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Designing from Both Sides of the Screen: A Dialogue Between a Designer and an Engineer
 
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Designing from Both Sides of the Screen: A Dialogue Between a Designer and an Engineer [Illustrated] (Paperback)

by Ellen Isaacs (Author), Alan Walendowski (Author)
4.5 out of 5 stars See all reviews (2 customer reviews)

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Product details

  • Paperback: 352 pages
  • Publisher: Sams; illustrated edition edition (19 Dec 2001)
  • Language English
  • ISBN-10: 0672321513
  • ISBN-13: 978-0672321511
  • Product Dimensions: 23 x 17.9 x 2.2 cm
  • Average Customer Review: 4.5 out of 5 stars See all reviews (2 customer reviews)
  • Amazon.co.uk Sales Rank: 907,876 in Books (See Bestsellers in Books)
  • See Complete Table of Contents

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Product Description

Amazon.co.uk Review
Designing from Both Sides of the Screen: How Designers and Engineers Can Collaborate to Build Cooperative Technology is a must-have book for anyone developing user interfaces (UI). The authors define a seemingly simple goal, the Cooperative Principle for Technology: "Those who are designing, building, or managing the development of technology should teach their products to follow the same basic rules of cooperation that people use with each other."

In the first section, they show lots of good and bad UI examples from different devices (PC, PDA, photocopier, even a dashboard). Bad examples include confusing pop-ups, crowded menus and hilarious error messages like this one from Yahoo! Messenger: "You are not currently connected. Please click on Login and then Login to login again."

The book gives succinct design principles like, "Treat Clicks as Sacred". A violation of this would be those dreaded "Do you really mean it" pop-ups. Using a butler as an analogy, they point out that he’d soon be out of a job if he questioned, "Madam, are you sure you want me to answer the door?" A Design Guideline says, "If you have an Undo feature, there is no need to break the users’ flow to ask them whether they really want the program to do what they just asked it to do." Design Guidelines like this appear in the margins throughout the book for easy reference and are gathered in a handy appendix summary.

The second section goes into detail on the creation of the authors’ own project, Hubbub, a multi-device instant messaging application. Whenever a step in the process reflects the application of a design principle, there’s a purple callout in the text. Thus the book itself is an example of a cooperative UI that helps readers keep ideas organised as they read along.

Even if you’re not developing user interfaces, you’ll enjoy this book. There are many moments of recognition when you see just how flawed your favourite, or most hated, everyday application/operating system/Web site is, and how easily it could have been improved. And you may even find the principles of Cooperative Technology informing non-technological areas of your life. The authors make politeness and the anticipation of the needs of others seem logical, feasible and elegant. --Angelynn Grant

Product Description

Written from the perspectives of both a user interface designer and a software engineer, this book demonstrates rather than just describes how to build technology that cooperates with people. It begins with a set of interaction design principles that apply to a broad range of technology, illustrating with examples from the Web, desktop software, cell phones, PDAs, cameras, voice menus, interactive TV, and more. It goes on to show how these principles are applied in practice during the development process -- when the ideal design can conflict with other engineering goals.

The authors demonstrate how their team built a full-featured instant messenger application for the wireless Palm and PC. Through this realistic example, they describe the many subtle tradeoffs that arise between design and engineering goals. Through simulated conversations, they show how they came to understand each other's goals and constraints and found solutions that addressed both of their needs -- and ultimately the needs of users who just want their technology to work.



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Average Customer Review
4.5 out of 5 stars (2 customer reviews)
 
 
 
 
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4.0 out of 5 stars Very readable, 18 Nov 2004
By Scottish Wildcat (Dublin, Ireland) - See all my reviews
A fine and very readable book that highlights the often-overlooked practicalities of designing usable products, by following the interactions and compromises made between a UI designer and the development team during the design and implementation of a multi-platform instant messenger client.

The usability content won't be particularly new to seasoned UI professionals, but those from a non-technical background, and developers with limited usability experience, will find an interesting insight into what's happening on the other side of the fence... sorry, screen :)

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5.0 out of 5 stars The Art of Example, 26 Oct 2007
By calmly - See all my reviews
(TOP 1000 REVIEWER)   
Ever wonder why, if books are almost always read by just one reader at a time, when reading a technical book you feel as if you're in a lecture hall with a distant expert addressing hundreds of students?

There's an extra intimacy that's created when an expert is confident enough to address the student as a peer. Ellen Isaacs and Alan Walendowski draw the reader in as an active participant using a superb extended example and a friendly conversational style. It's like the Socratic method but with Socrates as a peer. Two Socrates!

Using an example of an instant messenger that extends over two-thirds of the book, Ellen and Alan not only share their knowledge about usability but also about a real-world software development process. Rather than dictate this, they share their own thoughts as they repeatedly rework their product based on their own concerns and user feedback. It feels as if you joined their small development team and were privy to each obstacle they encountered in a highly iterative path.
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