The UX Book book cover

The UX Book

Process and Guidelines for Ensuring a Quality User Experience

The UX Book: Process and Guidelines for Ensuring a Quality User Experience aims to help readers learn how to create and refine interaction designs that ensure a quality user experience (UX). The book seeks to expand the concept of traditional usability to a broader notion of user experience; to provide a hands-on, practical guide to best practices and established principles in a UX lifecycle; and to describe a pragmatic process for managing the overall development effort. The book provides an iterative and evaluation-centered UX lifecycle template, called the Wheel, for interaction design. Key concepts discussed include contextual inquiry and analysis; extracting interaction design requirements; constructing design-informing models; design production; UX goals, metrics, and targets; prototyping; UX evaluation; the interaction cycle and the user action framework; and UX design guidelines. This book will be useful to anyone interested in learning more about creating interaction designs to ensure a quality user experience. These include interaction designers, graphic designers, usability analysts, software engineers, programmers, systems analysts, software quality-assurance specialists, human factors engineers, cognitive psychologists, cosmic psychics, trainers, technical writers, documentation specialists, marketing personnel, and project managers.

Audience

usability practitioners, experienced practitioners, project managers, usability and user experience consultants, software engineers, programmers, software testers, graduate and senior undergraduate students in user experience-related courses

Hardbound, 968 Pages

Published: February 2012

Imprint: Morgan Kaufmann

ISBN: 978-0-12-385241-0

Reviews

  • "In this excellent new book, Rex Hartson and Pardha Pyla bring UX (user experience-the broad view of what started out as usability and usability testing) up to date…This comprehensive book brings together and updates so many of the books that have been part of any UX practitioner’s library that it could be the one book you now need to understand and practice UX design."--Technical Communication, August 2013
    "This book is destined to become a primary reference for just about anyone involved in the development of interactive products of almost any kind.  It addresses both the design process and design principles and goes beyond traditional usability to address all aspects of the user experience.  The authors have distilled two careers’ worth of research, practice and teaching into a concise, practical and comprehensive guide for anyone involved in designing for the user experience of interactive products."- Deborah J. Mayhew,  Deborah J. Mayhew & Associates
    "The UX Book covers the methods and guidelines for interaction design and evaluation that have been shown to be the most valuable to students and professionals. The students in my classes have been enthusiastic about the previous versions of this text that they used. This book will benefit anyone who wants to learn the right way to create high quality user experiences. Like good user interfaces, this text has been refined through multiple iterations and feedback with actual users (in this case, feedback from students and faculty who used earlier versions of the book in classes), and this is evident in the final result".-- Brad A. Myers, Professor, Human-Computer Interaction Institute, School of Computer Science, Carnegie Mellon University
    "The UX Book takes on a big challenge: a comprehensive  overview of what it takes to design great user experiences.  Hartson and Pyla combine theory with practical techniques: you leave the book knowing not just what to do, but why it's important."-Whitney Quesenbery, WQusability, author, Global UX: Design and research in a connected world
    "This textbook on front end computer programming provides designers and programmers with practical information on the design of user interfaces that definitively enhance the user experience (UX). Topics discussed include general principles of UX design; contextual analysis; constructing design-informing models; UX goals, metrics, and targets; rapid evaluation methods; UX methods for agile development processes; and integration with general software engineering. Chapters include clear objectives, color illustrations, case studies, interviews with practitioners, and chapter exercises."--Reference and Research Book News, Inc.


Contents


  • Preface

    Acknowledgments

    Guiding Principles for the UX Practitioner

    Chapter 1: Introduction

    1.1 Ubiquitous interaction

    1.2 Emerging desire for usability

    1.3 From usability to user experience

    1.4 Emotional impact as part of the user experience

    1.5 User experience needs a business case

    1.6 Roots of usability

    Chapter 2: The Wheel: A Lifecycle Template

    2.1 Introduction

    2.2 A UX process lifecycle template

    2.3 Choosing a process instance for your project

    2.4 The system complexity space

    2.5 Meet the user interface team

    2.6 Scope of UX presence within the team

    2.7 More about UX lifecycles

    Chapter 3: Contextual Inquiry: Eliciting Work Activity Data

    3.1 Introduction

    3.2 The system concept statement

    3.3 User work activity data gathering

    3.4 Look for emotional aspects of work practice

    3.5 Abridged contextual inquiry process

    3.6 Data-driven vs. model-driven inquiry

    3.7 History

    Chapter 4: Contextual Analysis: Consolidating and Interpreting Work Activity Data

    4.1 Introduction

    4.2 Organizing concepts: work roles and flow model

    4.3 Creating and managing work activity notes

    4.4 Constructing your work activity affinity diagram (WAAD)

    4.5 Abridged contextual analysis process

    4.6 History of affinity diagrams

    Chapter 5: Extracting Interaction Design Requirements

    5.1 Introduction

    5.2 Needs and requirements: first span of the bridge

    5.3 Formal requirements extraction

    5.4 Abridged methods for requirements extraction

    Chapter 6: Constructing Design-Informing Models

    6.1 Introduction

    6.2 Design-informing models: second span of the bridge

    6.3 Some general “how to” suggestions

    6.4 A New example domain: slideshow presentations

    6.5 User models

    6.6 Usage models

    6.7 Work environment models

    6.8 Barrier summaries

    6.9 Model consolidation

    6.10 Protecting your sources

    6.11 Abridged methods for design-informing models extraction

    6.12 Roots of essential use cases in software use cases

    Chapter 7: Design Thinking, Ideation, and Sketching

    7.1 Introduction

    7.2 Design paradigms

    7.3 Design thinking

    7.4 Design perspectives

    7.5 User personas

    7.6 Ideation

    7.7 Sketching

    7.8 More about phenomenology

    Chapter 8: Mental Models and Conceptual Design

    8.1 Introduction

    8.2 Mental models

    8.3 Conceptual design

    8.4 Storyboards

    8.5 Design influencing user behavior

    8.6 Design for embodied interaction

    8.7 Ubiquitous and situated interaction

    Chapter 9: Design Production

    9.1 Introduction

    9.2 Macro view of lifecycle iterations for design

    9.3 Intermediate design

    9.4 Detailed design

    9.5 Wireframes

    9.6 Maintain a custom style guide

    9.7 Interaction design specifications

    9.8 More about participatory design

    Chapter 10: UX Goals, Metrics, and Targets

    10.1 Introduction

    10.2 UX goals

    10.3 UX target tables

    10.4 Work roles, user classes, and UX goals

    10.5 UX measures

    10.6 Measuring instruments

    10.7 UX metrics

    10.8 Baseline level

    10.9 Target level

    10.10 Setting levels

    10.11 Observed results

    10.12 Practical tips and cautions for creating UX targets

    10.13 How UX targets help manage the user experience engineering process

    10.14 An abridged approach to UX goals, metrics, and targets

    Chapter 11: Prototyping

    11.1 Introduction

    11.2 Depth and breadth of a prototype

    11.3 Fidelity of prototypes

    11.4 Interactivity of prototypes

    11.5 Choosing the right breadth, depth, level of fidelity, and amount of interactivity

    11.6 Paper prototypes

    11.7 Advantages of and cautions about using prototypes

    11.8 Prototypes in transition to the product

    11.9 Software tools for prototyping

    Chapter 12: UX Evaluation Introduction

    12.1 Introduction

    12.2 Formative vs. summative evaluation

    12.3 Types of formative and informal summative evaluation methods

    12.4 Types of evaluation data

    12.5 Some data collection techniques

    12.6 Variations in formative evaluation results

    Chapter 13: Rapid Evaluation Methods

    13.1 Introduction

    13.2 Design walkthroughs and reviews

    13.3 UX Inspection

    13.4 Heuristic evaluation, a UX inspection method

    13.5 Our practical approach to UX Inspection

    13.6 Do UX Evaluation rite

    13.7 Quasi-empirical UX evaluation

    13.8 Questionnaires

    13.9 Specialized rapid UX evaluation methods

    13.10 More about “discount” UX engineering methods

    Chapter 14: Rigorous Empirical Evaluation: Preparation

    14.1 Introduction

    14.2 Plan for rigorous empirical UX evaluation

    14.3 Team roles for rigorous evaluation

    14.4 Prepare an effective range of tasks

    14.5 Select and adapt evaluation method and data collection techniques

    14.6 Select participants

    14.7 Recruit participants

    14.8 Prepare for participants

    14.9 Do final pilot testing: fix your wobbly wheels

    14.10 More about determining the right number of participants

    Chapter 15: Rigorous Empirical Evaluation: Running the Session

    15.1 Introduction

    15.2 Preliminaries with participants

    15.3 Protocol issues

    15.4 Generating and collecting quantitative UX data

    15.5 Generating and collecting qualitative UX data

    15.6 Generating and collecting emotional impact data

    15.7 Generating and collecting phenomenological evaluation data

    15.8 Wrapping up an evaluation session

    15.9 The humaine project

    Chapter 16: Rigorous Empirical Evaluation: Analysis

    16.1 Introduction

    16.2 Informal summative (quantitative) data analysis

    16.3 Analysis of subjective questionnaire data

    16.4 Formative (qualitative) data analysis

    16.5 Cost-importance analysis: prioritizing problems to fix

    16.6 Feedback to process

    16.7 Lessons from the field

    Chapter 17: Evaluation Reporting

    17.1 Introduction

    17.2 Reporting informal summative results

    17.3 Reporting qualitative formative results

    17.4 Formative reporting content

    17.5 Formative reporting audience, needs, goals, and context of use

    Chapter 18: Wrapping up Evaluation UX

    18.1 Goal-directed UX evaluation

    18.2 Choose your UX evaluation methods

    18.3 Focus on the essentials

    18.4 Parting thoughts: be flexible and avoid dogma during UX evaluation

    18.5 Connecting back to the lifecycle

    Chapter 19: UX Methods for Agile Development

    19.1 Introduction

    19.2 Basics of agile SE methods

    19.3 Drawbacks of agile SE methods from the UX perspective

    19.4 What is needed on the UX side

    19.5 Problems to anticipate

    19.6 A synthesized approach to integrating UX

    Chapter 20: Affordances Demystified

    20.1 What are affordances?

    20.2 A little background

    20.3 Four kinds of affordances in UX design

    20.4 Affordances in interaction design

    20.5 False cognitive affordances misinform and mislead

    20.6 User-created affordances as a wake-up call to designers

    20.7 Emotional affordances

    Chapter 21: The Interaction Cycle and the User Action Framework

    21.1 Introduction

    21.2 The interaction cycle

    21.3 The user action framework-adding a structured knowledge base to the interaction cycle

    21.4 Interaction cycle and user action framework content categories

    21.5 Role of affordances within the UAF

    21.6 Practical value of UAF

    Chapter 22: UX Design Guidelines

    22.1 Introduction

    22.2 Using and interpreting design guidelines

    22.3 Human memory limitations

    22.4 Selected UX design guidelines and examples

    22.5 Planning

    22.6 Translation

    22.7 Physical actions

    22.8 Outcomes

    22.9 Assessment

    22.10 Overall

    22.11 Conclusions

    Chapter 23: Connections with Software Engineering

    23.1 Introduction

    23.2 Locus of influence in an organization

    23.3 Which scenario is right for you?

    23.4 Foundations for success in SE-UX development

    23.5 The challenge of connecting SE and UX

    23.6 The ripple model to connect SE and UX

    23.7 Conclusions

    Chapter 24: Making It Work in the Real World

    24.1 Putting it to work as a new practitioner

    24.2 Be a smart UX practitioner

    24.3 UX professionalism

    24.4 Cost-justifying UX

    24.5 UX within your organization

    24.6 Parting words

    References

    Exercises

    Index




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