Mobile Interaction Design (Paperback)
暫譯: 行動互動設計 (平裝本)
Matt Jones, Gary Marsden
- 出版商: Wiley
- 出版日期: 2006-01-01
- 售價: $2,040
- 貴賓價: 9.8 折 $1,999
- 語言: 英文
- 頁數: 398
- 裝訂: Paperback
- ISBN: 0470090898
- ISBN-13: 9780470090893
-
相關分類:
交互設計 Interaction-design
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商品描述
Description
Mobile Interaction Design shifts the design perspective away from the technology and concentrates on usability; in other words the book concentrates on developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities.
- Presents key interaction design ideas and successes in an accessible, relevant way
- Exercises, case studies and study questions make this book ideal for students.
- Provides ideals and techniques which will enable designers to create the next generation of effective mobile applications.
- Critiques current mobile interaction design (bloopers) to help designers avoid pitfalls.
- Design challenges and worked examples are given to reinforce ideas.
- Discusses the new applications and gadgets requiring knowledgeable and inspired thinking about usability and design.
- Authors have extensive experience in mobile interaction design, research, industry and teaching
Table of Contents
Preface.
Acknowledgements.
PART I: INTRODUCTION.
Chapter 1: Possibilities.
Key points.
1.1 Introduction.
1.2 What are mobile devices?.
1.2.1 Communication or information device?
1.2.2 Appliance or swiss-army knife?
1.2.3 Cherished device or commodity tool?
1.3 Impoverished or extraordinary interfaces?
1.3.1 The Fastap keypad.
1.3.2 Peephole displays.
1.3.3 Accommodating human capabilities and limitations.
1.4 Impoverishing interactions?
1.4.1 Reasons for poor design.
1.4.2 Impacts of poor design.
1.5 Outline of the rest of this book.
Summary.
Workshop questions.
Designer tips.
Chapter 2: Products for people.
Key points.
2.1 Introduction.
2.2 Useful.
2.2.1 Function before form.
2.2.2 Evolving uses.
2.3 Usable.
2.3.1 Usable in itself.
2.3.2 Usable in life.
2.4 User experience.
2.4.1 Strong identity.
2.4.2 Interaction as package.
2.5 Technology acceptance.
Summary.
Workshop questions.
Designer tips.
Chapter 3: Innovating.
Key points.
3.1 Introduction.
3.2 Technology-centered approaches.
3.3 Transferring from the desktop.
3.3.1 Applications.
3.3.2 Interface styles.
3.4 Building on past mobile success.
3.5 Drama.
3.6 Frameworks for human-centered thinking.
Summary.
Workshop questions.
Designer tips.
PART II: DEVELOPING EFFECTIVE MOBILE APPLICATIONS.
Chapter 4: Interaction design.
Key points.
4.1 Introduction.
4.2 Designing what? Designing how?
4.3 Understanding users.
4.3.1 From biology to psychology.
4.3.2 Field studies.
4.3.3 Direct questioning.
4.3.4 Distilling the findings.
4.4 Developing prototype designs.
4.4.1 Shaping and managing the design space.
4.4.2 Prototyping.
4.5 Evaluation.
4.5.1 Testing with users.
4.5.2 Testing in the absence of users.
4.6 Iterative development.
4.7 Multiple viewpoints.
4.7.1 Many techniques and tools.
4.7.2 Many disciplines.
4.7.3 Participation and collaboration.
4.8 From interaction design to deployment.
Summary.
Workshop questions.
Designer tips.
Chapter 5: Watching, asking, probing.
Key points.
5.1 Introduction.
5.2 Focusing the study.
5.2.1 How focused should the study be?
5.2.2 Finding people to study.
5.3 Top techniques for understanding people.
5.3.1 Observing.
5.3.2 Enquiring.
5.3.3 Diary studies.
5.3.4 Discount methods.
5.3.5 Focus groups.
5.3.6 Creatively engaging methods.
5.4 Making sense of observations.
5.4.1 Activities.
5.4.2 Analysis perspectives.
5.5 Personas and scenarios.
5.5.1 Personas.
5.5.2 Scenarios.
Summary.
Workshop questions.
Designer tips.
Chapter 6: Prototypes.
Key points.
6.1 Introduction.
6.2 What is a prototype?
6.3 Different prototypes for different purposes.
6.4 Low-fidelity.
6.4.1 Self-checking.
6.4.2 Communicating with others.
6.4.3 Interaction prototyping.
6.4.4 Empowering users.
6.5 Higher-fidelity.
6.5.1 Deciding what to prototype.
6.5.2 Hardware and software integration.
6.6 Finishing the process.
6.6.1 Evolutionary.
6.6.2 Revolutionary.
6.6.3 Process.
6.7 Issues in prototyping.
6.7.1 Some considerations.
6.8 A final note on development.
Summary.
Workshop questions.
Designer tips.
Chapter 7: Evaluation.
Key points.
7.1 Introduction.
7.2 Classifying evaluation.
7.3 ‘Quick And Dirty’.
7.4 Conceptual model extraction.
7.5 Direct observation.
7.5.1 Finding out what users are thinking.
7.5.2 How to record observations.
7.5.3 How to not bias the experiment.
7.5.4 Happy users.
7.6 Interviews.
7.7 Questionnaires.
7.8 Non-user methods.
7.8.1 Heuristic evaluation.
7.8.2 No people whatsoever.
7.9 Experimental evaluation.
7.9.1 Hypothesis.
7.9.2 The users.
7.9.3 Tasks.
7.9.4 Experiment design.
7.9.5 Conducting experiments.
7.9.6 Experimental results.
7.10 Considering context – evaluating mobile systems.
7.10.1 Physical context.
7.10.2 Technological context.
7.10.3 Social context.
7.10.4 Other contexts.
7.11 Complementary evaluation.
7.12 Conclusion.
Summary.
Workshop questions.
Designer tips.
PART III: DESIGN GALLERY – DIRECTIONS AND GUIDELINES.
Chapter 8: Controlling Complex Functions.
Key points.
8.1 Introduction.
8.2 Menus and memory.
8.3 Hierarchical menus.
8.3.1 Learning structure.
8.3.2 Improving classification.
8.3.3 Context information.
8.4 Icons.
8.5 Manuals.
8.5.1 Online manuals.
8.5.2 Website manuals.
8.6 No menus?.
8.6.1 Data structures.
8.6.2 Alternatives.
8.6.3 Design ideas – data structures.
8.6.4 Evaluation via experiment.
8.7 More complex menus.
8.8 Some concluding thoughts.
Summary.
Workshop questions.
Designer tips.
Chapter 9: Information access.
Key points.
9.1 Introduction.
9.2 Small-screen impacts.
9.2.1 Lessons from the past.
9.2.2 Impact on browsing complex content.
9.2.3 Impact on searching.
9.3 Designs for browsing.
9.3.1 Guidelines.
9.3.2 Schemes.
9.3.3 Packaging content.
9.4 Improving search.
9.4.1 Assessing sets of results.
9.4.2 Judging the value of individual results.
9.5 Mobile information ecologies.
9.5.1 Fitting in.
9.5.2 Case study: the laid-back search tool.
9.5.3 Peer-to-peer schemes.
Summary.
Workshop questions.
Designer tips.
Chapter 10: Beyond text – using images on mobile devices.
Key points.
10.1 Introduction.
10.2 Ethnography.
10.2.1 Where have all the photographs gone?
10.2.2 Digital ethnography.
10.3 Finding photos.
10.3.1 Meta-data.
10.3.2 Meta-data management.
10.4 Browsing photos.
10.4.1 Timeline.
10.4.2 Treemaps.
10.4.3 RSVP.
10.4.4 Speed Dependent Automatic Zooming.
10.5 Downscaling case study.
10.5.1 Arranging photos.
10.5.2 Screen size.
10.5.3 Write once, run anywhere.
10.5.4 Meanwhile, back with the users.
10.5.5 User testing.
10.5.6 Platform.
10.6 Advanced technology.
10.7 What are photos for?
10.7.1 What are we sharing?
10.7.2 Using audio with photographs.
10.7.3 Video.
10.8 Looking to the future.
Summary.
Workshop questions.
Designer tips.
Chapter 11: Impacting the community; impacting the world.
Key points.
11.1 Introduction.
11.2 The digital divide.
11.3 Mobiles work.
11.3.1 The rise and rise of mobile technology.
11.4 Planning a project.
11.5 That culture thing.
11.6 Case studies.
11.6.1 Empowering people – Cybertracker.
11.6.2 Education.
11.6.3 Communitization.
11.7 Call to arms.
Summary.
Workshop questions.
Designer tips.
Resources.
References.
Index.
商品描述(中文翻譯)
**描述**
《行動互動設計》將設計視角從技術轉向可用性;換句話說,本書專注於開發對人類需求、願望和能力具有高度敏感性的介面和設備。
- 以易於理解且相關的方式呈現關鍵的互動設計理念和成功案例
- 練習、案例研究和學習問題使本書成為學生的理想選擇
- 提供理想和技術,使設計師能夠創造下一代有效的行動應用程式
- 批評當前的行動互動設計(失誤),幫助設計師避免陷阱
- 提供設計挑戰和實作範例以強化理念
- 討論需要對可用性和設計進行知識性和啟發性思考的新應用和小工具
- 作者在行動互動設計、研究、產業和教學方面擁有豐富的經驗
**目錄**
- 前言
- 致謝
- 第一部分:介紹
- 第1章:可能性
- 關鍵要點
- 1.1 介紹
- 1.2 什麼是行動裝置?
- 1.2.1 通訊或資訊裝置?
- 1.2.2 器具或瑞士軍刀?
- 1.2.3 珍愛的裝置或商品工具?
- 1.3 貧乏或非凡的介面?
- 1.3.1 Fastap 鍵盤
- 1.3.2 窺視孔顯示器
- 1.3.3 適應人類能力和限制
- 1.4 貧乏的互動?
- 1.4.1 糟糕設計的原因
- 1.4.2 糟糕設計的影響
- 1.5 本書其餘部分的概述
- 總結
- 工作坊問題
- 設計師提示
- 第2章:為人而設的產品
- 關鍵要點
- 2.1 介紹
- 2.2 有用
- 2.2.1 功能優於形式
- 2.2.2 演變的用途
- 2.3 可用
- 2.3.1 本身可用
- 2.3.2 生活中可用
- 2.4 使用者體驗
- 2.4.1 強烈的身份認同
- 2.4.2 互動作為包裝
- 2.5 技術接受度
- 總結
- 工作坊問題
- 設計師提示
- 第3章:創新
- 關鍵要點
- 3.1 介紹
- 3.2 以技術為中心的方法
- 3.3 從桌面轉移
- 3.3.1 應用程式
- 3.3.2 介面風格
- 3.4 基於過去行動成功的建設
- 3.5 劇情
- 3.6 以人為中心思考的框架
- 總結
- 工作坊問題
- 設計師提示
- 第二部分:開發有效的行動應用程式
- 第4章:互動設計
- 關鍵要點
- 4.1 介紹
- 4.2 設計什麼?如何設計?
- 4.3 理解使用者
- 4.3.1 從生物學到心理學
- 4.3.2 實地研究
- 4.3.3 直接詢問
- 4.3.4 提煉發現
- 4.4 開發原型設計
- 4.4.1 形塑和管理設計空間
- 4.4.2 原型製作
- 4.5 評估
- 4.5.1 與使用者測試
- 4.5.2 在沒有使用者的情況下測試
- 4.6 迭代開發
- 4.7 多重觀點
- 4.7.1 許多技術和工具
- 4.7.2 許多學科
- 4.7.3 參與和合作
- 4.8 從互動設計到部署
- 總結
- 工作坊問題
- 設計師提示
- 第5章:觀察、詢問、探查
- 關鍵要點
- 5.1 介紹
- 5.2 專注於研究
- 5.2.1 研究應該多專注?
- 5.2.2 尋找研究對象
- 5.3 理解人們的最佳技術
- 5.3.1 觀察
- 5.3.2 詢問
- 5.3.3 日記研究
- 5.3.4 折扣方法
- 5.3.5 焦點小組
- 5.3.6 創意參與方法
- 5.4 理解觀察結果
- 5.4.1 活動
- 5.4.2 分析視角
- 5.5 使用者角色和情境
- 5.5.1 使用者角色
- 5.5.2 情境
- 總結
- 工作坊問題
- 設計師提示
- 第6章:原型
- 關鍵要點
- 6.1 介紹
- 6.2 什麼是原型?
- 6.3 不同目的的不同原型
- 6.4 低保真
- 6.4.1 自我檢查
- 6.4.2 與他人溝通
- 6.4.3 互動原型製作
- 6.4.4 賦予使用者權力
- 6.5 高保真
- 6.5.1 決定要原型化的內容
- 6.5.2 硬體和軟體整合
- 6.6 完成過程
- 6.6.1 演變性
- 6.6.2 革命性
- 6.6.3 過程
- 6.7 原型製作中的問題
- 6.7.1 一些考量
- 6.8 關於開發的最後說明
- 總結
- 工作坊問題
- 設計師提示
- 第7章:評估
- 關鍵要點
- 7.1 介紹
- 7.2 評估分類
- 7.3 “快速且粗糙”
- 7.4 概念模型提取
- 7.5 直接觀察
- 7.5.1 瞭解使用者的想法
- 7.5.2 如何記錄觀察
- 7.5.3 如何不偏見實驗
- 7.5.4 快樂的使用者
- 7.6 訪談
- 7.7 問卷
- 7.8 非使用者方法
- 7.8.1 啟發式評估
- 7.8.2 完全沒有人的情況
- 7.9 實驗評估
- 7.9.1 假設
- 7.9.2 使用者
- 7.9.3 任務
- 7.9.4 實驗設計
- 7.9.5 進行實驗
- 7.9.6 實驗結果
- 7.10 考慮情境 - 評估行動系統
- 7.10.1 物理情境
- 7.10.2 技術情境
- 7.10.3 社會情境
- 7.10.4 其他情境
- 7.11 補充評估
- 7.12 結論
- 總結
- 工作坊問題