Apps! Websites! Rubber Ducks! Naked Ninjas! This book has everything. If you want to get started in user experience design (UX), you've come to the right place: 100 self-contained lessons that cover the whole spectrum of fundamentals.
Forget dry, technical material. This book—based on the wildly popular UX Crash Course from Joel Marsh's blog The Hipper Element—is laced with the author's snarky brand of humor, and teaches UX in a simple, practical way. Becoming a professional doesn't have to be boring.
Follow the real-life UX process from start-to-finish and apply the skills as you learn, or refresh your memory before the next meeting. UX for Beginners is perfect for non-designers who want to become designers, managers who teach UX, and programmers, salespeople, or marketers who want to learn more.
- Start from scratch: the fundamentals of UX
- Research the weird and wonderful things users do
- The process and science of making anything user-friendly
- Use size, color, and layout to help and influence users
- Plan and create wireframes
- Make your designs feel engaging and persuasive
- Measure how your design works in the real world
- Find out what a UX designer does all day
Table of contents
- Praise for UX for Beginners
- Preface: This Book Truly Practices What It Preaches
- I. Key Ideas
II. Before You Start
- 7. User Goals and Business Goals
- 8. UX Is a Process
- 9. Gathering Requirements
- 10. Building Consensus
III. Behavior Basics
- 11. Psychology versus Culture
- 12. What Is User Psychology?
- 13. What Is An Experience?
- 14. Conscious vs Subconscious Experience
- 15. Emotions
- 16. What Are Motivations?
- 17. Motivation: Sex and Love
- 18. Motivation: Affiliation
- 19. Motivation: Status
- 20. Motivation: Justice
- 21. Motivation: Understanding (Curiosity)
IV. User Research
- 22. What Is User Research?
- 23. What Isn’t User Research?
- 24. How Many Users Do You Need?
- 25. How to Ask Questions
- 26. How to Observe a User
- 27. Interviews
- 28. Surveys
- 29. Card Sorting
- 30. Creating User Profiles
- 31. Devices
V. The Limits of Our Minds
- 32. What Is Intuition?
- 33. What Is a Cognitive Bias?
- 34. The Illusion of Choice
- 35. Attention
- 36. Memory
- 37. Hyperbolic Discounting
VI. Information Architecture
- 38. What Is Information Architecture?
- 39. User Stories
- 40. Types of Information Architecture
- 41. Static and Dynamic Pages
- 42. What Is a Flow?
- 43. Users Don’t Go Backward
VII. Designing Behavior
- 44. Designing with Intention
- 45. Rewards and Punishments
- 46. Conditioning and Addiction
- 47. Gamification
- 48. Social/Viral Structure
- 49. How to Create Trust
- 50. How Experience Changes Experience
VIII. Visual Design Principles
- 51. Visual Weight (Contrast and Size)
- 52. Color
- 53. Repetition and Pattern-Breaking
- 54. Line Tension and Edge Tension
- 55. Alignment and Proximity
- 56. Using Motion for UX
IX. Wireframes and Prototypes
- 57. What Is a Wireframe?
- 58. What Isn’t a Wireframe?
- 59. Learn Skills, Not Tools
- 60. Avoid Convenient Examples
- 61. What Is a Design Pattern?
- 62. Z-Pattern, F-Pattern, Visual Hierarchy
- 63. Layout: Page Framework
- 64. Layout: The Fold, Images, and Headlines
- 65. Layout: The Axis of Interaction
- 66. Forms
- 67. Primary and Secondary Buttons
- 68. Adaptive and Responsive Design
- 69. To Design or Redesign?
- 70. Touch versus Mouse
X. Psychology of Usability
- 71. What Is Usability, Really?
- 72. Simple, Easy, Fast, or Minimal
- 73. Browsing, Searching, or Discovery
- 74. Consistency and Expectations
- 75. Anti-UX
- 76. Accessibility
- 77. UX Copywriting versus Brand Copywriting
- 78. The Call-To-Action Formula
- 79. Instructions, Labels and Buttons
- 80. Landing Pages
- 81. Readability
- 82. The Persuasion Formula
- 83. How to Motivate People to Share
- XII. The Moment of Truth
XIII. Data for Designers
- 85. Can You Measure a Soul?
- 86. What Are Analytics?
- 87. Graph Shapes
- 88. Stats—Sessions versus Users
- 89. Stats—New versus Return Visitors
- 90. Stats—Pageviews
- 91. Stats—Time
- 92. Stats—Bounce Rate and Exit Rate
- 93. The Probabilities of Interaction
- 94. Structure versus Choice
- 95. A/B Tests
- 96. A Multi-what-now Test?!
- 97. Sometimes A/B Testing Is the Only Way to Know
XIV. Get a Job, You Dirty Hippy
- 98. What Does a UX Designer Do All Day?
- 99. Which UX Job Is Right For You?
- 100. What Goes in a UX Portfolio?
- About the Author
- Title: UX for Beginners
- Release date: December 2015
- Publisher(s): O'Reilly Media, Inc.
- ISBN: 9781491912683
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