Research hasn’t stopped since the book was written, and new design challenges have emerged. Thousands of designers, brands, and product managers have come to rely on susan Weinschenk’s original 100 Things Every Designer Needs To Know About People as a “go-to book” for practical advice on how to use the latest findings in psychology and neuroscience to directly inform and improve their designs, marketers, and products.
100 MORE Things Every Designer Needs to Know About People Voices That Matter #ad - . 100 more things every designer needs to know about people is not just another “design guidelines” book because it explains the WHY behind the guidelines, providing concrete examples and prescriptions that can be easily and instantly applied.
100 Things Every Designer Needs to Know About People Voices That MatterNew Riders #ad - This book combines real science and research with practical examples to deliver a guide every designer needs. We design to elicit responses from people. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient.
With it you’ll be able to design more intuitive and engaging work for print, work, websites, applications, and products that matches the way people think, and play. We want them to buy something, read more, or take action of some kind. Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as: what grabs and holds attention on a page or screen? What makes memories stick? What is more important, peripheral or central vision? How can you predict the types of errors that people will make? What is the limit to someone’s social circle? How do you motivate people to continue on to the next step? What line length for text is best? Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.
How to Get People to Do Stuff: Master the art and science of persuasion and motivationNew Riders #ad - If you are going to use a reward, give the reward continuously at first, and then switch to giving a reward only sometimes. Here’s just a few things you will learn: The more choices people have the more regret they feel about the choice they pick. If you are using feedback to increase the desire for mastery keep the feedback objective, and don’t include praise.
. If you want people to feel less regret then offer them fewer choices. Things in the middle are more easily forgotten. For each of the 7 drives behavioral psychologist Dr. Whether you want your customers to buy from you, your employees to take more initiative, vendors to give you a good deal, or your spouse to make dinner—a large amount of everyday is about getting the people around you to do stuff.
How to Get People to Do Stuff: Master the art and science of persuasion and motivation #ad - Instead of using your usual tactics that sometimes work and sometimes don't, what if you could harness the power of psychology and brain science to motivate people to do the stuff you want them to do - even getting people to want to do the stuff you want them to do. In this book you’ll learn the 7 drives that motivate people: the Desire For Mastery, The Power of Stories, Habits, Instincts, The Need To Belong, Carrots and Sticks, and Tricks Of The Mind.
If you want people to act independently, then make a reference to money, BUT if you want people to work with others or help others, then make sure you DON’T refer to money. Susan weinschenk describes the research behind each drive, and then offers specific strategies to use. If you want people to remember something, make sure it is at the beginning or end of your book, presentation, or meeting.
Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability Voices That MatterNew Riders #ad - Now steve returns with fresh perspective to reexamine the principles that made Don’t Make Me Think a classic–with updated examples and a new chapter on mobile usability. And it’s still short, profusely illustrated…and best of all–fun to read. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.
Witty, and eminently practical, commonsensical, it’s one of the best-loved and most recommended books on the subject. If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book.
Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability Voices That Matter #ad - Jeffrey zeldman, author of Designing with Web Standards . Since don’t make me think was first published in 2000, hundreds of thousands of Web designers and developers have relied on usability guru Steve Krug’s guide to help them understand the principles of intuitive navigation and information design.
100 Things Every Presenter Needs To Know About People 2nd EditionThe Team W, Inc. #ad - 100 Things Every Presenter Needs To Know About People 2nd Edition #ad - New 2nd edition!do you know the science behind giving a powerful and persuasive presentation? This book reveals what you need to know about how people listen, how people decide, and how people react so that you can learn to create more engaging presentations. No matter what your current skill level, voice, whether beginner or polished, stance, materials, this book will guide you to the next level, media, teaching you how to improve your delivery, eye contact, message, and call to action.
If you give presentations for any reason, this book is a MUST read. The science is backed up by research, and the author is a world renowned speaker and thinker.
The Design of Everyday Things: Revised and Expanded EditionBasic Books #ad - The fault, argues this ingenious -- even liberating -- book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints.
The ultimate guide to human-centered design Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization.
The Design of Everyday Things: Revised and Expanded Edition #ad - The design of everyday Things shows that good, usable design is possible. The goal: guide the user effortlessly to the right action on the right control at the right time. The design of everyday things is a powerful primer on how -- and why -- some products satisfy customers while others only frustrate them.
Neuro Web Design: What Makes Them Click? Voices That MatterNew Riders #ad - Neuro web design employs “neuro-marketing” concepts, which are at the intersection of psychology and user experience. By applying the concepts and examples in this book, you’ll be able to dramatically increase the effectiveness and conversion rates of your own Web site. While you’re reading neuro web design, you’ll probably find yourself thinking ‘I already knew that…’ a lot.
You will learn the unconscious reasons for people’s actions, how emotions affect decisions, and how to apply the principles of persuasion to design Web sites that encourage users to click. But when you’re finished, you’ll discover that your ability to create effective web sites has mysteriously improved.
Neuro Web Design: What Makes Them Click? Voices That Matter #ad - A brilliant idea for a book, and very nicely done. Steve krug, decision making, author of don’t make me think!a common sense approach to Web Usability Why do people decide to buy a product online? Register at your Web site? Trust the information you provide? Neuro Web Design applies the research on motivation, and neuroscience to the design of Web sites.
It’s scientific, yet you’ll find it accessible, easy to read, and easy to understand.
Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems Voices That MatterNew Riders #ad - As he said in don't make Me Think, "It's not rocket surgery". Using practical advice, from a sketch on a napkin to a fully-functioning web site or application keep your focus on finding the most important problems because no one has the time or resources to fix them all Fix the problems that you find, using his "The least you can do" approach By paring the process of testing and fixing products down to its essentials "A morning a month, and his trademark humor, that's all we ask", plenty of illustrations, Steve explains how to: Test any design, Rocket Surgery makes it realistic for teams to test early and often, catching problems while it's still easy to fix them.
Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems Voices That Matter #ad - . Rocket surgery made easy adds demonstration videos to the proven mix of clear writing, before-and-after examples, witty illustrations, and practical advice that made Don't Make Me Think so popular. In this how-to companion to don't make me think: a common sense Approach to Web Usability, Steve Krug spells out a streamlined approach to usability testing that anyone can easily apply to their own Web site, application, or other product.
But with a typical price tag of $5, 000 for a usability consultant to conduct each round of tests, 000 to $10, it rarely happens. It's been known for years that usability testing can dramatically improve products.
Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through DesignRockport Publishers #ad - Richly illustrated and easy to navigate, it pairs clear explanations of every design concept with visual examples of the concepts applied in practice. Whether a marketing campaign or a museum exhibit, a video game or a complex control system, the design we see is the culmination of many concepts and practices brought together from a variety of disciplines.
Because no one can be an expert on everything, designers have always had to scramble to find the information and know-how required to make a design work—until now. Universal principles of Design, Revised and Updated is a comprehensive, cross-disciplinary encyclopedia of design. From the "80/20” rule to chunking, and from self-similarity to storytelling, from baby-face bias to Occam's razor, every major design concept is defined and illustrated for readers to expand their knowledge.
Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design #ad - This landmark reference will become the standard for designers, architects, engineers, and students who seek to broaden and improve their design expertise.
Creative Selection: Inside Apple's Design Process During the Golden Age of Steve JobsSt. Martin's Press #ad - For fifteen years, he was on the ground floor of the company as a specialist, directly responsible for experimenting with novel user interface concepts and writing powerful, easy-to-use software for products including the iPhone, the iPad, and the Safari web browser. Wall street journal bestseller *an insider's account of Apple's creative process during the golden years of Steve Jobs.
Hundreds of millions of people use apple products every day; several thousand work on Apple's campus in Cupertino, California; but only a handful sit at the drawing board. His stories explain the symbiotic relationship between software and product development for those who have never dreamed of programming a computer, and reveal what it was like to work on the cutting edge of technology at one of the world's most admired companies.
Creative Selection: Inside Apple's Design Process During the Golden Age of Steve Jobs #ad - Kocienda shares moments of struggle and success, crisis and collaboration, illuminating each with lessons learned over his Apple career. Ken kocienda offers an inside look at Apple’s creative process. Creative selection recounts the life of one of the few who worked behind the scenes, a highly-respected software engineer who worked in the final years of the Steve Jobs era—the Golden Age of Apple.
He introduces the essential elements of innovation—inspiration, diligence, decisiveness, taste, craft, collaboration, and empathy—and uses these as a lens through which to understand productive work culture. An insider's tale of creativity and innovation at Apple, Creative Selection shows readers how a small group of people developed an evolutionary design model, and how they used this methodology to make groundbreaking and intuitive software which countless millions use every day.
About Face: The Essentials of Interaction DesignWiley #ad - The essential interaction design guide, fully revised and updated for the mobile age About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. Consumers have little tolerance for websites, and devices that don't live up to their expectations, apps, and the responding shift in business philosophy has become widespread.
About face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers. Updated information includes: contemporary interface, and product design methods Design for mobile platforms and consumer electronics State-of-the-art interface recommendations and up-to-date examples Updated Goal-Directed Design methodology Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, interaction, essential resource.
About Face: The Essentials of Interaction Design #ad - This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, screen size considerations, touch interfaces, and more. The new full-color interior and unique layout better illustrate modern design concepts. The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success.