Designing Highly Useable Software - page 1
- Table of Contents
- Table of Contents
- BackCover
- Designing Highly Useable Software
- Introduction
- 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
- 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
- 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 III: 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
- Offering Online Help
- Training with Ease
- Moving Forward
- Chapter 15: Book in a Book - A Guide for Programming Bosses