Cover image for UX for beginners : a crash course in 100 short lessons
Title:
UX for beginners : a crash course in 100 short lessons
Author:
Marsh, Joel, author.
ISBN:
9781491912683
Personal Author:
Edition:
First edition.
Physical Description:
xiii, 241 pages : illustrations ; 23 cm
General Note:
Subtitle from cover.

Includes index.
Contents:
Key ideas. What is UX? -- The five main ingredients of UX -- Your perspective -- The three "whats" of user perspective -- Solutions versus ideas -- The pyramid of UX impact -- Before you start. User goals and business goals -- UX is a process -- Gathering requirements -- Building consensus -- Behavior basics. Psychology versus culture -- What is user psychology? -- What is an experience? -- Conscious vs subconscious experience -- Emotions -- What are motivations? -- Motivation: sex and love -- Motivation: affiliation -- Motivation: status -- Motivation: justice -- Motivation: understanding (curiosity) -- User research. What is user research? -- What isn't user research / -- How many users do you need? -- How to ask questions -- How to observe a user -- Interviews -- Surveys -- Card sorting -- Creating user profiles -- Devices -- The limits of our minds. What is intuition? -- What is a cognitive bias? -- The illusion of choice -- Attention -- Memory -- Hyperbolic discounting -- Information architecture. What is information architecture? -- User stories -- Types of information architecture -- Static and dynamic pages -- What is a flow? -- Users don't go backward -- Designing behavior. Designing with intention -- Rewards and punishments -- Conditioning and addiction -- Gamification -- Social/viral structure -- How to create trust -- How experience changes experience -- Visual design principles. Visual weight (contrast and size) -- Color -- Repetition and pattern-breaking -- Line tension and edge tension -- Alignment and proximity -- Using motion for UX -- Wireframes and prototypes. What is a wireframe? -- What isn't a wireframe? -- Learn skills, not tools -- Avoid convenient examples -- What is a design pattern? -- Z-pattern, F-pattern, visual hierarchy -- Layout: page framework -- Layout: the fold, images, and headlines -- Layout: the axis of interaction -- Forms -- Primary and secondary buttons -- Adaptive and responsive design -- To design or redesign? -- Touch versus mouse -- Psychology of usability. What is usability, really? -- Simple, easy, fast, or minimal -- Browsing, searching, or discovery -- Consistency and expectations -- Anti-UX -- Accessibility -- Content. UX copywriting versus brand copywriting -- The call-to-action formula -- Instructions, labels and buttons -- Landing pages -- Readability -- The persuasion formula -- How to motivate people to share -- The moment of truth. The launch is an experiment -- Data for designers. Can you measure a soul? -- What are analytics? -- Graph shapes -- Stats- sessions versus users -- Stats- new versus return visitors -- Stats- pageviews -- Stats- time -- Stats- bounce rate and exit rate -- The probabilities of interaction -- Structure versus choice -- A/B tests -- A multi-what-now test? -- Sometimes A/B testing is the only way to know -- Get a job, you dirty hippy. What does a UX designer do all day? -- Which UX job is right for you? -- What goes in a UX portfolio?
Abstract:
Whether you want to design apps, websites, or just have an intelligent conversation about design, these quick-and-dirty lessons are for you. Based on the popular UX Crash Course from Joel Marsh's blog--read over a million times--this book follows the real-life UX process from start-to-finish, so you can apply the skills as you learn. It is also perfect for managers, programmers, salespeople, and marketers who want to know more about designing digital products and services. Lessons include fundamentals of UX design, no experience necessary, researching the weird and wonderful things users do, the process and science of making anything user-friendly, using size, color, and layout to help and influence users, planning and making wireframes, making your designs feel engaging and persuasive, measuring how your design works in the real world, and finding out what a UX designer does all day.
Copies: