Updated: May 3, 2013
Here we compile the short presentations of new books from the Book & People page. The books appear in the order in which they have been presented on this Website.
See also the Books page for our book list.
The authors describe how the Web is transforming from a one-way information delivery channel to a socially rich communication vehicle, resulting in the humanizing of the Web and fulfilling the Web's original promise. They explain how the Web continues to change businesses, software design, the way we perceive people and the skills required of us. The Web's key challenges are defined as six paradoxes and its role as an innovation ecosystem is introduced, emphasizing the consideration of the social Web as a software platform, user experience, and business ecosystem.
The volume explores the challenges related to the search for Zero-to-One innovations, breakthroughs, and the key strategies for discovering these kinds of innovations for the social Web (or through the social Web for non-Web environments). It also envisions the next generation of the Web, including both transformations that are already ongoing and visible as well as new expectations.
message for companies and organizations is to adopt a set of core business
values that will facilitate innovation processes in this future humanized
Web. These business values are very humane. Finally, the authors discuss
key threats and opportunities for this future.
Harri Oinas-Kukkonen & Henry Oinas-Kukkonen (2013). Humanizing the Web: Change and Social Innovation. Palgrave • ISBN-10: 113730569X, ISBN-13: 978-1137305695
Milan Guenther: Intersection – How Enterprise Design Bridges the Gap between Business, Technology, and People
What Is It About? Milan Guenther's book Intersection is about applying the practice of design strategically in complex enterprise environments, consisting of an organization and the ecosystem it is embedded in. It portrays a design approach and an enterprise design framework of 20 aspects to align the overarching strategic efforts of brand identity, enterprise architecture, and experience design on a common course. The book aims to give designers, entrepreneurs, innovators, and leaders a model and a comprehensive vocabulary to tackle complex design challenges, and explains how to navigate key aspects and bridge diverging view points. Designed to help practitioners shape tomorrow's enterprises, Intersection connects design work on aspects as diverse as services, interactions, operational processes, and business models, down to tangible outcomes such as digital apps or physical buildings.
What Has This to Do with User Experience? Experience is one of the most fundamental strategic choices an organization has to face. Designing for experiences of customers, partners, staff, or other stakeholders is about defining the role the enterprise plays in the lives of people it addresses. Its offerings, services, processes, and systems are fulfilling a goal that can be expressed in experiential terms, in the ways they are transforming people's experiences. Experience design therefore is about much more than someone using a device – it touches all activities and parts of an enterprise. The enterprise design framework connects this thinking to applied design work. It brings together practices such as service design, information architecture, and interaction design, but also other aspects such as brand identity, business models, and enterprise architecture.
Is it About Theory or Practice? Although being based
on some theory, Intersection attempts to be practical. In nine
exemplary case studies, it explains how different organizations are
applying design thinking and practice reshape their enterprise, with
one example being SAP. Other case studies include Jeppesen (part of the
Boeing company), Apple, BBVA, Instagram, and IKEA. Moving from strategy
through conceptual design to tangible results, Intersection shows what
is relevant at which point, and what expertise to involve when addressing
a certain aspect or challenge.
Milan Guenther (2012). Intersection: How Enterprise Design Bridges the Gap between Business, Technology, and People. Morgan Kaufmann • ISBN-10: 0123884357, ISBN-13: 978-0123884350
New devices and platforms emerge daily. Browsers iterate at a remarkable pace. Faced with this volatile landscape we can either struggle for control or we can embrace the inherent flexibility of the Web. Responsive design is not just another technique – it is the beginning of the maturation of a medium and a fundamental shift in the way we think about the Web.
Implementing Responsive Design is a discussion about how this affects the way we design, build, and think about our sites. Readers will learn how to:
As commentators on the book
Website write, responsive Web design has "evolved from its original
CSS-only definition into a broader adaptive philosophy." The book
addresses this broader vision, and it seems to be "the perfect book
to pick up after you've read Responsive Web Design by Ethan Marcotte." It
builds on the concepts that Marcotte puts forth in his book and takes
the whole thing farther with lots of sidebars from other designers who
are working on the various problems of responsive design.
Tim Kadlec (2012). Implementing Responsive Design: Building Sites for an Anywhere, Everywhere Web. New Riders • ISBN-10: 0321821688, ISBN-13: 978-0321821683
Data Insights offers multi-disciplinary perspectives and useful information about how visualizations can open your eyes to data. This book takes a conversational approach to presenting an overview of the subject, while also focusing on key details. It highlights the ideas and work of a variety of people who are actively contributing to this still emerging field. Case studies from business analytics, healthcare, games, security, and network monitoring, among others, portray what is going on in data visualization today. A diverse blend of original illustrations and real-world examples, both classical and cutting-edge, help fill in the picture.
This book provides an approachable overview of important aspects of data visualization, and...
Hunter Whitney (2012). Data Insights: New Ways to Visualize and Make Sense of Data. Morgan Kaufmann • ISBN-10: 0123877938, ISBN-13: 978-0123877932
In this practical introduction to understanding and using information graphics, readers will learn how to use data visualizations as tools to see beyond lists of numbers and variables and achieve new insights into the complex world around us. Regardless of the kind of data they are working with – business, science, politics, sports, or even their own personal finances – this book sets out to show them how to use statistical charts, maps, and explanation diagrams to spot the stories in the data and learn new things from it.
Readers will also get to peek into the creative process of some designers
and visual journalists. Furthermore, the book includes a DVD-ROM containing
over 90 minutes of video lessons that expand on core concepts explained
within the book and includes even more inspirational information graphics
Alberto Cairo (2012). The Functional Art: An Introduction to Information Graphics and Visualization. New Riders • ISBN-10: 0321834739, ISBN-13: 978-0321834737
According to the publisher, A Book Apart, the industry's long wait for
the complete, strategic guide to mobile web design is finally over. Former
Yahoo! design architect and co-creator of Bagcheck Luke Wroblewski, who
is regarded as knowing more about mobile experience than the rest of
us, packs all he knows into Mobile First, an entertaining, to-the-point
guidebook. The book's data-driven strategies and battle tested techniques
can help designers to become a master of mobile – and to improve
their non-mobile design, too. Or as Wroblewski himself puts it: Mobile
First is a short but information-packed book that makes the case
for why Web sites and applications should increasingly be designed
for mobile first and outlines how Web design teams can make the
transition from designing for desktops/laptops to designing for mobile
by specifying unique design considerations for mobile Web organization,
actions, input, and layout.
Luke Wroblewski (2011). Mobile First. A Book Apart • ISBN: 978-1-937557-02-7
From mobile browsers to netbooks and tablets, users are visiting Websites
from an increasing array of devices and browsers. Often, designs are
not ready for the multitude of form factors and interaction styles. Ethan
Marcotte, who coined the term Responsive Web Design (RWD) in an article
in A List Apart, wrote the book, Responsive Web Design, in
which he shows how to think beyond the desktop and craft beautiful designs
that anticipate and respond to the users' needs. He explores CSS techniques
and design principles, including fluid grids, flexible images, and media
queries, demonstrating how designers can deliver a quality experience
to their users no matter how large – or small – their display
Ethan Marcotte (2011). Responsive Web Design. A Book Apart • ISBN: 978-0-9844425-7-7
Interactive visualization is emerging as a vibrant new form of communication, providing compelling presentations that allow viewers to interact directly with information in order to construct their own understandings of it. Building on a long tradition of print-based information visualization, interactive visualization utilizes the technological capabilities of computers, the Internet, and computer graphics to marshal multifaceted information in the service of making a point visually.
Bill Ferster's book Interactive Visualization – Insight through
Inquiry offers an introduction to the field, presenting a framework
for exploring historical, theoretical, and practical issues. It is
not a "how-to" book tied to specific and soon-to-be-outdated software
tools, but a guide to the concepts that are central to building interactive
visualization projects whatever their ultimate form. The framework
the book presents (known as the ASSERT model, developed by the author),
allows the reader to explore the process of interactive visualization
in terms of: (1) choosing good questions to ask; (2) finding appropriate
data for answering them; (3) structuring that information; (4) exploring
and analyzing the data; (5) representing the data visually; and (6)
telling a story using the data. Interactive visualization draws on
many disciplines to inform the final representation, and the book reflects
this, covering basic principles of inquiry, data structuring, information
design, statistics, cognitive theory, usability, working with spreadsheets,
the Internet, and storytelling.
Bill Ferster (2012). Interactive Visualization: Insight through Inquiry. The MIT Press • ISBN-10: 0262018152, ISBN-13: 978-0262018159
According to author Rachel Hinman, mobile user experience is a new frontier for designers and UX professionals. Untethered from a keyboard and mouse, this rich design space is ripe with opportunities to invent new and more human ways for people to interact with information. Hinman's book, The Mobile Frontier, sets out to help readers navigate this unfamiliar and fast-changing landscape, and inspire them to explore the possibilities that mobile technology presents.
The book provides:
According to the publisher, it is the "essential UX guide for the
Rachel Hinman (2012). The Mobile Frontier: A Guide to Creating Mobile Experiences. Rosenfeld Media • ISBN: 1-933820-55-1 (Paperback), ISBN: 1-933820-05-5 (Digital editions)
Harold G. Nelson & Erik Stolterman: The Design Way – Intentional Change in an Unpredictable World (2nd Ed.)
According to the authors, Harold Nelson and Erik Stolterman, humans did not discover fire – they designed it. They maintain that design is not defined by software programs, blueprints, or font choice. When we create new things – technologies, organizations, processes, systems, environments, ways of thinking – we engage in design.
With this expansive view of design as their premise, in The Design Way, Nelson and Stolterman make the case for design as its own culture of inquiry and action. They offer not a recipe for design practice or theorizing but a formulation of design culture's fundamental core of ideas. According to the authors, these ideas – which form "the design way" – are applicable to an infinite variety of design domains, from such traditional fields as architecture and graphic design to such nontraditional design areas as organizational, educational, interaction, and health care design.
In their book, the authors present design culture in terms of foundations
(first principles), fundamentals (core concepts), and metaphysics. They
then discuss these issues from both a learner's and a practitioner's
perspectives. The text of this second edition is accompanied by new detailed
images, "schemas" that visualize, conceptualize, and structure
the authors' understanding of design inquiry. This text itself has been
revised and expanded throughout, in part in response to reader feedback.
Harold G. Nelson & Erik Stolterman (2012). The Design Way: Intentional Change in an Unpredictable World (2nd Ed.). The MIT Press • ISBN-10: 0262018179, ISBN-13: 978-0262018173
Tomer Sharon's book It's Our Research provides a strategic framework for people who practice UX research and who wish to be heard by their stakeholders. It provides readers with the techniques needed to involve stakeholders throughout the process of planning, execution, analysis, and reporting UX research. According to the book description, the book helps readers to dramatically increase the chances that product managers, engineers, and management agree to do research and act upon its results, when they follow the author's techniques and methods detailed inside.
Tomer Sharon (2012). It's Our Research: Getting Stakeholder Buy-in for User Experience Research Project. Morgan Kaufmann • ISBN-10: 0123851300 ISBN-13: 978-0123851307
Like it or not, knowing how to make use of online tools without being overloaded with too much information is an essential ingredient to personal success in the twenty-first century. But how can we use digital media so that they make us empowered participants rather than passive receivers, grounded, well-rounded people rather than multitasking basket cases? In Net Smart, cyberculture expert Howard Rheingold shows us how to use social media intelligently, humanely, and, above all, mindfully.
Mindful use of digital media means thinking about what we are doing,
cultivating an ongoing inner inquiry into how we want to spend our time.
Rheingold outlines five fundamental digital literacies, online skills
that will help us do this: attention, participation, collaboration, critical
consumption of information, and network smarts. He points out that there
is a bigger social issue at work in digital literacy, one that goes beyond
personal empowerment. If we combine our individual efforts wisely, it
could produce a more thoughtful society: countless small acts like publishing
a Web page or sharing a link could add up to a public good that enriches
Rheingold, Howard (2012). Net Smart: How to Thrive Online. The MIT Press • ISBN-10: 0262017458, ISBN-13: 978-0262017459
Daniel Widgor & Denis Wixon: Brave New NUI World – Designing Natural User Interfaces for Touch and Gesture
Touch and gestural devices have been hailed as next evolutionary step
in human-computer interaction. As software companies struggle to catch
up with one another in terms of developing the next great touch-based
interface, designers are charged with the daunting task of keeping up
with the advances in new technology and this new aspect to user experience
design. Product and interaction designers, developers and managers are
already well versed in UI design, but touch-based interfaces have added
a new level of complexity. They need quick references and real-world
examples in order to make informed decisions when designing for these
particular interfaces. Brave NUI World is the first practical book for
product and interaction developers and designing touch and gesture interfaces.
Written by developers of industry-first, multi-touch, multi-user products,
this book gives readers the necessary tools and information to integrate
touch and gesture practices into their daily work, presenting scenarios,
problem solving, metaphors, and techniques intended to avoid making mistakes.
Widgor, Daniel & Wixon, Denis (2011). Brave NUI World: Designing Natural User Interfaces for Touch and Gesture. Morgan-Kaufmann • ISBN-10: 0123822319, ISBN-13: 978-0123822314
In a business world of nonstop change, there's, according to Luke Williams, author of the book Disrupt, only one way to win the game: Transform it entirely. This requires a revolution in thinking – a steady stream of disruptive strategies and unexpected solutions. In his book , Williams shows how to generate those strategies and deliver those solutions.
The book reflects Williams' experience at frog design, one of
the world's leading innovation firms. Williams shows how to combine fluid
creativity with analytical rigor in a simple, complete, five-stage process
for successfully disrupting any market: (1) Craft a disruptive hypothesis,
(2) define a disruptive marketing opportunity, (3) generate several
disruptive ideas, (4), shape a solution, and (5) make a
disruptive pitch. In February 2012, Williams gave a keynote presentation
about this topic at the Interaction 2012 conference in Dublin, Ireland,
that our author attended.
Williams, Luke (2010). Disrupt: Think the Unthinkable to Spark Transformation in Your Business. FT Press • ISBN-10: 0137025149, ISBN-13: 978-0137025145
Digital artifacts pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design and, as a consequence, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray addresses this issue and provides a unified vocabulary and a common methodology for the design of digital objects and environments.
Murray explains that interaction designers should think of all objects
made with bits as belonging to a single new medium: the digital medium.
Designers can speed the process of useful and lasting innovation by focusing
on the collective cultural task of inventing this new medium. Exploring
strategies for maximizing the expressive power of digital artifacts,
Murray identifies and examines four representational affordances of digital
environments that provide the core palette for designers across applications:
computational procedures, user participation, navigable space,
and encyclopedic capacity. Creative exercises for students and
thought experiments for practitioners allow readers to apply these ideas
to particular design problems.
Murray, Janet H. (2012). Inventing the Medium: Principles of Interaction Design as a Cultural Practice. The MIT Press • ISBN-10: 0-262-01614-1, ISBN-13: 978-0-262-01614-8
This book aims to help readers evolve to a user-centered product development philosophy by presenting real-world user experience success strategies from global corporations. It features in-depth case studies from Yahoo!, Siemens, SAP, Haier, Intuit, Tencent, and more and, thus offers proven methods for instituting user-centered design in industrial environments. As a comprehensive guide, the book covers a variety of user experience techniques, such as analyzing user needs and expectations, creating design concepts, prototyping, using agile development, conducting usability testing, developing user interface guidelines, defining user interface patterns, and specifying metrics. (From book description, adapted)
By the way, the SAP case study was contributed by SAP UX colleague Andreas Hauser and focuses on SAP Business ByDesign.
Degen, H.; Yuan, X. W. (2011). UX Best Practices: How to Achieve More Impact with User Experience. McGraw-Hill Osborne Media • ISBN-10: 007175251X, ISBN-13: 978-0071752510
Yvonne Rogers, Jenny Preece, and Helen Sharp: Interaction Design – Beyond Human-Computer Interaction (3rd Edition)
A revision of the #1 text in the human-computer interaction (HCI) field, Interaction Design, the third edition is an ideal resource for learning the interdisciplinary skills needed for interaction design, HCI, information design, Web design, and ubiquitous computing.
The authors are acknowledged leaders and educators in their field, with a strong global reputation. They bring depth of scope to the subject in this new edition, encompassing the latest technologies and devices including social networking, Web 2.0 and mobile devices. The third edition also adds, develops and updates cases, examples and questions to bring the book in line with the latest in Human Computer Interaction.
Interaction Design offers a cross-disciplinary, practical and
process-oriented approach to human-computer interaction, showing not
just what principles ought to apply to interaction design, but crucially
how they can be applied. The book focuses on how to design interactive
products that enhance and extend the way people communicate, interact
and work. Motivating examples are included to illustrate both technical,
but also social and ethical issues, making the book approachable and
adaptable for both computer science and non-computer science users. Interviews
with key HCI luminaries are included and provide an insight into current
and future trends.
Yvonne Rogers, Jenny Preece, and Helen Sharp (2011). Interaction Design: Beyond Human-Computer Interaction (3rd Edition). John Wiley and Sons • ISBN-10: 0470665769, ISBN-13: 978-0470665763
The role of UX manager is of vital importance – it means leading a productive team, influencing businesses to adopt user-centered design, and delivering valuable products customers. Few UX professionals who find themselves in management positions have formal training in management. More often than not they are promoted to a management position after having proven themselves as an effective and successful practitioner.Yet as important as the position of manager is to the advancement of the field there are no books that specifically address the needs of user experience managers. Though information is available on the Web, nothing ties that advice together in the way a manager would need to integrate it in their work.
User Experience Management speaks directly to the UX manager
and to the unique challenges one may face. It outlines the robust framework
for how to be an effective UX manager, from creating a team, to orchestrating
product development, to ensuring UX is not compromised, to achieving
company buy-in on results. This acts as a checklist readers can use to
make sure they have covered the bases as they think about how to build
their own user experience programs. Written by an experienced UX manager,
and containing testamonials from many leading managers in the field,
managers both current and aspiring will find this an invaluable reference
loaded with ideas and techniques for managing user experience.
Arnie Lund (2011). User Experience Management: Essential Skills for Leading Effective UX Teams. Morgan Kaufmann • ISBN: 978-0123854964
Mainstream media, often known simply as MSM, have not yet disappeared
in a digital takeover of the media landscape. But the long-dominant MSM – television,
radio, newspapers, magazines, and books – have had to respond to
emergent digital media. Newspapers have interactive Web sites; television
broadcasts over the Internet; books are published in both electronic
and print editions. In Designing Media, Bill Moggridge examines
connections and conflicts between old and new media, describing how the
MSM have changed and how new patterns of media consumption are emerging.
The book features interviews with thirty-seven significant figures in
both traditional and new forms of mass communication; interviewees range
from the publisher of the New York Times to the founder of Twitter. At
the end of each chapter, Moggridge comments on the implications for designing
media. Designing Media is illustrated with hundreds of images,
with color throughout. A DVD accompanying the book includes excerpts
from all of the interviews, and the material can be browsed at www.designing-media.com.
Bill Moggridge (2010). Designing Media. The MIT Press • ISBN-10: 0262014858, ISBN-13: 978-0262014854
The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design – which are all the key components of ubiquitous computing UX – and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them – the industry is now mature enough to have tried and tested best practices and case studies from the field.
Smart Things presents a problem-solving approach to addressing
designers' needs and concentrates on process, rather than technological
detail, to keep from being quickly outdated. It pays close attention
to the capabilities and limitations of the medium in question and discusses
the trade-offs and challenges of design in a commercial environment.
Divided into two sections, frameworks and techniques, the book discusses
broad design methods and case studies that reflect key aspects of these
approaches. The book then presents a set of techniques highly valuable
to a practicing designer. It is intentionally not a comprehensive tutorial
of user-centered design, but it is a handful of techniques useful when
designing ubiquitous computing user experiences. In short, Smart Things gives
its readers both the "why" of this kind of design and the "how" in
Mike Kuniavsky (2010). Smart Things: Ubiquitous Computing User Experience Design. Morgan Kaufmann • ISBN-10: 0123748992, ISBN-13: 978-0123748997
If only today's technology were simpler! It's the universal lament, but it's wrong. We don't want simplicity. Simple tools are not up to the task. The world is complex; our tools need to match that complexity.
Simplicity turns out to be more complex than we thought. In his provocative and informative book, Living with Complexity, Don Norman writes that the complexity of our technology must mirror the complexity and richness of our lives. It's not complexity that's the problem, it's bad design. Bad design complicates things unnecessarily and confuses us. Good design can tame complexity.
Norman gives us a crash course in the virtues of complexity. But even such simple things as salt and pepper shakers, doors, and light switches become complicated when we have to deal with many of them, each somewhat different. Managing complexity, says Norman, is a partnership. Designers have to produce things that tame complexity. But we too have to do our part: we have to take the time to learn the structure and practice the skills. This is how we mastered reading and writing, driving a car, and playing sports, and this is how we can master our complex tools.
Complexity is good. Simplicity is misleading. The good life is complex,
rich, and rewarding – but only if it is understandable, sensible,
Donald A. Norman (2010). Living with Complexity. The MIT Press • ISBN-10: 0262014866, ISBN-13: 978-0262014861
Manuel Imaz & David Benyon: Designing with Blends – Conceptual Foundations of Human-Computer Interaction and Software Engineering
The evolution of the concept of mind in cognitive science over the past
25 years creates new ways to think about the interaction of people and
computers. New ideas about embodiment, metaphor as a fundamental cognitive
process, and conceptual integration – a blending of older concepts
that gives rise to new, emergent properties – have become increasingly
important in software engineering (SE) and human-computer interaction
(HCI). If once computing was based on algorithms, mathematical theories,
and formal notations, now the use of stories, metaphors, and blends can
contribute to well-informed, sensitive software design. In Designing
with Blends, Manuel Imaz and David Benyon show how these new metaphors
and concepts of mind allow us to discover new aspects of HCI-SE. The
authors argue that the dominance of digital media in our lives demands
changes in HCI-SE based on advances in cognitive science. They offer
both theoretical grounding and practical examples that illustrate the
advantages of applying cognitive concepts to software design. A new view
of cognition, they argue, will develop a cognitive literacy in software
and interaction design that helps designers understand the opportunities
of digital technology and provides people with a more satisfying interactive
Manuel Imaz & David Benyon (2007). Designing with Blends: Conceptual Foundations of Human-Computer Interaction and Software Engineering . The MIT Press • ISBN-10: 0262090422, ISBN-13: 978-0262090421
Thomas Erickson & David W. McDonald: HCI Remixed – Reflections on Works That Have Influenced the HCI Community
Over almost three decades, the field of human-computer interaction (HCI)
has produced a rich and varied literature. Although the focus of attention
today is naturally on new work, older contributions that played a role
in shaping the trajectory and character of the field have much to tell
us. The contributors to HCI Remixed were asked to reflect on a
single work at least ten years old that influenced their approach to
HCI. The result is this collection of fifty-one short, engaging, and
idiosyncratic essays, reflections on a range of works in a variety of
forms that chart the emergence of a new field. Taken together, the essays
offer an accessible, lively, and engaging introduction to HCI research
that reflects the diversity of the field's beginnings.
Thomas Erickson & David W. McDonald (2008). HCI Remixed: Reflections on Works That Have Influenced the HCI Community. The MIT Press • ISBN-10: 0262050889, ISBN-13: 978-0262050883
Businesses, entrepreneurs, individuals, and government agencies alike
are looking to social network analysis (SNA) tools for insight into trends,
connections, and fluctuations in social media. Microsoft's NodeXL is
a free, open-source SNA plug-in for use with Excel. It provides instant
graphical representation of relationships of complex networked data.
NodeXL was developed by a multidisciplinary team of experts that bring
together information studies, computer science, sociology, human-computer
interaction, and over 20 years of visual analytic theory and information
visualization into a simple tool anyone can use. This makes it of interest
not only to end-users but also to researchers and students studying visual
and network analytics and their application in the real world. In Analyzing
Social Media Networks with NodeXL, members of the NodeXL development
team up provide readers with a thorough and practical guide for using
Derek Hansen, Ben Shneiderman & Marc Smith (2010). Analyzing Social Media Networks with Node XL. Morgan Kaufmann • ISBN 13: 978-0123822291
Telling stories is one of the most natural ways to share information,
as old as the human race. This book is not about a new technique, but
how to use something we already know in a new way. Stories help us gather
and communicate user research, put a human face on analytic data, communicate
design ideas, encourage collaboration and innovation, and create a sense
of shared history and purpose. This book looks across the full spectrum
of user experience design to discover when and how to use stories to
improve our products. Whether you are a researcher, designer, analyst
or manager, you will find ideas and techniques you can put to use in
your practice. If you need to share research and design insights in a
compelling and effective way, struggle to communicate the meaning of
a large body of data in a way that everyone just "gets," or want to explore
a new, innovative idea, and imagine its future, this book can help you,
by showing you how and when to choose, create and use stories.
Whitney Quesenbery & Kevin Brooks (2010). Storytelling for User Experience. Rosenfeld Media • ISBN: 1-933820-47-0 (Paperback + PDF), ISBN: 1-933820-03-9 (2 PDF editions)
Jeff Johnson: Designing with the Mind in Mind – A Simple Guide to Understanding User Interface Design Rules
Early user interface (UI) practitioners were trained in cognitive psychology,
from which UI design rules were based. But as the field evolves, designers
enter the field from many disciplines. Practitioners today have enough
experience in UI design that they have been exposed to design rules,
but it is essential that they understand the psychology behind the rules
in order to effectively apply them. In Designing with the Mind in
Mind, Jeff Johnson, provides designers with just enough background
in perceptual and cognitive psychology that UI design guidelines make
intuitive sense rather than being just a list of rules to follow.
Jeff Johnson (2010). Designing with the Mind in Mind: A Simple Guide to Understanding User Interface Design Rules. Morgan Kaufmann • ISBN-10: 1-012375030X, ISBN-13: 978-0123750303
Design makes a tremendous impact on the produced world in terms of usability,
resources, understanding, and priorities. What we produce, how we serve
customers and other stakeholders, and even how we understand how the
world works is all affected by the design of models and solutions. Designers
have an unprecedented opportunity to use their skills to make meaningful,
sustainable change in the world – if they know how to focus their
skills, time, and agendas. In Design is the Problem: The Future
of Design Must be Sustainable, Nathan Shedroff examines how the
endemic culture of design often creates unsustainable solutions, and
shows how designers can bake sustainability into their design processes
in order to produce more sustainable solutions.
Nathan Shedroff (2009). Design Is the Problem. Rosenfeld Media • ISBN: 1-933820-00-4 (Paperback + PDF), ISBN: 1-933820-01-2 (2 PDF editions)
Clarisse Sieckenius de Souza, & Carla Faria Leitão: Semiotic Engineering Methods for Scientific Research in HCI
Semiotic engineering was originally proposed as a semiotic approach
to designing user interface languages. Over the years, it evolved into
a semiotic theory of human-computer interaction (HCI). It views HCI as
computer-mediated communication between designers and users at interaction
time. The system speaks for its designers in various types of conversations
specified at design time. These conversations communicate the designers'
understanding of who the users are, what they know the users want or
need to do, in which preferred ways, and why. The designers' message
to users includes even the interactive language in which users will have
to communicate back with the system in order to achieve their specific
goals. Hence, the process is, in fact, one of communication about
communication, or metacommunication. Semiotic engineering has two
methods to evaluate the quality of metacommunication in HCI: the semiotic
inspection method (SIM) and the communicability evaluation method (CEM).
Up to now, they have been mainly used and discussed in technical contexts.
In this book, the authors discuss how SIM and CEM, which are both qualitative
methods, can also be used in scientific contexts to generate new knowledge
about HCI. To illustrate their points, they present an extensive case
study with the free open-source digital audio editor Audacity.
They show how the results obtained with a triangulation of SIM and CEM
point at new research avenues not only for semiotic engineering and HCI
but also for other areas of computer science such as software engineering
Clarisse Sieckenius de Souza, & Carla Faria Leitão (2009). Semiotic Engineering Methods for Scientific Research in HCI. Morgan & Claypool Publishers • ISBN: 9781598299441 (Paperback), ISBN: 9781598299458 (Online version)
Garr Reynolds: Presentation Zen Design – Simple Design Principles and Techniques to Enhance Your Presentations
In his book Presentation Zen: Simple Ideas on Presentation Design
and Delivery, Garr Reynolds gave readers the framework for planning,
putting together, and delivering successful presentations. Now, he
takes us further into the design realm and shows how we can apply time-honored
design principles to presentation layouts. Throughout Presentation
Zen Design, Garr shares his lessons on designing effective presentations
that contain text, graphs, color, images, and video. After establishing
guidelines for each of the various elements, he explains how to achieve
an overall harmony and balance using the tenets of Zen simplicity.
Not only will you discover how to design your slides for more professional-looking
presentations, you'll learn to communicate more clearly and will accomplish
the goal of making a stronger, more lasting connection with your audience.
Garr Reynolds (2009). Presentation Zen Design: Simple Design Principles and Techniques to Enhance Your Presentations. New Riders Press • ISBN: 0321668790
For the first time, Hartmut Esslinger, internationally acclaimed designer and founder of frog design, inc., reveals the secrets to better business through better design. Having spent forty years helping build the world's most recognizable brands, Esslinger shows how business leaders and designers can join forces to build creative strategies that will ensure a more profitable and sustainable future.
A Fine Line shares the amazing story of Esslinger's transformation
from industrial design wunderkind to a global innovation powerhouse,
while detailing the very real challenges facing businesses in the new
global economy. Offering companies far more than a temporary innovation
booster, Esslinger shows how he and frog build creative design into the
framework of an organization's competitive strategy, the same approach
that has worked so well for leading edge companies such as Sony, Louis
Vuitton, Lufthansa, Disney, Hewlett-Packard, SAP, Microsoft, and Apple.
SAP employees will find two pages in the book telling the enjoy story
and a few familiar names...
Hartmut Esslinger (2009). A Fine Line: How Design Strategies Are Shaping the Future of Business. Jossey-Bass • ISBN: 978-0470451021 (German version: Schwungrat: Wie Design-Strategien die Zukunft der Wirtschaft gestalten. Wiley-VCH Verlag GmbH • ISBN :978-3527504923)
Prototyping is a great way to communicate the intent of a design both clearly and effectively. Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users.
With this book, Todd Zaki Warfel shows how prototypes are more than
just a design tool by demonstrating how they can help you market a product,
gain internal buy-in, and test feasibility with your development team.
Todd Zaki Warfel (2009). Prototyping: A Practitioner's Guide. Rosenfeld Media • ISBN: 978-1933820217
Information Visualization is a relatively young field that is acquiring more and more consensus in both academic and industrial environments. This concise introduction to the subject explores the use of computer-supported interactive graphical representations to explain data and amplify cognition. Written in a lively, yet rigorous, style the book explores ways of communicating ideas or facts about data, and shows how to validate hypotheses, and facilitate the discovery of new facts via exploration.
The concepts outlined in the book are illustrated in a simple and thorough
manner, building a reference for those situations in which graphic representation
of information, generated and assisted by the use of computer tools,
can help in visualizing ideas, data and concepts. With suggestions for
setting communications systems based on, or availing of, graphic representations,
this textbook illustrates cases, situations, tools and methods which
help make the graphic representations of information effective and efficient.
Riccardo Mazza (2009). Introduction to Information Visualization. Springer. ISBN: 978-1848002180
User research is global – yet despite its pervasiveness, practitioners are not all well equipped to work globally. What may have worked in Nigeria may not be accepted in Russia, may be done differently in Brazil, may partly work in China, and may completely fail in Kuwait. And what often goes less noticed, but can be equally vexing are technical, logistical and planning issues such as hiring qualified translators, payment procedures, travel issues, setting up facilities and finding test participants.
The Handbook of Global User Research is the first book to
focus on global user research. The book collects insight from UX professionals
from nine countries and, following a typical project timeline, presents
practical insights into the preparation, fieldwork, analysis and reporting,
and overall project management for global user research projects.
Any user experience professional that works on global projects – including
those new to the field, UX veterans who need information on this expanding
aspect of user research, and students – will need this book to
do their job effectively.
Robert Schumacher (2009). Handbook of Global User Research. Morgan Kaufmann. ISBN: 978-0123748522
Designing for Interaction is an introduction to the practice of interaction design, the design discipline behind such products as the iPhone and other touchscreen devices and innovative Web sites like Flickr. Aimed at new practitioners and students – as well as user experience professionals and developers – it is a comprehensive look at the discipline, from current methods to its future. This guide takes a holistic approach looking at interaction design for the Web, software, and devices. This new edition adds information on design strategy, extended research analysis, conceptual models, brainstorming, and user testing and development.
More than just a how-to manual, this is the only book on the subject
coming from a design rather that computer science background. Filled
with tips, real-world projects, and interviews of leading practitioners
such as Marc Rettig, Brenda Laurel and Hugh Dubberly, the book promises
readers to get a solid grounding in everything they need to successfully
tackle interaction design.
Dan Saffer (2009). Designing for Interaction (2nd Edition). New Riders Press. ISBN: 978-0321643391
In Design Meets Disability, Graham Pullin shows us how design and disability can inspire each other. In the Eameses' work there was a healthy tension between cut-to-the-chase problem solving and more playful explorations. Pullin offers examples of how design can meet disability today. Why, he asks, shouldn't hearing aids be as fashionable as eyewear? What new forms of braille signage might proliferate if designers kept both sighted and visually impaired people in mind? Can simple designs avoid the need for complicated accessibility features? Can such emerging design methods as "experience prototyping" and "critical design" complement clinical trials?
Pullin also presents a series of interviews with leading designers about
specific disability design projects, including stepstools for people
with restricted growth, prosthetic legs (and whether they can be both
honest and beautifully designed), and text-to-speech technology with
tone of voice. When design meets disability, the diversity of complementary,
even contradictory, approaches can enrich each field.
Graham Pullin (2009). Design Meets Disability. The MIT Press. ISBN: 978-0262162555
In multidisciplinary teams astoundingly creative processes can be stimulated. But how can this be accomplished? The authors, including SAP co-founder Hasso Plattner, propose to use Design Thinking, a groundbreaking method to spur innovation. In their book of the same name, Design Thinking, they demonstrate how you can think creatively and in a user-oriented way and thus are able to create innovative, market-oriented products. The method is comprised of the following steps:
Design Thinking – the first book about the Design Thinking method – combines
the craft of engineers with creativity in an impressing manner.
Hasso Plattner, Christoph Meinel & Ulrich Weinberg (2009). Design Thinking. mi-Wirtschaftsbuch. ISBN-10: 3868800131, ISBN-13: 978-3868800135
Ben Shneiderman, Catherine Plaisant, Maxine Cohen & Steven Jacobs: Designing the User Interface (5th Edition)
The much-anticipated fifth edition of the all-time classic textbook Designing
the User Interface is a totally updated resource with extensive
fresh material and references in every chapter. The opening more ambitiously
positions user interfaces as the critical determinant of consumer product
and professional tool success. The authors have also been getting
bolder in claiming HCI's role for successes such as cell phones, iPhones,
YouTube, Netflix, Amazon, etc. Similarly in the afterword, they
take on the concerns of social impact and eight enduring controversies
in our field such as user control versus autonomous agents and 2D versus
3D visualizations. The authors use a full page wordle display for each
chapter opening – these displays really show that each chapter
is about users but each has a distinct set of terms, wonderfully
rendered by Jonathan Feinberg's clever program wordle.
Ben Shneiderman, Catherine Plaisant, Maxine Cohen & Steven Jacobs (2009). Designing the User Interface: Strategies for Effective Human-Computer Interaction (5th ed). Pearson Addison-Wesley. ISBN-10: 0321537351, ISBN-13: 978-0321537355 1
Whether its software, a cell phone, or a refrigerator, your customer
wants – no, expects – your product to be easy to use. This
fully revised handbook provides clear, step-by-step guidelines to help
you test your product for usability. Completely updated with current
industry best practices, it can give you that all-important marketplace
advantage: products that perform the way users expect. You'll learn to
recognize factors that limit usability, decide where testing should occur,
set up a test plan to assess goals for your products usability, and more.
Dana Chisnell & Jeffrey Rubin (2008). Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests (2nd ed.). John Wiley & Sons. ISBN-10: 0470185481, ISBN-13: 978-0470185483
Designing successful products and services in the digital age requires
a multi-disciplinary team with expertise in interaction design, visual
design, industrial design, and other disciplines. It also takes the ability
to come up with the big ideas that make a desirable product or service,
as well as the skill and perseverance to execute on the thousand small
ideas that get your design into the hands of users. It requires expertise
in project management, user research, and consensus-building. Designing
for the Digital Age addresses all of these and more with detailed
how-to information, real-life examples, and exercises. Topics include
assembling a design team, planning and conducting user research, analyzing
your data and turning it into personas, using scenarios to drive requirements
definition and design, collaborating in design meetings, evaluating and
iterating your design, and documenting finished design in a way that
works for engineers and stakeholders alike.
Kim Goodwin (2009). Designing for the Digital Age: How to Create Human-Centered Products and Services. John Wiley & Sons. ISBN-10: 0470229101, ISBN-13: 978-0470229101
Modern science is increasingly collaborative, as signaled by rising
numbers of coauthored papers, papers with international coauthors,
and multi-investigator grants. Historically, scientific collaborations
were carried out by scientists in the same physical location – the
Manhattan Project of the 1940s, for example, involved thousands of
scientists gathered on a remote plateau in Los Alamos, New Mexico.
Today, information and communication technologies allow cooperation
among scientists from far-flung institutions and different disciplines. Scientific
Collaboration on the Internet provides both broad and in-depth
views of how new technology is enabling novel kinds of science and
engineering collaboration. The book offers commentary from notable
experts in the field along with case studies of large-scale collaborative
projects, past and ongoing.
Gary M. Olson, Ann Zimmerman & Nathan Bos (Eds.) (2008). Scientific Collaboration on the Internet. The MIT Press. ISBN-10: 0262151200, ISBN-13: 978-0262151207
Although recognized as a key to the design process, prototyping often
falls victim to budget cuts, deadlines, or lack of access to sophisticated
tools. This can lead to sloppy and ineffective prototypes or the abandonment
of them altogether. Rather than lose this important step, people are
turning to Microsoft Excel? to create effective, simple, and inexpensive
prototypes. Conveniently, the software is available to nearly everyone,
and most are proficient in its basic functionality. Effective Prototyping
with Excel offers how-to guidance on how everyone can use basic
Excel skills to create prototypes – ranging from narrative wire
frames to hi-fidelity prototypes. A wide array of software design problems
and business demands are solved via practical step-by-step examples
Nevin Berger, Michael Arent, Jonathan Arnowitz & Fred Sampson (2009). Effective Prototyping with Excel: A Practical Handbook for Developers and Designers (Interactive Technologies). Morgan Kaufmann. ISBN-10: 0120885824, ISBN-13: 978-0120885824
Data is Ben Fry's book about computational information design.
It covers the path from raw data to how we understand it, detailing
how to begin with a set of numbers and produce images or software that
lets you view and interact with information. Unlike nearly all books
in this field, it is a hands-on guide intended for people who want
to learn how to actually build a data visualization.
Ben Fry (2008). Visualizing Data. O'Reilly. ISBN-10: 0596514557, ISBN-13: 978-0596514556 (Paperback)
Hardly a day goes by that we don't see an announcement for some new
product or technology that is going to make our lives easier, solve some
or all of our problems, or simply make the world a better place. However,
the reality is that few of these products survive, much less deliver
on their promise. But are we learning from these expensive mistakes?
Rather than rethink the underlying process that brings these products
to market, the more common strategy seems to be the shotgun method, that
is, keep blasting away in the hope that one of the pellets will eventually
hit the bull's eye. This book's goal is to help with this problem: to
inspire and encourage HCI and other design professionals to try new methods,
test themselves with the exercises and projects, and see an improvement
in innovative interaction design that works.
Bill Buxton (2007). Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann. ISBN-10: 0123740371, ISBN-13: 978-0123740373
Increasingly, designers need to present information in ways that aid
their audiences thinking process. Fortunately, results from the relatively
new science of human visual perception provide valuable guidance. In Visual
Thinking: For Design, Colin Ware takes what we now know about perception,
cognition, and attention and transforms it into concrete advice that
designers can directly apply. He demonstrates how designs can be considered
as tools for cognition – extensions of the viewers brain in much
the same way that a hammer is an extension of the users hand. Experienced
professional designers and students alike will learn how to maximize
the power of the information tools they design for the people who use
Colin Ware (2008). Visual Thinking: For Design . Morgan Kaufmann. ISBN-10: 0123708966, ISBN-13: 978-0123708960
completely updated volume presents the effective and practical tools
you need to design great desktop applications, Web 2.0 sites, and mobile
devices. You'll learn the principles of good product behavior and gain
an understanding of Cooper's Goal-Directed Design method, which involves
everything from conducting user research to defining your product using
personas and scenarios. Ultimately, you'll acquire the knowledge to design
the best possible digital products and services.
Alan Cooper, Robert M. Reimann & Dave Cronin (2007). About Face 3.0: The Essentials of Design. John Wiley & Sons. ISBN: 0470084111 (Paperback)
According to John Seeley Brown, this small book "is a gem that
will shape your way of seeing and thinking about the world forever." Rich,
who died in 2003, was, as Brown puts it, "one of the true visionaries
of Xerox PARC and this unique book, in both its form and content, provides
a window into a brilliant and incredibly imaginative mind at work." Gold
writes his book from the seemingly contradictory perspectives of an artist,
scientist, designer, and engineer – all professions pursued by
him, sometimes simultaneously, in the course of his career – and
illustrates it with witty cartoons.
Gold, Rich (2007). The Plenitude: Creativity, Innovation, and Making Stuff. The MIT Press. ISBN-10: 0262072890, ISBN-13: 978-0262072892
Interactive systems and devices, from mobile phones to office copiers,
do not fulfill their potential for a wide variety of reasons – not
all of them technical. In his book, Thimbleby shows that we can design
better interactive systems and devices if we draw on sound computer science
principles. While sound programming concepts improve device design, Press
On also provides the insights, concepts, and programming tools to
Harold Thimbleby (2007). Press On: Principles of Interaction Programming.The MIT Press. ISBN-10: 0262201704, ISBN-13: 978-0262201704
This book is an introduction to the concepts of computer programming
within the context of visual arts. It offers a comprehensive reference
and text for Processing (www.processing.org),
an open source programming language that can be used by students, artists,
designers, architects, researchers, and anyone to wants to program images,
animation, and interactivity. Tutorial units make the bulk of the book.
Casey Reas & Ben Fry (2007). Processing: A Programming Handbook for Visual Designers and Artists. The MIT Press. ISBN-10: 0262182629, ISBN-13: 978-0262182621
A major revision of a classic reference, GUI Bloopers 2.0 looks
at user interface design bloopers from commercial software, Websites,
Web applications, and information appliances, explaining how intelligent,
well-intentioned professionals make these mistakes – and how you
can avoid them. While equipping you with the minimum of theory, author
Jeff Johnson presents the reality of interface design in an entertaining,
anecdotal, and instructive way.
Jeff Johnson (2007). GUI Bloopers 2.0: Common User Interface Design Don'ts and Dos. Morgan Kaufmann. ISBN: 0123706432
Petra Abele, Jörn Hurtienne, & Jochen Prümper: Usability Management bei SAP-Projekten. Grundlagen – Vorgehen – Methoden (in German)
Until now, no dedicated procedure for the usability management of
SAP projects was available, neither for consultants nor for decision
makers. Nevertheless, enterprises take topics, such as user productivity,
total cost of ownership of an SAP system, as well as occupational health
and safety, seriously. Therefore, in the course of a perennial project,
a procedural model and a qualification program for SAP consultants
and company decision makers were developed, which cover the practice
of usability management of SAP projects. In the book, you will find
ways to enhance system productivity by letting users participate in
the system design, and to react to user requirements in a professional
manner. (The book includes a chapter written by SAP User Experience
colleagues Ulrich Kreichgauer and Gerd Waloszek.)
Petra Abele, Jörn Hurtienne, & Jochen Prümper (2007). Usability Management bei SAP-Projekten. Grundlagen – Vorgehen – Methoden. Vieweg. ISBN: 383480244
This is a fully revised textbook on the rapidly growing field of information
visualization. Its emphasis is on real-world examples and applications
of computer-generated and interactive visualization. Information visualization
deals with representing concepts and data in a meaningful way. Depending
on the medium used, information can be visualized in either static
(e.g. a graph on a printed page) or dynamic forms. This book is appropriate
for courses in information visualization, human-computer interaction,
interaction design, and computer graphics.
Robert Spence (2007). Information Visualization (2nd Edition). Prentice-Hall (Pearson). ISBN: 0132065509
Dashboards have become popular in recent years as uniquely powerful
tools for communicating important information at a glance. Although
dashboards are potentially powerful, this potential is rarely realized.
The greatest display technology in the world won't solve this if you
fail to use effective visual design. And if a dashboard fails to tell
you precisely what you need to know in an instant, you'll never use
it, even if it's filled with cute gauges, meters, and traffic lights.
This book will teach you the visual design skills you need to create
dashboards that communicate clearly, rapidly, and compellingly.
Stephen Few (2006). Information Dashboard Design. O'Reilly. ISBN: 0596100167
Universal Usability describes the goal of designing computer interfaces
that are easy for all to use. It is a concept which many decry as elusive,
impossible or impractical, but this book, which addresses usability
issues for a number of diverse user groups, proves that there is no
challenge in interface design that cannot be addressed. The book examines
innovative and groundbreaking research and practice, and provides a
practical overview of a number of successful projects which have addressed
a need for specific user populations.
Jonathan Lazar (2007). Universal Usability. John Wiley & Sons. ISBN: 0470027274
In Access by Design: A Guide to Universal Usability for Web Designers,
Sarah Horton describes a design methodology that addresses accessibility
requirements but then goes beyond. As a result, designers learn how
to optimize page designs to work more effectively for more users, disabled
or not. Working through each of the main functional features of Web
sites, she provides clear principles for using HTML and CSS to deal
with elements such as text, forms, images, and tables, illustrating
each with an example drawn from the real world. Through these guidelines,
Sarah makes a convincing case that good design principles benefit all
users of the Web.
Sarah Horton (2005). Access by Design. New Riders Press. ISBN: 032131140X
Josef Köble: Developing Accessible Applications with SAP NetWeaver (Entwicklung barrierefreier Software mit SAP NetWeaver)
This book, put together by SAP User Experience colleagues, is a complete
reference for developing accessible software applications with SAP NetWeaver.
It describes the requirements for accessible business software and explains
the concepts and development based on tools, such as the ABAP Workbench
and NW Developer Studio. The authors cover the development with classical
Dynpros as well as with Web Dynpro (ABAP und Java) and with SAP Interactive
Forms by Adobe. In addition, the book explains how applications can be
tested and describes their configuration on the frontend as well as the
backend side. All in all, readers obtain a complete overview of all existing
controls and their usage. QA-Managers also get valuable hints on how
the developed applications can be tested for accessible functionality.
Josef Köble (2007). Developing Accessible Applications with
SAP NetWeaver. Galileo Press. ISBN: 1592291120, ISBN: 978-1592292424
SAP UX colleagues Jonathan Arnowitz and Michael Arent, together with
Nevin Berger from Ziff Davis Media, published Effective Prototyping
for Software Makers, a book that will help software makers, developers,
designers, and architects build effective prototypes every time: prototypes
that convey enough information about the product at the appropriate
time and thus set expectations appropriately. According to the authors,
this practical, informative book will help anyone, whether or not one
has artistic talent, access to special tools, or programming ability
to use good prototyping style, methods, and tools to build prototypes
and manage for effective prototyping.
Jonathan Arnowitz, Michael Arent, & Nevin Berger (2007). Effective Prototyping for Software Makers. Morgan Kaufmann. ISBN: 978-0120885688
Digital technology has changed the way we interact with everything
from the games we play to the tools we use at work. Designers of digital
technology products no longer regard their job as designing a physical
object – beautiful or utilitarian – but as designing our
interactions with it. In Designing Interactions, designer
Bill Moggridge introduces us to more than forty influential designers
who have shaped our interaction with technology.
Bill Moggridge (2006). Designing Interactions. MIT Press. ISBN: 978-0262134743
In Shape, George Stiny argues that seeing shapes – with
all their changeability and ambiguity – is an inexhaustible source
of creative ideas. Understanding shapes, he says, is a useful way to
understand what is possible in design. Shapes are devices for visual
expression just as symbols are devices for verbal expression. Stiny
develops a unified scheme that includes both visual expression with
shapes and verbal expression with signs. Design uses shapes while business,
engineering, law, mathematics, and philosophy turn mainly to symbols.
Designing, Stiny argues, is calculating with shapes, calculating without
equations and numbers but still according to rules. Stiny takes the
idea of design as calculation from mere heuristic or metaphor to a
rigorous relationship in which design and calculation each inform and
enhance the other.
George Stiny (2006). Shape – Talking about Seeing and Doing. MIT Press. ISBN: 0262195313
In Aesthetic Computing, key scholars and practitioners from
art, design, computer science, and mathematics lay the foundations
for a discipline that applies the theory and practice of art to computing.
Aesthetic computing explores the way art and aesthetics can play a
role in different areas of computer science. One of its goals is to
modify computer science by the application of the wide range of definitions
and categories normally associated with making art. For example, structures
in computing might be represented using the style of Gaudi or the Bauhaus
school. The contributors to this book discuss the broader spectrum
of aesthetics – from abstract qualities of symmetry and form
to ideas of creative expression and pleasure – in the context
of computer science. The assumption behind aesthetic computing is that
the field of computing will be enriched if it embraces all of aesthetics.
Human-computer interaction will benefit – "usability," for
example, could refer to improving a user's emotional state – and
new models of learning will emerge.
Paul A. Fishwick (Ed.) (2006). Aesthetic Computing. The MIT Press. ISBN: 026206250
Finally, we are learning that simplicity equals sanity. In The
Laws of Simplicity, John Maeda offers ten laws for balancing
simplicity and complexity in business, technology, and design – guidelines
for needing less and actually getting more.
John Maeda (2006). The Laws of Simplicity: Design, Technology, Business, Life. The MIT Press. ISBN: 0262134721
Instead of restricting the user to certain navigation paths, designers
more and more think in terms of band widths, within which modular design
elements may recombine over and over in new ways. For being able to
do so, they need to be compatible, and rules are needed that govern
how they can be combined. This way, static design evolves into systemic
design, which allows to keep application functions and information
Cyrus D. Khazaeli (2005). Systemisches Design. Rowohlt. ISBN: 3499600781 (in German)
Proving once and for all that standards-compliant design does not
equal dull design, this inspiring tome uses examples from the landmark CSS Zen Garden site as
the foundation for discussions on how to create beautiful, progressive
CSS-based Web sites. By using the Zen Garden sites as examples of how
CSS design techniques and approaches can be applied to specific Web
challenges, authors Dave Shea and Molly Holzschlag provide an eye-opening
look at the range of design methods made possible by CSS (Cascading
Dave Shea & Molly E. Holzschlag (2005). The Zen of CSS Design: Visual Enlightenment for the Web (Voices That Matter). Addison Wesley. ISBN: 0321303474
The cultural speculations and conceptual design proposals in Anthony
Dunne's book Hertzian Tales are not utopian visions or blueprints;
instead, they embody a critique of present-day practices, "mixing
criticism with optimism". Very little has changed in the world
of design since Hertzian Tales was first published by the
Royal College of Art in 1999, writes Dunne in his preface to this MIT
Press edition: "Design is not engaging with the social, cultural,
and ethical implications of the technologies it makes so sexy and consumable." His
project and proposals challenge it to do so.
Anthony Dunne (2005). Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design. MIT Press. ISBN: 0262042320
Beringer & Holtzblatt's book Designing Composite Applications helps
developers hit the ground running by providing a highly detailed and
comprehensive introduction to modern application design, using the
SAP Enterprise Services Architecture (ESA) toolset and the methodology
of Contextual Design. Readers will benefit immediately from
exclusive insights on design processes based on SAPs Business Process
Platform and learn valuable tricks and techniques that can drastically
improve user productivity.
Jörg Beringer & Karen Holtzblatt (2006). Designing Composite Applications. Galileo Press (SAP PRESS). ISBN: 159229-0655
Debbie Stone, Caroline Jarrett, Mark Woodroffe, & Shailey Minocha: User Interface Design and Evaluation
Based on a course from the Open University, UK which has been taught
to over a thousand professionals and students, the book User Interface
Design and Evaluation presents an overview of the field. It illustrates
the benefits of a user-centered approach to the design of software,
computer systems, and Websites, and provides a clear and practical
discussion of requirements gathering; developing interaction design
from user requirements; and user interface evaluation.
Debbie Stone, Caroline Jarrett, Mark Woodroffe, & Shailey Minocha (2005). User Interface Design and Evaluation. Morgan Kaufmann. ISBN: 0120884364
"This book (Shaping Things) is about created objects and the environment, which is to say, it's about everything," starts Bruce Sterling his book and adds, "Seen from sufficient distance, this is a small topic."
The vision of Shaping Things is given material form by the
intricate design of Lorraine Wild. Shaping Things is for designers
and thinkers, engineers and scientists, entrepreneurs and financiers – and
anyone who wants to understand and be part of the process of technosocial
Bruce Sterling (2005). Shaping Things. MIT Press. ISBN: 0262693267 or 026219533X
Designing Interfaces captures best practices that UI designers have refined over the years as design patterns – solutions to common design problems, tailored to the situation at hand. Each pattern contains practical advice that readers can put to use immediately, plus a variety of examples illustrated in full color. Readers will get recommendations, design alternatives, and warnings on when not to use them.
Each chapter's introduction describes key design concepts that are
often misunderstood, such as affordances, visual hierarchy, navigational
distance, and the use of color. These give readers a deeper understanding
of why the patterns work, and how to apply them with more insight.
Jenifer Tidwell (2005). Designing Interfaces. O'Reilly Media. ISBN: 0596008031
In Writing Effective Use Cases, object technology expert Alistair
Cockburn presents an up-to-date, practical guide to use case writing.
The author borrows from his extensive experience in this realm, and
expands on the classic treatments of use cases to provide software
developers with a "nuts-and-bolts" tutorial for writing use
cases. The book thoroughly covers introductory, intermediate, and advanced
concepts, and is therefore appropriate for all knowledge levels. Illustrative
examples of both good and bad uses cases as well as helpful learning
exercises round out the book.
Alistair Cockburn (2001). Writing Effective Use Cases. Addison-Wesley. ISBN: 0201702258
The role of the devil's advocate is nearly universal in business today. It allows individuals to step outside themselves and raise questions and concerns that effectively kill new projects and ideas, while claiming no personal responsibility. Nothing is more potent in stifling innovation as Tom Kelley points out in The Ten Faces of Innovation.
Over the years, Kelley has observed a number of roles that people
can play in an organization to foster innovation and new ideas while
offering an effective counter to naysayers. Among these approaches
are the Anthropologist, the person who goes into the field to
see how customers use and respond to products, to come up with new
innovations; the Cross-Pollinator, who mixes and matches ideas,
widely disparate people, and technologies to create new ideas that
can drive growth; and the Hurdler, who instantly looks for ways
to overcome the limits and challenges to any situation.
Tom Kelley & Jonathan Littmann (2005). The Ten Faces of Innovation. Currency. ISBN: 0385512074
Clifford Nass & Scott Brave: Wired for Speech – How Voice Activates and Advances the Human-Computer Relationship
Interfaces that talk and listen are populating computers, cars, call
centers, and even home appliances and toys, but voice interfaces invariably
frustrate rather than help. In Wired for Speech, Clifford Nass
and Scott Brave reveal how interactive voice technologies can readily
and effectively tap into the automatic responses all speech –-
whether from human or machine – evokes. Wired
for Speech demonstrates that people are "voice-activated": we respond
to voice technologies as we respond to actual people and behave as
we would in any social situation. By leveraging this powerful finding,
voice interfaces can truly emerge as the next frontier for efficient,
Clifford Nass & Scott Brave (2005). Wired for Speech: How Voice Activates and Advances the Human-Computer Relationship. The MIT Press. ISBN: 0262140926
In the tradition of Emotional Intelligence and Now,
Discover Your Strengths, Daniel H. Pink offers a fresh look
at what it takes to excel. A Whole New Mind reveals the six essential
aptitudes on which professional success and personal fulfillment
now depend, and includes a series of hands-on exercises culled from
experts around the world to help readers sharpen the necessary abilities.
This book is directed to everyone who wants to stay ahead of the
Daniel H. Pink (2005). A Whole New Mind: Moving from the Information Age to the Conceptual Age. Riverhead. ISBN: 1573223085
Catherine Courage & Kathy Baxter: Understanding Your Users – A Practical Guide to User Requirements Methods, Tools, and Techniques
Today many companies are employing a user-centered design (UCD) process,
but for most companies, usability begins and ends with the usability
test. Although usability testing is a critical part of an effective
user-centered life cycle, it is only one component of the UCD process.
This book is focused on the requirements gathering stage, which often
receives less attention than usability testing, but is equally as important.
Understanding user requirements is critical to the development of a
Catherine Courage & Kathy Baxter (2004). Understanding Your Users – A Practical Guide to User Requirements Methods, Tools, and Techniques. Morgan Kaufmann. ISBN: 1558609350
We're filling up the world with technology and devices, but we've
lost sight of an important question: What is this stuff for? What value
does it add to our lives? So asks author John Thackara in his new book, In
the Bubble: Designing for a Complex World.
John Thackara (2005). In the Bubble – Designing in a Complex World. The MIT Press. ISBN: 0262201577
In The Semiotic Engineering of Human-Computer Interaction,
Clarisse Sieckenius de Souza proposes an account of HCI that draws
on concepts from semiotics and computer science to investigate the
relationship between user and designer. Semiotics is the study of signs,
and the essence of semiotic engineering is the communication between
designers and users at interaction time; designers must somehow be
present in the interface to tell users how to use the signs that make
up a system or program. This approach, which builds on – but
goes further than – the currently dominant user-centered approach,
allows designers to communicate their overall vision and therefore
helps users understand designs – rather than simply which icon
Clarisse Sieckenius de Souza (2005). The Semiotic Engineering of Human-Computer Interaction. The MIT Press. ISBN: 0262042207
The authors of Thoughtful Interaction Design go beyond 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 judgment to create designs that
are appropriate to a given environment. This book is not a how-to manual,
but a collection of tools for thought about interaction design.
Jonas Löwgren & Erik Stolterman (2004). Thoughtful Interaction Design. The MIT Press. ISBN: 0262122715
This handbook introduces Rapid CD, a fast-paced, adaptive form of
Contextual Design. Rapid CD is a hands-on guide for anyone who needs
practical guidance on how to use the Contextual Design process and
adapt it to tactical projects with tight timelines and resources.
Karen Holtzblatt, Jessamy Burns Wendell, & Shelley Wood (2004). Rapid Contextual Design. Morgan Kaufmann. ISBN: 0123540518
The goal of participatory IT design is to set sensible, general, and
workable guidelines for the introduction of new information technology
systems into an organization. Reflecting the latest systems-development
research, this book encourages a business-oriented and socially sensitive
approach that takes into consideration the specific organizational
context as well as first-hand knowledge of users' work practices and
allows all stakeholders – users, management, and staff – to
participate in the process. Participatory IT Design is a guide
to the theory and practice of this process that can be used as a reference
work by IT professionals and as a textbook for classes in information
technology at introductory through advanced levels.
Keld Bødker, Finn Kensing, & Jesper Simonsen (2004). Participatory IT Design. The MIT Press. ISBN: 026202568X
In Technology as Experience, John McCarthy and Peter Wright
argue that any account of what is often called the user experience
must take into consideration the emotional, intellectual, and sensual
aspects of our interactions with technology. We don't just use technology,
they point out; we live with it. They offer a new approach to understanding
human-computer interaction through examining the felt experience of
technology. Drawing on the pragmatism of such philosophers as John
Dewey and Mikhail Bakhtin, they provide a framework for a clearer analysis
of technology as experience. The authors illustrate their theoretical
framework with real-world examples that range from online shopping
to ambulance dispatch.
John McCarthy, & Peter Wright (2004). Technology as Experience. The MIT Press. ISBN: 0262134470
Susan Fowler & Victor Stanwick: Web Application Design Handbook – Best Practices for Web-Based Software
The Web Application Design Handbook: Best Practices for Web-Based Software was written for teams who are trying to write new web-based applications or port existing applications to the Internet. Writing for the web is hardly a straightforward issue, not just because a good collection of development tools isnt yet available, but also because it means at least three different things:
The Web Application Design Handbook addresses all three definitions, but it also shows how being on the web can add magic to an application.
(From the preface of the book, adapted)
Susan Fowler & Victor Stanwick (2004). Web Application Design Handbook: Best Practices for Web-Based Software. Morgan Kaufmann. ISBN: 1558607528
Etienne Wenger, Richard McDermott, William M. Snyder, & Richard MacDermott: Cultivating Communities of Practice
Building on the 1998 book Communities of Practice by Wenger
that framed the theory for an academic audience, Cultivating Communities
of Practice targets practitioners with pragmatic advice based on
the accumulating track records of firms such as the World Bank, Shell
Oil, and McKinsey & Company. Starting with a detailed explanation
of what these groups really are and why they can prove so useful in
managing knowledge within an organization, the authors discuss development
from initial design through subsequent evolution. They also address
the potential "dark side" – arrogance, cliquishness,
rigidity, and fragmentation among participants, for example – as
well as measurement issues and the challenges inherent in initiating
these groups company-wide.
Etienne Wenger, Richard McDermott, William M. Snyder, & Richard MacDermott (2002). Cultivating Communities of Practice. Harvard Business School Press. ISBN: 1578513308
Digital Ground is an architect's response to the design challenge
posed by pervasive computing. One century into the electronic age,
people have become accustomed to interacting indirectly, mediated through
networks. But now as digital technology becomes invisibly embedded
in everyday things, even more activities become mediated, and networks
extend rather than replace architecture. The young field of interaction
design reflects not only how people deal with machine interfaces but
also how people deal with each other in situations where interactivity
has become ambient. It shifts previously utilitarian digital design
concerns to a cultural level, adding notions of premise, appropriateness,
and appreciation. Malcolm McCullough offers an account of the
intersections of architecture and interaction design, arguing that
the ubiquitous technology does not obviate the human need for place.
Malcolm McCullough (2004). Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing. MIT Press. ISBN: 0262134357
Written by Don Norman, the author of The Design of Everyday Things,
this is the first book to make the connection between our emotions
and how we relate to ordinary objects – from juicers to Jaguars.
In recent years, the design community has focused on making products
easier to use. But as Norman amply demonstrates in his book, design
experts have vastly underestimated the role of emotion on our experience
of everyday objects. Emotional Design analyzes the profound
influence of this deceptively simple idea, from our willingness to
spend thousands of dollars on Gucci bags and Rolex watches to the impact
of emotion on the everyday objects of tomorrow.
Donald A. Norman (2003). Emotional Design: Why We Love (Or Hate) Everyday Things. Basic Books. ISBN: 0465051359
The tools of design research, writes Brenda Laurel, will allow designers "to claim and direct the power of their profession." The goal of the book is to introduce designers to the many research tools that can be used to inform design as well as to ideas about how and when to deploy them effectively. Often neglected in the various curricula of design schools, the new models of design research described in this book help designers to investigate people, form, and process in ways that can make their work more potent and more delightful.
(From book cover, adapted)
Brenda Laurel (Ed.) (2003). Design Research: Methods and Perspectives. MIT Press. ISBN: 0262122634
Jay David Bolter & Diane Gromala: Windows and Mirrors – Interaction Design, Digital Art, and the Myth of Transparency
In Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, the authors argue that, contrary to Donald Norman's famous dictum, we do not always want our computers to be invisible "information appliances." They say that a computer does not feel like a toaster or a vacuum cleaner; it feels like a medium that is now taking its place beside other media like printing, film, radio, and television. The computer as medium creates new forms and genres for artists and designers; the authors want to show what digital art has to offer to Web designers, education technologists, graphic artists, interface designers, HCI experts, and, for that matter, anyone interested in the cultural implications of the digital revolution.
(From book description, adapted)
Jay David Bolter & Diane Gromala (2003). Windows and Mirrors : Interaction Design, Digital Art, and the Myth of Transparency . MIT Press. ISBN: 0262025450
JoAnn Hackos' latest book is written for information-development managers who want to move their departments into the 21st century. It discusses establishing a content strategy to determine what content your users need, in which media it should be delivered, and what types of content should be singled out for sales and marketing, customer support, training, and reference.
(From book info, adapted)
JoAnn Hackos (2002). Content Management for Dynamic Web Delivery. John Wiley & Sons. ISBN: 0471085863
Information Architecture for the World Wide Web, Second Edition, shows how to use both aesthetics and mechanics to create distinctive, cohesive Websites that work. Most books on Web development concentrate either on the graphics or on the technical issues of a site. This book focuses on the framework that holds the two together.
(From back cover)
Louis Rosenfeld & Peter Morville (2002). Information Architecture for the World Wide Web, Second Edition. O'Reilly. ISBN: 0596000359
Douglas K. van Duyne, James A. Landay, & Jason I. Hong: The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience
Based on extensive investigation and analysis of more than 100 of the highest-quality Web sites, this book distills the principles and best practices that make sites enjoyable to visit and a huge asset to the organizations they serve. This comprehensive resource features numerous design patterns that offer proven solutions to common Web design problems. These patterns are appropriate to a wide variety of site genres and address every aspect of Web site design, from navigation and content management to e-commerce and site performance. In addition to enhancing the usefulness and quality of your site, the patterns outlined in The Design of Sites will also shorten development cycles and reduce maintenance costs.
(From back cover)
Douglas K. van Duyne, James A. Landay, & Jason I. Hong (2002). The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience. Addison-Wesley. ISBN: 020172149X.
visuos is the concept of an operating software for knowledge work. It covers various forms of access to knowledge spaces, including knowledge management, information retrieval, research and refinement, monitoring of knowledge resources, and automation and scheduling of tasks.
The book gives detailed insight into the challenges of knowledgework
and hypermedia systems, the status quo of information visualization and
interaction concepts and is a detailed documentation of the visuos concept – from
conceptual to detail level.
Clemens Lango (2003). Visuos. Synchron Wissenschaftsverlag der Autoren. ISBN: 3935025467. (not contained in book list)
During the second half of the 1990s software developers were influenced hugely by the work of architectural theorists of the built environment, notably Christopher Alexander and his colleagues. Alexanders idea of a pattern language for planning, designing and constructing towns and buildings was, among others, taken as the inspiration for catalogs of software design patterns. Recently, some software engineers have gone back to Alexanders work and realized that pattern catalogs miss the essence of the idea: that the "words" in a language can be combined using its grammar to produce beautiful, useful works.
Current books on Web design are not organized in such a way that they can be accessed quickly as a reference guide to good practice. In addition, many of the principles of good user interface design are only present implicitly in these books. Therefore, this book provides a standard reference pattern language that can be a useful reference and a source of learning on how to design great sites.
There are four aspects of Website design: usability, content, navigation,
and aesthetics. The last three all contribute in some way to the first.
Therefore the language must address all four issues. The Web usability
pattern language presented in this work attempts to meet these requirements.
Ian Graham (2003). A Pattern Language for Web Usability. Addison Wesley. ISBN: 0201788888.
Ben Shneiderman's Designing the User Interface is a classic and comprehensive textbook on user interface design that has set standards for many years. For the fourth edition, Shneiderman is joined by Catherine Plaisant from the University of Maryland, his colleague of 15 years. The new edition offers new and revised content on Web interfaces, mobile devices, universal usability, and other current trends. A section on new ideas in HCI covers both technological and ethical issues.
Ben Shneiderman & Catherine Plaisant (2003). Designing the User Interface (4th Edition). Pearson Addison-Wesley. ISBN: 0321200586 (Hardcover)
Mike Kuniavsky wrote his book Observing the User Experience because he wants to help user interface designers, developers, and all other people that are engaged in software design "bridge the gap between what they think they know about their users and who they really are." The author sees his book as "a toolbox of techniques that help designers and developers see through the eyes of their users." Part II of the book covers about a dozen different user experience research techniques, such as task analysis, focus groups, usability tests, surveys, log files, and many more. The book concludes with tips on how to communicate the results, and how to create a user-centered corporate culture.
Mike Kuniavsky (2003). Observing the User Experience. Morgan Kaufmann. ISBN 1558609237
Dan Woods' book introduces a new breed of software applications, so-called Packaged Composite Applications (PCAs, or xApps in SAP jargon), which offers a new architectural paradigm for integrating and "cutting across the borders" of classical enterprise applications. Although this is not a usability or graphic design book, we present it here because packaged composite applications provide new challenges to user interface designers.
Dan Woods (2003). Packaged Composite Applications. O'Reilly & Associates. ISBN 0596005520. (Not contained in book list)
Eight years after publishing the first version of About Face, Alan Cooper, now together with Robert Reimann, presents an update of his best-selling book on user interface design. According to the authors, they rewrote and reorganized every page to accomodate the recent changes, such as the Web and the new emphasis on visual design. In addition, their new book presents more of Cooper's design solutions as well as details on Cooper's goal-directed design methodology, including personas, goals, and scenarios.
Alan Cooper & Robert M. Reimann (2003). About Face 2.0: The Essentials of Design. John Wiley & Sons. ISBN: 0764526413 (Paperback)
Benjamin B. Bederson & Ben Shneiderman: The Craft of Information Visualization – Readings and Reflections
Information visualization is a rapidly growing field that is emerging from research in human-computer interaction, computer science, graphics, visual design, psychology, and business methods.
The book The Craft of Information Visualization: Readings and Reflections, edited by Ben Bederson and Ben Shneiderman, collects nearly 40 of the key papers on information visualization from the University of Maryland's Human-Computer Interaction Lab (HCIL), which is celebrating its 20th anniversary in 2003.
Benjamin B. Bederson & Ben Shneiderman (2003). The Craft of Information Visualization – Readings and Reflections. Morgan Kaufmann. ISBN: 1558609156 (Paperback)
Carolyn Snyder, now an independent usability consultant at Snyder Consulting, was introduced to the method of paper protoyping at Jared Spool's company User Interface Engineering. In her new book Paper Prototyping she compiled all her experience with this approach and shows how paper prototypes can be used as an (cost-)effective tool in the user-centered design process of software applications.
Carolyn Snyder (2003). Paper Prototyping. Morgan Kaufmann. ISBN: 1558608702 (Paperback)
In his new book, Ben Shneiderman raises computer users' expectations of what they should get from technology and shifts the focus from what computers can do to what users can do. Using Leonardo da Vinci as inspirational character, Shneiderman explores the computer's potential to support creativity, consensus-seeking, and conflict resolution.
Ben Shneiderman (2002). Leonardo's Laptop – Human Needs and
the New Computing Technologies. The MIT Press. ISBN: 0262194767
Jeff Johnson has become known to a wider audience through his book GUI Bloopers, in which he describes common user interface design sins. His new book Web Bloopers continues on this track and offers a list of 60 common Web design mistakes. The author not only illustrates the mistakes through examples – thankfully, the SAP Design Guild has not been on his radar screen – but also gives advice on how to avoid them. We must admit that we added a statement to the SAP Design Guild home page telling what this site is about (Web blooper 1: home page crisis) after taking a first look at his book....
Jeff Johnson (2003). Web Bloopers. Morgan Kaufmann. ISBN: 1558608400 (Paperback)