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Learnability Isn't Enough

How to Design Apps That are Easy to Use in the Long Run, Not Just the First Run
Buch | Softcover
2024 | 1st ed.
Apress (Verlag)
978-1-4842-8915-0 (ISBN)
CHF 49,40 inkl. MwSt
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Many Usability issues with digital products and user interfaces (UI)  only get noticed and fixed after users have had a chance to spend some time with them. Unfortunately, this approach relies on painful experiences being reported by users, which can allow smaller annoyances to linger — while bigger issues can be truly disastrous.




Learnability Isn’t Enough will show you a new method for catching many of these types of issues ahead of time, so that user pain can be minimized. You’ll learn how to do this by making an uncommon distinction between two different types of effort needed when using an interface: learning effort and ergonomic effort.



Ultimately, the tools and techniques in this book allow you to spare users from pain they might otherwise be faced with, while making optimizations during the design process that save your team time and effort. It’s a shortcut to designing products that aren’t just easy to learn, but are easy to use every day.

You Will Learn to:





Narrow in on issues that often aren’t noticed right away
Keep users happy while making substantial changes to interfaces
Spot key design improvements and make wiser decisions on where to focus your efforts































Who This Book Is For







Product designers, interaction designers, UX designers, UI designers, and design researchers, etc.
Industry-like product managers, developers and other business managers who have an interest in product strategy and software design.
Software and product design students, and early career designers

Hans van de Bruggen has been obsessed with the design of technology ever since building a website in high school that helped to lift his family out of poverty. In the 25 years since then, he has been designing non-stop, leading design at smaller startups and industry giants like Netflix and LinkedIn. His work has been featured in publications around the world, including TechCrunch, Engadget, The Verge, Wired, PCMag, BGR, Variety, and Esquire. 

Preface






Part I; Introducing UI Ergonomics



 



Chapter 1: What is UI Ergonomics?







Learning from Tesla & Vim
Going beyond Learnability
Why Ergonomics?
Ergonomics are often the missing piece

















Chapter 2: How to know when to prioritize Ergonomic Design







How to determine priorities with Usability Biases
How to incorporate Usability Biases to optimize your design workflow









Chapter 3: How to measure and compare Ergonomic Design







How to compare tools with the Usability Matrix (and why you’d want to)
How to improve Usability strategically
How to incorporate the Usability Matrix into your design workflow













Chapter 4: How to test for and validate Ergonomic Design







Interaction Cost Analysis
Speed Running
Field Studies & Diary Studies
Using automation
How to incorporate testing into your design workflow





















Chapter 5: How to improve Ergonomic Design







What are the main sources for Ergonomic friction?
What is the C.U.P.I.D. System?
How to incorporate the C.U.P.I.D. System into your design workflow













 



Part II — C.U.P.I.D. Principles






Chapter 6: C for Clear







Provide clear feedback
Make context evident
Ensure the state of the app is obvious





Chapter 7: U for Unobstructed







Work with human motion
Reduce unnecessary delays
Work around necessary delays
Make direct paths

















 Chapter 8: P for Predictable









Create predictable targets
Leverage consistent inputs
Produce dependable outcomes













Chapter 9: I for Imprecise







Understand the effects of Fitts’s Law
Go beyond Fitts’s Law to create more tolerant inputs









Chapter 10: D for Digestible







Let users stay mentally calibrated
Reduce the need to remember
Do the mental heavy lifting
Help users avoid pain
Tickle the mind with comfort





















 Chapter 11: In Closing





 



Appendix A: The Product Pyramid



Appendix B: The Learning Curve



 



Glossary

Erscheint lt. Verlag 27.4.2024
Reihe/Serie Design Thinking
Zusatzinfo Approx. 200 p.
Verlagsort Berkley
Sprache englisch
Maße 155 x 235 mm
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Software Entwicklung User Interfaces (HCI)
Mathematik / Informatik Informatik Web / Internet
Schlagworte digital products • Digital Tools • Interaction Design • software development • Software Interfaces • UI • UI Ergonomics • Usability Testing • User Experience • User Interfaces • UX • web applications
ISBN-10 1-4842-8915-3 / 1484289153
ISBN-13 978-1-4842-8915-0 / 9781484289150
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
Haben Sie eine Frage zum Produkt?
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