| | Copyright |
| | Acknowledgements |
| | Chapter 1. Defining the Obvious |
| | | What Is 'the Obvious'? |
| | | How Do You Design the Obvious? |
| | | The Framework for Obvious Design |
| | Chapter 2. Understand Users, Then Ignore Them |
| | | Understand How Users Think They Do Things |
| | | Understand How Users Actually Do Things |
| | | Know How to Uncover Reality |
| | | Design for the Activity |
| | | Write Use Cases |
| | Chapter 3. Build Only What Is Absolutely Necessary |
| | | More Features, More Frustration |
| | | Think Different |
| | | Drop Nice-to-Have Features |
| | Chapter 4. Support the User's Mental Model |
| | | Understanding Mental Models |
| | | Design for Mental Models |
| | | Eliminate Implementation Models |
| | | Prototype the Design |
| | | Test It Out |
| | Chapter 5. Turn Beginners Into Intermediates, Immediately |
| | | Use Up-to-Speed Aids |
| | | Choose Good Defaults |
| | | Design for Information |
| | | Stop Getting Up to Speed and Speed Things Up |
| | | Provide Help Documents, Because Help Is for Experts |
| | Chapter 6. Handle Errors Wisely |
| | | Prevent and Catch Errors with Poka-yoke Devices |
| | | Ditch Anything Modal |
| | | Write Error Messages That Help Instead of Hurt |
| | | Create Forgiving Software |
| | Chapter 7. Design for Uniformity, Consistency, and Meaning |
| | | Design for Uniformity |
| | | Be Consistent Across Applications |
| | | Leverage Irregularity to Create Meaning and Importance |
| | Chapter 8. Reduce and Refine |
| | | Cluttered Task Flows |
| | | Clean Up the Mess |
| | | Practice Kaizen |
| | | Eliminate Waste |
| | | Put Just-In-Time Design and Review To Work |
| | Chapter 9. Don't Innovate When You Can Elevate |
| | | Innovation |
| | | The problem with innovative thinking |
| | | Elevation |
| | | Elevate the User Experience |
| | | Seek Out and Learn from Great Examples |
| | | Elevate the Standards |
| | | Take Out All the Good Lines |
| | | Get in the Game |
| | Index |