Cover image for Designing Highly Useable Software.
Designing Highly Useable Software.
Title:
Designing Highly Useable Software.
Author:
Cogswell, Jeff.
ISBN:
9780470113189
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (366 pages)
Contents:
Designing Highly Useable Software -- Acknowledgments -- Contents at a Glance -- Contents -- Introduction -- About This Book -- Part I: Keeping It Simple -- Chapter 1: The UUI: The Useable User Interface -- It's Intuitive! Trust Me! -- Idioms and the Software Experience -- Giving Users What They Want (Including Respect) -- The Real Risk of Repetitive Motion Injury -- Moving Forward -- Chapter 2: Modeling the Real World -- Modeling That's Too Real -- The Case for Using Use Cases -- Modeling Non-computer Gadgets with a Computer -- Designing Classes that Model -- Moving Forward -- Chapter 3: Laying Out Your Windows and Dialog Boxes -- Organizing and Arranging the Windows -- Laying Out Controls in a Window -- More Window Design Issues -- Moving Forward -- Chapter 4: Managing Your Software's Time -- World, Meet Hourglass. Hourglass, World. -- Shortcuts to Success: Bookmarks -- How Better Software Could Make People More Efficient -- Moving Forward -- Chapter 5: Highly Navigable Software -- Avoiding Hoop-Jumping -- Building a Minimal Required Usability Vocabulary -- Navigation through Toolbars and Menus -- Dragging and Dropping -- Moving Forward -- Chapter 6: Data, Reports, and Printouts -- Relational Design: Great on the Hard Drive, but… -- Spelling, Grammar, and Word Usage -- Making Data Available Online and on the Screen -- Including Print Features in Your Software -- Moving Forward -- Chapter 7: Adding a Web Interface -- Accessing Data over the Web -- Auto-updates -- Synchronizing Data -- Moving Forward -- Part II: The Lonely Engineer -- Chapter 8: Under the Hood -- Dealing with Dynamic Allocation -- Watch Those Pointer Variables -- Mucking with the System Directory: Keep Out! -- All Kinds of Mistakes Your Coworkers Make -- Implementing an Undo System -- Moving Forward -- Chapter 9: When Your Software Starts, Stops, or Dies a Quick Death.

Starting Up -- Shutting Down -- Correctly Using Exception Handlers -- Moving Forward -- Chapter 10: Modularity and Libraries -- Dividing Your Product into Libraries -- What Makes for a Highly Useable Library? -- Creating a Useable Library for Other Developers -- Moving Forward -- Chapter 11: Object-Oriented Pontificating -- The Final Answer: What Is OOP? -- Avoid Letting Object-Oriented Programming Get out of Control -- Object-Oriented Usability -- Moving Forward -- Part II: The Business of It All: It's "Dollars and Sense" -- Chapter 12: A Very Gross National Product: Business and Software Problems -- Building the "Killer App"-Forget It! -- How Software Affects Businesses -- Moving Forward -- Chapter 13: Testing, Testing, Testing -- Why You Need a QA Team (and What They Should Do) -- Usability Testing Strategies -- Moving Forward -- Chapter 14: Installing, Training, and Helping -- Installing Your Software -- Offering Online Help -- Training with Ease -- Moving Forward -- Chapter 15: Book in a Book: A Guide for Programming Bosses -- Programmers, Decision Makers, and Egos -- Keeping Up with the Technological Joneses -- Moving Forward -- Appendix A: Software Design Resources -- Groups and Organizations -- Newsletters and Magazines -- Websites -- Books -- Index.
Abstract:
Learn What Usability Really Is, Why to Strive for It, and How to Achieve It "Highly useable" software is easy to use. It does what you expect it to. And it does it well. It's not easy to build but as this book demonstrates, it's well worth the effort. Highly useable software is highly successful software-and everyone wins.Inside, an accomplished programmer who has made usability his business systematically explores the world of programming, showing you how every aspect of the work is implicated in the usability of the final product. This is not just an "issues" book, however, but systematic, real-world instructions for developing applications that are better in every way. As you'll learn, there's no such thing as "intuitive" software. Instead, there are just the factors that make it highly useable: simplicity, consistency, the recognition of accepted conventions, and the foregrounding of the user's perspective. With these principles under your belt, you'll quickly discover dozens of ways to make your applications more useable:Making windows and dialog boxes easy to comprehend and useDesigning software that is time- and resource-efficientMaking your software easy to navigateReducing the complexity of reports and other presentations of dataUnderstanding how the wrong programming decisions can limit usabilityEnsuring smooth starts and stopsCapitalizing on the usability advantages of object-oriented programmingUnderstanding how usability affects your product's financial successUsing the testing process to improve usabilityPromoting usability in training, installation, and online helpMaking management decisions that will benefit software usability Some chapters are written primarily for programmers, one primarily for managers. Most are for everyone, and all are filled with illuminating, usually amusing examples drawn from both inside and outside the

technical world. A helpful appendix provides information on standards, usability groups, and sources for more information.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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