The Resonant Interface: HCI Foundations for Interaction Design (Paperback)
暫譯: 共鳴介面:互動設計的人機互動基礎 (平裝本)

Steven Heim

  • 出版商: Addison Wesley
  • 出版日期: 2007-03-15
  • 售價: $1,083
  • 語言: 英文
  • 頁數: 688
  • 裝訂: Paperback
  • ISBN: 0321375963
  • ISBN-13: 9780321375964
  • 相關分類: 交互設計 Interaction-design
  • 下單後立即進貨 (約5~7天)

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Description

In an age of ubiquitous computing it is essential that Interaction Design be based on the rich foundation of HCI research and knowledge. The Resonant Interface does that and more. It moves beyond the traditional scope of human-computer interaction (HCI) and is based on the concept of active learning that integrates theory and practice. Each chapter begins with a discussion of a particular HCI topic or concept that is then explored and put into perspective for interface design. The topics are then set in a design scenario using authentic interface problems and solutions. With a practical, engaging style, author Steve Heim moves beyond a focus on research findings and extends student learning into the processes of building useable interfaces for software and Web sites.

1 . Active Learning Approach: Using active learning, readers gain the experience necessary to truly understand underlying HICI theory. Each chapter begins with a discussion of a particular HCI topic or concept, which is then explored and put into perspective for interface design.
2 . Maxims: Maxims, or generally accepted truths, are presented to frame the context of the HCI theory, connecting supporting research to pedagogy.
3 . Design Scenarios: Topics from each section are set in a Design Scenario, a concrete, full-scale example that covers actual interface problems, demonstrating the relationship between HCI and interaction design. At the end of each chapter after chapter 3, students are given assignments and labs to further emphasize the application of HCI theories to interface design.
4 . Writing style: By integrating numerous viewpoints into one coherent narrative to motivate readers throughout the chapters, Heim’s style is appropriate for a variety of readers.

Table of Contents

Chapter 1 Interaction Paradigms
1.1.    Innovation

1.1.1    Memex
1.1.2    Human Augmentation System
1.1.3    OLIVER
1.1.4    The Ultimate Display

1.2.    Computing Environments

1.2.1    Physical Computing Environment
1.2.2    Social Computing Environment
1.2.3    Cognitive Computing Environment

1.3.    Analyzing Interaction Paradigms

1.3.1    5W+H
1.3.2    Terms

1.4.    Interaction Paradigms

1.4.1    Large-Scale Computing
1.4.2    Personal Computing
1.4.3    Networked Computing
1.4.4    Mobile Computing
1.4.5    Collaborative Environments
1.4.6    Embodied Virtuality
1.4.7    Contemporary Approaches in Embodied Virtuality
1.4.8    Virtual Reality
1.4.9    Augmented Reality

Chapter 2 Interaction Frameworks and Styles
2.1.    Frameworks for Understanding Interaction

2.1.1    Execution/Evaluation Action Cycle
2.1.2    Interaction Framework

2.2.    Coping with Complexity

2.2.1    Mental Models
2.2.2    Mapping
2.2.3    Semantic and Articulatory Distance
2.2.4    Affordances

2.3.    Interaction Styles

2.3.1    Command Line
2.3.2    Menu-Based Interface
2.3.3    Form Fill-In
2.3.4    Question and Answer
2.3.5    Direct Manipulation
2.3.6    Metaphors
2.3.7    Web Navigation
2.3.8    Three-Dimensional Environments
2.3.9    Zoomable Interface
2.3.10    Natural Language    

SECTION II Designing Interaction

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Chapter 3 Interaction Design Process
3.1.    Iterative Design
3.2.    User-Centered Design
3.3.    Interaction Design Models

3.3.1    Waterfall Model
3.3.2    Spiral Model
3.3.3    Dynamic Systems Development Method
3.3.4    Prototype-Based Models
3.3.5    Discount Usability Engineering
3.3.6    Contextual Inquiry

3.4.    Overview of Interaction Design Models

3.4.1    The Design Process Model

Chapter 4 Discovery
4.1.    Discovery Phase Framework

4.1.1    Exploring the Work Domain
4.1.2    Organizing the Discovery Process

4.2.    Collection

4.2.1    Methods of Collection
4.2.2    Observation
4.2.3    Elicitation

4.3.    Interpretation

4.3.1    Task Analysis
4.3.2    Storyboarding
4.3.3    Use Cases
4.3.4    Primary Stakeholder Profiles

4.4.    Documentation

4.4.1    Mission Statement
4.4.2    Requirements Document
4.4.3    Project Management Document

Design Scenario: Circumference: Requirements

Chapter 5 Design
5.1.    Technology Myopia
5.2.    Conceptual Design

5.2.1    Brainstorming
5.2.2    Card Sort
5.2.3    Semantic Networks
5.2.4    Personas
5.2.5    Scenarios, Flowcharts, and Cognitive Walkthroughs

5.3.    Physical Design

5.3.1    Prototypes
5.3.2    Low-Fidelity Prototypes

5.4.    Evaluation

5.4.1    Heuristic Evaluation
5.4.2    Nielsen’s Heuristics

5.5.    Physical Design Continued

5.5.1    Wireframes
5.5.2    Web Formats
5.5.3    Functional Prototypes

5.6.    Interface Design Standards

5.6.1    Graphical Libraries
5.6.2    User Interface Toolkits
5.6.3    Visual Interface Builders
5.6.4    Web Development Tools
5.6.5    Emerging Standards

5.7.    Designing the Facets of the Interface

Design Scenario: Physical Design

Chapter 6 Design Principles
6.1.    Principles of Interaction Design

6.1.1    Framework for Design Principles

6.2.    Comprehensibility
6.3.    Learnability
6.4.    Effectiveness/Usefulness

6.4.1    Utility
6.4.2    Safety
6.4.3    Flexibility
6.4.4    Stability
6.5.    Efficiency/Usability

6.5.1    Simplicity
6.5.2    Memorability
6.5.3    Predictability
6.5.4    Visibility
6.6.    Grouping

6.6.1    Gestalt Principles of Perception

6.7.    Stimulus Intensity
6.8.    Proportion

6.8.1    Golden Ratio

6.9.    Screen Complexity
6.10.    Resolution/Closure
6.11.    Usability Goals

6.11.1    Goals to Principles
6.11.2    Principles to Guidelines

Design Scenario: Application of Design Principles

Chapter 7 Interaction Design Models
7.1    Model Human Processor

7.1.1    Working Memory
7.1.2    Long-Term Memory
7.1.3    Processor Timing

7.2    Keyboard Level Model

7.2.1    Operators
7.2.2    Encoding Methods
7.2.3    Heuristics for M Operator Placement
7.2.4    What the Keyboard Level Model Does Not Model
7.2.5    Application of the Keyboard Level Model
7.3    GOMS

7.3.1    CMN-GOMS
7.3.2    CMN-GOMS Analysis
7.3.3    Other GOMS Models

7.4    Modeling Structure

7.4.1    Hick's Law

7.5    Modeling Dynamics

7.5.1    State Transition Networks
7.5.2    Three-State Model
7.5.3    Glimpse Model

7.6    Physical Models

7.6.1    Fitts’ Law
Design Scenario: Scrolling versus Paging

Chapter 8 Usability Testing
8.1    What Is Usability?
8.2    What Is a Usability Test?

8.2.1    Phases of a Usability Test

8.3    Design the Test

8.3.1    Why: Define the Purpose
8.3.2    What: Define Your Concerns and Goals
8.3.3    What: Define the Tasks
8.3.4    What: Create the Scenarios
8.3.5    What: Define the Measurements
8.3.6    How: Define the Test Method
8.3.7    Where: Determine the Location of the Tests
8.3.8    Who: Select Participants, Testers, and Observers

8.4    Prepare for the Test

8.4.1    When: Create a Test Schedule
8.4.2    Writing Scripts
8.4.3    Running a Pilot Test

8.5    Perform the Test

8.5.1    Test Phases

8.6    Process the Data

8.6.1    Activities Performed on the Day of the Test
8.6.2    Follow-Up Activities

Design Scenario: Defining and Refining Usability Goals

SECTION III FACETS OF INTERACTION 

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Chapter 9 Color
9.1    The Human Perceptual System

9.1.1    Color Perception
9.1.2    Color Deficiencies
9.1.3    Individual and Cultural Issues

9.2    Using Color in Interaction Design

9.2.1    Clarification, Relation, and Differentiation
9.2.2    Searching
9.2.3    Comprehension, Retention, and Recall
9.2.4    Tasks and Performance
9.2.5    Redundant Coding

9.3    Color Concerns for Interaction Design

9.3.1    Indistinguishable Differences
9.3.2    Optimal Colors
9.3.3    Number of Colors
9.3.4    Incompatible Differences
9.3.5    Color Backgrounds

9.4    Technical Issues Concerning Color

9.4.1    Color Displays
9.4.2    Computing Environment
9.4.3    Color Systems
9.4.4    Color Contrast
9.4.5    Color Space
9.4.6    Web-Based Color
9.4.7    The Color Picker

Design Scenario: Color Scheme

Chapter 10 Interface Components
10.1.    The WIMP Interface

10.1.1    Windows
10.1.2    Icons
10.1.3    Menus
10.1.4    Pointers
10.2.    Other Components

10.2.1    Lists
10.2.2    Controls
10.2.3    Display Components
10.2.4    Text Entry Components
10.2.5    Tool Containers
Design Scenario: Web Form

Chapter 11 Icons
11.1    Human Issues Concerning Icons

11.1.1    Novice User
11.1.2    The Dual Nature of Icons
11.1.3    Real-World Expectations
11.1.4    Recall/Recognition
11.1.5    Icon Analysis Chart

11.2    Using Icons in Interaction Design

11.2.1    Search
11.2.2    Screen Real Estate
11.2.3    Conventions
11.2.4    Context
11.2.5    Globalization—Localization

11.3    Technical Issues Concerning Icons

11.3.1    Icon Terminology
11.3.2    Principles for Icon Creation
11.3.3    Icon Grammar
11.3.4    Universal Systems
11.3.5    Deconstructing Icons
11.3.6    Icon Size
11.3.7    Transparency and Background
11.3.8    Current Practices

Design Scenario: Icons

Chapter 12 Text
12.1    Human Issues Concerning Text

12.1.1    The Reading Process
12.1.2    The Reading Purpose
12.1.3    Paper versus Screens

12.2    Using Text in Interaction Design

12.2.1    Legibility
12.2.2    Readability
12.2.3    Physical Factors

12.3    Technical Issues Concerning Text

12.3.1    Components of Digital Text
12.3.2    Web Text
12.3.3    Globalization/Localization
12.3.4    Dynamic Text Presentation

Design Scenario: Text Formatting

Chapter 13 Speech and Hearing
13.1    The Human Perceptual System

13.1.1    Hearing
13.1.2    Speech
13.1.3    Nonspeech

13.2    Using Sound in Interaction Design

13.2.1    Redundant Coding
13.2.2    Positive/Negative Feedback
13.2.3    Speech Applications
13.2.4    Nonspeech Applications

13.3    Technical Issues Concerning Sound

13.3.1    Sound Waves
13.3.2    Computer-Generated Sound
13.3.3    Speech Recognition

Design Scenario: Auditory Display

Chapter 14 Touch and Movement
14.1    The Human Perceptual System

14.1.1    Physical Aspects of Perception
14.1.2    Psychological Aspects of Perception

14.2    Using Haptics in Interaction Design

14.2.1    Teleoperation
14.2.2    Medical Uses
14.2.3    Users with Disabilities
14.2.4    Aerospace
14.2.5    Scientific Visualizations
14.2.6    Modeling
14.2.7    Art
14.2.8    Collaboration
14.2.9    Data Representations—Graphs
14.2.10    Gaming

14.3    Technical Issues Concerning Haptics

14.3.1    Haptic Displays
14.3.2    Tactile Displays
14.3.3    Force Feedback Displays
14.3.4    Desktop Devices
14.3.5    Haptic System Concerns

Design Scenario: Coding Information for a Haptic Navigation Device

Appendixes
Appendix A Vision
Appendix B Accessibility Guidelines
Appendix C Input/Output Devices

References
Photo Credits
Index
 

商品描述(中文翻譯)

**描述**
在無處不在的計算時代,互動設計必須基於人機互動(HCI)研究和知識的豐富基礎。《共鳴介面》不僅如此。它超越了傳統的人機互動範疇,基於整合理論與實踐的主動學習概念。每一章節都以特定的HCI主題或概念開始,然後進行探討並為介面設計提供視角。這些主題隨後被置於設計情境中,使用真實的介面問題和解決方案。作者Steve Heim以實用且引人入勝的風格,超越了對研究結果的關注,將學生的學習延伸到構建可用介面的過程中,無論是針對軟體還是網站。

1. 主動學習方法:透過主動學習,讀者獲得真正理解HCI理論所需的經驗。每一章節都以特定的HCI主題或概念開始,然後進行探討並為介面設計提供視角。
2. 格言:格言或普遍接受的真理被提出,以框定HCI理論的背景,將支持研究與教學法連結起來。
3. 設計情境:每個部分的主題都置於設計情境中,這是一個具體的、全規模的範例,涵蓋實際的介面問題,展示HCI與互動設計之間的關係。在第三章之後的每一章結尾,學生將獲得作業和實驗,以進一步強調HCI理論在介面設計中的應用。
4. 寫作風格:通過將多種觀點整合成一個連貫的敘述,激勵讀者在各章中進行學習,Heim的風格適合各種讀者。

**目錄**
第1章 互動範式
1.1 創新
1.1.1 Memex
1.1.2 人類增強系統
1.1.3 OLIVER
1.1.4 終極顯示器
1.2 計算環境
1.2.1 實體計算環境
1.2.2 社交計算環境
1.2.3 認知計算環境
1.3 分析互動範式
1.3.1 5W+H
1.3.2 術語
1.4 互動範式
1.4.1 大規模計算
1.4.2 個人計算
1.4.3 網絡計算
1.4.4 移動計算
1.4.5 協作環境
1.4.6 具身虛擬性
1.4.7 當代具身虛擬性的方法
1.4.8 虛擬現實
1.4.9 擴增現實

第2章 互動框架與風格
2.1 理解互動的框架
2.1.1 執行/評估行動循環
2.1.2 互動框架
2.2 應對複雜性
2.2.1 心智模型
2.2.2 映射
2.2.3 語義與表達距離
2.2.4 可供性
2.3 互動風格
2.3.1 命令行
2.3.2 基於菜單的介面
2.3.3 表單填寫
2.3.4 問答
2.3.5 直接操作
2.3.6 隱喻
2.3.7 網頁導航
2.3.8 三維環境
2.3.9 可縮放介面
2.3.10 自然語言

第二部分 設計互動
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第3章 互動設計過程
3.1 迭代設計
3.2 以用戶為中心的設計
3.3 互動設計模型
3.3.1 瀑布模型
3.3.2 螺旋模型
3.3.3 動態系統開發方法
3.3.4 基於原型的模型
3.3.5 折扣可用性工程
3.3.6 情境調查
3.4 互動設計模型概述
3.4.1 設計過程模型

第4章 發現
4.1 發現階段框架
4.1.1 探索工作領域
4.1.2 組織發現過程
4.2 收集
4.2.1 收集方法
4.2.2 觀察
4.2.3 引導
4.3 解釋
4.3.1 任務分析
4.3.2 故事板
4.3.3 使用案例
4.3.4 主要利益相關者檔案
4.4 文檔
4.4.1 任務聲明
4.4.2 需求文檔
4.4.3 項目管理文檔
設計情境:周長:需求

第5章 設計
5.1 技術近視
5.2 概念設計
5.2.1 腦力激盪
5.2.2 卡片分類
5.2.3 語義網絡
5.2.4 人物角色
5.2.5 情境、流程圖和認知走查
5.3 實體設計
5.3.1 原型
5.3.2 低保真原型
5.4 評估
5.4.1 啟發式評估
5.4.2 Nielsen的啟發式原則
5.5 實體設計持續
5.5.1 線框
5.5.2 網頁格式
5.5.3 功能原型
5.6 介面設計標準
5.6.1 圖形庫
5.6.2 用戶介面工具包
5.6.3 視覺介面構建器
5.6.4 網頁開發工具
5.6.5 新興標準
5.7 設計介面的各個方面
設計情境:實體設計

第6章 設計原則
6.1 互動設計原則
6.1.1 設計原則框架
6.2 可理解性
6.3 學習性
6.4 效能/有用性
6.4.1 實用性
6.4.2 安全性
6.4.3 靈活性
6.4.4 穩定性
6.5 效率/可用性
6.5.1 簡單性
6.5.2 可記憶性
6.5.3 可預測性
6.5.4 可見性
6.6 分組
6.6.1 格式塔知覺原則

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