Designing Interfaces. Patterns for Effective Interaction Design. 3rd Edition
- Autorzy: :
- Jenifer Tidwell, Charles Brewer, Aynne Valencia
- Ocena:
- Bądź pierwszym, który oceni tę książkę
- Stron:
- 600
- Dostępne formaty:
-
ePubMobi
Opis ebooka: Designing Interfaces. Patterns for Effective Interaction Design. 3rd Edition
Designing good application interfaces isn’t easy now that companies need to create compelling, seamless user experiences across an exploding number of channels, screens, and contexts. In this updated third edition, you’ll learn how to navigate through the maze of design options. By capturing UI best practices as design patterns, this best-selling book provides solutions to common design problems.
You’ll learn patterns for mobile apps, web applications, and desktop software. Each pattern contains full-color examples and practical design advice you can apply immediately. Experienced designers can use this guide as an idea sourcebook, and novices will find a road map to the world of interface and interaction design.
- Understand your users before you start designing
- Build your software’s structure so it makes sense to users
- Design components to help users complete tasks on any device
- Learn how to promote wayfinding in your software
- Place elements to guide users to information and functions
- Learn how visual design can make or break product usability
- Display complex data with artful visualizations
Wybrane bestsellery
-
Publikacja pozwala zapoznać się z fundamentalnymi teoriami i praktycznymi aspektami dobrego designu; to wydanie zostało starannie przejrzane i uzupełnione o najnowsze osiągnięcia w tej dziedzinie. Zawiera również spory zbiór sprawdzonych wzorców projektowych, znacząco ułatwiających projektowanie ...(59.50 zł najniższa cena z 30 dni)
59.50 zł
119.00 zł(-50%) -
W niniejszym zaktualizowanym wydaniu znajdziesz wzorce do wykorzystania zarówno w aplikacjach mobilnych i mediach społecznościowych, jak i w aplikacjach internetowych czy programach komputerowych. Każdy wzorzec zilustrowany jest przykładowymi projektami w pełnym kolorze oraz opatrzony praktycznym...(44.50 zł najniższa cena z 30 dni)
44.50 zł
89.00 zł(-50%) -
Designing a good interface isn't easy. Users demand software that is well-behaved, good-looking, and easy to use. Your clients or managers demand originality and a short time to market. Your UI technology -- web applications, desktop software, even mobile devices -- may give you the tools you ...(115.53 zł najniższa cena z 30 dni)
115.03 zł
169.00 zł(-32%) -
Whether you're a novice designer, educator, or experienced creative seeking to enhance visual communication skills and visual thinking, and use Adobe Firefly as a design aid, this book will set you up for success.
-
This book is for creative professionals looking to leverage Midjourney. You’ll learn how to produce stunning AI art, streamline your creative process, and incorporate AI into your work, all while gaining a competitive edge in your industry.
-
Ця книжка познайомить вас з особливостями Jav...(84.16 zł najniższa cena z 30 dni)
84.16 zł
103.90 zł(-19%) -
This book offers a combination of specialized focus, practical guidance, relevance to commercial applications, and ethical awareness for AI art, making it a valuable resource for those seeking to explore and master AI-generated art.
-
Obierz kurs na... tworzenie gier w starym stylu Czy potrafisz rozszyfrować termin „piksel”? Stanowi on zbitkę dwóch angielskich wyrazów: picture i element. Stąd piksel to najmniejszy jednolity fragment obrazu wyświetlanego na ekranie. Dzisiejsza technika z jej fenomen...(77.40 zł najniższa cena z 30 dni)
70.95 zł
129.00 zł(-45%) -
MonoGame. Podstawowe koncepcje grafiki 3D dotyczy programowania grafiki 3D, co oznacza, że do jej tworzenia wykorzystuje się kod, a nie edytor sceny obsługiwany myszką. Autorzy wyczerpująco omówili kluczowe zagadnienia, jak rozdzielenie definiowanie figur i brył, poruszanie nimi na scenie, oświet...(41.40 zł najniższa cena z 30 dni)
48.30 zł
69.00 zł(-30%) -
Czy znasz już Canvę? Jeśli nie, to za chwilę poznasz i – obiecujemy – nie pożałujesz. Canva jest dostępnym online narzędziem, dzięki któremu każdy, także osoba niemająca dotąd styczności z projektowaniem graficznym, jest w stanie przygotować grafikę na potrzeby social mediów, plakat d...(44.50 zł najniższa cena z 30 dni)
44.50 zł
89.00 zł(-50%)
O autorach ebooka
Jenifer Tidwell od 1997 roku bada wzorce interfejsów użytkownika, a od 1991 roku projektuje i tworzy złożone aplikacje oraz interfejsy internetowe.
Charlie Brewer jest dyrektorem do spraw projektowania produktów. Zdobył duże doświadczenie w pracy nad oprogramowaniem, platformami i rynkami SaaS.
Kup polskie wydanie:
Projektowanie interfejsów. Sprawdzone wzorce projektowe. Wydanie III
59,50 zł
119,00 zł
(59.50 zł najniższa cena z 30 dni)
Ebooka "Designing Interfaces. Patterns for Effective Interaction Design. 3rd Edition" przeczytasz na:
-
czytnikach Inkbook, Kindle, Pocketbook, Onyx Boox i innych
-
systemach Windows, MacOS i innych
-
systemach Windows, Android, iOS, HarmonyOS
-
na dowolnych urządzeniach i aplikacjach obsługujących formaty: PDF, EPub, Mobi
Masz pytania? Zajrzyj do zakładki Pomoc »
Audiobooka "Designing Interfaces. Patterns for Effective Interaction Design. 3rd Edition" posłuchasz:
-
w aplikacji Ebookpoint na Android, iOS, HarmonyOs
-
na systemach Windows, MacOS i innych
-
na dowolnych urządzeniach i aplikacjach obsługujących format MP3 (pliki spakowane w ZIP)
Masz pytania? Zajrzyj do zakładki Pomoc »
Kurs Video "Designing Interfaces. Patterns for Effective Interaction Design. 3rd Edition" zobaczysz:
-
w aplikacjach Ebookpoint i Videopoint na Android, iOS, HarmonyOs
-
na systemach Windows, MacOS i innych z dostępem do najnowszej wersji Twojej przeglądarki internetowej
Szczegóły ebooka
- ISBN Ebooka:
- 978-14-920-5191-6, 9781492051916
- Data wydania ebooka:
- 2019-12-18 Data wydania ebooka często jest dniem wprowadzenia tytułu do sprzedaży i może nie być równoznaczna z datą wydania książki papierowej. Dodatkowe informacje możesz znaleźć w darmowym fragmencie. Jeśli masz wątpliwości skontaktuj się z nami sklep@ebookpoint.pl.
- Język publikacji:
- angielski
- Rozmiar pliku ePub:
- 178.7MB
- Rozmiar pliku Mobi:
- 341.8MB
Spis treści ebooka
- Preface to the Third Edition
- Why We Wrote This Book
- Design Patterns Remain Relevant
- Software Is Systems Now
- Focus: Screen-Based, Web, and Mobile
- Whats Not in This Edition
- Voice
- Social media
- Streaming digital television
- Augmented reality/virtual reality/mixed reality
- Chatbots and conversational design
- Natural user interfacesgesture-based interfaces (beyond touch)
- Who This Book Is For
- How This Book Is Organized
- Introduction and Design Discussion
- The Patterns
- What
- Use when
- Why
- How
- Examples
- Conclusion
- Conventions Used in This Book
- OReilly Online Learning
- How to Contact Us
- Acknowledgments
- 1. Designing for People
- Context
- Know Your Audience
- Interactions Are Conversations
- Match Your Content and Functionality to Your Audience
- Skill Level
- Goals: Your Interface Is Just a Means to Their Ends
- Ask Why
- Designs Value: Solve the Right Problem, and Then Solve It Right
- Context
- Research: Ways to Understand Context and Goals
- Direct Observation
- Case Studies
- Surveys
- Personas
- Design Research Is Not Marketing Research
- The Patterns: Cognition and Behavior Related to Interface Design
- Safe Exploration
- Instant Gratification
- Satisficing
- Changes in Midstream
- Deferred Choices
- Incremental Construction
- Habituation
- Microbreaks
- Spatial Memory
- Prospective Memory
- Streamlined Repetition
- Keyboard Only
- Social Media, Social Proof, and Collaboration
- Conclusion
- 2. Organizing the Content: Information Architecture and Application Structure
- Purpose
- Definition
- Designing an Information Space for People
- Approach
- Separate Information from Presentation
- Mutually Exclusive, Collectively Exhaustive
- Ways to Organize and Categorize Content
- Alphabetical
- Number
- Time
- Location
- Hierarchy
- Category or Facet
- Designing for Task and Workflow-Dominant Apps
- Make Frequently Used Items Visible
- Chunk Up Jobs into a Sequence of Steps
- Design for both novice and experienced users
- Multiple Channels and Screen Sizes Are Todays Reality
- Display Your Information as Cards
- Designing a System of Screen Types
- Overview: Show a List or Grid of Things or Options
- Focus: Show One Single Thing
- Make: Provide Tools to Create a Thing
- Do: Facilitate a Single Task
- The Patterns
- Feature, Search, and Browse
- What
- Use when
- Why
- How
- Examples
- Content-centric websites
- Commerce- centric websites
- Task-centric websites
- Search with facets and filters
- Feature, Search, and Browse
- Mobile Direct Access
- What
- Use when
- Why
- How
- Examples
- Streams and Feeds
- What
- News/content streams
- Social streams
- Business collaboration
- What
- Use when
- Why
- How
- Examples
- News/content streams
- Social streams
- Business collaboration
- Media Browser
- What
- Why
- How
- The media browser
- The browsing interface
- The single-item view
- Examples
- Browse a collection of objects
- Manage and edit media assets
- Dashboard
- What
- Why
- How
- Examples
- Canvas Plus Palette
- What
- Use when
- Why
- How
- Examples
- Wizard
- What
- Use when
- Why
- How
- Chunking the task
- Physical structure
- Examples
- Settings Editor
- What
- Use when
- Why
- How
- Examples
- Alternative Views
- What
- Use when
- Why
- How
- Examples
- Many Workspaces
- What
- Use when
- Why
- How
- Examples
- Help Systems
- What
- Inline/display
- Tool tips
- Full help system
- Guided tours
- Knowledge base
- Online community
- What
- Use when
- Why
- How
- Examples
- In-screen help: labels and tool tips
- Help systems
- New user experiences: guided instruction
- Online community
- Tags
- What
- Use when
- Why
- How
- Examples
- Conclusion
- 3. Getting Around: Navigation, Signposts, and Wayfinding
- Understanding the Information and Task Space
- Signposts
- Wayfinding
- Navigation
- Global Navigation
- Utility Navigation
- Associative and Inline Navigation
- Related Content
- Tags
- Social
- Design Considerations
- Separate the Navigation Design from the Visual Design
- Cognitive Load
- Keep Distances Short
- Broad global navigation
- Put frequently accessed items directly in the global navigation
- Bring steps together
- Navigational Models
- Hub and Spoke
- Fully Connected
- Multilevel or Tree
- Step by Step
- Pyramid
- Flat Navigation
- The Patterns
- Clear Entry Points
- What
- Use when
- Why
- How
- Examples
- Clear Entry Points
- Menu Page
- What
- Use when
- Why
- How
- Examples
- Pyramid
- What
- Use when
- Why
- How
- Examples
- Modal Panel
- What
- Use when
- Why
- How
- Examples
- Deep Links
- What
- Use when
- Why
- How
- Examples
- Escape Hatch
- What
- Use when
- Why
- How
- Examples
- Fat Menus
- What
- Use when
- Why
- How
- Examples
- Sitemap Footer
- What
- Use when
- Why
- How
- Examples
- Sign-In Tools
- What
- Use when
- Why
- How
- Examples
- Progress Indicator
- What
- Use when
- Why
- How
- Examples
- Breadcrumbs
- What
- Use when
- Why
- How
- Examples
- Annotated Scroll Bar
- What
- Use when
- Why
- How
- Examples
- Animated Transition
- What
- Use when
- Why
- How
- Examples
- Further Reading
- Conclusion
- 4. Layout of Screen Elements
- The Basics of Layout
- Visual Hierarchy
- Visual hierarchy in action
- Visual Hierarchy
- What Makes Things Look Important?
- Size
- Position
- Density
- Background color
- Rhythm
- Emphasizing small items
- Alignment and grid
- The Basics of Layout
- Four Important Gestalt Principles
- Proximity
- Similarity
- Continuity
- Closure
- Visual Flow
- Using Dynamic Displays
- Scroll Bars
- Responsive Enabling
- Progressive Disclosure
- UI Regions
- The Patterns
- Visual Framework
- What
- Use when
- Why
- How
- Examples
- Visual Framework
- Center Stage
- What
- Use when
- Why
- How
- Examples
- Grid of Equals
- What
- Use when
- Why
- How
- Examples
- Titled Sections
- What
- Use when
- Why
- How
- Examples
- Module Tabs
- What
- Use when
- Why
- How
- Examples
- Accordion
- What
- Use when
- Why
- How
- Examples
- Collapsible Panels
- What
- Use when
- Why
- How
- Examples
- Movable Panels
- What
- Use when
- Why
- How
- 5. Visual Style and Aesthetics
- The Basics of Visual Design
- Visual Hierarchy
- Clarity
- Actionability
- Affordance
- Visual Hierarchy
- Composition
- Consistency
- Alignment
- The Basics of Visual Design
- Color
- Warm versus cool
- Dark versus light background
- High versus low contrast
- Saturated versus unsaturated
- Combinations of hues
- Dont rely on color alone
- Color references and resources
- Typography
- Types of typefaces
- Serif
- Sans serif
- Display
- Monospace
- Size
- Leading
- Tracking and kerning
- Font pairing
- Paragraph alignment
- Numbers
- Readability
- Evoking a Feeling
- Spaciousness and crowding
- Angles and curves
- Texture and rhythm
- Images
- Photography
- Icons
- Icon references and resources
- Cultural references
- Repeated visual motifs
- Visual Design for Enterprise Applications
- Accessibility
- Ranges of Visual Styles
- Skeuomorphic
- Illustrated
- Flat Design
- For more details on flat design
- Minimalistic
- Adaptive/Parametric
- Conclusion
- 6. Mobile Interfaces
- The Challenges and Opportunities of Mobile Design
- Tiny Screen Sizes
- Variable Screen Widths
- Touch Screens
- Difficulty of Typing Text
- Challenging Physical Environments
- Location Awareness
- Social Influences and Limited Attention
- The Challenges and Opportunities of Mobile Design
- How to Approach a Mobile Design
- Some Worthy Examples
- The Patterns
- Vertical Stack
- What
- Use when
- Why
- How
- Examples
- Vertical Stack
- Filmstrip
- What
- Use when
- Why
- How
- Examples
- Touch Tools
- What
- Use when
- Why
- How
- Examples
- Bottom Navigation
- What
- Use when
- Why
- How
- Examples
- Collections and Cards
- What
- Use when
- Why
- How
- Examples
- Infinite List
- What
- Use when
- Why
- How
- Examples
- Generous Borders
- What
- Use when
- Why
- How
- Examples
- Loading or Progress Indicators
- What
- Use when
- Why
- How
- Examples
- Richly Connected Apps
- What
- Use when
- Why
- How
- Examples
- Make It Mobile
- 7. Lists of Things
- Use Cases for Lists
- Back to Information Architecture
- What Are You Trying to Show?
- When the user selects an item from a list, where should I show the details of that item?
- How can I show a list of items that have heavy visuals?
- How can I manage a very long list?
- How can I show a list thats organized into categories or hierarchies?
- The Patterns
- Two-Panel Selector or Split View
- What
- Use when
- Why
- How
- Examples
- Two-Panel Selector or Split View
- One-Window Drilldown
- What
- Use when
- Why
- How
- Examples
- List Inlay
- What
- Use when
- Why
- How
- Examples
- Further reading
- Cards
- What
- Use when
- Why
- How
- Examples
- Further reading
- Thumbnail Grid
- What
- Use when
- Why
- How
- Examples
- Further reading
- Carousel
- What
- Use when
- Why
- How
- Examples
- Pagination
- What
- Use when
- Why
- How
- Examples
- Jump to Item
- What
- Use when
- Why
- How
- Examples
- Alpha/Numeric Scroller
- What
- Use when
- Why
- How
- Examples
- New-Item Row
- What
- Use when
- Why
- How
- Examples
- Lists Abound
- 8. Doing Things: Actions and Commands
- Tap, Swipe, and Pinch
- Rotate and Shake
- Buttons
- Menu Bars
- Pop-Up Menus
- Drop-Down Menus
- Toolbars
- Links
- Action Panels
- Hover Tools
- Single-Clicking Versus Double-Clicking Items
- Keyboard Actions
- Shortcuts
- Tab Order
- Drag-and-Drop
- Typed Commands
- Affordance
- Direct Manipulation of Objects
- The Patterns
- Button Groups
- What
- Use when
- Why
- How
- Examples
- Button Groups
- Hover or Pop-Up Tools
- What
- Use when
- Why
- How
- Examples
- Action Panel
- What
- Use when
- Why
- How
- Putting the Action Panel on the UI
- Structuring the actions
- Labeling the actions
- Examples
- Prominent Done Button or Assumed Next Step
- What
- Use when
- Why
- How
- Examples
- Smart Menu Items
- What
- Use when
- Why
- How
- Examples
- Preview
- What
- Use when
- Why
- How
- Examples
- Spinners and Loading Indicators
- What
- Spinners
- Loading indicators
- What
- Use when
- Why
- How
- Examples
- Cancelability
- What
- Use when
- Why
- How
- Examples
- Multilevel Undo
- What
- Use when
- Why
- How
- Design an undo or action history stack
- Presentation
- Examples
- Command History
- What
- Undoable actions
- Browser history
- What
- Use when
- Why
- How
- Examples
- Macros
- What
- Use when
- Why
- How
- Defining the macro
- Running the macro
- Examples
- Conclusion
- 9. Showing Complex Data
- The Basics of Information Graphics
- Organizational Models: How Is This Data Organized?
- Preattentive Variables: Whats Related to What?
- Navigation and Browsing: How Can I Explore This Data?
- Sorting and Rearranging: Can I Rearrange This Data to See It Differently?
- Searching and Filtering: How Can I See Only the Data That I Need?
- The Actual Data: What Are the Specific Data Values?
- The Basics of Information Graphics
- The Patterns
- Datatips
- What
- Use when
- Why
- How
- Examples
- Datatips
- Data Spotlight
- What
- Use when
- Why
- How
- Examples
- Dynamic Queries
- What
- Use when
- Why
- How
- Example
- Data Brushing
- What
- Use when
- Why
- How
- Examples
- Multi-Y Graph
- What
- Use when
- Why
- How
- Examples
- Small Multiples
- What
- Use when
- Why
- How
- Examples
- The Power of Data Visualization
- 10. Getting Input from Users: Forms and Controls
- The Basics of Form Design
- Form Design Continues to Evolve
- Required versus optional
- Floating labels
- Form Design Continues to Evolve
- Further Reading
- The Basics of Form Design
- The Patterns
- Forgiving Format
- What
- Use when
- Why
- How
- Examples
- Forgiving Format
- Structured Format
- What
- Use when
- Why
- How
- Examples
- Fill-in-the-Blanks
- What
- Use when
- Why
- How
- Examples
- Input Hints
- What
- Use when
- Why
- How
- Examples
- Input Prompt
- What
- Use when
- Why
- Not the same as floating labels
- How
- Examples
- Password Strength Meter
- What
- Use when
- Why
- How
- Examples
- Autocompletion
- What
- Use when
- Why
- How
- Examples
- Drop-down Chooser
- What
- Use when
- Why
- How
- Examples
- List Builder
- What
- Use when
- Why
- How
- Examples
- Good Defaults and Smart Prefills
- What
- Use when
- Why
- How
- Examples
- Error Messages
- What
- Use when
- Why
- How
- Examples
- Conclusion
- 11. User Interface Systems and Atomic Design
- UI Systems
- An Example Component-Based UI System: Microsofts Fluent
- UI Systems
- Atomic Design: A Way of Designing Systems
- Overview
- Break it down
- Style guide
- Consistency
- Modularity
- Nesting
- Build it up
- Not tied to any technology
- Overview
- The Atomic Design Hierarchy
- Atoms
- Molecules
- Organisms
- Templates
- Pages
- UI Frameworks
- Overview
- Benefits
- The Rise of UI Frameworks
- A Look at Selected UI Frameworks
- Bootstrap
- Foundation
- Semantic UI
- Materialize
- Blueprint
- UIkit
- Conclusion
- 12. Beyond and Behind the Screen
- The Ingredients: Smart Systems
- Connected Devices
- Anticipatory Systems
- Assistive Systems
- Natural User Interfaces
- The Ingredients: Smart Systems
- Conclusion
- Index
O'Reilly Media - inne książki
-
Large language models (LLMs) and generative AI are rapidly changing the healthcare industry. These technologies have the potential to revolutionize healthcare by improving the efficiency, accuracy, and personalization of care. This practical book shows healthcare leaders, researchers, data scient...(149.89 zł najniższa cena z 30 dni)
149.84 zł
199.00 zł(-25%) -
With hundreds of tools preinstalled, the Kali Linux distribution makes it easier for security professionals to get started with security testing quickly. But with more than 600 tools in its arsenal, Kali Linux can also be overwhelming. The new edition of this practical book covers updates to the ...(162.21 zł najniższa cena z 30 dni)
162.16 zł
209.00 zł(-22%) -
Learn how to implement and manage a modern customer data platform (CDP) through the Salesforce Data Cloud platform. This practical book provides a comprehensive overview that shows architects, administrators, developers, data engineers, and marketers how to ingest, store, and manage real-time cus...(185.84 zł najniższa cena z 30 dni)
185.73 zł
249.00 zł(-25%) -
Real-time applications are becoming the norm today. But building a model that works properly requires real-time data from the source, in-flight stream processing, and low latency serving of its analytics. With this practical book, data engineers, data architects, and data analysts will learn how ...(210.20 zł najniższa cena z 30 dni)
210.15 zł
279.00 zł(-25%) -
Methods of delivering software are constantly evolving in order to increase speed to market without sacrificing reliability and stability. Mastering development end to end, from version control to production, and building production-ready code is now more important than ever. Continuous deploymen...(171.72 zł najniższa cena z 30 dni)
171.52 zł
229.00 zł(-25%) -
As the transformation to hybrid multicloud accelerates, businesses require a structured approach to securing their workloads. Adopting zero trust principles demands a systematic set of practices to deliver secure solutions. Regulated businesses, in particular, demand rigor in the architectural pr...(153.48 zł najniższa cena z 30 dni)
153.28 zł
209.00 zł(-27%) -
This concise yet comprehensive guide explains how to adopt a data lakehouse architecture to implement modern data platforms. It reviews the design considerations, challenges, and best practices for implementing a lakehouse and provides key insights into the ways that using a lakehouse can impact ...(181.63 zł najniższa cena z 30 dni)
181.58 zł
249.00 zł(-27%) -
In today's fast-paced world, more and more organizations require rapid application development with reduced development costs and increased productivity. This practical guide shows application developers how to use PowerApps, Microsoft's no-code/low-code application framework that helps developer...(150.77 zł najniższa cena z 30 dni)
150.57 zł
209.00 zł(-28%) -
Welcome to the systems age, where software professionals are no longer building software&emdash;we're building systems of software. Change is continuously deployed across software ecosystems coordinated by responsive infrastructure. In this world of increasing relational complexity, we need t...(141.04 zł najniższa cena z 30 dni)
140.94 zł
209.00 zł(-33%) -
This book provides an ideal guide for Python developers who want to learn how to build applications with large language models. Authors Olivier Caelen and Marie-Alice Blete cover the main features and benefits of GPT-4 and GPT-3.5 models and explain how they work. You'll also get a step-by-step g...(143.33 zł najniższa cena z 30 dni)
142.83 zł
209.00 zł(-32%)
Dzieki opcji "Druk na żądanie" do sprzedaży wracają tytuły Grupy Helion, które cieszyły sie dużym zainteresowaniem, a których nakład został wyprzedany.
Dla naszych Czytelników wydrukowaliśmy dodatkową pulę egzemplarzy w technice druku cyfrowego.
Co powinieneś wiedzieć o usłudze "Druk na żądanie":
- usługa obejmuje tylko widoczną poniżej listę tytułów, którą na bieżąco aktualizujemy;
- cena książki może być wyższa od początkowej ceny detalicznej, co jest spowodowane kosztami druku cyfrowego (wyższymi niż koszty tradycyjnego druku offsetowego). Obowiązująca cena jest zawsze podawana na stronie WWW książki;
- zawartość książki wraz z dodatkami (płyta CD, DVD) odpowiada jej pierwotnemu wydaniu i jest w pełni komplementarna;
- usługa nie obejmuje książek w kolorze.
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka, którą chcesz zamówić pochodzi z końcówki nakładu. Oznacza to, że mogą się pojawić drobne defekty (otarcia, rysy, zagięcia).
Co powinieneś wiedzieć o usłudze "Końcówka nakładu":
- usługa obejmuje tylko książki oznaczone tagiem "Końcówka nakładu";
- wady o których mowa powyżej nie podlegają reklamacji;
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka drukowana
Oceny i opinie klientów: Designing Interfaces. Patterns for Effective Interaction Design. 3rd Edition Jenifer Tidwell, Charles Brewer, Aynne Valencia (0) Weryfikacja opinii następuję na podstawie historii zamówień na koncie Użytkownika umieszczającego opinię. Użytkownik mógł otrzymać punkty za opublikowanie opinii uprawniające do uzyskania rabatu w ramach Programu Punktowego.