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| Acknowledgments | p. x |
| Author Biography | p. xi |
| Defining the Obvious | p. 3 |
| What Is 'the Obvious'? | p. 6 |
| Qualities of a great application | p. 8 |
| How Do You Design the Obvious? | p. 10 |
| Turn qualities into goals | p. 10 |
| The Framework for Obvious Design | p. 12 |
| Know what to build | p. 14 |
| Know what makes it great | p. 14 | ... MORE
| Know the best way to implement it | p. 15 |
| Lead with Why, Follow with What | p. 17 |
| Know Your Motivation | p. 19 |
| What follows Why | p. 22 |
| Make Authentic Decisions | p. 24 |
| Audit the user experience | p. 24 |
| Define the vision | p. 28 |
| Plan the new design | p. 31 |
| Implement it | p. 32 |
| Measure everything | p. 32 |
| Having vision | p. 34 |
| Ignore the User, Know the Situation | p. 35 |
| Designing for the User | p. 37 |
| Designing for the Activity | p. 44 |
| Solve for the Situation | p. 47 |
| Understand How Users Think They Do Things | p. 55 |
| Understand How Users Actually Do Things | p. 57 |
| Find Out the Truth | p. 61 |
| Contextual inquiry | p. 63 |
| Remote user research | p. 66 |
| Surveys | p. 67 |
| Write Use Cases | p. 68 |
| Task-flow diagrams | p. 74 |
| My advice | p. 76 |
| Build Only What Is Absolutely Necessary | p. 77 |
| More features, More frustration | p. 78 |
| So what's a geek to do? | p. 79 |
| Think Different | p. 80 |
| The dashboard and New Invoice screen | p. 81 |
| The finished invoice | p. 82 |
| The result | p. 83 |
| Think Mobile | p. 84 |
| Hey, it's your life | p. 87 |
| Not present at time of photo | p. 87 |
| Drop Nice-to-Have Features | p. 88 |
| The Unnecessary Test | p. 89 |
| The 60-Second Deadline | p. 90 |
| Aim low | p. 92 |
| Interface Surgery | p. 93 |
| Reevaluate nice-to-have features later | p. 98 |
| Let them speak | p. 99 |
| Support the User's Mental Model | p. 101 |
| Understanding mental models | p. 103 |
| Design for Mental Models | p. 104 |
| Making metaphors that work | p. 107 |
| Interface Surgery: Converting an implementation model design into a mental model design | p. 111 |
| Eliminate Implementation Models | p. 119 |
| Create wireframes to nail things down | p. 119 |
| Prototype the Design | p. 127 |
| Test It Out | p. 130 |
| Turn Beginners into Intermediates, Immediately | p. 139 |
| Use Up-to-Speed Aids | p. 141 |
| Provide a welcome screen | p. 145 |
| Fill the blank slate with something useful | p. 147 |
| Give instructive hints | p. 149 |
| Interface Surgery: Applying instructive design | p. 153 |
| Choose Good Defaults | p. 160 |
| Integrate preferences | p. 163 |
| Design for Information | p. 163 |
| Card sorting | p. 166 |
| Stop Getting Up to Speed and Speed Things Up | p. 168 |
| Reuse the welcome screen as a notification system | p. 169 |
| Use one-click interfaces | p. 170 |
| Use design patterns to make things familiar | p. 171 |
| Provide Help Documents, Because Help Is for Experts | p. 173 |
| Be Persuasive | p. 175 |
| Draw a Finish Line | p. 176 |
| Ownership | p. 177 |
| Solve a Significant Problem | p. 178 |
| Make It Explainable | p. 180 |
| Know Your Psychology | p. 181 |
| Reciprocity | p. 181 |
| Commitment and consistency | p. 182 |
| Social proof | p. 184 |
| Authority | p. 185 |
| Liking | p. 186 |
| Scarcity | p. 187 |
| Ethical persuasion | p. 188 |
| Handle Errors Wisely | p. 189 |
| Prevent and Catch Errors with Poka-yoke Devices | p. 191 |
| Poka-yoke on the web | p. 192 |
| Prevention devices | p. 193 |
| Detection devices | p. 195 |
| Turn errors into opportunities | p. 200 |
| Feeling smart | p. 202 |
| Ditch Anything Modal | p. 203 |
| Redesigning rude behavior | p. 204 |
| Replace it with modeless assistants | p. 205 |
| Write Error Messages That Help Instead of Hurt | p. 207 |
| Interface Surgery | p. 209 |
| Create Forgiving Software | p. 211 |
| Good software promotes good practices | p. 213 |
| Design for Uniformity, Consistency, and Meaning | p. 217 |
| Design for Uniformity | p. 220 |
| Be Consistent Across Applications | p. 229 |
| Understanding design patterns | p. 230 |
| Intelligent inconsistency | p. 233 |
| Leverage Irregularity to Create Meaning and Importance | p. 234 |
| Interface Surgery: Surfacing the bananas in a process | p. 237 |
| Reduce and Refine | p. 243 |
| Cluttered task flows | p. 244 |
| The path to simplicity | p. 245 |
| Clean Up the Mess | p. 246 |
| Reducing the pixel-to-data ratio | p. 247 |
| Minimizing copy | p. 248 |
| Designing white space | p. 251 |
| Cleaning up task flows | p. 255 |
| Practice Kaizen | p. 258 |
| The 5S approach | p. 259 |
| Eliminate Waste | p. 262 |
| Cleaning up your process | p. 263 |
| Put Just-in-Time Design and Review to Work | p. 265 |
| Don't Innovate When You Can Elevate | p. 269 |
| Innovation | p. 270 |
| The problem with innovative thinking | p. 270 |
| Elevation | p. 272 |
| Elevate the User Experience | p. 272 |
| Elevation is about being more polite | p. 273 |
| Elevation means giving your software a better personality | p. 274 |
| Elevation means understanding good design | p. 276 |
| Seek Out and Learn from Great Examples | p. 277 |
| Inspiration | p. 278 |
| Elevate the standards | p. 278 |
| Take Out All the Good Lines | p. 279 |
| Get in the Game | p. 280 |
| Index | p. 283 |
| Table of Contents provided by Ingram. All Rights Reserved. |