This book is intended to provide you with effective and practical tools for designing user interfaces. These tools come in two distinct varieties: tactical and strategic.
Foreword
Introduction to the Second Edition
Section One - Know Thy User—Part I: Bridging the Gap
Chapter 1 - Goal-Directed Design
Chapter 2 - Implementation Models and Mental Models
Chapter 3 - Beginners, Experts, and Intermediates
Chapter 4 - Understanding Users—Qualitative Research
Chapter 5 - Modeling Users—Personas and Goals
Chapter 6 - Scenarios—Translating Goals into Design
Chapter 7 - Synthesizing Good Design—Principles and Patterns
Section Two - Designing Behavior and Form
Part II: Achieving Goals and Removing Barriers
Chapter 8 - Software Posture
Chapter 9 - Orchestration and Flow
Chapter 10 - Eliminating Excise
Chapter 11 - Navigation and Inflection
Chapter 12 - Understanding Undo
Chapter 13 - Rethinking Files and Save
Part III - Providing Power and Pleasure
Chapter 14 - Making Software Considerate
Chapter 15 - Making Software Smart
Chapter 16 - Improving Data Retrieval
Chapter 17 - Improving Data Entry
Chapter 18 - Designing for Different Needs
Part IV - Applying Visual Design Principles
Chapter 19 - Designing Look and Feel
Chapter 20 - Metaphors, Idioms, and Affordances
Section Three - Interaction Details
Part V: Mice and Manipulation
Chapter 21 - Direct Manipulation and Pointing Devices
Chapter 22 - Selection
Chapter 23 - Drag and Drop
Chapter 24 - Manipulating Controls, Objects, and Connections
Part VI - Controls and Their Behavior
Chapter 25 - Window Behaviors
Chapter 26 - Using Controls
Chapter 27 - Menus—The Pedagogic Vector
Chapter 28 - Using Menus
Chapter 29 - Using Toolbars and ToolTips
Chapter 30 - Using Dialogs
Chapter 31 - Dialog Etiquette
Chapter 32 - Creating Better Controls
Part VII - Communicating with Users
Chapter 33 - Eliminating Errors
Chapter 34 - Notifying and Confirming
Chapter 35 - Other Communication with Users
Chapter 36 - The Installation Process
Part VIII - Designing Beyond the Desktop
Chapter 37 - Designing for the Web
Chapter 38 - Designing for Embedded Systems
Afterword - Dealing with the Inmates
Appendix A - Axioms
Appendix B - Design Tips
Appendix C - Bibliography