Practitioner's Handbook for User Interface Design and Development

Practitioner's Handbook for User Interface Design and Development

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For undergraduate Computer Science courses covering User Interface Design, as well as a practical guide for professionals in User Interface design and development and expert User Interface/Usability professionals.This broad and practical handbook is intended to guide software developers through the entire process of user interface design and development. It provides a comprehensive and example-based overview of user-centered practices within the context of software user interface design and more

Product details

  • Paperback | 400 pages
  • 177.8 x 231.14 x 22.86mm | 657.71g
  • Pearson Education (US)
  • Prentice Hall
  • Upper Saddle River, United States
  • English
  • 0130912964
  • 9780130912961

Back cover copy

The complete, practical handbook for effective UI design, development, and usability engineering. Using extensive practical examples, the "Practitioner's Handbook for User Interface Design and Development" illuminates today's best practices for user interface design, usability, and user-centered development. Robert J. Torres introduces user interfaces from three points of view: the user, the developer, and the system. Next, he introduces a complete user-centered UI development process, beginning at the highest level and then drilling down to each phase of the lifecycle. For every stage, Torres offers clear principles, specific guidelines, and practical heuristics for self-assessment. Coverage includes: Planning, user/task analysis, and user profilingConceptual design, high-level design, and detailed designSimulation and prototypingImplementation, evaluation, iteration, and deploymentRisk management in user interface developmentChoosing the optimal tools for building and managing user interfacesUnderstanding the role of managers and project leaders in UI development Whether you're a developer, project manager, usability specialist, IT manager, software customer, or researcher, "Practitioner's Handbook for User Interface Design and Development" will be your definitive resource for building great user more

About R. J. Torres

ROBERT J. TORRES is an IBM Certified IT Specialist and Senior Consultant in IBM's National Usability Engineering Practice with over 30 years of experience in IT technical and management positions. His recent work with IBM and industry clients has involved suite-level software development and migration planning, leading and performing software design and prototyping, defining development processes, creating prescriptive style guides for consistency, integration, and usability, Web software development, and usability more

Table of contents

Preface. I. PRELIMINARIES. 1. Introduction. A Project-Keeping Things Real. A Challenge. Causes of Software Project Failure or Success. An Approach to Processes. An Approach to Solutions. Best Practices. The Remainder of the Journey. Back to the Project. References.2. User-Centered Design Through Delivery. Key Principles for Being User Centered. Back to the Project. References.3. Understanding People. Ergonomics and Human Factors. Ergonomics and Human Factors of Software. Sociological Ergonomics. Implications of Software Design and Development. Back to the Project. References.4. A User-Centered Product Team. The Ergonomics of Software Development. Implications of Software Development. A Different Perspective on the Team Model. Required Development Skills. An Approach to Skill Building. Skills for Managers. An Analogy. The Project and a User-Centered Product Team. References.5. Popular UI Styles. Graphical User Interface (GUI). Web User Interface (WUI). Handheld User Interface (HUI). Application Layer of a Software UI. Object-Oriented Uis. Implications of UI Styles on the Project. References.6. Participatory Methods. Techniques for User Participation During Planning. Techniques for User Participation During Requirements. Techniques for User Participation During Design. Techniques for User Participation During Construction. Techniques for User Participation During Product Evaluation. Techniques for User Participation During Postdeployment. Involving Users in the Project. References.7. A Word About Tools. Software. Hardware. Facilities. Materials. Tools needed for the Project.II. GETTING STARTED. 8. Planning a UI Design and Development Effort. Planning a UI Design and Development Effort. Schedules and Iterative Processes. Staffing, Skills, and Other Resources. Planning for the Major Usability Factors. References.9. Requirements. Key Features. Requirements-Gathering Approach. UI Requirements. Requirements for the Project. References.10. Users, Their Work Environment, and Tasks. Understanding a Product's Users, Work, and Environment. Methods. Example Questions. Users, Tasks, and Environments for the Project. References.11. Conceptual Design and Architecture. Vision Setting. Distributing the Components of Work. UI Architecture-A Very High-Level Design. Conceptual Design for the Project. References.12. Principles, Guidelines, and Style Guides. Good Things to Do-Principles, Standards, Guidelines, and Style Guides. Some Definitions. Prescriptive Style Guides. Prescriptive Solutions for Common Problems. Prescriptive Style Guide Development. Useful Techniques. A Management View. Principles and Guidelines for the Project. References.13. Mockups, Simulations, and Prototypes. Definitions. Goals. Design Instantiation Techniques. Organizational Considerations. Throw-aways. Misconceptions. Back to the Project. References.14. Usability Evaluation. Evaluation Goals. Types of Evaluations. Preparing for an Evaluation. Conducting an Evaluation. Data Evaluation. Developer Participation. A Word About Desk Checking. Back to the Project. References.15. Iteration. Prerequisites. Finding the Big Hitters. Defects, Keepers, and Trade-offs-Techniques and Diagnostics. Short-Term and Long-Term Effects. Follow-Up Analysis. Rapid Turnaround and Optimization. Organizational and Technical Considerations. Back to the Project. References.III. GETTING SERIOUS. 16. High Level Design. Setting Context within a Development Cycle. Definitions and Design Input. OO Components. Design for "Desktop" Behavior. Design a UI Flow. Design the Major Screens-Features, Data, Content, and Commands. Design the Major Dialogs. Installation, Print, and Other System Features. Back to the Project. References.17. Specification Techniques. The Needs and Challenges. Specification Approaches. Levels of Specification-Conceptual, High Level, Detailed, Implementation. An Outline-In the Beginning, Middle, and End. An Approach for Projects. Back to the Project. References.18. Low-Level Design. Details! DETAILS!! DETAILS!!! Designing the Details-Sizing, Focus, Cursor Placement, Graying, and More. Things Hard to Predict. A Final Check Before Moving On. Back to the Project. References.19. Product Construction, Test, and Deployment. Ensuring a Smooth Transition from Design. Implementation Design, Code, and Unit Test. System and Other Tests. Challenges, Solutions, and Lessons. Requirements Met? Trade-offs, Compromises, and Surprises. Deployment. Back to the Project. References.IV. WRAPPING UP. 20. Looking Back and Beyond. more