Book picks similar to
Figure It Out: Getting from Information to Understanding by Stephen P. Anderson
design
ux
psychology
rosenfeld
How Charts Lie: Getting Smarter about Visual Information
Alberto Cairo - 2019
While such visualizations can better inform us, they can also deceive by displaying incomplete or inaccurate data, suggesting misleading patterns—or simply misinform us by being poorly designed, such as the confusing “eye of the storm” maps shown on TV every hurricane season.Many of us are ill equipped to interpret the visuals that politicians, journalists, advertisers, and even employers present each day, enabling bad actors to easily manipulate visuals to promote their own agendas. Public conversations are increasingly driven by numbers, and to make sense of them we must be able to decode and use visual information. By examining contemporary examples ranging from election-result infographics to global GDP maps and box-office record charts, How Charts Lie teaches us how to do just that.
Content Everywhere: Strategy and Structure for Future-Ready Content
Sara Wachter-Boettcher - 2012
As devices and channels multiply--and as users expect to relate, share, and shift information quickly--we need content that can go more places, more easily. Content Everywhere will help you stop creating fixed, single-purpose content and start making it more future-ready, flexible, reusable, manageable, and meaningful wherever it needs to go.
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.
Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions
Bella Martin - 2012
Universal Methods of Design serves as an invaluable compendium of methods that can be easily referenced and used by cross-disciplinary teams in nearly any design project. Methods and techniques are organized alphabetically for ongoing, quick reference. Each method is presented in a two-page format. The left-hand page contains a concise description of the method, accompanied by references for further reading. On the right-hand page, images and cases studies for each method are presented visually. The relevant phases for design application are highlighted as numbered icons along the right side of the page, from phases 1 (planning) through 5 (launch and monitor).Build more meaningful products with these methods and more: A/B Testing, Affinity Diagramming, Behavioral Mapping, Bodystorming, Contextual Design, Critical Incident Technique, Directed Storytelling, Flexible Modeling, Image Boards, Graffiti Walls, Heuristic Evaluation, Parallel Prototyping, Simulation Exercises, Touchstone Tours, and Weighted Matrix. This essential guide:Dismantles the myth that user research methods are complicated, expensive, and time-consumingCreates a shared meaning for cross-disciplinary design teamsIllustrates methods with compelling visualizations and case studiesCharacterizes each method at a glanceIndicates when methods are best employed to help prioritize appropriate design research strategiesUniversal Methods of Design is an essential resource for designers of all levels and specializations.
The Elements of User Experience: User-Centered Design for the Web
Jesse James Garrett - 2002
This book aims to minimize the complexity of user-centered design for the Web with explanations and illustrations that focus on ideas rather than tools or techniques.
Laws of UX: Design Principles for Persuasive and Ethical Products
Jon Yablonski - 2020
Instead of forcing users to conform to a product design or experience, designers need to learn how users behave and interact with various digital interfaces.This guide provides some key principles from psychology to help you design more intuitive, human-centered products and experiences. Humans have an underlying blueprint for how we perceive and process the world around us, and through simple lessons in psychology, this guide will help you define this blueprint.
Good Charts: The HBR Guide to Making Smarter, More Persuasive Data Visualizations
Scott Berinato - 2016
No longer. A new generation of tools and massive amounts of available data make it easy for anyone to create visualizations that communicate ideas far more effectively than generic spreadsheet charts ever could.What’s more, building good charts is quickly becoming a need-to-have skill for managers. If you’re not doing it, other managers are, and they’re getting noticed for it and getting credit for contributing to your company’s success.In Good Charts, dataviz maven Scott Berinato provides an essential guide to how visualization works and how to use this new language to impress and persuade. Dataviz today is where spreadsheets and word processors were in the early 1980s—on the cusp of changing how we work. Berinato lays out a system for thinking visually and building better charts through a process of talking, sketching, and prototyping.This book is much more than a set of static rules for making visualizations. It taps into both well-established and cutting-edge research in visual perception and neuroscience, as well as the emerging field of visualization science, to explore why good charts (and bad ones) create “feelings behind our eyes.” Along the way, Berinato also includes many engaging vignettes of dataviz pros, illustrating the ideas in practice.Good Charts will help you turn plain, uninspiring charts that merely present information into smart, effective visualizations that powerfully convey ideas.
Principles of Form and Design
Wucius Wong - 1993
This is a master class in the principles and practical fundamentals of design that will appeal to a broad audience of graphic artists and designers.
The Humane Interface: New Directions for Designing Interactive Systems
Jef Raskin - 2000
The Humane Interface is a gourmet dish from a master chef. Five mice! --Jakob Nielsen, Nielsen Norman Group Author of Designing Web Usability: The Practice of Simplicity This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh. Other books may show how to use todays 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 bui
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.
Sketching User Experiences: The Workbook
Bill Buxton - 2010
It offers methods called design thinking, as a way to think as a user, and sketching, a way to think as a designer. User-experience designers are designers who sketch based on their actions, interactions, and experiences. The book discusses the differences between the normal ways to sketch and sketching used by user-experience designers. It also describes some motivation on why a person should sketch and introduces the sketchbook. The book reviews the different sketching methods and the modules that contain a particular sketching method. It also explains how the sketching methods are used. Readers who are interested in learning, understanding, practicing, and teaching experience design, information design, interface design, and information architecture will find this book relevant.
Information Anxiety
Richard Saul Wurman - 1989
With simple, creative guidance, this book teaches readers how to learn what they want to learn from the media and other communication sources.
Why We Fail: Learning From Experience Design Failures
Victor Lombardi - 2013
But this book offers more. It provides important insights into both what can go right and what can go wrong in a product offering. To make great products, we need to understand what makes some fail and others succeed. To all the aspiring, young entrepreneurs who are reading this: take heed. Embrace failure to learn from failure. Learn from failure to avoid failure." —Don Norman Co-founder, Nielsen Norman Group Author of The Design of Everyday Things (Revised and Expanded) Just as pilots and doctors improve by studying crash reports and postmortems, experience designers can improve by learning how customer experience failures cause products to fail in the marketplace. Rather than proselytizing a particular approach to design, Why We Fail holistically explores what teams actually built, why the products failed, and how we can learn from the past to avoid failure ourselves.Why We Fail will help you:1. Understand the key mistakes other teams have made so you don't repeat them2. Turn unavoidable failures into building blocks to be successful3. Create a team environment where failures are controlled and valuable
Doodle Revolution
Sunni Brown - 2013
They actively applied a deceptively simple tool to think both smarter and faster: the doodle. And so can the rest of us-zero artistic talent required.Visual thinking expert Sunni Brown has created The Doodle Revolution as a kick-starter guide for igniting and applying simple visual language to any challenge. The instinctive and universal act of doodling need only be unleashed in order to innovate, solve problems, and elevate cognitive performance instantly.
Information is Beautiful
David McCandless - 2001
We need a brand new way to take it all in. 'Information is Beautiful' transforms the ideas surrounding and swamping us into graphs and maps that anyone can follow at a single glance.