Interaction Design: Beyond Human-Computer Interaction


Yvonne Rogers - 2001
    It should be labelled 'start here'." --Pieter Jan Stappers, ID-StudioLab, Delft University of Technology

The Non-Designer's Design Book


Robin P. Williams - 2003
    Not to worry: This book is the one place you can turn to find quick, non-intimidating, excellent design help. In The Non-Designer's Design Book, 2nd Edition, best-selling author Robin Williams turns her attention to the basic principles of good design and typography. All you have to do is follow her clearly explained concepts, and you'll begin producing more sophisticated, professional, and interesting pages immediately. Humor-infused, jargon-free prose interspersed with design exercises, quizzes, illustrations, and dozens of examples make learning a snap—which is just what audiences have come to expect from this best-selling author.

Ruined by Design: How Designers Destroyed the World, and What We Can Do to Fix It


Mike Monteiro - 2019
    Guns, which lead to so much death, work exactly as they’re designed to work. And every time we “improve” their design, they get better at killing. Facebook’s privacy settings, which have outed gay teens to their conservative parents, are working exactly as designed. Their “real names” iniative, which makes it easier for stalkers to re-find their victims, is working exactly as designed. Twitter’s toxicity and lack of civil discourse is working exactly as it’s designed to work.The world is working exactly as designed. And it’s not working very well. Which means we need to do a better job of designing it. Design is a craft with an amazing amount of power. The power to choose. The power to influence. As designers, we need to see ourselves as gatekeepers of what we are bringing into the world, and what we choose not to bring into the world. Design is a craft with responsibility. The responsibility to help create a better world for all.Design is also a craft with a lot of blood on its hands. Every cigarette ad is on us. Every gun is on us. Every ballot that a voter cannot understand is on us. Every time social network’s interface allows a stalker to find their victim, that’s on us. The monsters we unleash into the world will carry your name.This book will make you see that design is a political act. What we choose to design is a political act. Who we choose to work for is a political act. Who we choose to work with is a political act. And, most importantly, the people we’ve excluded from these decisions is the biggest (and stupidest) political act we’ve made as a society.If you’re a designer, this book might make you angry. It should make you angry. But it will also give you the tools you need to make better decisions. You will learn how to evaluate the potential benefits and harm of what you’re working on. You’ll learn how to present your concerns. You’ll learn the importance of building and working with diverse teams who can approach problems from multiple points-of-view. You’ll learn how to make a case using data and good storytelling. You’ll learn to say NO in a way that’ll make people listen. But mostly, this book will fill you with the confidence to do the job the way you always wanted to be able to do it. This book will help you understand your responsibilities.

Refactoring UI


Adam Wathan - 2018
    Learn how to design beautiful user interfaces by yourself using specific tactics explained from a developer's point-of-view.

Domain-Driven Design: Tackling Complexity in the Heart of Software


Eric Evans - 2003
    "His book is very compatible with XP. It is not about drawing pictures of a domain; it is about how you think of it, the language you use to talk about it, and how you organize your software to reflect your improving understanding of it. Eric thinks that learning about your problem domain is as likely to happen at the end of your project as at the beginning, and so refactoring is a big part of his technique. "The book is a fun read. Eric has lots of interesting stories, and he has a way with words. I see this book as essential reading for software developers--it is a future classic." --Ralph Johnson, author of Design Patterns "If you don't think you are getting value from your investment in object-oriented programming, this book will tell you what you've forgotten to do. "Eric Evans convincingly argues for the importance of domain modeling as the central focus of development and provides a solid framework and set of techniques for accomplishing it. This is timeless wisdom, and will hold up long after the methodologies du jour have gone out of fashion." --Dave Collins, author of Designing Object-Oriented User Interfaces "Eric weaves real-world experience modeling--and building--business applications into a practical, useful book. Written from the perspective of a trusted practitioner, Eric's descriptions of ubiquitous language, the benefits of sharing models with users, object life-cycle management, logical and physical application structuring, and the process and results of deep refactoring are major contributions to our field." --Luke Hohmann, author of Beyond Software Architecture "This book belongs on the shelf of every thoughtful software developer." --Kent Beck "What Eric has managed to capture is a part of the design process that experienced object designers have always used, but that we have been singularly unsuccessful as a group in conveying to the rest of the industry. We've given away bits and pieces of this knowledge...but we've never organized and systematized the principles of building domain logic. This book is important." --Kyle Brown, author of Enterprise Java(TM) Programming with IBM(R) WebSphere(R) The software development community widely acknowledges that domain modeling is central to software design. Through domain models, software developers are able to express rich functionality and translate it into a software implementation that truly serves the needs of its users. But despite its obvious importance, there are few practical resources that explain how to incorporate effective domain modeling into the software development process. Domain-Driven Design fills that need. This is not a book about specific technologies. It offers readers a systematic approach to domain-driven design, presenting an extensive set of design best practices, experience-based techniques, and fundamental principles that facilitate the development of software projects facing complex domains. Intertwining design and development practice, this book incorporates numerous examples based on actual projects to illustrate the application of domain-driven design to real-world software development. Readers learn how to use a domain model to make a complex development effort more focused and dynamic. A core of best practices and standard patterns provides a common language for the development team. A shift in emphasis--refactoring not just the code but the model underlying the code--in combination with the frequent iterations of Agile development leads to deeper insight into domains and enhanced communication between domain expert and programmer. Domain-Driven Design then builds on this foundation, and addresses modeling and design for complex systems and larger organizations.Specific topics covered include:Getting all team members to speak the same language Connecting model and implementation more deeply Sharpening key distinctions in a model Managing the lifecycle of a domain object Writing domain code that is safe to combine in elaborate ways Making complex code obvious and predictable Formulating a domain vision statement Distilling the core of a complex domain Digging out implicit concepts needed in the model Applying analysis patterns Relating design patterns to the model Maintaining model integrity in a large system Dealing with coexisting models on the same project Organizing systems with large-scale structures Recognizing and responding to modeling breakthroughs With this book in hand, object-oriented developers, system analysts, and designers will have the guidance they need to organize and focus their work, create rich and useful domain models, and leverage those models into quality, long-lasting software implementations.

Computers as Theatre


Brenda Laurel - 1991
    It shows how similar principles can help students understand what people experience when interacting with computers. The book also describes how the user's enjoyment of a computer system should be the biggest design consideration.

The Laws of Simplicity: Design, Technology, Business, Life


John Maeda - 2006
    We're rebelling against technology that's too complicated, DVD players with too many menus, and software accompanied by 75-megabyte "read me" manuals. The iPod's clean gadgetry has made simplicity hip. But sometimes we find ourselves caught up in the simplicity paradox: we want something that's simple and easy to use, but also does all the complex things we might ever want it to do. In The Laws of Simplicity, John Maeda offers ten laws for balancing simplicity and complexity in business, technology, and design—guidelines for needing less and actually getting more.Maeda—a professor in MIT's Media Lab and a world-renowned graphic designer—explores the question of how we can redefine the notion of "improved" so that it doesn't always mean something more, something added on.Maeda's first law of simplicity is "Reduce." It's not necessarily beneficial to add technology features just because we can. And the features that we do have must be organized (Law 2) in a sensible hierarchy so users aren't distracted by features and functions they don't need. But simplicity is not less just for the sake of less. Skip ahead to Law 9: "Failure: Accept the fact that some things can never be made simple." Maeda's concise guide to simplicity in the digital age shows us how this idea can be a cornerstone of organizations and their products—how it can drive both business and technology. We can learn to simplify without sacrificing comfort and meaning, and we can achieve the balance described in Law 10. This law, which Maeda calls "The One," tells us: "Simplicity is about subtracting the obvious, and adding the meaningful."

Beautiful Code: Leading Programmers Explain How They Think


Andy OramLincoln Stein - 2007
    You will be able to look over the shoulder of major coding and design experts to see problems through their eyes.This is not simply another design patterns book, or another software engineering treatise on the right and wrong way to do things. The authors think aloud as they work through their project's architecture, the tradeoffs made in its construction, and when it was important to break rules. Beautiful Code is an opportunity for master coders to tell their story. All author royalties will be donated to Amnesty International.

Well-Designed: How to Use Empathy to Create Products People Love


Jon Kolko - 2014
    But in a world obsessed with the new, where cool added features often trump actual customer needs, it’s the consumer who suffers. In our quest to be more agile, we end up creating products that underwhelm.So how does a company like Nest, creator of the mundane thermostat, earn accolades like “beautiful” and “revolutionary” and a $3.2 billion Google buyout? What did Nest do differently to create a household product that people speak of with love?Nest, and companies like it, understand that emotional connection is critical to product development. And they use a clear, repeatable design process that focuses squarely on consumer engagement rather than piling on features for features’ sake.In this refreshingly jargon-free and practical book, product design expert Jon Kolko maps out this process, demonstrating how it will help you and your team conceive and build successful, emotionally resonant products again and again.The key, says Kolko, is empathy. You need to deeply understand customer needs and feelings, and this understanding must be reflected in the product. In successive chapters of the book, we see how leading companies use a design process of storytelling and iteration that evokes positive emotions, changes behavior, and creates deep engagement. Here are the four key steps:1. Determine a product-market fit by seeking signals from communities of users.2. Identify behavioral insights by conducting ethnographic research.3. Sketch a product strategy by synthesizing complex research data into simple insights.4. Polish the product details using visual representations to simplify complex ideas.Kolko walks the reader through each step, sharing eye-opening insights from his fifteen-year career in product design along the way.Whether you’re a designer, a product developer, or a marketer thinking about your company’s next offering, this book will forever change the way you think about—and create—successful products.

Interviewing Users: How to Uncover Compelling Insights


Steve Portigal - 2013
    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.Interviewing Users will explain how to succeed with interviewing, including:* Embracing how other people see the world* Building rapport to create engaging and exciting interactions* Listening in order to build rapport.With this book, Steve Portigal uses stories and examples from his 15 years of experience to show how interviewing can be incorporated into the design process, helping you learn the best and right information to inform and inspire your design.

Make It So: Interaction Design Lessons From Science Fiction


Nathan Shedroff - 2012
    Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.

Badass: Making Users Awesome


Kathy Sierra - 2015
    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.

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.

Smashing UX Design: Foundations for Designing Online User Experiences


Jesmond Allen - 2012
    Treat it as the UX expert on your bookshelf that you can read from cover-to-cover, or to dip into as the need arises, regardless of whether you have 'UX' in your job title or not.

Evil by Design: Interaction Design to Lead Us Into Temptation


Chris Nodder - 2013
    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.