Janice (Ginny) Redish has been helping clients and colleagues communicate clearly for more than 20 years. For the past ten years, her focus has been helping people create usable and useful web sites.
A linguist by training, Ginny is passionate about understanding how people think, how people read, how people use web sites - and helping clients write web content that meets web users' needs in the ways in which they work.
Ginny loves to teach and mentor - and to practice what she preaches. She turns research into practical guidelines that her clients and students can apply immediately to their web sites.
Ginny's earlier books received rave reviews for being easy to read and easy to use, as well as comprehensive and full of great advice. She is co-author of two classic books on usability:
* A Practical Guide to Usability Testing (with Joseph Dumas)
* User and Task Analysis for Interface Design (with JoAnn Hackos)
She is also the author of the section on writing on www.usability.gov.
Ginny's work and leadership in the usability and plain language communities have earned her numerous awards, including the Rigo Award from the ACM Special Interest Group on the Design of Communication and the Alfred N. Goldsmith Award from the IEEE Professional Communication Society.
Ginny is a Fellow of the Society for Technical Communication and a past member of the Board of Directors of both the Society for Technical Communication and the Usability Professionals' Association.
Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them.
In this new edition, you'll find new chapters on human choice and decision making, hand-eye coordination and attention, as well as new examples, figures, and explanations throughout.Provides an essential source for user interface design rules and how, when, and why to apply themArms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressuresCompletely updated and revised, including additional coverage on human choice and decision making, hand-eye coordination and attention, and new mobile and touch-screen examples throughout
Whether you’re a novice UX professional finding your place in the software industry and looking to nail down your technical skills, or a seasoned UI designer looking for practical information on how to integrate your team with development, this is the must-have resource for your UX library.Establish a collaboration lifecycle, mapping design activities to counterparts in the software development processLearn about software tools that will improve productivity and collaborationWork through step-by-step exercises that teach font-end coding principles to improve your prototyping and implementation activitiesDiscover practical, usable HTML and CSS examplesUncover tips for working with various developer personas
Working with internal and external government systems is a unique and difficult task because of of the sheer magnitude of the audience for external systems (the entire population of a country, and sometimes more), and because of the need to achieve government transparency while protecting citizens’ privacy.. Open government, plain language, accessibility, biometrics, service design, internal vs. external systems, and cross-cultural issues, as well as working with the government, are all covered in this book.Covers both public-facing systems and internal systems run by governmentsDetails usability and user experience approaches specific to government websites, intranets, complex systems, and applicationsProvides practical material that allows you to take the information and immediately use it to make a difference in your projects
Comprised of seven parts, the book provides basic information about the field of end-user programming. Part 1 points out that the Firefox browser is one of the differentiating factors considered for end-user programming on the Web. Part 2 discusses the automation and customization of the Web. Part 3 covers the different approaches to proposing a specialized platform for creating a new Web browser. Part 4 discusses three systems that focus on the customized tools that will be used by the end users in exploring large amounts of data on the Web. Part 5 explains the role of natural language in the end-user programming systems. Part 6 provides an overview of the assumptions on the accessibility of the Web site owners of the Web content. Lastly, Part 7 offers the idea of the Web-active end user, an individual who is seeking new technologies.The first book since Web 2.0 that covers the latest research, development, and systems emerging from HCI research labs on end user programming toolsFeaturing contributions from the creators of Adobe’s Zoetrope and Intel’s Mash Maker, discussing test results, implementation, feedback, and ways forward in this booming area
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:Games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins
In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design