By Robert Hoekman Jr.
Designing the Obvious belongs within the toolbox of each individual charged with the layout and improvement of Web-based software program, from the CEO to the programming crew. Designing the most obvious explores the nature qualities of serious internet purposes and makes use of them as guiding ideas of software layout so the outcome of each venture instills client delight and loyalty. those rules comprise construction in simple terms whats helpful, getting clients on top of things speedy, combating and dealing with blunders, and designing for the task. Designing the Obvious doesn't provide a one-size-fits-all improvement process--in truth, it enables you to use no matter what procedure you love. in its place, it deals useful recommendation approximately tips to in achieving the features of serious Web-based purposes and continually and effectively reproduce them.
This most recent variation updates examples to teach the guiding rules of software layout in motion on trendy net, plus provides new chapters on technique and persuasion. It bargains functional recommendation approximately find out how to in achieving the traits of serious Web-based functions and constantly and effectively reproduce them.
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Designing the most obvious belongs within the toolbox of each individual charged with the layout and improvement of Web-based software program, from the CEO to the programming workforce. Designing the most obvious explores the nature qualities of serious internet purposes and makes use of them as guiding rules of program layout so the result of each undertaking instills patron pride and loyalty.
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Extra resources for Designing the Obvious A Common Sense Approach to Web and Mobile Application Design
You’re usually far too busy cranking out wireframes and prototypes. So, while it’s nice to have the option of getting up close and personal with users, it’s not an option very often. Time constraints, budgets, lack of interest, and many other factors get in the way. And even when it is an option, a common tendency is to listen only to the loudest users, which can result, contrarily, in products that are more difﬁcult for everyone else to use. To remedy this, we need to be able to trust ourselves to design good applications without being able to get friendly with our users.
Reinventing a negative user experience requires a take-no-prisoners level of resolve. So, no matter how involved you’ve been, be ruthless. If you’re only a little tough, the app will only improve a little bit. The tougher you are, the better the outcome. My client’s homepage presented a particularly heady case. The content lacked focus. Virtually nothing on the page served to persuade users to become members. The navigation did little to illuminate what visitors could ﬁnd on the site. Perhaps worst of all, the page featured a large ad that most of the site’s visitors found annoying.
Speciﬁc projects will have criteria speciﬁc to that project. ) These criteria are the rules for a design. They reﬂect the underlying vision, and they provide justiﬁcation for all the decisions made about a design. If an idea can’t be validated against the design criteria, it’s the wrong idea. Write design criteria for everything. Every product, every feature, and every screen. When you do this, the output reﬂects the input. The application that is built reﬂects the company that built it, and this time, it’s a better company.