Design for Software
eBook - ePub

Design for Software

A Playbook for Developers

Erik Klimczak

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eBook - ePub

Design for Software

A Playbook for Developers

Erik Klimczak

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About This Book

A unique resource to help software developers create a desirable user experience

Today, top-flight software must feature a desirable user experience. This one-of-a-kind book creates a design process specifically for software, making it easy for developers who lack design background to create that compelling user experience. Appealing to both tech-savvy designers and creative-minded technologists, it establishes a hybrid discipline that will produce first-rate software. Illustrated in full color, it shows how to plan and visualize the design to create software that works on every level.

  • Today's software demands attention to the quality of the user experience; this book guides you through a practical design process to achieve that goal
  • Approaches the mechanics of design with a process inspired by art and science
  • Avoids the abstract and moves step by step through techniques you can put to use immediately
  • Covers planning your design, tested methods, how to visualize like a designer, psychology of design, and how to create software that developers will appreciate
  • Explores such elements as choosing the right typeface and managing interactivity

Design for Software: A Playbook for Developers brings the art of good design together with the science of software development to create programs with pizazz.

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Information

Publisher
Wiley
Year
2013
ISBN
9781119943709
Edition
1
Part I: Research
When building a house or remodeling a kitchen, it’s not uncommon to spend a fair amount of time planning before you let contractors go willy-nilly. Typically, you research neighborhoods or cabinet manufactures, and look for inspiration in various interior design or architecture magazines. Then during the build-out, things will more or less go according to plan and everybody’s happy. Can you imagine what the process would be like if you didn’t plan anything upfront and winged it? It would be a disaster—you wouldn’t even consider it…Not surprisingly, designing software without a plan usually ends the same way—a disaster.
I talk to many folks that have great ideas for apps, yet so many of those apps remain exactly that—ideas. Nothing gets built and ideas fade away. Or what’s worse, they jump in headfirst, slapping things together and the result, amongst other things, is a poorly designed product. On the contrary, I’ve seen applications come together in a mere few weeks that look and work great. As with any process, doing the due diligence and planning upfront has its benefits.
The first two chapters of the book will help you kick off your next project right. If you’re new to the field and aren’t sure how to get started, or if you’re looking for inspiration to help kick-start your design, these chapters will be helpful. Throughout Part I you will learn about the following topics:
• Performing fundamental user research
• Gleaning user insights that will fuel your next application
• Finding inspiration and leveraging it in your app design
• Presenting user research to stakeholders
Chapter 1: Planning
“It works, but nobody uses it”
SO YOU JUST finished your latest digital creation, and you managed to squeeze in every last toolbar, pop-up menu, banner, button, tooltip, and scrolling marquee. It’s awesome . . . right? I’m sure it is. But sadly, more features rarely mean better software.
Well-designed software doesn’t start with a functional requirements list, pretty pictures, or a slick algorithm. It starts with people. People use software as a means to an end. Whether it’s a website, MP3 player, or utility, users have distinct needs and motivations for using the digital product. It’s your job to cater to them.
How many times have you found yourself using, say, a GPS unit or kiosk and thinking, “That doesn’t make any sense” or “Why did they design it that way?” Chances are, the people who built the software weren’t thinking about you. Tragic, I know.
Seriously though, all too often we approach building software solely in terms of functional requirements. We approach every problem by looking for the best technology solution, rather than focusing on what’s best for the user. After all, that is how software development is typically taught in school and how most projects are structured.
I’ll let you in on a little secret. Creating successful software is not that complicated. In fact, all you must do is understand what users need, and then give it to them in the clearest, least cluttered way possible. Simple, huh? Well, not exactly. But, by using the techniques in this chapter, you’ll be well on your way to creating software people love to use.
An Introduction to User Research
Many industries conduct extensive user research to create that perfect product. For example, the advertising, gaming, and auto industries invest tremendously in user research. Frankly, however, the tech community is a bit behind in adopting user research as an integral part of software design. Okay, maybe that’s a bit overstated, because user research seems to be prevalent among web designers and Human Computer Interaction students. However, why do websites and school projects get all the attention? Why not kiosks, digital signage, ATMS, GPS units, or cable box menus for that matter? Ugh . . . just thinking about navigating my DVR makes me tired all over.
The whole point of doing user research, and this is important, is to generate insights and empathy. Most good product solutions revolve around a just few good insights. Nonetheless, the field of user research isn’t new, and the techniques in this chapter barely scratch the surface of what’s out there. However, using just a few key techniques can have a profound impact on the usability of your application. Let’s have a look.
KEY POINT
The whole point of doing user research, and this is important, is to generate insights and empathy.
User Research Is Not Usability
The terms user research and usability go hand in hand but aren’t necessarily interchangeable. User research, through various techniques, can lead to insights that can improve usability. But at its core, user research is about understanding the needs and goals of users. I like to think of user research as the precursor to usability.
Design Lingo: Ethnography
Another form of user research worth mentioning is ethnography. Wait, ethno—what? Ethnographic research methods are aimed at generating understandings from a particular group of people or culture. Wikipedia defines it as follows: “A qualitative method aimed to learn and understand cultural phenomena which reflect the knowledge and system of meanings guiding the life of the cultural group.”
Ethnographic research methods are outside the scope of this book, but they can help demonstrate when ethnography might be useful. I like to think of ethnography as a pre-product activity. In other words, before you identify an audience or particular problem to solve, you can conduct ethnographic research to determine social and behavioral trends that might lead to the invention of a new product.
Table 1-1 shows use cases for ethnography, user research, and usability testing..
Table 1-1: Cases for Ethnography, User Research, and Usability Resting
Technique
When Should I Use It?
What Is It Good For?
Ethnography
Before you know the whos and whats
Uncovering trends and potential product ideas
User research
Once you have an audience and problem to solve
Understanding the goals and needs of the user
Usability testing
After you’ve built something and are ready to refine
Identifying interaction and interface flaws
Start with User Insights
Before you can build the next killer website, widget, or app, you need to understand what the user’s goals are. As technologists, we have some issues with prying ourselves away from the minutia—our meticulous attention to detail and compulsive habits tend to inhibit us from looking beyond our own role on a project. These aren’t bad characteristics because they help make for great engineering minds. However, taking a step back and really getting into the user’s shoes will help you understand the real problem.
To illustrate this point, I’ll use Dropbox.com. Dropbox is a utility application that makes syncing files extremely simple. Dropbox operates from a particular perspective: Technologists often work with many computers and potentially many operating systems. Syncing files among computers can be a cumbersome task, and before Dropbox, the only products that claimed to help solve this problem were complicated and rife with inconsistencies.
Dropbox understands these pain-points, but what’s more, it understands the motivations and behaviors of users seeking a better solution. Its product works exactly how you expect it to and where you need it most. Dropbox didn’t create a flashy user interface (UI); in fact, it’s virtually a UI-less product. For Dropbox, it was about understanding the target audience’s needs and delivering a solution as elegantly as possible.
The secret sauce, if you will, of great software stems from your ability to uncover your audience’s motivations, which in turn, leads to key behaviors that result in connections between your software and the user. For example, take a look at top sites and apps such as Mint, Evernote, and Amazon. All these sites are extremely efficient at helping users complete a handful of core tasks.
KEY POINT
Great software stems from your ability to uncover your audience’s motivations, which in turn, leads to key behaviors that result in connections between your software and the user.
Despite its size, Amazon remains really good at one thing—making it super easy to...

Table of contents