Designing Products People Love
Books | BUSINESS & ECONOMICS / Management
Scott Hurff
How can you create products that successfully find customers? With this practical book, you’ll learn from some of the best product designers in the field, from companies like Facebook and LinkedIn to up-and-coming contenders. You’ll understand how to discover and interpret customer pain, and learn how to use this research to guide your team through each step of product creation.Written for designers, product managers, and others who want to communicate better with designers, this book is essential reading for anyone who contributes to the product creation process.Understand exactly who your customers are, what they want, and how to build products that make them happyLearn frameworks and principles that successful product designers useIncorporate five states into every screen of your interface to improve conversions and reduce perceived loading timesDiscover meeting techniques that Apple, Amazon, and LinkedIn use to help teams solve the right problems and make decisions fasterDesign effective interfaces across different form factors by understanding how people hold devices and complete tasksLearn how successful designers create working prototypes that capture essential customer feedbackCreate habit-forming and emotionally engaging experiences, using the latest psychological research
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Author
Scott Hurff
Pages
324
Publisher
"O'Reilly Media, Inc."
Published Date
2015-12-17
ISBN
1491923660 9781491923665
Community ReviewsSee all
"This book had a couple of useful ideas, although a great deal of it was just rehashing concepts that are second nature to many professional UX and product designers. The book might(?) make a more interesting read for product managers or graphic designers.<br/><br/>Two things it said that I found useful were:<br/>1. A "Sales Safari" is a form of attitudinal/formative research that you can use without accidentally influencing the people you're observing. It means lurking in online fora where your target audience hangs out in order to learn about their needs and frustrations.<br/>2. Beginning design for a new page with a basic text file brings focus to the order and priority of the content and can make it simpler to organize it into a wireframe afterward.<br/><br/>And (in what promises to be a tangent that takes up half the space of my review) I question the validity of Hurff's conclusions around tappable areas for mobile screens. On page 159, he mentions research in early 2013 indicating which hand people use their smartphones with. From this research, he focuses on the finding that the largest percentage used phones one-handed. On page 160, he mentions that the share of people using phones with large screens is increasing, and he provides a chart as evidence. From this trend, he concludes that it's increasingly important to take the tappable area into account for all the many people who will be using larger screens one handed. He follows up with several pages of diagrams showing where a single thumb can reach on various sized screens, assuming that each of these screens is used one-handed: "the sheer amount of 'Ow' space [...] becomes startlingly apparent with the 5.5-inch screen."<br/><br/>Yet on page 159, he included the number of people from that early 2013 study who use both hands: it's 15%. And in that chart on the very next page, if you look at early 2013, the percentage of people owning large phones is quite close to 15%. It wouldn't surprise me at all to find that there's a strong correlation between a phone's size and how it's held. Hurff seems to have assumed that because the plurality of people hold phones in one hand, designs for all screen sizes (even large screens) should assume a single-handed hold. But what if people hold larger screens differently?"
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