Effective UI: The Art of Building Great User Experience in Software


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DATE: Aug. 17, 2021, 6:40 a.m.

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  1. Chapter 1: Building an Effective UI
  2. Understanding UX
  3. What Good UX Accomplishes
  4. Why Engagement and Good UX Matter
  5. The Elements of Engaging UX
  6. Herff Jones eDesign: Intuitiveness Versus Efficiency
  7. Herff Jones eDesign: Integrated Experience
  8. Redefining Two Fundamental Terms
  9. Design
  10. Development
  11. Chapter 2: Building the Case for Better UX
  12. Why Now Is the Moment for UX
  13. Motive
  14. Means
  15. Opportunity
  16. Winning Support for Better UX
  17. Stakeholders
  18. Education
  19. Quantifying the Business Value
  20. Materializing and Proving the Concept
  21. Other Strategies for Building Support
  22. Chapter 3: Effective Planning and Requirements
  23. Uncertainty and the Unknown
  24. The Humility of Unknowing
  25. The Weakness of Foresight and Planning
  26. Friction in a Complex and Peculiar System
  27. Subjectivity and Change
  28. Lessons from Uncertainty and the Unknown
  29. The Further You Are in the Project, the Wiser You Are
  30. Start Development As Soon As Possible
  31. Written Functional Requirements and Specifications Are Inherently Flawed
  32. Commitments to Scope Are Untenable
  33. Relish and Respect the Unexpected
  34. Intolerance of Uncertainty Is Intolerable
  35. Effective Requirements
  36. How Framework Requirements Are Built
  37. Reexamining the Three-Legged Stool
  38. Commitments You Can Live Up To
  39. Effective Process
  40. Development Methodology
  41. Chapter 4: Bringing Together a Team
  42. The Project Leader
  43. Relationship to the Product
  44. Relationship to the Stakeholders
  45. Relationship to the Project Team
  46. Who Should Be the Project Leader
  47. The Stakeholders
  48. Securing Authority
  49. Collaboration and Decision Making
  50. The Characteristics of a Successful
  51. Project Team
  52. Getting Professional Help
  53. Insourcing Versus Outsourcing
  54. Chapter 5: Getting the Business Perspective
  55. Defining Success
  56. Creating a Project Mission Statement
  57. Determining Project Success Criteria
  58. Exercising Restraint
  59. Applying the Pareto Principle
  60. What Not to Restrain
  61. Refocusing Product Objectives
  62. Omissions Aren’t Permanent
  63. Describing the Product’s Users
  64. User Attributes
  65. Exercises to Identify Key User Attributes
  66. Creating Business Requirements
  67. Defining “Requirement”
  68. Exercises to Develop Business Requirements
  69. Maintaining Stakeholder Buy-in
  70. Chapter 6: Getting to Know the User
  71. Valuing User Research
  72. Combating Pressure to Skip User Research
  73. Key Concepts in User Research
  74. Empathy
  75. User Goals Versus Product Features and Tasks
  76. Qualitative Versus Quantitative Research Methods
  77. Who Should Be Involved in the Research
  78. Finding Research Participants
  79. Determining the Research Sample Size
  80. Making Recordings
  81. Research Through Speaking with Users
  82. User Interviews
  83. Structured Interview Techniques
  84. Research Through Direct Observation
  85. Analyzing the Research Observations
  86. Discovering Personas
  87. Weaving User Stories
  88. Discovering User Priorities
  89. Guerilla User Research
  90. Stakeholder Buy-in Through
  91. User Research
  92. Chapter 7: Initial Product Architecture
  93. The Initial Product Architecture Team
  94. UX Architecture
  95. Contextual Scenarios
  96. Mapping High-Level Workflows
  97. Sketching Low-Fi Visual Representations of Requirements
  98. Examining Key Features and Interactions
  99. Setting a Style Vision
  100. Developing Nomenclature
  101. Technical Architecture
  102. Getting a Lay of the Land
  103. Making Platform and Framework Choices
  104. Understanding Data Requirements
  105. Mapping Interactions with Other Systems
  106. Finding Shortcuts Through Third-Party and
  107. Open Source Components
  108. Discovering Business Logic
  109. Software Architecture in Big Design
  110. Up Front (BDUF)
  111. Project Infrastructure Needs
  112. Code Source Control
  113. Graphic Asset Management
  114. Testing Infrastructure and Environments
  115. Chapter 8: The Iterative Development Process
  116. Regarding “Process”
  117. Iterations and Feedback
  118. The Scope of Iterations
  119. Prioritizing the Subjects of Iterations
  120. Finishing Iterations with Something Complete
  121. Estimating Iterations
  122. Basic Iterative Process
  123. Mapping Progress and Feedback Across
  124. Multiple Cycles
  125. Increasing the Amount of Feedback
  126. Iteration in Sub-Ideal Project Approaches
  127. Strict Waterfall Process
  128. Iteration in a Big Design Up Front (BDUF) Process
  129. Chapter 9: Release and Post-Release
  130. Managing Expectations
  131. The Alpha and Beta Releases
  132. Receiving Orderly Feedback
  133. Last-Minute Housekeeping
  134. User Documentation
  135. And Champagne Corks Fly…
  136. Adoption
  137. Post-Release
  138. Review
  139. Measurement and Tracking
  140. https://booksiview.com/effective-ui-the-art-of-building-great-user-experience-in-software-26208.html

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