The Art of Innovation: Lessons in Creativity from IDEO, America's Leading Design Firm


Tom Kelley - 2001
    At many companies, being first with a concept and first to market are critical just to survive. In The Art of Innovation, Tom Kelley, general manager of the Silicon Valley based design firm IDEO, takes readers behind the scenes of this wildly imaginative and energized company to reveal the strategies and secrets it uses to turn out hit after hit.IDEO doesn't buy into the myth of the lone genius working away in isolation, waiting for great ideas to strike. Kelley believes everyone can be creative, and the goal at his firm is to tap into that wellspring of creativity in order to make innovation a way of life. How does it do that? IDEO fosters an atmosphere conducive to freely expressing ideas, breaking the rules, and freeing people to design their own work environments. IDEO's focus on teamwork generates countless breakthroughs, fueled by the constant give-and-take among people ready to share ideas and reap the benefits of the group process. IDEO has created an intense, quick-turnaround, brainstorm-and-build process dubbed "the Deep Dive."In entertaining anecdotes, Kelley illustrates some of his firm's own successes (and joyful failures), as well as pioneering efforts at other leading companies. The book reveals how teams research and immerse themselves in every possible aspect of a new product or service, examining it from the perspective of clients, consumers, and other critical audiences.Kelley takes the reader through the IDEO problem-solving method:> Carefully observing the behavior or "anthropology" of the people who will be using a product or service> Brainstorming with high-energy sessions focused on tangible results> Quickly prototyping ideas and designs at every step of the way> Cross-pollinating to find solutions from other fields> Taking risks, and failing your way to success> Building a "Greenhouse" for innovationIDEO has won more awards in the last ten years than any other firm of its kind, and a full half-hour Nightline presentation of its creative process received one of the show's highest ratings. The Art of Innovation will provide business leaders with the insights and tools they need to make their companies the leading-edge, top-rated stars of their industries.From the Hardcover edition.

Convivial Toolbox: Generative Research for the Front End of Design


Liz Sanders - 2012
    The book introduces an emerging domain of design that is of immense interest today not only to the academic design research community but also to those in the business community charged with the development of human-centred products, systems, services, and environments. There are no other books with this focus and coverage currently available.

Designing for Behavior Change: Applying Psychology and Behavioral Economics


Stephen Wendel - 2013
    This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals.Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes.Learn the three main strategies to help people change behaviorIdentify your target audience and the behaviors they seek to changeExtract user stories and identify obstacles to behavior changeDevelop effective interface designs that are enjoyable to useMeasure your product’s impact and learn ways to improve itUse practical examples from products like Nest, Fitbit, and Opower

Inspired: How to Create Tech Products Customers Love


Marty Cagan - 2008
    The goal of the book is to share the techniques of the best companies. This book is aimed primarily at Product Managers working on technology-powered products. That includes the hundreds of "tech companies" like Google, Facebook, Amazon, Twitter and the like, as well as the thousands of companies moving to leverage technology (financial companies, media companies, retailers, manufacturers, nearly every industry). Inspired covers companies from early stage start-ups to large, established companies. The products might be consumer products or devices, business services for small businesses to enterprises, internal tools, and developer platforms.Inspired is secondarily aimed at the designers, engineers, user researchers and data scientists that work closely with the product managers on product teams at these same companies.

Designing Web Interfaces: Principles and Patterns for Rich Interactions


Bill Scott - 2008
    Distilled from the authors' years of experience at Sabre, Yahoo!, and Netflix, these best practices are grouped into six key principles to help you take advantage of the web technologies available today. With an entire section devoted to each design principle, Designing Web Interfaces helps you:Make It Direct-Edit content in context with design patterns for In Page Editing, Drag & Drop, and Direct SelectionKeep It Lightweight-Reduce the effort required to interact with a site by using In Context Tools to leave a "light footprint"Stay on the Page-Keep visitors on a page with overlays, inlays, dynamic content, and in-page flow patternsProvide an Invitation-Help visitors discover site features with invitations that cue them to the next level of interactionUse Transitions-Learn when, why, and how to use animations, cinematic effects, and other transitionsReact Immediately-Provide a rich experience by using lively responses such as Live Search, Live Suggest, Live Previews, and more Designing Web Interfaces illustrates many patterns with examples from working websites. If you need to build or renovate a website to be truly interactive, this book gives you the principles for success.

Prototyping: A Practitioner's Guide


Todd Zaki Warfel - 2009
    Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users. With this book, Todd Zaki Warfel shows how prototypes are more than just a design tool by demonstrating how they can help you market a product, gain internal buy-in, and test feasibility with your development team. TESTIMONIALS "When someone asks me about prototyping, I'll be pointing them to this book from now on." â��Kim Goodwin: VP Design, Cooper; author, Designing for the Digital Age "Todd's text offers a comprehensive view of prototyping--from the role of prototypes in socializing decision making and achieving organizational buy-in, to the actual pragmatics of creating interactive artifacts. This is a solid book for those 'in the trenches'--the designers doing the actual work that ends up in the actual products we use every day." â��Jon Kolko: Editor-in-Chief, interactions; Associate Creative Director, Frog "If you design applications and are stuck in the land of task flows and wireframes, you really need to pick up a copy of Prototyping: A Practitioner's Guide. Todd offers practical, hands-on advice to jump start your prototyping and make your designs truly interactive before they are built." â��Dan Saffer: Principal, Kicker Studios; author of Designing for Interaction and Designing Gestural Interfaces "Whether you're prototyping to explore ideas or to communicate them, Todd Zaki Warfel's smart, accessible guide will give you the tools you need." â��Jesse James Garrett: Author, The Elements of User Experience; President, Adaptive Path

UX Strategy: How to Devise Innovative Digital Products That People Want


Jaime Levy - 2014
    You'll get several case studies, including Airbnb, along with interviews with UX strategists from different work environments (startup, agency, and enterprise) about their roles and experience.With this book, UX designers, product stakeholders, and startup founders will learn how to: • Conduct a competitive analysis on the online marketplace• Perform guerrilla user research for your MVP• Design for conversion and develop a funnel matrix for understanding customer acquisition• Extract innovative online opportunities from market research• Validate customer research with continuous feedback loops• Adapt traditional and contemporary business approaches (such as Lean Startup) to implement a successful strategy

The Shape of Design


Frank Chimero - 2012
    My name's Frank Chimero. I've spent the better part of the last two years writing and speaking on design and thinking about the topics that orbit the practice: storytelling, concept, craft, and improvisation. I want to take all of the ideas I've had and connected these past few months and capture them in a book format.I've been teaching for the past 5 years, and I've always been a bit frustrated that there isn't a nice, concise book that overviews the mental state of a successful designer while they go through their creative process. For instance, many say that graphic design is visual communication. A cornerstone of communication is storytelling, and yet you'd be hard-pressed to find any discussion of how to tell stories with design in any design book. This should be remedied.There are new challenges in the world that need to be discussed, and I think design is a prime lens to consider these topics. As our world moves faster and as things become less stable, it becomes more important for individuals to embrace ambiguity, understand paradox, and realize that two things can conflict and still somehow both be true. We must realize that logic doesn't always work, and that sometimes nonsense is the best answer. These are the topics I intend to address in the book.The Shape of Design isn't going to be a text book. The project will be focused on Why instead of How. We have enough How; it's time for a thoughtful analysis of our practice and its characteristics so we can better practice our craft. After reading the book, I want you to look at what you do in a whole new light. Design is more than working for clients.But really, this book aims to look at the mindset and worldview that designing develops in order to answer one big, important question: How can we make things that help all of us live better?"

Card Sorting


Donna Spencer - 2009
    It helps you create information that is easy to find and understand. In "Card Sorting: Designing Usable Categories," Donna Spencer shows you how to plan and run a card sort, analyze the results, and apply the outcomes to your projects. TESTIMONIALS "This is a wonderful book on a much-needed topic. While card sorting is a basic tool of the trade, it's previously received short-shrift in any practical publication. Donna's done an amazing job explaining (in easy-to-understand terms) what every designer, architect, and researcher should know about the ins-and-outs of card sorting. (You might need to buy two copies, because I guarantee someone will borrow your first copy and never return it.)" â��Jared M. Spool, CEO and Founding Principal, User Interface Engineering "This book is a fresh, clear, practical explanation of the value of card-sorting, how to do it, and how to use the results. Spencer mixes step-by-step instructions and good examples with just enough theory. You'll emerge from this book with new skills to create great user-centered information architectures--and smart responses to tricky questions from pesky stakeholders." â��Tamara Adlin, Founding Partner, Fell Swoop, and co-author of The Persona Lifecycle: Keeping People in Mind Throughout Product Design "I wish we had this book when we first started doing card sorting. It's a fantastic handbook that is full of very practical advice and examples from Donna's extensive experience. We will be recommending it to all our customers." â��Sam Ng, Creator of online card sorting tool OptimalSort "Donna has put together the definitive work on card sorting, a must have tool for all information architects. If you want to plan, run and analyse your own card sorts, this book has it all." â��Andy Budd, User Experience Director, Clearleft

The User Is Always Right: A Practical Guide to Creating and Using Personas for the Web


Steve Mulder - 2006
    This practical guide explains how to create and use personas to make your site more successful. The User Is Always Right: A Practical Guide to Creating and Using Personas takes you through each step of persona creation, including tips for conducting qualitative user research, new ways to apply quantitative research (such as surveys) to persona creation, various methods for generating persona segmentation, and proven techniques for making personas realistic. You'll also learn how to use personas effectively, from directing overall business strategy and prioritizing features and content to making detailed decisions about information architecture, content, and design.

Information Dashboard Design: The Effective Visual Communication of Data


Stephen Few - 2006
    Although dashboards are potentially powerful, this potential is rarely realized. The greatest display technology in the world won't solve this if you fail to use effective visual design. And if a dashboard fails to tell you precisely what you need to know in an instant, you'll never use it, even if it's filled with cute gauges, meters, and traffic lights. Don't let your investment in dashboard technology go to waste.This book will teach you the visual design skills you need to create dashboards that communicate clearly, rapidly, and compellingly. Information Dashboard Design will explain how to:Avoid the thirteen mistakes common to dashboard design Provide viewers with the information they need quickly and clearly Apply what we now know about visual perception to the visual presentation of information Minimize distractions, cliches, and unnecessary embellishments that create confusion Organize business information to support meaning and usability Create an aesthetically pleasing viewing experience Maintain consistency of design to provide accurate interpretation Optimize the power of dashboard technology by pairing it with visual effectiveness Stephen Few has over 20 years of experience as an IT innovator, consultant, and educator. As Principal of the consultancy Perceptual Edge, Stephen focuses on data visualization for analyzing and communicating quantitative business information. He provides consulting and training services, speaks frequently at conferences, and teaches in the MBA program at the University of California in Berkeley. He is also the author of Show Me the Numbers: Designing Tables and Graphs to Enlighten. Visit his website at www.perceptualedge.com.

Communicating the User Experience: A Practical Guide for Creating Useful UX Documentation


Richard Caddick - 2011
    This indispensible and full-color book provides practical guidance on this growing field and shares valuable UX advice that you can put into practice immediately on your own projects. The authors examine why UX is gaining so much interest from web designers, graduates, and career changers and looks at the new UX tools and ideas that can help you do your job better. In addition, you'll benefit from the unique insight the authors provide from their experiences of working with some of the world's best-known companies, learning how to take ideas from business requirements, user research, and documentation to create and develop your UX vision.Explains how to create documentation that clearly communicates the vision for the UX design and the blueprint for how it's going to be developed Provides practical guidance that you can put to work right away on their own projects Looks at the new UX tools and ideas that are born every day, aimed at helping you do your job better and more efficiently Covers a variety of topics including user journeys, task models, funnel diagrams, content audits, sitemaps, wireframes, interactive prototypes, and more Communicating the User Experience is an ideal resource for getting started with creating UX documentation.

UX Research: Practical Techniques for Designing Better Products


Brad Nunnally - 2016
    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 questionsKnow when to use quantitative and qualitative research methodsExplore the logistics and details of coordinating a research sessionUse softer skills to make research seem natural to participantsLearn tools and approaches to uncover meaning in your raw dataCommunicate your findings with a framework and structure

Solving Product Design Exercises: Questions & Answers


Artiom Dashinsky - 2018
    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 interview, 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 porfolio 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.

Dont Make Me Think (Blinkist Summaries)


Blinkist
    Witty, commonsensical, and eminently practical, it’s one of the best-loved and most recommended books on the subject.In this 3rd edition, 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.