending on costly advertising or aggressive messaging.Hooked is based on Eyal’s years of research, consulting, and practical experience. He wrote the book he wished had been available to him as a start-up founder—not abstract theory, but a how-to guide for building better products. Hooked is written for product managers, designers, marketers, start-up founders, and anyone who seeks to understand how products influence our behavior.Eyal provides readers with:• Practical insights to create user habits that stick.• Actionable steps for building products people love.• Fascinating examples from the iPhone to Twitter, Pinterest to the Bible App, and many other habit-forming products.

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No.24
55

In this book, the world's foremost color theorist examines two different approaches to understanding the art of color. Subjective feelings and objective color principles are described in detail and clarified by color reproductions.

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No.25
55

An understanding of psychology—specifically the psychology behind how users behave and interact with digital interfaces—is perhaps the single most valuable nondesign skill a designer can have. The most elegant design can fail if it forces users to conform to the design rather than working within the "blueprint" of how humans perceive and process the world around them.This practical guide explains how you can apply key principles in psychology to build products and experiences that are more intuitive and human-centered. Author Jon Yablonski deconstructs familiar apps and experiences to provide clear examples of how UX designers can build experiences that adapt to how users perceive and process digital interfaces.You’ll learn: How aesthetically pleasing design creates positive responses The principles from psychology most useful for designers How these psychology principles relate to UX heuristics Predictive models including Fitts’s law, Jakob’s law, and Hick’s law Ethical implications of using psychology in design A framework for applying these principles .

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No.26
55

How inclusive methods can build elegant design solutions that work for all.Sometimes designed objects reject their users: a computer mouse that doesn't work for left-handed people, for example, or a touchscreen payment system that only works for people who read English phrases, have 20/20 vision, and use a credit card. Something as simple as color choices can render a product unusable for millions. These mismatches are the building blocks of exclusion. In Mismatch, Kat Holmes describes how design can lead to exclusion, and how design can also remedy exclusion. Inclusive design methods—designing objects with rather than for excluded users—can create elegant solutions that work well and benefit all.Holmes tells stories of pioneers of inclusive design, many of whom were drawn to work on inclusion because of their own experiences of exclusion. A gamer and designer who depends on voice recognition shows Holmes his “Wall of Exclusion,” which displays dozens of game controllers that require two hands to operate; an architect shares her firsthand knowledge of how design can fail communities, gleaned from growing up in Detroit's housing projects; an astronomer who began to lose her eyesight adapts a technique called “sonification” so she can “listen” to the stars.Designing for inclusion is not a feel-good sideline. Holmes shows how inclusion can be a source of innovation and growth, especially for digital technologies. It can be a catalyst for creativity and a boost for the bottom line as a customer base expands. And each time we remedy a mismatched interaction, we create an opportunity for more people to contribute to society in meaningful ways.

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No.27
55

It’s easier than ever to build a new product. But developing a great product that people actually want to buy and use is another story.Build Better Products is a hands-on, step-by-step guide that helps teams incorporate strategy, empathy, design, and analytics into their development process. You’ll learn to develop products and features that improve your business’s bottom line while dramatically improving customer experience.

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No.28
55

User experience design is the discipline of creating a useful and usable Web site or application that’s easily navigated and meets the needs of the site owner and its users. There’s a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, management skills, and business savvy. That’s where the updated edition of this important book comes in. With new information on design principles, mobile and gestural interactions, content strategy, remote research tools and more, you’ll learn to:Recognize the various roles in UX design, identify stakeholders, and enlist their support Obtain consensus from your team on project objectives Understand approaches such as Waterfall, Agile, and Lean UX Define the scope of your project and avoid mission creep Conduct user research in person or remotely, and document your findings Understand and communicate user behavior with personas Design and prototype your application or site Plan for development, product rollout, and ongoing quality assurance

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No.30
55

Diversity and Inclusion to build better products from the front lines at GoogleEstablishing diverse and inclusive organizations is an economic imperative for every industry. Any business that isn’t reaching a diverse market is missing out on enormous revenue potential and the opportunity to build products that suit their users' core needs. The economic “why” has been firmly established, but what about the “how?” How can business leaders adapt to our ever-more-diverse world by capturing market share AND building more inclusive products for people of color, women and other underrepresented groups? The Product Inclusion Team at Google has developed strategies to do just that and Building For Everyone is the practical guide to following in their footsteps.This book makes publicly available for the first time the same inclusive design process used at Google to create user-centric award-winning and profitable products. Author and Head of Product Inclusion Annie Jean-Baptiste outlines what those practices look like in industries beyond tech with fascinating case studies. Readers will learn the key strategies and step-by-step processes for inclusive product design that limits risk and increases profitability. Discover the questions you should be asking about diversity and inclusion in your products for marketers, user researchers, product managers and more. Understand the research the Product Inclusion team drove to back up their practices Learn the “ABCs of Product Inclusion” to build inclusion into your organization’s culture Leverage the product inclusion suite of tools to get your organization building more inclusively and identifying new opportunities. Read case studies to see how product inclusion works across industries and learn what doesn't work.Building For Everyone will show you how to infuse your business processes with inclusive design. You’ll learn best practices for inclusion in product design, marketing, management, leadership and beyond, straight from the innovative Google Product Inclusion team.

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No.31
55

The myth of innovation is that brilliant ideas leap fully formed from the minds of geniuses. The reality is that most innovations come from a process of rigorous examination through which great ideas are identified and developed before being realized as new offerings and capabilities.This book introduces the idea of design thinking‚ the collaborative process by which the designer′s sensibilities and methods are employed to match people′s needs not only with what is technically feasible and a viable business strategy. In short‚ design thinking converts need into demand. It′s a human−centered approach to problem solving that helps people and organizations become more innovative and more creative.Design thinking is not just applicable to so−called creative industries or people who work in the design field. It′s a methodology that has been used by organizations such as Kaiser Permanente to increase the quality of patient care by re−examining the ways that their nurses manage shift change‚ or Kraft to rethink supply chain management. This is not a book by designers for designers; this is a book for creative leaders seeking to infuse design thinking into every level of an organization‚ product‚ or service to drive new alternatives for business and society.

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No.32
55

*Major New York Times Bestseller*More than 2.6 million copies sold*One of The New York Times Book Review's ten best books of the year*Selected by The Wall Street Journal as one of the best nonfiction books of the year*Presidential Medal of Freedom Recipient*Daniel Kahneman's work with Amos Tversky is the subject of Michael Lewis's best-selling The Undoing Project: A Friendship That Changed Our MindsIn his mega bestseller, Thinking, Fast and Slow, Daniel Kahneman, world-famous psychologist and winner of the Nobel Prize in Economics, takes us on a groundbreaking tour of the mind and explains the two systems that drive the way we think.System 1 is fast, intuitive, and emotional; System 2 is slower, more deliberative, and more logical. The impact of overconfidence on corporate strategies, the difficulties of predicting what will make us happy in the future, the profound effect of cognitive biases on everything from playing the stock market to planning our next vacation―each of these can be understood only by knowing how the two systems shape our judgments and decisions.Engaging the reader in a lively conversation about how we think, Kahneman reveals where we can and cannot trust our intuitions and how we can tap into the benefits of slow thinking. He offers practical and enlightening insights into how choices are made in both our business and our personal lives―and how we can use different techniques to guard against the mental glitches that often get us into trouble. Topping bestseller lists for almost ten years, Thinking, Fast and Slow is a contemporary classic, an essential book that has changed the lives of millions of readers.

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No.33
55

"This is a book about making art. Ordinary art. Ordinary art means something like: all art not made by Mozart. After all, art is rarely made by Mozart-like people; essentially—statistically speaking—there aren't any people like that. Geniuses get made once-a-century or so, yet good art gets made all the time, so to equate the making of art with the workings of genius removes this intimately human activity to a strangely unreachable and unknowable place. For all practical purposes making art can be examined in great detail without ever getting entangled in the very remote problems of genius."—-from the IntroductionArt & Fear explores the way art gets made, the reasons it often doesn't get made, and the nature of the difficulties that cause so many artists to give up along the way. The book's co-authors, David Bayles and Ted Orland, are themselves both working artists, grappling daily with the problems of making art in the real world. Their insights and observations, drawn from personal experience, provide an incisive view into the world of art as it is expeienced by artmakers themselves.This is not your typical self-help book. This is a book written by artists, for artists -— it's about what it feels like when artists sit down at their easel or keyboard, in their studio or performance space, trying to do the work they need to do. First published in 1994, Art & Fear quickly became an underground classic. Word-of-mouth response alone—now enhanced by internet posting—has placed it among the best-selling books on artmaking and creativity nationally.Art & Fear has attracted a remarkably diverse audience, ranging from beginning to accomplished artists in every medium, and including an exceptional concentration among students and teachers. The original Capra Press edition of Art & Fear sold 80,000 copies.An excerpt:Today, more than it was however many years ago, art is hard because you have to keep after it so consistently. On so many different fronts. For so little external reward. Artists become veteran artists only by making peace not just with themselves, but with a huge range of issues. You have to find your work...

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No.34
55

Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes:Pride -- use social proof to position your product in line with your visitors' values Sloth -- build a path of least resistance that leads users where you want them to go Gluttony -- escalate customers' commitment and use loss aversion to keep them there Anger -- understand the power of metaphysical arguments and anonymity Envy -- create a culture of status around your product and feed aspirational desires Lust -- turn desire into commitment by using emotion to defeat rational behavior Greed -- keep customers engaged by reinforcing the behaviors you desire Now you too can leverage human fallibility to create powerful persuasive interfaces that people will love to use -- but will you use your new knowledge for good or evil? Learn more on the companion website, evilbydesign.info.

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No.35
55

In the spirit of Alvin Toffler’s Future Shock, a social critique of our obsession with choice, and how it contributes to anxiety, dissatisfaction and regret. This paperback includes a new P.S. section with author interviews, insights, features, suggested readings, and more.Whether we’re buying a pair of jeans, ordering a cup of coffee, selecting a long-distance carrier, applying to college, choosing a doctor, or setting up a 401(k), everyday decisions-both big and small-have become increasingly complex due to the overwhelming abundance of choice with which we are presented.We assume that more choice means better options and greater satisfaction. But beware of excessive choice: choice overload can make you question the decisions you make before you even make them, it can set you up for unrealistically high expectations, and it can make you blame yourself for any and all failures. In the long run, this can lead to decision-making paralysis, anxiety, and perpetual stress. And, in a culture that tells us that there is no excuse for falling short of perfection when your options are limitless, too much choice can lead to clinical depression.In The Paradox of Choice, Barry Schwartz explains at what point choice-the hallmark of individual freedom and self-determination that we so cherish-becomes detrimental to our psychological and emotional well-being. In accessible,

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No.36
55

This book provides a brief introduction to mixed research methods for applied researchers working in technology, marketing, communications, or market research.

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No.37
55

Unlock your creativity.An inspiring guide to creativity in the digital age, Steal Like an Artist presents ten transformative principles that will help readers discover their artistic side and build a more creative life.Nothing is original, so embrace influence, school yourself through the work of others, remix and reimagine to discover your own path. Follow interests wherever they take you—what feels like a hobby may turn into you life’s work. Forget the old cliché about writing what you know: Instead, write the book you want to read, make the movie you want to watch.And finally, stay Smart, stay out of debt, and risk being boring in the everyday world so that you have the space to be wild and daring in your imagination and your work.“Brilliant and real and true.”—Rosanne Cash

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No.38
55

User interface (UI) design rules and guidelines, developed by early HCI gurus and recognized throughout the field, were based on cognitive psychology (study of mental processes such as problem solving, memory, and language), and early practitioners were well informed of its tenets. But today practitioners with backgrounds in cognitive psychology are a minority, as user interface designers and developers enter the field from a wide array of disciplines. HCI practitioners today have enough experience in UI design that they have been exposed to UI design rules, but it is essential that they understand the psychological basis behind the rules in order to effectively apply them. In Designing with the Mind in Mind, best-selling author Jeff Johnson provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. Provides an essential source for user interface design rules and how, when, and why to apply them Arms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressures Completely updated and revised, including additional coverage in such areas as persuasion, cognitive economics and decision making, emotions, trust, habit formation, and speech UIs

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No.39
55

Strangers to Ourselves: Discovering the Adaptive Unconscious

Wilson, Timothy D.
Belknap Press: An Imprint of Harvard University Press

"Know thyself," a precept as old as Socrates, is still good advice. But is introspection the best path to self-knowledge? What are we trying to discover, anyway? In an eye-opening tour of the unconscious, as contemporary psychological science has redefined it, Timothy D. Wilson introduces us to a hidden mental world of judgments, feelings, and motives that introspection may never show us.This is not your psychoanalyst's unconscious. The adaptive unconscious that empirical psychology has revealed, and that Wilson describes, is much more than a repository of primitive drives and conflict-ridden memories. It is a set of pervasive, sophisticated mental processes that size up our worlds, set goals, and initiate action, all while we are consciously thinking about something else.If we don't know ourselves―our potentials, feelings, or motives―it is most often, Wilson tells us, because we have developed a plausible story about ourselves that is out of touch with our adaptive unconscious. Citing evidence that too much introspection can actually do damage, Wilson makes the case for better ways of discovering our unconscious selves. If you want to know who you are or what you feel or what you're like, Wilson advises, pay attention to what you actually do and what other people think about you. Showing us an unconscious more powerful than Freud's, and even more pervasive in our daily life, Strangers to Ourselves marks a revolution in how we know ourselves.

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No.40
55

The Mom Test is a quick, practical guide that will save you time, money, and heartbreak.They say you shouldn't ask your mom whether your business is a good idea, because she loves you and will lie to you. This is technically true, but it misses the point. You shouldn't ask anyone if your business is a good idea. It's a bad question and everyone will lie to you at least a little . As a matter of fact, it's not their responsibility to tell you the truth. It's your responsibility to find it and it's worth doing right .Talking to customers is one of the foundational skills of both Customer Development and Lean Startup. We all know we're supposed to do it, but nobody seems willing to admit that it's easy to screw up and hard to do right. This book is going to show you how customer conversations go wrong and how you can do better.

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No.41
55

One key responsibility of product designers and UX practitioners is to conduct formal and informal research to clarify design decisions and business needs. But there’s often mystery around product research, with the feeling that you need to be a research Zen master to gather anything useful. Fact is, anyone can conduct product research. With this quick reference guide, you’ll learn a common language and set of tools to help you carry out research in an informed and productive manner.This book contains four sections, including a brief introduction to UX research, planning and preparation, facilitating research, and analysis and reporting. Each chapter includes a short exercise so you can quickly apply what you’ve learned. Learn what it takes to ask good research questions Know when to use quantitative and qualitative research methods Explore the logistics and details of coordinating a research session Use softer skills to make research seem natural to participants Learn tools and approaches to uncover meaning in your raw data Communicate your findings with a framework and structure

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No.42
55

"As someone whose work revolves around writing and words on digital media and websites, my professional life is divided in two: before and after reading this book." (Anna Mironov, digital consultant) This is the only guide you'll need to write smart, effective microcopy. When you finish this book, you'll know how to use every word in your website or app to: Make the users fall in love and come back Help them perform tasks easily Turn every boring screen to a positive experience Increase conversions Microcopy (sometimes written micro-copy) is the words on sites and apps that accompany the user's actions: text on buttons, website sign up, error messages (and preventing them), field labels, newsletter sign up, instructions, empty states, confirmation messages, and more. Microcopy: The Complete Guide gives you the knowledge and tools needed to write smart, effective and helpful microcopy for your digital interface. It includes principles, practical tips, and dozens of screenshots from actual sites and apps of corporations, start-ups and SMBs. Who will find this book useful? User experience professionals; Digital marketing managers; Website managers; Marketers and sales personnel; Small business owners; Bloggers; Product managers; UI designers Fascinated by the words that light up interfaces? You'll love this one.

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No.43
55

When you depend on users to perform specific actions―like buying tickets, playing a game, or riding public transit―well-placed words are most effective. But how do you choose the right words? And how do you know if they work? With this practical book, you’ll learn how to write strategically for UX, using tools to build foundational pieces for UI text and UX voice strategy.UX content strategist Torrey Podmajersky provides strategies for converting, engaging, supporting, and re-attracting users. You’ll use frameworks and patterns for content, methods to measure the content’s effectiveness, and processes to create the collaboration necessary for success. You’ll also structure your voice throughout so that the brand is easily recognizable to its audience. Learn how UX content works with the software development lifecycle Use a framework to align the UX content with product principles Explore content-first design to root UX text in conversation Learn how UX text patterns work with different voices Produce text that’s purposeful, concise, conversational, and clear

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No.44
55

In the spirit of Alvin Toffler’s Future Shock, a social critique of our obsession with choice, and how it contributes to anxiety, dissatisfaction and regret. This paperback includes a new preface from the author.Whether we're buying a pair of jeans, ordering a cup of coffee, selecting a long-distance carrier, applying to college, choosing a doctor, or setting up a 401(k), everyday decisions—both big and small—have become increasingly complex due to the overwhelming abundance of choice with which we are presented.As Americans, we assume that more choice means better options and greater satisfaction. But beware of excessive choice: choice overload can make you question the decisions you make before you even make them, it can set you up for unrealistically high expectations, and it can make you blame yourself for any and all failures. In the long run, this can lead to decision-making paralysis, anxiety, and perpetual stress. And, in a culture that tells us that there is no excuse for falling short of perfection when your options are limitless, too much choice can lead to clinical depression.In The Paradox of Choice, Barry Schwartz explains at what point choice—the hallmark of individual freedom and self-determination that we so cherish—becomes detrimental to our psychological and emotional well-being. In accessible, engaging, and anecdotal prose, Schwartz shows how the dramatic explosion in choice—from the mundane to the profound challenges of balancing career, family, and individual needs—has paradoxically become a problem instead of a solution. Schwartz also shows how our obsession with choice encourages us to seek that which makes us feel worse.By synthesizing current research in the social sciences, Schwartz makes the counter intuitive case that eliminating choices can greatly reduce the stress, anxiety, and busyness of our lives. He offers eleven practical steps on how to limit choices to a manageable number, have the discipline to focus on those that are important and ignore the rest, and ultimately derive greater satisfaction from the choices you have to make.

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No.45
55

"If you haven't had the good fortune to be coached by a strong leader or product coach, this book can help fill that gap and set you on the path to success."- Marty CaganHow do you know that you are making a product or service that your customers want? How do you ensure that you are improving it over time? How do you guarantee that your team is creating value for your customers in a way that creates value for your business?In this book, you'll learn a structured and sustainable approach to continuous discovery that will help you answer each of these questions, giving you the confidence to act while also preparing you to be wrong. You'll learn to balance action with doubt so that you can get started without being blindsided by what you don't get right.If you want to discover products that customers love-that also deliver business results-this book is for you.About the AuthorTeresa Torres is an internationally acclaimed author, speaker, and coach. She teaches a structured and sustainable approach to continuous discovery that helps product teams infuse their daily product decisions with customer input. She’s coached hundreds of teams at companies of all sizes, from early-stage start-ups to global enterprises, in a variety of industries. She has taught over 8,500 product people discovery skills through the Product Talk Academy.What People Are Saying“Teresa Torres shows how to truly – and continuously – include customers. This is a must read for every CEO and product team out there.” - Phil Terry, Founder, Collaborative Gain; co-author, Customers Included“Teresa's work in product discovery is a constant and critical reminder that job number one for a product team is to understand who you are building for and what value you can create for them. Her methods inspire rigor similar to a workout coach - product discovery is a regular, consistent practice, that's measurable and impactful.” - Jocelyn Mangan, CEO, HimForHer“It’s no secret that regularly engaging with customers helps you discover better opportunities to serve them - yet we all struggle to do it well. This book is an indispensable guide to making this critical activity a continuous habit.” - Martin Eriksson, Co-Founder & Chairman, Mind the Product“Teresa has helped our product teams shift from a focus on outputs to delivering outcomes by helping us understand our customers better. We are building better solutions that get used more often and provide more value for our customers.” - Mike Herrick, SVP Technology, Airship“Teresa has mastered the art of helping product teams adopt a continuous cadence to their discovery work. Reading this book is like having her by your side, guiding your work, helping you find success, while developing your expertise.” - Hope Gurion, Product Leader & Team Coach, Fearless Product

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No.46
55

Without words, apps would be an unusable jumble of shapes and icons, while voice interfaces and chatbots wouldn't even exist. Words make software human–centered, and require just as much thought as the branding and code. This book will show you how to give your users clarity, test your words, and collaborate with your team. You'll see that writing is designing.

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No.47
55

Note for ebook customers: The design and layout of this book play a key role in conveying the author's message. When creating the ebooks, we've tried to keep the look and feel of the print edition, but this means that not all e-reading devices will support the files. The EPUB format is optimized for iPad. The Mobi files are optimized for Kindle Fire tablets and phones and for Kindle reading apps.Imagine you’re in a game with one objective: a bestselling product or service. The rules? No marketing budget, no PR stunts, and it must be sustainably successful. No short-term fads.This is not a game of chance. It is a game of skill and strategy.And it begins with a single question: given competing products of equal pricing, promotion, and perceived quality, why does one outsell the others?The answer doesn’t live in the sustainably successful products or services. The answer lives in those who use them.Our goal is to craft a strategy for creating successful users. And that strategy is full of surprising, counter-intuitive, and astonishingly simple techniques that don’t depend on a massive marketing or development budget. Techniques typically overlooked by even the most well-funded, well-staffed product teams.Every role is a key player in this game. Product development, engineering, marketing, user experience, support―everyone on the team. Even if that team is a start-up of one. Armed with a surprisingly overlooked science and a unique POV, we can can reduce the role of luck. We can build sustainably successful products and services that rely not on unethical persuasive marketing tricks but on helping our users have deeper, richer experiences. Not just in the moments while they’re using our product but, more importantly, in the moments when they aren’t.

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No.48
55

Like a good story, successful design is a series of engaging moments structured over time. The User’s Journey will show you how, when, and why to use narrative structure, technique, and principles to ideate, craft, and test a cohesive vision for an engaging outcome. See how a “story first” approach can transform your product, feature, landing page, flow, campaign, content, or product strategy.

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No.49
55

In this accessible volume, first published in 1969, Fuller offers advice on how to guide "spaceship earth" toward a sustainable futureBuckminster Fuller (1895–1983) was an architect, engineer, geometrician, cartographer, philosopher, futurist, inventor of the famous geodesic dome, and one of the most brilliant thinkers of his time. For more than five decades, he set forth his comprehensive perspective on the world’s problems in numerous essays, which offer an illuminating insight into the intellectual universe of this renaissance man. These texts remain surprisingly topical even today, decades after their initial publication. While Fuller wrote the works in the 1960’s and 1970’s, they could not be more timely: like desperately needed time-capsules of wisdom for the critical moment he foresaw, and in which we find ourselves. Long out of print, they are now being published again, together with commentary by Jaime Snyder, the grandson of Buckminster Fuller. Designed for a new generation of readers, Snyder prepared these editions with supplementary material providing background on the texts, factual updates, and interpretation of his visionary ideas.Initially published in 1969, and one of Fuller’s most popular works, Operating Manual for Spaceship Earth is a brilliant synthesis of his world view. In this very accessible volume, Fuller investigates the great challenges facing humanity, and the principles for avoiding extinction and “exercising our option to make it.” How will humanity survive? How does automation influence individualization? How can we utilize our resources more effectively to realize our potential to end poverty in this generation? He questions the concept of specialization, calls for a design revolution of innovation, and offers advice on how to guide “spaceship earth” toward a sustainable future.And it Came to Pass – Not to Stay brings together Buckminster Fuller’s lyrical and philosophical best, including seven “essays“ in a form he called his “ventilated prose”, and as always addressing the current global crisis and his predictions for the future. These essays, including “How Little I Know”, “What I am Trying to Do”, “Soft Revolution”, and “Ethics”, put the task of ushering in a new era of humanity in the context of “always starting with the universe.“ In rare form, Fuller elegantly weaves the personal, the playful, the simple, and the profound.

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No.50
55

A selected history of socially committed design strategies within the Western tradition, from the past 150 years Within the design discipline, calls for sustainability and social responsibility have become some of the most common rallying cries of the past decade, generating countless new products, materials and technologies―all designed to change the course of our future. Adjectives like “sustainable,” “green” and “eco” describe this new wave of socially committed design. But though today’s conditions are urgent and particular, the ideologies behind these new products are often not totally new, but rather a part of design history. Contemporary sustainable design is just the newest chapter of a story that stretches back throughout the previous centuries. The Responsible Object presents a selected history of socially committed design strategies within the Western design tradition of roughly the last 150 years, from William Morris to Victor Papanek, and from VKhUTEMAS to FabLab. It includes about 20 interstitial mini-posters with slogans from the text, printed on different colored papers.

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No.51
55

This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh project. Other books may show how to use today's widgets and interface ideas effectively. Raskin, however, demonstrates that many current interface paradigms are dead ends, and that to make computers significantly easier to use requires new approaches. He explains how to effect desperately needed changes, offering a wealth of innovative and specific interface ideas for software designers, developers, and product managers. The Apple Macintosh helped to introduce a previous revolution in computer interface design, drawing on the best available technology to establish many of the interface techniques and methods now universal in the computer industry. With this book, Raskin proves again both his farsightedness and his practicality. He also demonstrates how design ideas must be built on a scientific basis, presenting just enough cognitive psychology to link the interface of the future to the experimental evidence and to show why that interface will work. Raskin observes that our honeymoon with digital technology is over: We are tired of having to learn huge, arcane programs to do even the simplest of tasks; we have had our fill of crashing computers; and we are fatigued by the continual pressure to upgrade. The Humane Interface delivers a way for computers, information appliances, and other technology-driven products to continue to advance in power and expand their range of applicability, while becoming free of the hassles and obscurities that plague present products.

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No.53
54

With a foreword from Steve Blank, Talking to Humans is a practical guide to the qualitative side of customer development, an indispensable skill for vetting and improving any new startup or innovation. This book will teach you how to structure and run effective customer interviews, find candidates, and turn learnings into action.

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No.54
54

Testing with Humans, the sequel to bestseller Talking to Humans, teaches entrepreneurs, innovation teams, and product teams how to run effective experiments. An experiment is a test designed to help you answer the questions “Should we do this?” or “Am I right about this?” If you are open to learning, the insights from your experiments will help you refine your creation and improve your odds of success. Like its prequel, Testing with Humans is concise, highly practical, and packed with useful tactics and tips and examples to answer key questions:+ Why run experiments?+ When to test the business versus the product?+ What makes a good experiment?+ How do you turn experiments into decisions and actions?+ How can we bring experiments into our business culture?

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No.55
54

A disturbing share of technological disasters are caused by incompatibilities between the way things are designed and the way people actually perceive, think, and act. Structurally sound aircraft plummet to the earth, supertankers run aground in calm weather, and the machines of medical science maim unsuspecting patients - - all because designers sometimes fail to reflect the characteristics of the user in their designs.Designers and the public alike are realizing that many human' errors are more aptly named designed-induced' errors. Most consumers experience the frustration of using many new products; amusing stories about programming a VCR, operating a personal computer, or finding the headlight switch on a rental car are heard in everyday conversation. The problems consumers experience with modern everyday things are shared by the users of large-scale technologies where the consequences of design can go well beyond simple matters of inconvenience or amusement.In the new second edition of Set Phasers on Stun' and Other True Tales of Design, Technology, and Human Error, noted designer and author Steven Casey has assembled 20 factual and arresting stories about people and their attempts to use modern technological creations. Although the operator or pilot usually gets blamed for a big disaster, the root cause can frequently be found in subtle characteristics of the device's human interface.' Technological disasters can often be traced directly to the interplay between people and the design of a device - - be it an airliner cockpit, the controls in an industrial plant, a spacecraft's instruments, a medical system, a nuclear reactor, or even a commercial dishwashing machine.The most effective way to convey the consequences of design-induced human error is with a good story and just the right level of technical detail, and this is what Casey has done in his new book. As stated by Alphonse Chapanis, one of the founders of the human factors engineering discipline, Set Phasers on Stun is A tour de force. A collection of gripping and often alarming true stories meticulously documented and skillfully told about design-induced human errors. It should be required reading for all engineers and designers, and everyone else concerned about the ways our modern technological creations can affect our everyday lives. Skylab-4 astronaut Gerald Carr agrees: The book is ...an engrossing tour through the world of human susceptibility to subtle variations in environment and in design.

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No.56
54

Written by the author of the best-selling HyperText & HyperMedia, this book is an excellent guide to the methods of usability engineering. The book provides the tools needed to avoid usability surprises and improve product quality. Step-by-step information on which method to use at various stages during the development lifecycle are included, along with detailed information on how to run a usability test and the unique issues relating to international usability.* Emphasizes cost-effective methods that developers can implement immediately* Instructs readers about which methods to use when, throughout the development lifecycle, which ultimately helps in cost-benefit analysis.* Shows readers how to avoid the four most frequently listed reasons for delay in software projects.* Includes detailed information on how to run a usability test.* Covers unique issues of international usability.* Features an extensive bibliography allowing readers to find additional information.* Written by an internationally renowned expert in the field and the author of the best-selling HyperText & HyperMedia.

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No.57
54

Practice your product design and UX skills. Prepare for your next job interview.Redesign the NYC metrocard system. Design a dashboard for a general practitioner. Redesign an ATM.Learn how to solve and present exercises like these, that top startups use to interview designers for product design and UI/UX roles.Today top companies are looking for business-minded designers who are not just focused on visuals. With this book, you can practice this kind of mindset, prepare for job interviews, learn how to interview other designers and find concepts for projects for your portfolio. What will you learn from this book: Prepare for the design interview — prepare for the design exercise and learn more about how tech companies hire product designers. Improve your portfolio — use product challenges to showcase in your portfolio instead of unsolicited visual redesigns. Step up your design career — practice your product design skills to become a better designer and prepare for your next career move. Interview designers — learn how to interview designers to evaluate their skills in the most efficient and scalable way. What’s inside? A 7-step framework for solving product design exercises 30+ examples of exercises similar to exercises used by Google, Facebook, Amazon etc. 5 full solutions for product design exercises 5 short interviews with design leaders that worked at Apple, Google, Pinterest, IDEO etc.

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No.58
54

It’s the little things that turn a good digital product into a great one. With this full color practical book, you’ll 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 today’s devices and applications, author Dan Saffer walks you through a microinteraction’s essential parts, then shows you how to use them in a mobile app, a web widget, and an appliance. You’ll quickly discover how microinteractions can change a product from one that’s tolerated into one that’s treasured. Explore a microinteraction’s 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 microinteraction’s life with loops, such as “Get data every 30 seconds”

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