{"product_id":"design-for-software-isbn-9781119942900","title":"Design for Software","description":"\u003cb\u003eA unique resource to help software developers create a desirable user experience\u003c\/b\u003e\u003cbr\u003e \u003cbr\u003e   \u003cp\u003eToday, top-flight software must feature a desirable user experience. This one-of-a-kind book creates a design process specifically for software, making it easy for developers who lack design background to create that compelling user experience. Appealing to both tech-savvy designers and creative-minded technologists, it establishes a hybrid discipline that will produce first-rate software. Illustrated in full color, it shows how to plan and visualize the design to create software that works on every level.\u003c\/p\u003e \u003cul\u003e \u003cli\u003eToday's software demands attention to the quality of the user experience; this book guides you through a practical design process to achieve that goal\u003cbr\u003e \u003c\/li\u003e \u003cli\u003eApproaches the mechanics of design with a process inspired by art and science\u003cbr\u003e \u003c\/li\u003e \u003cli\u003eAvoids the abstract and moves step by step through techniques you can put to use immediately\u003cbr\u003e \u003c\/li\u003e \u003cli\u003eCovers planning your design, tested methods, how to visualize like a designer, psychology of design, and how to create software that developers will appreciate\u003cbr\u003e \u003c\/li\u003e \u003cli\u003eExplores such elements as choosing the right typeface and managing interactivity\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003e\u003ci\u003eDesign for Software: A Playbook for Developers\u003c\/i\u003e brings the art of good design together with the science of software development to create programs with pizazz.\u003c\/p\u003e \u003cp\u003eAcknowledgements viii\u003c\/p\u003e \u003cp\u003eIntroduction 1\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart I: Research 5\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1 Planning 7\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAn Introduction to User Research 8\u003c\/p\u003e \u003cp\u003eUser Research Is Not Usability 9\u003c\/p\u003e \u003cp\u003eDesign Lingo: Ethnography 9\u003c\/p\u003e \u003cp\u003eStart with User Insights 9\u003c\/p\u003e \u003cp\u003eCase Study: Lightning Fast Checkout 14\u003c\/p\u003e \u003cp\u003eMaking Sense of Your Findings 18\u003c\/p\u003e \u003cp\u003eSummary 20\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2 Inspiration 21\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSteal Like an Artist 22\u003c\/p\u003e \u003cp\u003eIf All Else Fails 34\u003c\/p\u003e \u003cp\u003eSummary 36\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart II: Design Thinking 37\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3 Sketching 39\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDesign Thinking—A Developer’s Kind of Design 40\u003c\/p\u003e \u003cp\u003eSketching—Where It All Begins 40\u003c\/p\u003e \u003cp\u003eThe Benefits of Sketching 41\u003c\/p\u003e \u003cp\u003eWhen to Sketch 42\u003c\/p\u003e \u003cp\u003eTools for Sketching 42\u003c\/p\u003e \u003cp\u003eThe Basics of Application Flows 47\u003c\/p\u003e \u003cp\u003eCreating an Application Flow 49\u003c\/p\u003e \u003cp\u003eWhat Storyboards Can Do for You 58\u003c\/p\u003e \u003cp\u003eWhen to Use Storyboards 59\u003c\/p\u003e \u003cp\u003eCreating a Storyboard 59\u003c\/p\u003e \u003cp\u003eNot Sure Where to Begin? Start with a Template 60\u003c\/p\u003e \u003cp\u003eSummary 62\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4 Information Architecture 63\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhat Is information Architecture, Exactly? 65\u003c\/p\u003e \u003cp\u003eThe Cost of Usability 65\u003c\/p\u003e \u003cp\u003eInformation Architecture Deliverables 66\u003c\/p\u003e \u003cp\u003ePersonas, User Scenarios, and Storyboards 67\u003c\/p\u003e \u003cp\u003eContent Models 67\u003c\/p\u003e \u003cp\u003eApplication Flow 67\u003c\/p\u003e \u003cp\u003eWireframes 69\u003c\/p\u003e \u003cp\u003eGesture Dictionary 69\u003c\/p\u003e \u003cp\u003eInformation Architecture Is All About the Content 70\u003c\/p\u003e \u003cp\u003eMake It Meaningful 70\u003c\/p\u003e \u003cp\u003eInformation Architecture: Like a Boss in Five Steps 72\u003c\/p\u003e \u003cp\u003eStep 1: Define Themes, Goals and Requirements 73\u003c\/p\u003e \u003cp\u003eStep 2: Choose a Layout 74\u003c\/p\u003e \u003cp\u003eStep 3: Group Similar Items 85\u003c\/p\u003e \u003cp\u003eStep 4: Be Consistent 86\u003c\/p\u003e \u003cp\u003eStep 5: Reduce 87\u003c\/p\u003e \u003cp\u003eSummary 88\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5 Wireframes 91\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDebunking Wireframes 92\u003c\/p\u003e \u003cp\u003eWireframes 101 93\u003c\/p\u003e \u003cp\u003eWhen Should You Create the Wireframes? 93\u003c\/p\u003e \u003cp\u003eAnatomy of a Wireframe 94\u003c\/p\u003e \u003cp\u003eAre You Speaking Wireframe? 95\u003c\/p\u003e \u003cp\u003eDo’s \u0026amp; Don’ts 98\u003c\/p\u003e \u003cp\u003eTools for Awesome Wireframes 102\u003c\/p\u003e \u003cp\u003eTools for Awesome-er Wireframes 105\u003c\/p\u003e \u003cp\u003eWireframe Techniques 107\u003c\/p\u003e \u003cp\u003eWireframe Technique #1: Creating the Basic Wireframe 107\u003c\/p\u003e \u003cp\u003eWireframe Technique #2: Using Shades of Gray and One Color 108\u003c\/p\u003e \u003cp\u003eWireframe Technique #4: Using the Frame-by-Frame Approach 111\u003c\/p\u003e \u003cp\u003eWireframe Technique #5: Using Bubbles 112\u003c\/p\u003e \u003cp\u003eWireframe Technique #6: Magnifying Details 112\u003c\/p\u003e \u003cp\u003eSummary 114\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6 Prototyping 115\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhen Should I Prototype? 116\u003c\/p\u003e \u003cp\u003e1. Communicating a New Idea 117\u003c\/p\u003e \u003cp\u003e2. Creating a Proof of Concept 117\u003c\/p\u003e \u003cp\u003e3. Conducting Basic Usability Testing 117\u003c\/p\u003e \u003cp\u003e4. Determining Whether an Idea Is Worth a Bigger Investment 117\u003c\/p\u003e \u003cp\u003eWhat Makes an Effective Prototype? 118\u003c\/p\u003e \u003cp\u003eFake It—Be Clever, Not Complicated 120\u003c\/p\u003e \u003cp\u003eMaking “Little Bets” 121\u003c\/p\u003e \u003cp\u003eAwesome Tools for Prototyping 122\u003c\/p\u003e \u003cp\u003eMicrosoft SketchFlow 122\u003c\/p\u003e \u003cp\u003eAdobe Edge Tools 123\u003c\/p\u003e \u003cp\u003eAdobe After Effects 124\u003c\/p\u003e \u003cp\u003eKeynote \/ PowerPoint 125\u003c\/p\u003e \u003cp\u003eHTML \/ JavaScript \/ CSS3 126\u003c\/p\u003e \u003cp\u003eAxure RP 127\u003c\/p\u003e \u003cp\u003eArduino, Openframeworks, Processing 128\u003c\/p\u003e \u003cp\u003ePrototyping Techniques 129\u003c\/p\u003e \u003cp\u003ePrototyping Technique #1: Paper Prototypes 130\u003c\/p\u003e \u003cp\u003ePrototyping Technique #2: Interactive Wireframes 131\u003c\/p\u003e \u003cp\u003ePrototyping Technique #3: Video Prototyping 136\u003c\/p\u003e \u003cp\u003eSummary 140\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart III: Visual Design 141\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7 Color 143\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eColor Basics 144\u003c\/p\u003e \u003cp\u003eColor Vocabulary 144\u003c\/p\u003e \u003cp\u003eColor Models 146\u003c\/p\u003e \u003cp\u003eCool and Warm Colors 149\u003c\/p\u003e \u003cp\u003eThe Psychology of Color 151\u003c\/p\u003e \u003cp\u003eContrast 154\u003c\/p\u003e \u003cp\u003eApplied Color: A Few Rules of Thumb 156\u003c\/p\u003e \u003cp\u003eStick With Two to Three Colors 156\u003c\/p\u003e \u003cp\u003eStart with Solids, Then Move to Gradients 157\u003c\/p\u003e \u003cp\u003eUse Shades of a Hue 157\u003c\/p\u003e \u003cp\u003eGreen Means Go 157\u003c\/p\u003e \u003cp\u003eWhat Makes a Good Color Palette? 158\u003c\/p\u003e \u003cp\u003eShades of Gray 159\u003c\/p\u003e \u003cp\u003eFive Color Palettes You Can’t Go Wrong With 160\u003c\/p\u003e \u003cp\u003eColor Techniques 163\u003c\/p\u003e \u003cp\u003eColor Technique #1: Use a Photograph to Generate a Color Palette 163\u003c\/p\u003e \u003cp\u003eColor Technique #2: Code with Color 165\u003c\/p\u003e \u003cp\u003eColor Technique #3: Use Photoshop 167\u003c\/p\u003e \u003cp\u003eBonus Color Technique: Use an Algorithm to Find Average Color 170\u003c\/p\u003e \u003cp\u003eSummary 173\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8 Digital Typography. 175\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eFirst Things First 176\u003c\/p\u003e \u003cp\u003eA Lap Around Typography 177\u003c\/p\u003e \u003cp\u003eUnderstanding Type Terminology 177\u003c\/p\u003e \u003cp\u003eFont or Typeface—What’s the Difference? 182\u003c\/p\u003e \u003cp\u003eType Classification 182\u003c\/p\u003e \u003cp\u003eSerif Typefaces 182\u003c\/p\u003e \u003cp\u003eSans-Serif Typefaces 185\u003c\/p\u003e \u003cp\u003eEight Ways to Improve Your Typography 187\u003c\/p\u003e \u003cp\u003e1. Pick a Scale and Stick with It 187\u003c\/p\u003e \u003cp\u003e2. Use Consistent Spacing 188\u003c\/p\u003e \u003cp\u003e3. Consider the Measure 189\u003c\/p\u003e \u003cp\u003e4. A Little Can Go a Long Way 190\u003c\/p\u003e \u003cp\u003e5. Pick a Good Body Font 191\u003c\/p\u003e \u003cp\u003e6. Use a Single Family 193\u003c\/p\u003e \u003cp\u003e7. Combine Two to Three Typefaces 194\u003c\/p\u003e \u003cp\u003e8. Use a Good Ampersand 199\u003c\/p\u003e \u003cp\u003eSummary 199\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9 Visual Communication 201\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIt Ain’t That Simple 202\u003c\/p\u003e \u003cp\u003e1. Design As Though You’re Designing for Yourself 203\u003c\/p\u003e \u003cp\u003e2. Be Consistent 203\u003c\/p\u003e \u003cp\u003eFive Ways to Clarify Your Design 204\u003c\/p\u003e \u003cp\u003e1. Slap a Grid on It 204\u003c\/p\u003e \u003cp\u003e2. Establish Hierarchy 211\u003c\/p\u003e \u003cp\u003e3. Remove the Junk 215\u003c\/p\u003e \u003cp\u003e4. Check for Parallelism 220\u003c\/p\u003e \u003cp\u003e5. Create Clear Affordances 221\u003c\/p\u003e \u003cp\u003eSummary 226\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10 Motion 227\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAnimations Look Cool, but Can They Actually Make It Work Better? 228\u003c\/p\u003e \u003cp\u003eTransitions, Animations, and Timing Guidelines 229\u003c\/p\u003e \u003cp\u003eWhat’s the Difference Between an Animation and a Transition? 229\u003c\/p\u003e \u003cp\u003eNot Too Fast, Not Too Slow, Not Too Many 230\u003c\/p\u003e \u003cp\u003eWhen Should I Use Motion? 230\u003c\/p\u003e \u003cp\u003eWhen Should I Avoid Motion? 231\u003c\/p\u003e \u003cp\u003eFade, Slide, and Scale—Animation’s Super Tools 232\u003c\/p\u003e \u003cp\u003eFade 232\u003c\/p\u003e \u003cp\u003eSlide 233\u003c\/p\u003e \u003cp\u003eScale 233\u003c\/p\u003e \u003cp\u003eMotion Principles 234\u003c\/p\u003e \u003cp\u003eSlow In and Slow Out 234\u003c\/p\u003e \u003cp\u003eSquash and Stretch 235\u003c\/p\u003e \u003cp\u003eAnticipation 236\u003c\/p\u003e \u003cp\u003eFollow-Through and Overlapping Action 237\u003c\/p\u003e \u003cp\u003eArcs 238\u003c\/p\u003e \u003cp\u003eEasing 239\u003c\/p\u003e \u003cp\u003eAdvanced Motion Techniques 242\u003c\/p\u003e \u003cp\u003eFollow 242\u003c\/p\u003e \u003cp\u003eCognitive Tomfoolery 243\u003c\/p\u003e \u003cp\u003eSummary 244\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart IV: Interaction Design 245\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11 Interaction Design Principles 247\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAn Introduction to Interaction Design 248\u003c\/p\u003e \u003cp\u003eGetting In the Flow 249\u003c\/p\u003e \u003cp\u003eWays to Facilitate Flow 250\u003c\/p\u003e \u003cp\u003eLearnability Versus Usability 256\u003c\/p\u003e \u003cp\u003eDesigning for Usability 256\u003c\/p\u003e \u003cp\u003eDesigning for Learnability 258\u003c\/p\u003e \u003cp\u003eErgonomics 259\u003c\/p\u003e \u003cp\u003eMuscle Fatigue 260\u003c\/p\u003e \u003cp\u003eField of View and Peripheral Vision 261\u003c\/p\u003e \u003cp\u003eEnvironment and Lighting Conditions 263\u003c\/p\u003e \u003cp\u003eOptimal Touch Targets 263\u003c\/p\u003e \u003cp\u003eOcclusion 265\u003c\/p\u003e \u003cp\u003eSummary 267\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12 Design Patterns 269\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhy Use Design Patterns? 270\u003c\/p\u003e \u003cp\u003eOther Design Pattern Resources 271\u003c\/p\u003e \u003cp\u003eThe Patterns 273\u003c\/p\u003e \u003cp\u003eAuto Focus 274\u003c\/p\u003e \u003cp\u003eDrag and Drop 274\u003c\/p\u003e \u003cp\u003eAuto Save 275\u003c\/p\u003e \u003cp\u003eBlank Slate 276\u003c\/p\u003e \u003cp\u003eProgress Indicators 277\u003c\/p\u003e \u003cp\u003eUse Good Target Sizes 278\u003c\/p\u003e \u003cp\u003eA Button Is a Button Is a Button 279\u003c\/p\u003e \u003cp\u003eAvoid Modal States unless It’s Critical to Use Them 279\u003c\/p\u003e \u003cp\u003eDirect Manipulation 281\u003c\/p\u003e \u003cp\u003eGroup Like Items 281\u003c\/p\u003e \u003cp\u003eContinuous Scrolling 282\u003c\/p\u003e \u003cp\u003eSize to Importance Visualization 283\u003c\/p\u003e \u003cp\u003eGlance-View Dashboard 284\u003c\/p\u003e \u003cp\u003eError-Proof Controls 285\u003c\/p\u003e \u003cp\u003eGet Me Out of Here 286\u003c\/p\u003e \u003cp\u003eRight\/Left Input Alignment 287\u003c\/p\u003e \u003cp\u003eSuper Search 288\u003c\/p\u003e \u003cp\u003eSimple Task, Simple UI; Complex Task, Complex UI 288\u003c\/p\u003e \u003cp\u003eSync Position 290\u003c\/p\u003e \u003cp\u003eContrast Your Fonts 290\u003c\/p\u003e \u003cp\u003eSummary 291\u003c\/p\u003e \u003cp\u003eIndex 293\u003c\/p\u003e  \u003cp\u003e\u003cb\u003eErik Klimczak\u003c\/b\u003e is a Creative Director in Chicago dedicated to making technology meaningful for his clients. He has assisted in the design and production of software for industries as diverse as healthcare, automobiles, finance, retail, law, entertainment, insurance, marketing, education, consumer products, gaming, sports, food and beverage, communications, media, security and more. As a hybrid technologist\/artist, Klimczak is uniquely positioned to present design theory concepts to tech-minded professionals who don’t have a background in traditional design.\u003c\/p\u003e  \u003cp\u003e\u003cb\u003eCreating Compelling User Experiences Just Got a Whole Lot Easier\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eOne thing all truly great apps have in common is that they provide compelling user experiences. Not only do they function well, but they look beautiful and feel great to use.\u003c\/p\u003e \u003cp\u003eWritten by an author with academic training and years of real-world experience both in software development and graphic design, \u003ci\u003eDesign for Software\u003c\/i\u003e teaches you a design process for creating apps that people love to use. Combining user psychology, ergonomics, traditional aesthetics, and software engineering, the author has created a unique design process that has been cherry-picked specifically for software. And you don’t need any prior graphic design experience to start using it in your projects immediately!\u003c\/p\u003e \u003cp\u003eErik Klimczak explains design theory in plain English, and he distils it into a set of practical techniques for:\u003c\/p\u003e \u003cul\u003e \u003cli\u003eUser research and competitive analysis\u003c\/li\u003e \u003cli\u003eBrainstorming and priming the creativity pump\u003c\/li\u003e \u003cli\u003eSketching out ideas and organizing content\u003c\/li\u003e \u003cli\u003eDeveloping wireframes that describes flow and interaction\u003c\/li\u003e \u003cli\u003eCreating prototypes to get a better sense of overall look and feel\u003c\/li\u003e \u003cli\u003eBuilding prototypes to test interactivity and reveal ergonomic flows\u003c\/li\u003e \u003cli\u003eTrying out layouts, color palettes, and typography to get the project look and feel\u003c\/li\u003e \u003cli\u003eAdding personality and character with motion\u003c\/li\u003e \u003cli\u003eManaging interactivity—with tips on the importance of context and environment\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003eErik also supplies you with a goldmine of design patterns, and a companion website featuring design templates and links to useful resources.\u003c\/p\u003e \u003cp\u003eYour total guide to visualizing and designing apps for all platforms that people love to use, \u003ci\u003eDesign for Software\u003c\/i\u003e is a must-have resource for tech-savvy designers, creative technologies, and everyone in-between.\u003c\/p\u003e","brand":"Wiley","offers":[{"title":"Default Title","offer_id":47989045002469,"sku":"NP9781119942900","price":49.99,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9781119942900.jpg?v=1761782566","url":"https:\/\/k12savings.com\/es\/products\/design-for-software-isbn-9781119942900","provider":"K12savings","version":"1.0","type":"link"}