Human-Computer Interaction, 3/e (Hardcover)
暫譯: 人機互動(第三版)

Alan Dix, Janet E. Finlay, Gregory D. Abowd, Russell Beale

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Much has changed since the first edition of human?computer interaction was published. Ubiquitous computing and rich sensor-filled environments are finding their way out of the laboratory, not just into movies but also into our workplaces and homes. The computer has broken out of its plastic and glass bounds providing us with networked societies where personal computing devices from mobile phones to smart cards fill our pockets and electronic devices surround us at home and work. The web too has grown from a largely academic network into the hub of business and everyday lives. As the distinctions between the physical and the digital, and between work and leisure start to break down, human-computer interaction is also changing radically. The excitement of these changes is captured in this new edition, which also looks forward to other emerging technologies. However, the book is firmly rooted in strong principles and models independent of the passing technologies of the day: these foundations will be the means by which today?s students will understand tomorrow?s technology.The third edition of human?computer interaction can be used for introductory and advanced courses on HCI, Interaction Design, Usability or Interactive Systems Design. It will also prove an invaluable reference for professionals wishing to design usable computing devices. Accompanying the text is a comprehensive website containing a broad range of material for instructors, students and practitioners, a full text search facility for the book, links to many sites of additional interest and much more: go to www.hcibook.com

 

Table of Contents:

Foreword
Preface to the third edition

Preface to the second edition

Preface to the first edition

Introduction

Part 1 Foundations

Chapter 1 The human

1.1 Introduction

1.2 Input?output channels

Design Focus: Getting noticed

Design Focus: Where?s the middle?

1.3 Human memory

Design Focus: Cashing in

Design Focus: 7 ?2 revisited

1.4 Thinking: reasoning and problem solving

Design Focus: Human error and false memories

1.5 Emotion

1.6 Individual differences

1.7 Psychology and the design of interactive systems

1.8 Summary

Exercises

Recommended reading

Chapter 2 The computer

2.1 Introduction

Design Focus: Numeric keypads

2.2 Text entry devices

2.3 Positioning, pointing and drawing

2.4 Display devices

Design Focus: Hermes: a situated display

2.5 Devices for virtual reality and 3D interaction

2.6 Physical controls, sensors and special devices

Design Focus: Feeling the road

Design Focus: Smart-Its ? making sensors easy

2.7 Paper: printing and scanning

Design Focus: Readability of text

2.8 Memory

2.9 Processing and networks

Design Focus: The myth of the infinitely fast machine

2.10 Summary

Exercises

Recommended reading

Chapter 3 The interaction

3.1 Introduction

3.2 Models of interaction

Design Focus: Video recorder

3.3 Frameworks and HCI

3.4 Ergonomics

Design Focus: Industrial interfaces

3.5 Interaction styles

Design Focus: Navigation in 3D and 2D

3.6 Elements of the WIMP interface

Design Focus: Learning toolbars

3.7 Interactivity

3.8 The context of the interaction

Design Focus: Half the picture?

3.9 Experience, engagement and fun

3.10 Summary

Exercises

Recommended reading

Chapter 4 Paradigms

4.1 Introduction

4.2 Paradigms for interaction

4.3 Summary

Exercises

Recommended reading

Part 2 Design process

Chapter 5 Interaction design basics

5.1 Introduction

5.2 What is design?

5.3 The process of design

5.4 User focus

Design Focus: Cultural probes

5.5 Scenarios

5.6 Navigation design

Design Focus: Beware the big button trap

Design Focus: Modes

5.7 Screen design and layout

Design Focus: Alignment and layout matter

Design Focus: Checking screen colors

5.8 Iteration and prototyping

5.9 Summary

Exercises

Recommended reading

Chapter 6 HCI in the software process

6.1 Introduction

6.2 The software life cycle

6.3 Usability engineering

6.4 Iterative design and prototyping

Design Focus: Prototyping in practice

6.5 Design rationale

6.6 Summary

Exercises

Recommended reading

Chapter 7 Design rules

7.1 Introduction

7.2 Principles to support usability

7.3 Standards

7.4 Guidelines

7.5 Golden rules and heuristics

7.6 HCI patterns

7.7 Summary

Exercises

Recommended reading

Chapter 8 Implementation support

8.1 Introduction

8.2 Elements of windowing systems

8.3 Programming the application

Design Focus: Going with the grain

8.4 Using toolkits

Design Focus: Java and AWT

8.5 User interface management systems

8.6 Summary

Exercises

Recommended reading

Chapter 9 Evaluation techniques

9.1 What is evaluation?

9.2 Goals of evaluation

9.3 Evaluation through expert analysis

9.4 Evaluation through user participation

9.5 Choosing an evaluation method

9.6 Summary

Exercises

Recommended reading

Chapter 10 Universal design

10.1 Introduction

10.2 Universal design principles

10.3 Multi-modal interaction

Design Focus: Designing websites for screen readers

Design Focus: Choosing the right kind of speech

Design Focus: Apple Newton

10.4 Designing for diversity

Design Focus: Mathematics for the blind

10.5 Summary

Exercises

Recommended reading

Chapter 11 User support

11.1 Introduction

11.2 Requirements of user support

11.3 Approaches to user support

11.4 Adaptive help systems

Design Focus: It?s good to talk ? help from real people

11.5 Designing user support systems

11.6 Summary

Exercises

Recommended reading

Part 3 Models and theories

Chapter 12 Cognitive models

12.1 Introduction

12.2 Goal and task hierarchies

Design Focus: GOMS saves money

12.3 Linguistic models

12.4 The challenge of display-based systems

12.5 Physical and device models

12.6 Cognitive architectures

12.7 Summary

Exercises

Recommended reading

Chapter 13 Socio-organizational issues and stakeholder requirements

13.1 Introduction

13.2 Organizational issues

Design Focus: Implementing workflow in Lotus Notes

13.3 Capturing requirements

Design Focus: Tomorrow?s hospital ? using participatory design

13.4 Summary

Exercises

Recommended reading

Chapter 14 Communication and collaboration models

14.1 Introduction

14.2 Face-to-face communication

Design Focus: Looking real ? Avatar Conference

14.3 Conversation

14.4 Text-based communication

14.5 Group working

14.6 Summary

Exercises

Recommended reading

Chapter 15 Task analysis

15.1 Introduction

15.2 Differences between task analysis and other techniques

15.3 Task decomposition

15.4 Knowledge-based analysis

15.5 Entity?relationship-based techniques

15.6 Sources of information and data collection

15.7 Uses of task analysis

15.8 Summary

Exercises

Recommended reading

Chapter 16 Dialog notations and design

16.1 What is dialog?

16.2 Dialog design notations

16.3 Diagrammatic notations

Design Focus: Using STNs in prototyping

Design Focus: Digital watch ? documentation and analysis

16.4 Textual dialog notations

16.5 Dialog semantics

16.6 Dialog analysis and design

16.7 Summary

Exercises

Recommended reading

Chapter 17 Models of the system

17.1 Introduction

17.2 Standard formalisms

17.3 Interaction models

17.4 Continuous behavior

17.5 Summary

Exercises

Recommended reading

Chapter 18 Modeling rich interaction

18.1 Introduction

18.2 Status?event analysis

18.3 Rich contexts

18.4 Low intention and sensor-based interaction

Design Focus: Designing a car courtesy light

18.5 Summary

Exercises

Recommended reading

Part 4 Outside the box

Chapter 19 Groupware

19.1 Introduction

19.2 Groupware systems

19.3 Computer-mediated communication

Design Focus: SMS in action

19.4 Meeting and decision support systems

19.5 Shared applications and artifacts

19.6 Frameworks for groupware

Design Focus: TOWER ? workspace awareness

Exercises

Recommended reading

Chapter 20 Ubiquitous computing and augmented realities

20.1 Introduction

20.2 Ubiquitous computing applications research

Design Focus: Ambient Wood ? augmenting the physical

Design Focus: Classroom 2000/eClass ? deploying and evaluating ubicomp

20.3 Virtual and augmented reality

Design Focus: Shared experience

Design Focus: Applications of augmented reality

20.4 Information and data visualization

Design Focus: Getting the size right

20.5 Summary

Exercises

Recommended reading

Chapter 21 Hypertext, multimedia and the world wide web

21.1 Introduction

21.2 Understanding hypertext

21.3 Finding things

21.4 Web technology and issues

21.5 Static web content

21.6 Dynamic web content

21.7 Summary

Exercises

Recommended reading

References

Index

商品描述(中文翻譯)

描述:
自從第一版《人機互動》出版以來,許多事情都發生了變化。無所不在的計算和充滿感測器的環境正逐漸走出實驗室,不僅進入電影,也進入我們的工作場所和家庭。計算機已經突破了塑膠和玻璃的界限,為我們提供了網絡社會,個人計算設備從手機到智能卡充斥著我們的口袋,電子設備在我們的家中和工作中環繞著我們。網絡也從一個主要是學術的網絡發展成為商業和日常生活的中心。隨著物理與數位之間、工作與休閒之間的界限開始模糊,人機互動也在根本上發生了變化。這些變化的興奮在這一新版中得到了體現,並展望了其他新興技術。然而,這本書堅定地根植於強大的原則和模型,這些原則和模型不受當前技術的影響:這些基礎將是今天的學生理解明天技術的手段。《人機互動》第三版可用於HCI、互動設計、可用性或互動系統設計的入門和進階課程。它也將成為希望設計可用計算設備的專業人士的寶貴參考。隨書附有一個綜合網站,包含廣泛的材料供教師、學生和從業者使用,書籍的全文搜索功能,許多其他有趣網站的鏈接等等:請訪問 www.hcibook.com

目錄:
前言
第三版前言
第二版前言
第一版前言
介紹
第一部分 基礎
第一章 人類
1.1 介紹
1.2 輸入/輸出通道
設計重點:引起注意
設計重點:中間在哪裡?
1.3 人類記憶
設計重點:獲利
設計重點:7±2的再探討
1.4 思考:推理與問題解決
設計重點:人類錯誤與錯誤記憶
1.5 情感
1.6 個體差異
1.7 心理學與互動系統設計
1.8 總結
練習
推薦閱讀
第二章 計算機
2.1 介紹
設計重點:數字鍵盤
2.2 文本輸入設備
2.3 定位、指向和繪圖
2.4 顯示設備
設計重點:Hermes:一個情境顯示
2.5 虛擬現實和3D互動設備
2.6 物理控制、感測器和特殊設備
設計重點:感受道路
設計重點:Smart-Its - 使感測器變得簡單
2.7 紙張:打印和掃描
設計重點:文本的可讀性
2.8 記憶
2.9 處理和網絡
設計重點:無限快速機器的神話
2.10 總結
練習
推薦閱讀
第三章 互動
3.1 介紹
3.2 互動模型
設計重點:錄影機
3.3 框架與HCI
3.4 人體工學
設計重點:工業介面
3.5 互動風格
設計重點:3D和2D中的導航
3.6 WIMP介面的元素
設計重點:學習工具列
3.7 互動性
3.8 互動的背景
設計重點:一半的畫面?
3.9 體驗、參與和樂趣
3.10 總結
練習
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第四章 範式
4.1 介紹
4.2 互動的範式
4.3 總結
練習
推薦閱讀
第二部分 設計過程
第五章 互動設計基礎
5.1 介紹
5.2 什麼是設計?
5.3 設計過程
5.4 使用者焦點
設計重點:文化探針
5.5 情境
5.6 導航設計
設計重點:小心大按鈕陷阱
設計重點:模式
5.7 螢幕設計與佈局
設計重點:對齊和佈局的重要性
設計重點:檢查螢幕顏色
5.8 迭代與原型設計
5.9 總結
練習
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第六章 HCI在軟體過程中的應用
6.1 介紹
6.2 軟體生命週期
6.3 可用性工程
6.4 迭代設計與原型設計
設計重點:實踐中的原型設計
6.5 設計理由
6.6 總結
練習
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第七章 設計規則
7.1 介紹
7.2 支持可用性的原則
7.3 標準
7.4 指導方針
7.5 黃金法則與啟發式
7.6 HCI模式
7.7 總結
練習
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第八章 實施支持
8.1 介紹
8.2 視窗系統的元素
8.3 應用程式編程
設計重點:順應潮流
8.4 使用工具包
設計重點:Java和AWT
8.5 使用者介面管理系統
8.6 總結
練習
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第九章 評估技術
9.1 什麼是評估?
9.2 評估的目標
9.3 通過專家分析進行評估
9.4 通過用戶參與進行評估
9.5 選擇評估方法
9.6 總結
練習
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第十章 普遍設計
10.1 介紹
10.2 普遍設計原則
10.3 多模態互動
設計重點:為螢幕閱讀器設計網站
設計重點:選擇合適的語音類型
設計重點:Apple Newton
10.4 為多樣性設計
設計重點:盲人的數學
10.5 總結
練習
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第十一章 使用者支持
11.1 介紹
11.2 使用者支持的需求
11.3 使用者支持的方法

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