About Face 2.0: The Essentials of Interaction Design, 2/e
暫譯: About Face 2.0:互動設計精要(第二版)

Alan Cooper, Robert Reimann

  • 出版商: Hungry Minds
  • 出版日期: 2003-03-28
  • 售價: $1,460
  • 貴賓價: 9.5$1,387
  • 語言: 英文
  • 頁數: 576
  • 裝訂: Paperback
  • ISBN: 0764526413
  • ISBN-13: 9780764526411
  • 相關分類: 交互設計 Interaction-design
  • 已過版

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商品描述

First published seven years ago-just before the World Wide Web exploded into dominance in the software world-About Face rapidly became a bestseller. While the ideas and principles in the original book remain as relevant as ever, the examples in About Face 2.0 are updated to reflect the evolution of the Web.

Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. About Face 2.0 ensures that these objectives are met with the utmost ease and efficiency.

Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build-a practice known as "Interaction Design." Cooper is now the leader in this growing field. Mr. Cooper is also the author of two bestselling books that are widely considered indispensable texts. About Face: The Essentials of User Interface Design, intro-duced the first comprehensive set of practical design principles. The Inmates Are Running the Asylum explains how talented people and companies continually create aggravating high-tech products that fail to meet customer expectations.

Robert Reimann has spent the past 15 years pushing the boundaries of digital products as a designer, writer, lecturer, and consultant. He has led dozens of interaction design projects in domains including e-commerce, portals, desktop productivity, authoring environments, medical and scientific instrumentation, wireless, and handheld devices for startups and Fortune 500 clients alike. Joining Cooper in 1996, Reimann led the development and refinement of many goal-directed design methods described in About Face 2.0. He has lectured on these methods at major universities and to international industry audiences. He is a member of the advisory board of the UC Berkeley Institute of Design.

Table of Contents

Foreword.

Acknowledgments.

Introduction.

Section One: Know Thy User.

Part I: Bridging the Gap.

  Chapter 1: Goal-Directed Design.

  Chapter 2: Implementation Models and Mental Models.

  Chapter 3: Beginners, Experts, and Intermediates.

  Chapter 4: Understanding Users: Qualitative Research.

  Chapter 5: Modeling Users: Personas and Goals.

  Chapter 6: Scenarios: Translating Goals into Design.

  Chapter 7: Synthesizing Good Design: Principles and Patterns.

Section Two: Designing Behavior and Form.

Part II: Achieving Goals and Removing Barriers.

  Chapter 8: Software Posture.

  Chapter 9: Orchestration and Flow.

  Chapter 10: Eliminating Excise.

  Chapter 11: Navigation and Inflection.

  Chapter 12: Understanding Undo.

  Chapter 13: Rethinking Files and Save.

Part III: Providing Power and Pleasure.

  Chapter 14: Making Software Considerate.

  Chapter 15: Making Software Smart.

  Chapter 16: Improving Data Ret rieval.

  Chapter 17: Improving Data Entry.

  Chapter 18: Designing for Different Needs.

Part IV: Applying Visual Design Principles.

  Chapter 19: Designing Look and Feel.

  Chapter 20: Metaphors, Idioms, and Affordances.

Section Three: Interaction Details.

Part V: Mice and Manipulation.

  Chapter 21: Direct Manipulation and Pointing Devices.

  Chapter 22: Selection.

  Chapter 23: Drag and Drop.

  Chapter 24: Manipulating Controls, Objects, and Connections.

Part VI: Controls and Their Behaviors.

  Chapter 25: Window Behaviors.

  Chapter 26: Using Controls.

  Chapter 27: Menus: The Pedagogic Vector.

  Chapter 28: Using Menus.

  Chapter 29: Using Toolbars and ToolTips.

  Chapter 30: Using Dialogs.

  Chapter 31: Dialog Etiquette.

  Chapter 32: Creating Better Controls.

Part VII: Communicating with Users.

  Chapter 33: Eliminating Errors.

  Chapter 34: Notifying and Confirming.

  Chapter 35: Other Communication with Users.

  Chapter 36: The Installation Process.

Part VIII: Designing Beyond the Desktop.

  Chapter 37: Designing for the Web.

  Chapter 38: Designing for Embedded Systems.

  Afterword: Dealing with the Inmates.

  Appendix A: Axioms.

  Appendix B: Design Tips.

  Appendix C: Bibliography

  Index.

商品描述(中文翻譯)

七年前首次出版——就在萬維網在軟體界爆炸性崛起之前——《About Face》迅速成為暢銷書。雖然原書中的理念和原則依然如故,但《About Face 2.0》中的範例已更新,以反映網路的演變。

互動設計專業人士不斷尋求確保軟體及軟體驅動產品的開發是以最終使用者的目標為導向,也就是說,讓這些產品對使用者來說更強大且更愉悅。《About Face 2.0》確保這些目標能以最簡單和高效的方式達成。

艾倫·庫柏(Alan Cooper,位於加州帕洛阿爾托)花了十年時間使高科技產品更易於使用且建造成本更低,這一實踐被稱為「互動設計」。庫柏現在是這一不斷增長領域的領導者。庫柏先生也是兩本廣受推崇的暢銷書的作者,這些書籍被廣泛認為是不可或缺的教材。《About Face: The Essentials of User Interface Design》介紹了第一套全面的實用設計原則。《The Inmates Are Running the Asylum》解釋了才華橫溢的人和公司如何不斷創造出令人困擾的高科技產品,這些產品未能滿足客戶的期望。

羅伯特·瑞曼(Robert Reimann)在過去15年中作為設計師、作家、講師和顧問,不斷推動數位產品的邊界。他在電子商務、門戶網站、桌面生產力、創作環境、醫療和科學儀器、無線和手持設備等領域領導了數十個互動設計專案,服務於初創公司和《財富》500強客戶。瑞曼於1996年加入庫柏,主導了《About Face 2.0》中描述的許多以目標為導向的設計方法的開發和完善。他在主要大學和國際行業觀眾中講授這些方法。他是加州大學伯克利分校設計研究所的顧問委員會成員。

目錄

前言
致謝
導言
第一部分:了解你的使用者
第一章:以目標為導向的設計
第二章:實施模型與心理模型
第三章:初學者、專家與中級者
第四章:理解使用者:質性研究
第五章:建模使用者:角色與目標
第六章:情境:將目標轉化為設計
第七章:綜合良好設計:原則與模式

第二部分:設計行為與形式
第二章:達成目標與消除障礙
第八章:軟體姿態
第九章:協調與流程
第十章:消除多餘
第十一章:導航與轉折
第十二章:理解撤銷
第十三章:重新思考檔案與儲存

第三部分:提供力量與愉悅
第十四章:讓軟體更具考慮性
第十五章:讓軟體更智能
第十六章:改善資料檢索
第十七章:改善資料輸入
第十八章:為不同需求設計

第四部分:應用視覺設計原則
第十九章:設計外觀與感受
第二十章:隱喻、成語與可供性

第三部分:互動細節
第五部分:滑鼠與操作
第二十一章:直接操作與指向設備
第二十二章:選擇
第二十三章:拖放
第二十四章:操作控制、物件與連結

第六部分:控制與其行為
第二十五章:視窗行為
第二十六章:使用控制
第二十七章:選單:教學向量
第二十八章:使用選單
第二十九章:使用工具列與工具提示
第三十章:使用對話框
第三十一章:對話框禮儀
第三十二章:創建更好的控制

第七部分:與使用者溝通
第三十三章:消除錯誤
第三十四章:通知與確認
第三十五章:與使用者的其他溝通
第三十六章:安裝過程

第八部分:超越桌面的設計
第三十七章:為網路設計
第三十八章:為嵌入式系統設計
後記:與「院民」打交道
附錄A:公理
附錄B:設計提示
附錄C:參考書目
索引