Java Look and Feel Design Guidelines
Java Look and Feel Design Guidelines is a very practical book meant for the UI Designer as well as people involved in the design process. The large number of examples is supplemented with about 170 screen shots. Java Look and Feel guidelines for consistent appearance, cross-platform delivery guidelines, internationalization guidelines and implementation tips are mentioned in the appropriate sections and are marked by special icons. A list of books and Web sites on related topics like human interface design, accessibility, internationalization, etc., are given.
Java Look and Feel Design Guidelines is divided into three parts--Overview, Fundamental Java Application Design and The Components of the Java Foundation Classes. This book uses the word "application" to refer to both Java standalone applications and applets.
The Overview part gives a quick visual tour of the Java Look and Feel. The Java Foundation Classes are introduced and the major JFC User Interface Components are visually presented with cross-references to the pages where they are described in detail.
Internationalization allows for the development of applications that are independent of the countries or the language of the users. Such applications allow for the easy customization of the software for a particular region, thus creating a global market. The application may also have to interact with assistive technologies like screen readers, speech recognition systems and Braille terminals. The second part of the book Java Look and Feel Design Guidelines begins by giving guidelines on these two topics.
Given an empty panel, how do you start placing components on it? How much spacing do you need between a label and a textfield? The answers to these questions are given by guiding you through a step-by-step example where a simple dialog box is created using design grids. Colors, Fonts, text and layout of the elements are what create the mood of the applications. The chapter on Visual Design explains how to use these to increase the user confidence and comfort with your application.
The application that is designed for one platform may eventually run on other platforms and display systems with different capabilities. The chapter on Application Graphics gives guidelines in designing icons and buttons and using cross platform color so that the quality of graphics is not affected. Effective use of splash screens, login screens and about boxes to enhance the corporate identity is also discussed.
Part III: The Components of the Java Foundation Classes takes a look at each component of the JFC in detail. This will be the section that will be the most used in the book. Each component behavior is explained and tips regarding implementation and look and feel are given. The Appendix gives the keyboard operations available for JFC components for navigation.
An HTML version of the complete book is available at http://java.sun.com/products/jlf/dg/index.htm for those of you who like to browse the book before buying. The book does not provide code samples for any of the examples shown. Since the book is very specific one about JFC, such examples provided in the appendix or the Web site would have provided a starting point for programmers. Maybe this will come in the later editions.
Other platforms have their own books setting the guidelines. The timely publication of this well structured book has provided Java developers with an unparalleled resource for reference with its comprehensive set of guidelines. This book along with The JFC Swing Tutorial is a must on every developer's physical desktop.
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"In short forget about coding standards, design reviews and all that other ivory-tower nonsense, fire anyone suggesting such time-wasting strategies, and with the money you have saved, hire yourself some qualified marketing experts and watch the $$$s start rolling in."
Rubbish: don't talk such tripe.
The first product I worked on as a professional had 17 engineers coding like hell with no formal process. Guess what? When we introduced a formal process and started dictating our own deadlines (which seemed further in advance), our product improved, it was delivered more quickly, the user interface became usable, and most importantly, the satisfaction of our clients increased.
If you want to get up and market an awful product, that's fine by me. You're the one who will look foolish to potential clients. You're the one who will be laughed at at trade shows.
Coding standards do matter. For example, when you have people using combinations of spaces, tabs, different size indentation, different size tabs, you will not believe the number of bugs that can be introduced just because the indentation is screwed up on somebody else machine. That is the very simplest coding standard that we implemented. It saves a lot of time being able to sit down with somebody elses code and not have to figure out their conventions before fixing their bugs, or implement enhancements. A software profession shouldn't mind such things: they can keep their personal styles for their hobbies.
User Interfaces do matter. Without formal design, you can end up with an unuseable user interface that is completely inconsistent across the application. Customers generally only see the UI, and so their opinions of the whole product are based on this. It doesn't matter how good the underlying technology is, a flawed UI will lead a customer to believe the whole product is flawed. Besides, if they find a UI unuseable, they won't be able to get at your underlying technology.
Finally, with a properly implemented formal process, there should be very little UI fixing needed when the product is ready. In my experience, UI design goes in parallel with the rest of the product development. The UI design needs be started as soon as possible so that it can be reviewed (by non-engineers) and redesigned as necessary before it's implemented and the rest of the product is ready to ship.
You sound like a car salesman or a spammer.