- Taschenbuch: 168 Seiten
- Verlag: O'Reilly & Associates; Auflage: 1 (14. Mai 2013)
- Sprache: Englisch
- ISBN-10: 144934268X
- ISBN-13: 978-1449342685
- Größe und/oder Gewicht: 17,8 x 0,9 x 23,3 cm
- Durchschnittliche Kundenbewertung: Schreiben Sie die erste Bewertung
- Amazon Bestseller-Rang: Nr. 200.778 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
Microinteractions: Designing with Details (Englisch) Taschenbuch – 14. Mai 2013
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Über den Autor und weitere Mitwirkende
Dan Saffer is an experience design director for Adaptive Path who has designed and built websites, applications, and devices since 1995. An international speaker and author, his acclaimed book Designing for Interaction has been called "a bookshelf must-have for anyone thinking of creating new designs" (Jared Spool, CEO of UIE) and has been translated into several languages.
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Dan Saffer's book Microinteractions is the best book I've read about design in ages. I've been working in design for 20 years and often have younger designers ask me for advice, or how to achieve their grand design dreams. Most books about design are similarly grand and presume that everyone knows the basics well enough to do the little things well. The world proves this not to be true. Spend an afternoon strolling around town with a gaggle of caffeinated interaction designers and you'll hear an endless commentary on the details the designers of the world have gotten wrong.
The book itself is a wonderfully self-consistent: it's short, concise, well designed and brilliant. The fun and salient examples nail Saffer's points, and his writing is sharp, incisive and with just enough comedic curmudgeonry to keep you smiling most of the way through. The book's ambitions, like any good design project, are clear. Shaffer's focus is on the small sequences of interactions he calls, surprise, microinteractions. Ever been frustrated by entering your password? Leaving a comment on a blog? You've been let down by a microinteraction design. Perhaps the majority of design frustrations in the technological world are micro, not macro.
This is the book many designers will begrudgingly pick up, thinking it's beneath them, but by the time they get to page 25 they'll be thinking "oh, this is fun" and then by page 50 they'll realize "oh dear, I make that mistake, or have peers that do" and when they're finished they'll know "I now have a language to describe these important problems that have bothered people for ages but were hard to describe, and I have the knowledge now to fix them properly". What more can you ask for from a book about designing things?
We live in a world where the clueless have disturbing amounts of influence. There are no licenses required to use words like design, simplicity and quality, and it should be no surprise we're often victimized by the engineered junk companies pass off as products. If we want that to change we have to start in the small. Until a designer, or an organization, can consistently get the details right, what hope is there to get the grand things right either?
Please buy this book. I say that selfishly as I want better design in the world. But I also say it generously: so many design books are fluffy affairs, lost in abstraction and ego. Saffer has hit the bullseye of problems the design world desperately needs to solve, and written a book every designer needs to read.
Unfortunately, this book all too often gets those details wrong. The photos and screenshots, most of which were pulled from a website called "Little Big Details", are the most common source of problems. The mistakes here run the gamut-- pictures that are:
- too dark (e.g. black text on a near-black background)
- too light (insufficient contrast),
- too small (cannot see details)
- too large (irrelevant content)
- low resolution (print is 300+ DPI but most screenshots are 96dpi)
The book was printed in black and white, but includes images which depend on the reader's ability to see color. A few even purport to demonstrate animations, an impossibility in print. A handful of the images are like those puzzle games your grandparents play in the Sunday paper ("Which tiny details are different between these two pictures?"). In addition to the technical problems with the photos themselves, the text all too often refers to figures inappropriately (e.g. the picture doesn't demonstrate the point made in the text).
In addition to a handful of typos (some amusing "Hammers, like most tools, are very good for a few discreet [sic] activities"), the book suffers from clarity problems in some parts. These include such gems as "The invisible trigger should be nearly universally available, or alternatively, available under particular conditions". One sentence included no fewer than 4 parentheticals.
Generally, the publisher/editor should help flag problems such as these, but if anything, they made it worse. For instance, the book opens with a long paragraph about the reader's right to reuse the book's code samples (the book doesn't contain any).
Despite all of these criticisms, the book's content is pretty good-- it's a quick, easy, and thought-provoking read. Perhaps the most valuable aspect of the book is mentioned in the preface: now that "microinteractions" have a name, designers and developers can better argue for making investments in their implementation.
The book, unfortunately, doesn't fulfill this promising (minus that story) start.
Rather than an intensive and systematic dissection of single-use-case interactions, we're given example after example (after example) of Triggers, then of Rules, then of Feedback, almost all drawn from postings to a single Website ("Little Big Details"),accompanied by a narrative which, by rapidly changing point of view and underlying metaphor, makes the analytical context confusing and causes all of these examples (and there are a LOT of examples) to just pile together, conceptually.
There are good ideas -- use smart defaults, don't start from zero, recognize "signature moments" -- but they are presented in mind-numbing breadth rather than depth, with many, many examples but little analysis of why these rules might apply exactly this way in this particular context. The barrage of examples, to me, grew tiresome. You might have figured that out already.
Mr. Saffer tells us how to judge a successful feature -- "what you're striving for is a feeling of naturalness, an inevitability, a flow..." -- and it's a shame he didn't apply that simple measure to his book.
I appreciate and generally trust the "Who Should Read This Book?" feature in O'Reilly books, but in this case it failed me -- rather than the "anyone who cares about making better products" of the Preface, the right audience is professional, full-time user experience designers wanting to, and able to, hone their skills through exposure to examples. If that sort of person could have a much higher opinion of the book, and I wouldn't argue a bit.
The mind and imagination of the reader is further burdened because there are no practical directions on how to create microinteractions in the context of Interaction Design or User-Centered Design.
Applying the theory in this book requires much time consumed in very tiresome brainstorms. I am sure that many readers will not succeed or will do a poor job at applying microinteractions.
I'm not giving this book a one star review because the author has a (shallow) contribution to Interaction Design.