Drawing product ideas fast and easy UX drawing for anyone

Detalles Bibliográficos
Otros Autores: Eisenhuth, Kent E., author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Hoboken, New Jersey : John Wiley & Sons, Inc [2023]
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009755240206719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright Page
  • Contents
  • Foreword
  • Preface
  • Introduction
  • Chapter 1 Why Draw?
  • Explore an Idea
  • Gain a Shared Understanding
  • Improve Collaboration
  • Anyone Can Draw
  • Right Time and Place
  • In the Beginning
  • During Workshops
  • To Facilitate Conversations
  • Unbuttoning the Process
  • Eliciting the Right Kind of Feedback
  • Challenging the Status Quo
  • Chapter 2 Reframing Our Thinking
  • Breaking It Down
  • Introducing the System
  • Common Drawings
  • Site Maps
  • Journey Maps, Flow Charts, and Sequential Diagrams
  • Mind Maps
  • Digital Products, Screens, Interfaces, and Components
  • Chapter 3 Lines and Points
  • Telling Stories with Lines
  • Straight Lines
  • Circular Lines
  • Gestural Lines
  • Line Weight
  • Making Meaning with Points
  • Tools and Materials
  • Chapter 4 Building from Rectangles
  • Creating Diagrams
  • Process Diagrams
  • Tree Diagrams
  • Network Visualizations
  • Content Elements
  • Headline and Subheader Text
  • Content Blocks
  • Image Placeholders
  • Lists
  • Content Layouts
  • Navigation Elements
  • Lists
  • Tabs
  • Breadcrumbs
  • Grids
  • Forms
  • Text Fields
  • Text Areas
  • Checklists
  • Buttons and Actions
  • Form Layout
  • Charts and Graphs
  • Interface Elements
  • Chapter 5 Building from Circles, Triangles, and More
  • Circular Elements
  • Forms: Radio Groups
  • The Circle as a Symbol
  • Charts
  • Triangular Elements
  • Navigation Controls
  • Icons: Alerts, Warnings, and Anomalies
  • Forms: Drop-Down Menus
  • Advanced Icons and Symbols
  • Octagons and Stop Signs
  • Location Markers
  • People
  • Representing Interactions
  • Pointer Hands and Cursors
  • Click Interactions
  • Gestural Interactions
  • Alternatives for Drawing Gestures
  • Chapter 6 Illustrating Light, Motion, and Other Concepts
  • Shading Techniques
  • Using Accent Marks
  • Looking at Lighting
  • Pointillism.
  • Hatching
  • Crosshatching
  • Contour Shading
  • Scribbled Shading
  • Using Elevation
  • Modals and Dialogs
  • Fixed Position Elements
  • Cards
  • Interaction Hands and Cursors
  • Other UI Elements
  • Using Texture
  • Capturing Motion
  • Conveying Luminance
  • Communicating Sound
  • Chapter 7 The System
  • Putting It Together
  • Creating Something New
  • Chapter 8 Using Flows to Tell Stories
  • Starting with the Syntax
  • Showing Interactions
  • Just Enough Information
  • Depicting Transitions
  • Labels and Annotations
  • Being Conscious of Composition
  • Chapter 9 Telling Engaging Stories
  • Real-World Constraints
  • Start with Content-Everything Else Follows
  • Information Sources
  • Interface Patterns and Widgets
  • Reviewing Data
  • Show Something New-Start the Conversation
  • Invoking Emotion
  • Adapting the Visual Language
  • Wayfinding and Landmarks
  • Choreography and Timing
  • Packaging Your Drawings
  • Chapter 10 Moving Forward
  • Works CITED
  • Index
  • EULA.