WDU201 preece al interaction design 4e wiley (2015)

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WDU201 preece al interaction design 4e wiley (2015)

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CONTENTS Cover Series Page Title Page Copyright What's Inside Chapter 1: What is Interaction Design? 1.1 Introduction 1.2 Good and Poor Design 1.3 What Is Interaction Design? 1.4 The User Experience 1.5 The Process of Interaction Design 1.6 Interaction Design and the User Experience Interview with Harry Brignull Chapter 2: Understanding and Conceptualizing Interaction 2.1 Introduction 2.2 Understanding the Problem Space and Conceptualizing Interaction 2.3 Conceptual Models 2.4 Interface Metaphors 2.5 Interaction Types 2.6 Paradigms, Visions, Theories, Models, and Frameworks Interview with Kees Dorst Chapter 3: Cognitive Aspects 3.1 Introduction 3.2 What Is Cognition? 3.3 Cognitive Frameworks Chapter 4: Social Interaction 4.1 Introduction 4.2 Being Social 4.3 Face-to-Face Conversations 4.4 Remote Conversations 4.5 Telepresence 4.6 Co-presence Chapter 5: Emotional Interaction 5.1 Introduction 5.2 Emotions and the User Experience 5.3 Expressive Interfaces 5.4 Annoying Interfaces 5.5 Detecting Emotions and Emotional Technology 5.6 Persuasive Technologies and Behavioral Change 5.7 Anthropomorphism and Zoomorphism Chapter 6: Interfaces 6.1 Introduction 6.2 Interface Types 6.3 Natural User Interfaces and Beyond 6.4 Which Interface? Interview with Leah Beuchley Chapter 7: Data Gathering 7.1 Introduction 7.2 Five Key Issues 7.3 Data Recording 7.4 Interviews 7.5 Questionnaires 7.6 Observation 7.7 Choosing and Combining Techniques Chapter 8: Data Analysis, Interpretation, and Presentation 8.1 Introduction 8.2 Qualitative and Quantitative 8.3 Simple Quantitative Analysis 8.4 Simple Qualitative Analysis 8.5 Tools to Support Data Analysis 8.6 Using Theoretical Frameworks 8.7 Presenting the Findings Chapter 9: The Process of Interaction Design 9.1 Introduction 9.2 What Is Involved in Interaction Design? 9.3 Some Practical Issues Interview with Ellen Gottesdiener Chapter 10: Establishing Requirements 10.1 Introduction 10.2 What, How, and Why? 10.3 What Are Requirements? 10.4 Data Gathering for Requirements 10.5 Data Analysis, Interpretation, and Presentation 10.6 Task Description 10.7 Task Analysis Chapter 11: Design, Prototyping, and Construction 11.1 Introduction 11.2 Prototyping 11.3 Conceptual Design 11.4 Concrete Design 11.5 Using Scenarios 11.6 Generating Prototypes 11.7 Construction Interview with the Late Gary Marsden Chapter 12: Interaction Design in Practice 12.1 Introduction 12.2 AgileUX 12.3 Design Patterns 12.4 Open Source Resources 12.5 Tools for Interaction Design Chapter 13: Introducing Evaluation 13.1 Introduction 13.2 The Why, What, Where, and When of Evaluation 13.3 Types of Evaluation 13.4 Evaluation Case Studies 13.5 What Did We Learn from the Case Studies? 13.6 Other Issues to Consider when Doing Evaluation Chapter 14: Evaluation Studies: From Controlled to Natural Settings 14.1 Introduction 14.2 Usability Testing 14.3 Conducting Experiments 14.4 Field Studies Interview with Danah Boyd Chapter 15: Evaluation: Inspections, Analytics, and Models 15.1 Introduction 15.2 Inspections: Heuristic Evaluation and Walkthroughs 15.3 Analytics 15.4 Predictive Models References Index End User License Agreement List of Tables Table 1.1 Table 6.1 Table 7.1 Table 8.1 Table 8.2 Table 8.3 Table 8.4 Table 8.5 Table 10.1 Table 11.1 Table 11.2 Table 11.3 Table 13.1 Table 14.1 Table 14.2 List of Illustrations Figure 1.1 Figure 1.2 Figure 1.3 Figure 1.4 Figure 1.5 Figure 1.6 Figure 1.7 Figure 1.8 Figure 1.9 Figure 1.10 Figure 1.11 Figure 1.12 Figure 2.1 Figure 2.2 Figure 2.3 Figure 2.4 Figure 2.5 Figure 2.6 Figure 2.7 Figure 2.8 Figure 3.1 Figure 3.2 Figure 3.3 Figure 3.4 Figure 3.5 Figure 3.6 Figure 3.7 Figure 3.8 Figure 3.9 Figure 3.10 Figure 3.11 Figure 3.12 Figure 3.13 Figure 4.1 Figure 4.2 Figure 4.3 Figure 4.4 Figure 4.5 Figure 4.6 Figure 4.7 Figure 4.8 Figure 4.9 Figure 4.10 Figure 4.11 Figure 4.12 Figure 4.13 Figure 4.14 Figure 4.15 Figure 4.16 Figure 4.17 Figure 4.18 Figure 5.1 Figure 5.2 Figure 5.3 Figure 5.4 Figure 5.5 Figure 5.6 Figure 5.7 Figure 5.8 Figure 5.9 Figure 5.10 Figure 5.11 Figure 5.12 Figure 5.13 Figure 5.14 Figure 6.1 Figure 6.2 Figure 6.3 Figure 6.4 Figure 6.5 Figure 6.6 Figure 6.7 Figure 6.8 Figure 6.9 Figure 6.10 Figure 6.11 Figure 6.12 Figure 6.13 Figure 6.14 Figure 6.15 Figure 6.16 Figure 6.17 Figure 6.18 Figure 6.19 Figure 6.20 Figure 6.21 Figure 6.22 Figure 6.23 Figure 6.24 Figure 6.25 Figure 6.26 Figure 6.27 Figure 6.28 Figure 6.29 Figure 6.30 Figure 6.31 Figure 6.32 Figure 6.33 Figure 6.34 Figure 6.35 Figure 7.1 Figure 7.2 Figure 7.3 Figure 7.4 Figure 7.5 Figure 7.6 Figure 7.7 Figure 7.8 Figure 7.9 Figure 7.10 Figure 7.11 Figure 7.12 Figure 7.13 Figure 7.14 Figure 8.1 Figure 8.2 Figure 8.3 Figure 8.4 Figure 8.5 Figure 8.6 Figure 8.7 Figure 8.8 Figure 8.9 Figure 8.10 Figure 8.11 Figure 8.12 Figure 8.13 Figure 8.14 Figure 8.15 Figure 8.16 Figure 8.17 Figure 9.1 Figure 9.2 Figure 9.3 Figure 9.4 Figure 10.1 Figure 10.2 Figure 10.3 Figure 10.4 Figure 10.5 Figure 10.6 RFID (radio-frequency identification) rigorous notations robots artificial life drones interfaces in medicine pets surrogates, BiReality role-playing games rollover function Roomware furniture safety in-car entertainment car seat, haptic feedback usability goal same-participant design sampling saturation sampling scams scatter graphs scenarios generating storyboards from plus and minus ScienceKit app scope evaluation studies prototyping screen layout design scrolling menus search and find tools search and memory search engines Second Life Section Rehabilitation Act (2001), USA security issues, passwords selective coding, grounded theory selfies semantic differential scales design issues semi-structured interviews semiotic engineering SenseCam device sensitivity-objectivity balance sensor technology sensual thread sequence diagrams seven plus or minus two, short-term memory capacity shareable interfaces short-term memory sign language simplicity, design principle simulations, interactive multimedia Siri, Apple situational awareness SketchBook Pro sketches, Arduino unit of code sketching skiers, in the wild study skinput keypad Skype interviews smart-card systems smart home Smart TV SmartBoards smartphones flat 2D icons games ported from PCs smartwatches smileyometer gauge Snake game SnapChat sociable robots social interaction co-presence face-to-face conversations remote conversations telepresence social media analytics tools apps for educating children conversation style emotional technology ethnography teens’ engagement with social network analysis (SNA) social networking analysis of mobile app for privacy issues social translucence Sococo virtual office software development kits (SDKs) South African Sign Language (SASL) spatio-temporal thread speaking speech systems Apple's Siri interfaces Spotlight search tool, Apple Sproutling anklet band SPSS (Statistical Package for the Social Sciences) stakeholders standard deviation (SD) standards organizations usability testing Star interface, Xerox Star Wars Galaxies (SWG) startup ideas, Lean UX statistics abuse of t-tests sticky notes story-based learning storyboarding from scenarios storytelling stratified sampling structured interviews subjective experiences summarizing findings summative evaluations survey websites Swatch watches swiping, navigation action Swiss Army Knife Navigation pattern Swype interface t-tests tablet computers iPad usability testing example see also mobile devices tabletop interfaces tactile feedback, haptic interfaces tangible interfaces task analysis task cases (essential use cases) task description essential use cases scenarios use cases TechBox, IDEO technical environment telecare system telephone banking telephone interviews telephones automated systems speech technology voice mail systems see also cell phones; smartphones telepresence television 3D TVs accessibility gaming, gesture systems remote control smart TVs TextSL theme identification, qualitative data theoretical frameworks, data analysis activity theory (AT) distributed cognition grounded theory theories thermostats mental models Nest thermostat think-aloud protocols data analysis data gathering usability testing Third Age empathy suit third-person persepective, gaming throwaway prototyping Tidy Street project timeline design maps tinkering TiVo remote control toasters toolbar icons, text labeling toolkits physical computing VR software tools for data analysis touch interfaces Brignull interview touch profiles touch screens Fitts’ Law usability issues toys, interactive tracking users’ activities Tracksys system transparency travel planner agile prioritization hierarchical task analysis interface metaphors scenario stakeholder identification storyboard use cases treemaps triangulation Trutap, social networking app Twitter two-tailed hypothesis Ubi-Finger, pointing technology UbiFit Garden project ubiquitous technology UML (Unified Modeling Language) underwater computing universal usability unstructured interviews URLs, mobile access via QR codes Urp, tangible interface usability criteria goals labs, observation usability problems 3D TVs heuristic evaluation identifying interfaces usability testing iPad example labs and equipment living labs low- and high-fidelity prototypes methods, tasks and users Recovery.gov website use cases essential/task generating card-based prototypes from user activities, tracking user-centered design user-controlled interaction user experience (UX) consultant, Harry Brignull desirable and undesirable and emotions empathizing with goals persuasive designs user groups, designing for different user interfaces (UIs) see interfaces; interface types user involvement co-design different degrees of importance of user journeys, documentation user research LeanUX user testing users behavior characteristics evaluations involving goals identifying understanding utility, usability goal UX Booth, mobile interaction design UX design, AgileUX validity variables vending machines vertical prototyping vibrotactile feedback video analysis data recording videophones VideoWindow system virtual agents virtual ethnography virtual hugging virtual keyboards virtual office, Sococo virtual personal space virtual pets virtual reality (VR) interfaces virtual worlds visceral level, emotional design visibility, design principle visions VisiStat, analytics visual analytics visualization of complex data visually impaired people command-based interfaces iPhone's VoiceOver app voice mail system voice recognition VoiceOver, iPhone app Volere Shell for requirements Voltanis, flying dress volunteer panels voters, Internet use VoxBox Waatson, electricity usage walkthroughs cognitive pluralistic water taps, sensor-based WaterBot system WCAG 2.0 guidelines wearables Google Glass hugging devices navigation devices SenseCam smartwatches underwater computers web advertising web analytics for digital libraries web-based learning web-based questionnaires web browsers bookmarking tool Camino claims and assumptions Edge Browser for mobile devices Safari Webboard website design heuristic evaluation open source tools simplicity use of blank/white space WetPC, underwater systems wheel representation, experience map Wii Remote (Wiimote) controller WIMP (Windows, Icons, Menus, and Pointer) interfaces window design wireframes within subjects design Wizard of Oz prototyping written language Wufoo, online forms Xbox Kinect, Microsoft Xerox Media Space Star interface/office system XP (eXtreme Programming)) YubNub command line facility zoomorphism WILEY END USER LICENSE AGREEMENT Go to www.wiley.com/go/eula to access Wiley's ebook EULA ... 1: What is Interaction Design? 1.1 Introduction 1.2 Good and Poor Design 1.3 What Is Interaction Design? 1.4 The User Experience 1.5 The Process of Interaction Design 1.6 Interaction Design and... how cognitive, social, and affective issues apply to interaction design, and how to gather, analyze, and present data for interaction design A central theme is that design and evaluation are interleaving,... Chapter What is Interaction Design? 1.1 Introduction 1.2 Good and Poor Design 1.3 What Is Interaction Design? 1.4 The User Experience 1.5 The Process of Interaction Design 1.6 Interaction Design and

Ngày đăng: 27/10/2019, 21:42

Mục lục

  • What's Inside

  • 1.2 Good and Poor Design

  • 1.3 What Is Interaction Design?

  • 1.5 The Process of Interaction Design

  • 1.6 Interaction Design and the User Experience

  • Interview with Harry Brignull

  • 2.2 Understanding the Problem Space and Conceptualizing Interaction

  • 2.6 Paradigms, Visions, Theories, Models, and Frameworks

  • Interview with Kees Dorst

  • 5.2 Emotions and the User Experience

  • 5.5 Detecting Emotions and Emotional Technology

  • 5.6 Persuasive Technologies and Behavioral Change

  • 6.3 Natural User Interfaces and Beyond

  • Interview with Leah Beuchley

  • 7.7 Choosing and Combining Techniques

  • 8.5 Tools to Support Data Analysis

  • 9.2 What Is Involved in Interaction Design?

  • Interview with Ellen Gottesdiener

  • 10.2 What, How, and Why?

  • 10.4 Data Gathering for Requirements

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