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UI/GUI2008/04/22 16:12

관련이미지 : http://www.flickr.com/photos/morville/collections/72157603785835882/
출처 : http://findability.org/
Posted by Good Bye,2008! jejegogo
Design2008/03/14 13:25
Posted by: Helen Walters on March 08

Interesting presentation at SXSW from Michael Lopp, senior engineering manager at Apple, who tried to assess how Apple can ‘get’ design when so many other companies try and fail. After describing Apple’s process of delivering consumers with a succession of presents (“really good ideas wrapped up in other really good ideas” — in other words, great software in fabulous hardware in beautiful packaging), he asked the question many have asked in their time: “How the f*ck do you do that?” (South by Southwest is at ease with its panelists speaking earthily.) Then he went into a few details:

Pixel Perfect Mockups
This, Lopp admitted, causes a huge amount of work and takes an enormous amount of time. But, he added, “it removes all ambiguity.” That might add time up front, but it removes the need to correct mistakes later on.


10 to 3 to 1
Apple designers come up with 10 entirely different mock ups of any new feature. Not, Lopp said, "seven in order to make three look good", which seems to be a fairly standard practice elsewhere. They'll take ten, and give themselves room to design without restriction. Later they whittle that number to three, spend more months on those three and then finally end up with one strong decision.

Paired Design Meetings
This was really interesting. Every week, the teams have two meetings. One in which to brainstorm, to forget about constraints and think freely. As Lopp put it: to "go crazy". Then they also hold a production meeting, an entirely separate but equally regular meeting which is the other's antithesis. Here, the designers and engineers are required to nail everything down, to work out how this crazy idea might actually work. This process and organization continues throughout the development of any app, though of course the balance shifts as the app progresses. But keeping an option for creative thought even at a late stage is really smart.

Pony Meeting
This refers to a story Lopp told earlier in the session, in which he described the process of a senior manager outlining what they wanted from any new application: "I want WYSIWYG... I want it to support major browsers... I want it to reflect the spirit of the company." Or, as Lopp put it: "I want a pony!" He added: "Who doesn't? A pony is gorgeous!" The problem, he said, is that these people are describing what they think they want. And even if they're misguided, they, as the ones signing the checks, really cannot be ignored.

The solution, he described, is to take the best ideas from the paired design meetings and present those to leadership, who might just decide that some of those ideas are, in fact, their longed-for ponies. In this way, the ponies morph into deliverables. And the C-suite, who are quite reasonable in wanting to know what designers are up to, and absolutely entitled to want to have a say in what's going on, are involved and included. And that helps to ensure that there are no nasty mistakes down the line.

TrackBack URL for this entry: http://blogs.businessweek.com/mt/mt-tb.cgi/9565.1285014387
Posted by Good Bye,2008! jejegogo
Book2008/02/04 11:17
by Alexis Brion


1. About Face 3. The Essentials of Interaction Design by Alan Cooper, Robert Reimann and David Cronin

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Alan Cooper is a professional designer, speciallzed on software design, and all knowledge is represented in this book. He makes emphasis on Goal-Directed Design, meaning that goals, not features, are the key to the product success. This technique is based on the use of personas and scenarios to conduct user research. Goals are explained in three categories, experience goals, end goals and life goals. This master piece has mostly theory but it also includes very good examples.



2. Prioritizing Web Usability by Jakob Nielsen, Hoa Loranger

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Jakob Nielsen, the maestro of Web usability, has been writing about usability since 1995. Nielsen and Loranger work at the Nielsen Norman Group. The book presents a good combination of theory and practical examples. It has clear, useful tips and well-documented "Dos & Don'ts". As the title indicates, this book has been written considering the Usability from the practical point of view.





3. Designing the Obvious. A Common Sense Approach to Web Application Design by Robert Hoekman, Jr.

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This is a small guide focused on web-site usability and web-based application usability. The entire book consists of precise concepts and examples. This heavily graphical and illustrated book could be a first introduction for web developers who are interested in this topic. Among covered subjects are building only whats necessary, preventing and handing errors, and designing for the activity. Supporting the user mental model is one of the most interesting concepts where the author proposes to consider designs from the user-centric point of view.




4. Don't Make Me Think. A Common Sense Approach to Web Usability by Steve Krug

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Don't Make Me Think is already the must-read book when it comes to Web usability. It has a number of colorful and humorous examples, including nice cartoons that deliver the message and bring the important observation from real life in the foreground. This relatively small book has the necessary basics, being a recommended first usability read for web designers. Steve Krug does a great work explaining his Laws of Usability, for example to "get rid of half the words on each page, then get rid of half what's left"



5. The Design of Sites. Patterns for Creating Winning Web Sites by Douglas Van Duyne, James Landay, Jason Hong.

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The Design of Sites is a toolbox for every web-designer that wants to inspect and study usability and interaction design patterns. It is basically excellent reference book with very good examples. The authors have divided the book in a collection of design patterns, giving clear hints and examples on how and when to use each of them.





6. The Design of Everyday Things by Donals A.Norman

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Published many years ago, this book is already a usability legend. Norman writes about the importance of the user-centered design and how this concept can be applied to design of everything. Memorable chapters include "Design for Error","Simplify the Structure of Tasks" and "When All Else Fails, Standardize". Donald Norman is one of the founders of the well known Nielsen Norman Group, pioneers in usablility and user-centered design.





7. Designing Interfaces : Patterns for Effective Interaction Design by Jenifer Tidwell

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Designing Interfaces delivers what a book from O'Reilly usually offers, good content and quality printing. This book has well-illustrated examples on web applications, desktop software and mobile devices organized according to user interface patterns, each containing practical advices. A kind of "read it from beginning to end", this book provides solutions for each problem a user interface could have.




8. Designing for Interaction : Creating Smart Application and Clever Devices by Dan Saffer

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Designing for Interaction provides examples, patterns and guidelines for interaction design on the web as well as suggestions for software applications and different electronic devices. Dan Saffer himselft was working as a creative leader and interaction designer which is clearly illustrated in the way this book is written. Particular and unique are the short and clear real design case studies and the interviews with professional designers.




9. Designing Interactions by Bill Moggridge

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This book describes the origins of interaction design. Every chapter introduces the creation and development of successfully designed products, for example the mouse, the Mac, The Sims and the iPod. Interviews include the founders of Google, Larry Page and Sergey Brin, and Doug Engelbart Bill Atkinson, involved in the creation of the mouse and desktop. Designing Interactions comes with a DVD containing interviews worth watching.



10. Envisioning Information by Edward R. Tufte

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Tufte's books, and specially Envisioning Information, are the essential reads for every person trying to get a better understanding of usability and interaction design. In this book, the author explores different ways of visualizing data. The book has many colorful examples of good and bad data visualization with graphs, maps and charts. The book itselft is beautifully printed and comfortable to read. Although it does it does not provide any examples on website design this book represents the basis of this science.


11. Interaction Design : Beyond Human-Computer Interaction by Jenny Preece, Yvonne Rogers and Helen Shar

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Interaction Design from the academic point of view. This book comprises 15 densely packed chapters that integrate all of the various cognitive, social, and other issues that are germane to interaction design. The book provides a comprehensive look at the entire set of requirements involved with design. The authors show that there is much more to systems design than end-user requirements and CGI scripts. Effective HCI is a multi-disciplinary area including psychology, sociology, anthropology, information systems, and computer science. Highly recommendable for more advanced and sophisticated insights into the area of interaction design.


12. The Humane Interface : New Directions for Designing Interactive Systems by Jef Raskin

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"The book that explains why you really hate computers. " This book is sometimes quite hard to read and not that easy to understand as the author literally dives in into the cognitive nature of human beings. However the book is very appealing and thought-provoking. Falling somewhere between Norman's The Psychology of Everyday Things and Shneiderman's Designing the User Interface, Raskin's book covers ergonomics as well as quantification, evaluation, and navigation. Raskin was the original creator of the Apple Macintosh project before Steve Jobs took over and has a background in technollgy and art, which gives him a unique perspective on usability.


13. Designing the User Interface : Strateges for Effective Human-Computer Interaction by Ben Shneiderman, Catherine Plaisant

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This book, which is often considered as "the bible of UI", provides a comprehensive introduction to the field of human-computer interaction. Strugging through sometimes rather complex choice of words, you learn practical principles and guidelines needed to develop high quality interface designs-ones that users can understand, predict, and control. It covers theoretical foundations, and design processes such as expert reviews and usability testing. The book contains numerous examples of direct manipulation, menu selection, and form fill-in : chapters have examples from cell phones, consumer electronics, desktop displays, and Web interfaces.


14. Thoughtful Interaction Design : a Design Perspective on information Technology by Jonas Lowgren, Erik Stolteman.

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The authors of Thoughful Interaction Design go beyound the usual technical concerns of usability and usefulness to consider interaction design from a design perspective. The shaping of digital artifacts is a design process that influences the form and functions of workplaces, schools, communication, and culture ; the successful interaction designer must use both ethical and aesthetic judgement to create designs that are appropriate to a given environment. This book is not a how-to manual, but a collection of tools for throught about interaction design.



Posted by Good Bye,2008! jejegogo
Book2008/01/22 22:53

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by Wilbert O. Galitz (Author)
Paperback: 857 pages
Publisher: Wiley; 3 edition (April 16, 2007) Language: English











Contents

Part 1 The User Interface-An Introduction and Overview

Chapter 1. The Importance of the User Interface

Defining the User Interface
The Importance of Good Design
    The Benefits of Good Design
A Brief History of the Human-Computer Interface
    Introduction of the Graphical User Interface
The Blossoming of the World Wide Web
    A Brief History of Screen Design
What's Next?

Chapter 2. Characteristics of Graphical and Web User Interfaces

Internation Styles
    Commnand Line
    Menu Selection
    Form Fill-in
    Direct Manipulation
    Anthropomorphic
The Graphical User Interface
    The Popularity of Graphics
    The Concept of Direct Manipulation
    Graphical Systems : Advantages and Disadvantages
    Characteristics of the Graphical User Interface
The Web User Interface
    The Popularity of the Web
    Characteristics of a Web Interface
The Merging of Graphical Business Systems and the Web
    Characteristics of an Intranet versus the Internet
    Extranets
    Web Page versus Application Design

Principles of User Interface Design
    Principles for the Xerox STAR
    General Principles
Part 1 Exerciise
What's Next?

Part 2 The User Interface Design Process

Obstacles and Pitfalls in the Development Path
    Designing for People : The Seven Commandments
Usability
    Usability Assessment in the Design Process
    Common Usability Problems
    Some Practical Measures of Usability
    Some Objective Measuraes of Usability

Step 1. Know Your User or Client

Understanding How People Interact with Computers
    The Human Action Cycle
    Why People Have Trouble with Computers
    Responses to Poor Design
    People and Their Tasks

Important Human Characteristics in Design
    Perception
    Memory
    Sensory Storage
    Visual Acuity
    Foveal and Peripheral Vision
    Information Processing
    Mental Models
    Movement Control
    Learning
    Skill
    Performance Load
    Individual Differences
Human Considerations in the Design of Business Systems
    The User's Knowledge and Experience
    The User's Tasks and Needs
    The User's Psychological Characteristics

    The User's Physical Characteristics
Human Interaction Speeds
Performance versus Preference
Methods for Gaining an Undestanding of Users
Step 1 Exercise

Step 2. Understand the Business Function

Business Definition and Requirements Analysis
    Information Collection Techniques
    Defining the Domain
    Considering the Environment
    Possible Problems in Requirments Collection
Determining Basic Business Functions
    Understanding the User's Work
    Developing Conceptual Models
    The User's New Mental Model
Design Standards or Style Guides
    Value of Standards and Guidelines
    Customized Style Guides
    Design Support and Implementation
System Training and Documentation Needs
    Training
    Documentation
Step 2 Exercise

Step 3. Understand the Principles of Good Interface and Screen Design

Human Considerations in Interface and Screen Design
    How to Discourage the User
    What Users Want
    What Users Do
    Interface Design Goals
    The Test for a Good Design
    Screen and Web Page Meaning and Purpose
    Organizing Elements Clearly and Meaningfully
    Consistency
    Starting Point
    Ordering of Data and Content
    Navigation and Flow
    Visually Pleasing Composition
    Distinctiveness
    Focus and Emphasis
    Conveying Depth of Levels or a Three-Dimensional Appearance
    Presenting Information Simply and Meaningfully
    Application and Page Size
    Application Screen Elements
    Organization and Structure Guidelines
    The Web-Web sites and Web Pages
    Intranet Design Guidelines
    Extranet Design Guidelines
    Small Screens
    Weblogs
    Statistical Graphics
    Types of Statistical Graphics
    Flow Charts
Technological Considerations in Interface Design
    Graphical Systems
    Web Systems
    The User Technology Profile Circa 2006
Examples of Screens
    Example 1
    Example 2
    Example 3
    Example 4
    Example 5
    Example 6
    Example 7
Step 3 Exercise

Step 4. Develop System Menus and Navigation Schemes

Structures of Menus
    Single Menus
    Sequential Linear Menus
    Simultaneous Menus
    Hierarchical or Sequential Menus
    Connected Menus
    Event-Trapping Menus
Functions of Menus
    Navigation to a New Menu
    Execute an Action or Procedure
    Displaying Information
    Data or Parameter Input
Content of Menus
    Menu Context
    Menu Title
    Choice Descriptions
    Completion Instructions

Formatting of Menus
    Consistency
    Display
    Presentation
    Organization
    Complexity
    Item Arrangement
    Ordering
    Groupings
    Selection Support Menus
Phrasing the Menu
    Menu Titles
    Menu Choice Descriptions
    Menu Instructions
    Intent indicators
    Keyboard Shortcuts
Selecting Menu Choices
    Initial Cursor Positioning
    Choice Selection
    Defaults
    Unavailable Choices
    Mark Toggles or Settings
    Toggled Menu Items
Web Site Navigation
    Web Site Navigation Problems
    Web Site Navigation Goals
    Web Site Navigation Design
    Maintaining a Sense of Place
Kinds of Graphical Menus
    Menu Bar
    Pull-Down Menu
    Cascading Menus
    Pop-Up Menus
    Tear-Off Menus
    Iconic Menus
    Pie Menus
Graphical Menu Examples
    Example 1

Step 5. Select the Proper Kinds of Windows

Window Characteristics
    The Attraction of Windows
    Constraints in Window System Design

Components of  a Window
    Frame
    Title Bar
    Title Bar Icon
    Window Sizing Buttons
    What's This? Button
    Menu Bar
    Status Bar
    Scroll Bars
    Split Box
    Toolbar
    Command Area
    Size Grip
    Work Area

Window Presentation Styles
    Tiled Windows
    Overlapping Windows
    Cascading Windows

    Picking a Presentation Style
Types of Windows
    Primary Window
    Secondary Windows
    Dialog Boxes
    Property Sheets and Property Inspectors
    Message Boxes
    Palette Windows
    Pop-Up Windows

Organizing Window Functions
    Window Organization
    Number of Windows
    Sizing Windows
    Window Placement

The Web and the Browser
    Browser Components
Step 5 Exercise

Step 6. Select the Proper Interaction Devices

Input Devices
    Characteristics of Input Devices
    Other Input Devices
    Selecting the Proper Input Device

Output Devices
    Screens
    Speakers

Step 6 Exercise


Step 7. Choose the Proper Screen-Based Controls

Operable Controls
    Buttons
Text Entry / Read-Only Controls
    Text Boxes
Selection Controls
    Radio Buttons
    Check Boxes
    Palettes
    List Boxes
    List View Controls
    Drop-Down / Pop-Up List Boxes

Combination Entry / Selection Controls
    Spin Boxes
    Combo Boxes
    Drop-Down / Pop-Up Combo Boxes

Other Operable Controls
    Slider
    Tabs
    Date-Picker
    Tree View
    Scroll Bars

Custom Controls
Presentation Controls
    Static Text Fields
    Group Boxes
    Column Headings
    ToolTips
    Balloon Tips
    Progress Indicators
    Sample Box
    Scrolling Tickers

Selecting the Proper Controls
    Entry versus Selection - A Comparison
    Comparison of GUI Controls
    Control Selection Criteria
    Choosing a Control Form

Examples
    Example 1
    Example 2
    Example 3
    Example 4
    Example 5
    Example 6

Step 7 Exercise

Step 8. Write Clear Text and Messages

Words, Sentences, Messages and Text
    Readability
    Choosing the Proper Words
    Writing Sentences and Messages
    Kinds of Messages
    Presenting and Writing Text
    Window Title, Conventions, and Sequence Control Guidance

Content and Text for Web Pages
    Words
    Page Text
    Page Title
    Headings and Headlines
    Instructions
    Error Messages

Step 8 Exercise

Step 9. Provide Effective Feedback and Guidance and Assistance

Providing the Proper Feedback
    Response Time
    Dealing with Time Delays
    Blinking for Attention
    Use of Sound

Guidance and Assistance
    Preventing Errors
    Problem Management
    Providing Guidance and Assistance
    Instructions or Prompting
    Help Facility
    Contextual Help
    Task-Oriented Help
    Reference Help
    Wizards
    Hints or Tips

Step 9 Exercise

Step 10. Provide Effective Internationalization and Accessibility

International Considerations
    Localization
    Cultural Considerations
    Words and Text
    Images and Symbols
    Color, Sequence, and Functionality
    Requirements Determination and Testing

Accessibility
    Types of Disabilities
    Accessibility Design

Step 10 Exercise

Step 11. Create Meaningful Graphics, Icons, and Images

Icons
    Kinds of Icons
    Characteriistics of Icons
    Influences on Icon Usability
    Choosing Icons
    Choosing Icon Images
    Creating Icon Images
    Drawing Icon Images
    Icon Animation and Audition
    The Icon Design Process
    Screen Presentation

Multimedia
Graphics
    Images
    Photographs / Pictures
    Video
    Diagrams
    Drawings
    Animation
    Audition
    Combining Mediums

Step 11 Exercise

Step 12. Choose the Proper Colors

Color - What Is It?
    RGB
    HSV
    Dithering

Color Uses
    Color as a Formatting Aid
    Color as a Visual Code
    Other Color Uses

Possible Problems with Color
    High Attention-Getting Capacity
    Interference with Use of Other Screens
    Varying Sensitivity of the Eye to Diifferent Colors
    Color-Viewing Deficiencies
    Color Connotations
    Cross-Diisciplinary and Cross-Cultural Differences

Color - What the Research Shows
Color and Human Vision
    The Lens
    The Retina

Choosing Colors
    Choosing Colors for Categories of Information
    Colors in Context
    Usage
    Discrimination and Harmony
    Emphasis
    Common Meanings
    Location
    Ordering
    Foregrounds and Backgrounds
    Three-Dimensional Look
    Color Palette, Defaults, and Customization
    Grayscale
    Text in Color
    Monochromatic Screens
    Consistency
    Considerations for People with Color-Viewing Deficiencies
    Cultural, Disciplinary, and Accessibility Considerations

Choosing Colors for Textual Graphic Screens
    Effective Foreground / Background Combinations
    Choose the Background First
    Maximum of Four Colors
    Use Colors in Toolbars Sparingly
    Test the Colors

Choosing Colors for Statistical Graphics Screens
    Emphasis
    Number of Colors
    Backgrounds
    Size
    Status
    Measurements and Area-Fill Patterns
    Physical Impressions

Choosing Colors for Web Pages
Uses of Color to Avoid
Step 12 Exercise

Step 13. Organize and Layout Windows and Pages

Organizing and Laying Out Screens
    General Guidelines
    Organization Guidelines
    Control Navigation
    Window Guidelines
    Web Page Guidelines

Screen Examples
    Example 1
    Example 2

Step 14. Test, Test, and Retest

Usability
    The Purpose of Usability Testing
    The Importance of Usability Testing
    Scope of Testing

Prototypes
    Hand Sketches and Scenarios
    Interactive Paper Prototypes
    Programmed Facades
    Prototype-Oriented Languages
    Comparisons of Prototypes

Kinds of Tests
    Guidelines and Standards Review
    Heuristic Evaluation
    Cognitive Walk-Throughs
    Think-Aloud Evaluations
    Usability Test
    Classic Experiments
    Focus Groups
    Choosing a Testing Method

Developing and Conducting a Test
    The Test Plan
    Test Conduct and Data Collection

Analyze, Modify, and Retest
Evaluate the Working System
Additional Reading
A Final Word
References
Index

Posted by Good Bye,2008! jejegogo
Book2008/01/21 00:56
사용자 삽입 이미지
GUI Bloopers 2.0: Common User Interface Design Don'ts and Dos (Interactive Technologies) (Paperback)
by
Jeff Johnson (Author)
Paperback: 424 pages
Publisher: Morgan Kaufmann; 2 edition (September 14, 2007)



Contents
---------------------------------------------------------------------
Chapter 1. First Principles
Introduction
Basic Principle 1 : Focus on the users and their tasks, not on the technology
Basic Principle 2 : Consider function first, presentation later
Basic Principle 3 : Conform to the users' view of the task
Basic Principle 4 : Design for the common case
Basic Principle 5 : Don't distract users from their goals
Basic Principle 6 : Facilitate learning
Basic Principle 7 : Deliver information, not just data
Basic Principle 8 : Design for responsiveness
Basic Principle 9 : Try it out on users, then fix it!
Chapter 2. GUI Control Bloopers
Introduction
Using the wrong control
    Blooper 1 : Confusing checkboxes and radio buttons
    Blooper 2 : Using a checkbox for a non-ON/OFF setting
    Blooper 3 : Using command buttons as toggles
    Blooper 4 : Using tabs as radio buttons
    Blooper 5 : Too many tabs
    Blooper 6 : Using input controls for display-only data
    Blooper 7 : Overusing text fields for consrained input
Using controls wrongly
    Blooper 8 : Dynamic menus
    Blooper 9 : Intolerant data fields
    Blooper 10 : Input fields and controls with no default
    Blooper 11 : Poor defaults
    Blooper 12 : Negative checkboxes
Chapter 3. Navigation Bloopers
Introduction
Not showing users wheres they are
    Blooper 13 : Window or page not identified
    Blooper 14 : Same title on different windows
    Blooper 15 : Window title doesn't match command or link
Leading users astray and not showing the way
    Blooper 16 : Distracting off-path buttons and links
    Blooper 17 : Self-links
    Blooper 18 : Too many levels of dialog boxes
Poor search navigation
    Blooper 19 : Competing search boxes
    Blooper 20 : Poor search results browsing
    Blooper 21 : Noisy search results
Chapter 4. Textual Bloopers
Introduction
Uncommunicative text
    Blooper 22 : Inconsistent terminology
    Blooper 23 : Unclear terminology
    Blooper 24 : Bad writing
    Blooper 25 : Too much text
Developer-cenric text
    Blooper 26 : Speaking Geek
    Blooper 27 : Calling users "user" to their face
    Blooper 28 : Vague error messages
Misleading text
    Blooper 29 : Erroneous messages
    Blooper 30 : Text makes sense in isolation but is misleading in the GUI
    Blooper 31 : Misuse (or nonuse) of "..." on command labels
Chapter 5. Graphic Design and Layout Bloopers
Introduction
Bad layout and window placement
    Blooper 32 : Easily missed information
    Blooper 33 : Mixing dialog box control buttons with content control buttons
    Blooper 34 : Misusing group boxes
    Blooper 35 : Radio buttons too far apart
    Blooper 36 : Labels too far from data fields
    Blooper 37 : Inconsistent label alignment
    Blooper 38 : Bad initial window location
Troublesome typography
    Blooper 39 : Tiny fonts
Chapter 6. Interaction Bloopers
Introduction
Deviating from task focus
    Blooper 40 : Exposing the implementation to users
    Blooper 41 : Needless restrictions
    Blooper 42 : Confusable concepts
Requiring unnecessary steps
    Blooper 43 : Asking users for unneeded data
    Blooper 44 : Asking users for random seeds
    Blooper 45 : Pointless choice
Burdening user's memory
    Blooper 46 : hard to remember ID
    Blooper 47 : Long instructions that go away too soon
    Blooper 48 : Unnecessary or poorly marked modes
Taking control away from users
    Blooper 49 : Automatic rearrangement of display
    Blooper 50 : Dialog boxes that trap users
    Blooper 51 : "Cancel" doesn't cancel
Chapter 7. Responsiveness Bloopers
Introduction
Common resposiveness  bloopers
    Blooper 52 : Cursor doesn't keep up
    Blooper 53 : On-screen buttons acknowledge clicks too late
    Blooper 54 : Menus, sliders, and scrollbars lag behind
    Blooper 55 : Moving and sizing operations don't keep up
    Blooper 56 : Application doesn't indicate that it is busy
    Blooper 57 : Appliction is unresponsive during internal housekeeping
    Blooper 58 : Long operations don't display progress
    Blooper 59 : Long operations provide no way to cancel
    Blooper 60 : Application wastes idle time
    Blooper 61 : Application gives no feedback when it hangs
    Blooper 62 : Web site has huge images and animations
    Blooper 63 : Web site always reloads whole pages in response to small edits
Reasons for poor responsiveness
    Reason 1 : The facts about responsiveness are not widely known
    Reason 2 : UI designers rarely consider responsiveness during design
    Reason 3 : Programmers equate responsiveness with performance
    Reason 4 : Programmers treat user input like machine input
    Reason 5 : Developers use simple implementations
    Reason 6 : GUI software tools, components, and platforms are inadequate
    Reason 7 : Managers hire GUI programmers who lack the required skill
Avoiding responsiveness bloopers : Design principles
    Responsiveness Principle 1 : Responsiveness is not the same as performance
    Responsiveness Principle 2 : Processing resources are always limited
    Responsiveness Principle 3 : The user interface is a real-time interface
    Responsiveness Principle 4 : All delays are not equal : software need not do everything immediately
    Responsiveness Principle 5 : Software need not do tasks in the order in which they were requested
    Responsiveness Principle 6 : Software need not do everything it was asked to do
    Responsiveness Principle 7 : Human users are not computer programs
Avoiding responsiveness bloopers : Techniques
    Timely feedback
    Parallel problem solution
    Queue optimization
    Dynamic time management
    Summary of responsiveness techniques
Conclusion
Chapter 8. Management Bloopers
Introduction
Counterproductive attitude
    Blooper 64 : Treating UI as low priority
    Blooper 65 : Misunderstanding what user interface professionals do
    Blooper 66 : Discounting the value of testing and iterative design
Counterproductive process
    Blooper 67 : Anarchic development
    Blooper 68 : No task expertise on the team
    Blooper 69 : Using poor tools and building blocks
    Blooper 70 : Giving programmers the fastest computers
Posted by Good Bye,2008! jejegogo