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
- 出版商: Prentice Hall
- 出版日期: 2003-09-30
- 售價: $1,200
- 貴賓價: 9.8 折 $1,176
- 語言: 英文
- 頁數: 834
- 裝訂: Hardcover
- ISBN: 0130461091
- ISBN-13: 9780130461094
-
相關分類:
人工智慧、使用者介面 UI、使用者經驗 UX
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商品描述
Description:
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 editionPreface 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