交互設計:超越人機交互(原書第 5版)

(英)海倫 ·夏普( Helen Sharp),(美)詹妮弗 ·普瑞斯(Jennifer Preece),(英)伊溫妮·羅傑斯(Yvonne Rogers)著

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本書由交互設計界的三位頂尖學者聯袂撰寫,是該領域的經典著作,被全球各地的大學選作教材。新版本繼承了本書一貫的跨學科特色,並與時俱進地新增了一章討論大規模數據,同時補充了新的發展成果。書中包含大量實例,涉及敏捷用戶體驗、社交媒體與情感交互、混合現實與腦機界面等。全書緊緊圍繞設計與評估的迭代過程,不僅包含了傳統的理論知識、實例解析、實踐指導等內容,還通過“窘境”模塊討論了一系列啟迪思考的開放問題。此外,本書網站www.id-book.com也為讀者提供了豐富的資源,包括教學PPT以及大量的案例研究。

作者簡介

海伦·夏普
(Helen Sharp)
英国开放大学软件工程领域教授,科学、工程技术和数学学院副院长,关注专业软件实践以及人与社会因素对软件开发的影响。
詹妮弗·普瑞斯
(Jennifer Preece)
美国马里兰大学信息研究学院教授兼名誉院长,交互设计领域的知名学者和作家,关注信息、社区、科学技术的交叉领域。
伊温妮·罗杰斯
(Yvonne Rogers)
英国伦敦大学学院教授,交互中心主管,计算机科学系副主任,因在人机交互和普适计算方面的成就而享誉业界。

目錄大綱

出版者的話
本書贊譽
譯者序
前言
作者簡介
第1章 什麽是交互設計 ·······························1
1.1 引言 ·································1
1.2 優劣設計 ······································2
1.2.1 語音郵件系統 ······························2
1.2.2 遙控設備 ·······································3
1.2.3 設計什麽 ·······································5
1.3 何謂交互設計 ············································6
1.3.1 交互設計的組成 ··························7
1.3.2 參與交互設計的人員 ·················8
1.3.3 交互設計顧問 ······························9
1.4 用戶體驗 ·········································9
1.5 瞭解用戶 ···········································11
1.6 無障礙設計和包容性設計 ····················12
1.7 可用性和用戶體驗目標 ························13
1.7.1 可用性目標 ·································13
1.7.2 用戶體驗目標 ····························16
1.7.3 設計原則 ·····································18
深入練習 ································22
總結 ·········································22
拓展閱讀 ································23
第2章 交互設計的過程 ·····························26
2.1 引言 ·····································26
2.2 交互設計中涉及什麽·····························27
2.2.1 理解問題空間 ····························29
2.2.2 用戶參與的重要性····················30
2.2.3 用戶參與的程度 ························32
2.2.4 什麽是以用戶為中心的方法 ·····33
2.2.5 交互設計的四項基本活動 ······35
2.2.6 交互設計的簡單生命周期模型 ····························36
2.3 一些實際問題··········································39
2.3.1 用戶是誰 ·····································39
2.3.2 用戶的需求是什麽····················40
2.3.3 如何生成備選設計方案 ···········41
2.3.4 如何在備選方案間進行選擇 ·····42
2.3.5 如何將交互設計活動整合到其他生命周期模型中 ···············45
深入練習 ································46
總結 ·········································46
拓展閱讀 ································46
第 3章 概念化交互 ·······································48
3.1 引言 ·······························48
3.2 概念化交互 ··············································49
3.3 概念模型 ···················································51
3.4 界面隱喻 ···················································54
3.5 交互類型 ···················································56
3.5.1 指示 ··············································57
3.5.2 對話 ··············································58
3.5.3 操作 ··············································59
3.5.4 探索 ··············································60
3.5.5 響應 ··············································61
3.6 範例、願景、理論、模型和框架 ······62
3.6.1 範例 ··············································62
3.6.2 願景 ··············································63
3.6.3 理論 ··············································64
3.6.4 模型 ··············································64
3.6.5 框架 ··············································64
深入練習 ································66
總結 ·········································66
拓展閱讀 ································67
第 4章 認知方面 ············································70
4.1 引言 ·······························70
4.2 什麽是認知 ··············································70
4.2.1 註意力 ··········································71
4.2.2 感知 ··············································75
4.2.3 記憶 ··············································77
4.2.4 學習 ··············································82
4.2.5 閱讀、說話和聆聽····················83
4.2.6 解決問題、規劃、推理和決策 ·······························84
4.3 認知框架 ··············································85
4.3.1 心智模型 ·····································85
4.3.2 執行鴻溝和評估鴻溝 ···············87
4.3.3 信息處理 ·····································88
4.3.4 分佈式認知 ·································88
4.3.5 外部認知 ·····································90
4.3.6 具身交互 ·····································91
深入練習 ································92
總結 ·········································93
拓展閱讀 ································93
第5章 社會化交互 ·······································94
5.1 引言 ·······························94
5.2 社交 ·······························94
5.3 面對面對話 ··············································97
5.4 遠程對話 ·················································100
5.5 共現 ·········································105
5.5.1 物理協調 ···································105
5.5.2 感知 ············································106
5.5.3 共享界面 ···································107
5.6 社會參與 ·················································111
深入練習 ······························113
總結 ·······································114
拓展閱讀 ······························114
第6章 情感化交互 ·····································116
6.1 引言 ··········································116
6.2 情緒和用戶體驗 ···································116
6.3 富有表現力的界面和情感化設計 ····120
6.4 令人厭煩的界面 ···································122
6.5 情感計算與情感人工智能 ··················125
6.6 說服技術與行為改變···························127
6.7 擬人論 ················································130
深入練習 ······························132
總結 ·······································133
拓展閱讀 ······························133
第7章 界面 ····················································135
7.1 引言 ···········································135
7.2 界面類型 ············································135
7.2.1 命令行界面 ·······························136
7.2.2 圖形用戶界面 ··························137
7.2.3 多媒體 ········································146
7.2.4 虛擬現實 ···································148
7.2.5 網站設計 ···································151
7.2.6 移動設備 ···································153
7.2.7 家用電器 ···································155
7.2.8 語音用戶界面 ··························156
7.2.9 基於筆的設備 ··························159
7.2.10 觸摸屏······································160
7.2.11 基於手勢的系統 ····················161
7.2.12 觸覺界面 ·································162
7.2.13 多模式界面 ·····························164
7.2.14 可共享界面 ·····························165
7.2.15 實體界面 ·································167
7.2.16 增強現實 ·································169
7.2.17 可穿戴設備 ·····························172
7.2.18 機器人和無人機 ····················173
7.2.19 腦機交互 ·································175
7.2.20 智能界面 ·································176
7.3 自然用戶界面及其延伸 ······················177
7.4 選擇哪種界面 ········································178
深入練習 ······························179
總結 ·······································179
拓展閱讀 ······························179
第8章 數據收集 ··········································182
8.1 引言 ·············································182
8.2 五個關鍵問題 ········································182
8.2.1 目標設置 ···································183
8.2.2 確定被試 ···································183
8.2.3 與被試之間的關系··················184
8.2.4 三角測量 ···································185
8.2.5 試點研究 ···································186
8.3 數據記錄 ·················································186
8.3.1 筆記加照片 ·······························186
8.3.2 音頻加照片 ·······························187
8.3.3 視頻 ············································187
8.4 訪談 ··············································188
8.4.1 非結構化訪談 ··························188
8.4.2 結構化訪談 ·······························189
8.4.3 半結構化訪談 ··························189
8.4.4 焦點小組 ···································190
8.4.5 計劃和引導訪談 ······················191
8.4.6 其他形式的訪談 ······················194
8.4.7 豐富訪談體驗 ··························195
8.5 問捲調查 ·················································195
8.5.1 問捲結構 ···································196
8.5.2 問題和回答的格式··················196
8.5.3 管理問捲 ···································199
8.6 觀察 ············································202
8.6.1 實地直接觀察 ··························203
8.6.2 受控環境中的直接觀察 ·········208
8.6.3 間接觀察:跟蹤用戶活動 ····210
8.7 技術的選擇與結合 ·······························212
深入練習 ······························214
總結 ·······································214
拓展閱讀 ······························215
第9章 數據分析、解釋和呈現 ·············216
9.1 引言 ············································216
9.2 定量與定性 ············································217
9.3 基礎定量分析 ········································219
9.4 基礎定性分析 ········································225
9.4.1 確定主題 ···································227
9.4.2 數據分類 ···································228
9.4.3 關鍵事件分析 ··························230
9.5 使用何種分析框架 ·······························231
9.5.1 對話分析 ···································232
9.5.2 話語分析 ···································233
9.5.3 內容分析 ···································234
9.5.4 交互分析 ···································234
9.5.5 扎根理論 ···································235
9.5.6 基於系統的框架 ······················239
9.6 支持數據分析的工具···························241
9.7 解釋和呈現研究結果···························241
9.7.1 結構化符號 ·······························243
9.7.2 故事的運用 ·······························243
9.7.3 總結研究結果 ··························244
深入練習 ······························244
總結 ·······································245
拓展閱讀 ······························245
第10章 大規模數據 ···································247
10.1 引言 ············································247
10.2 收集和分析數據的方法 ····················248
10.2.1 數據抓取和“第二來源” 數據 ··········································249
10.2.2 收集個人數據 ························250
10.2.3 數據眾包 ·································250
10.2.4 情感分析 ·································254
10.2.5 社交網絡分析 ························254
10.2.6 組合多個數據源 ····················258
10.3 數據可視化和數據挖掘 ····················260
10.4 倫理設計問題 ······································267
深入練習 ······························272
總結 ·······································272
拓展閱讀 ······························273
第11章 發現需求 ········································274
11.1 引言 ···············································274
11.2 是什麽、如何做和為什麽 ················274
11.2.1 需求活動的目的 ····················274
11.2.2 捕獲需求 ·································275
11.2.3 避免誤解 ·································275
11.3 需求是什麽 ··········································276
11.4 為需求收集數據 ·································281
11.4.1 使用探針與用戶互動 ···········284
11.4.2 情境調查 ·································285
11.4.3 創新的頭腦風暴 ····················287
11.5 為生活帶來需求:角色和場景 ·······287
11.5.1 角色 ··········································288
11.5.2 場景 ··········································292
11.6 捕獲與用例的交互 ·····························296
深入練習 ······························297
總結 ·······································298
拓展閱讀 ······························298
第12章 設計、原型和構建 ····················302
12.1 引言 ············································302
12.2 原型 ············································302
12.2.1 什麽是原型 ·····························302
12.2.2 為什麽使用原型 ····················304
12.2.3 低保真原型 ·····························305
12.2.4 高保真原型 ·····························307
12.2.5 原型中的妥協 ························308
12.3 概念設計···············································311
12.3.1 建立初始概念模型 ···············315
12.3.2 擴展初始概念模型 ···············318
12.4 具體設計···············································319
12.5 生成原型···············································320
12.5.1 生成故事板 ·····························320
12.5.2 生成基於卡片的原型 ···········322
12.6 構建 ·············································328
12.6.1 物理計算 ·································328
12.6.2 軟件開發工具包 ····················331
深入練習 ······························332
總結 ·······································332
拓展閱讀 ······························333
第13章 實踐中的交互設計 ····················336
13.1 引言 ···············································336
13.2 敏捷用戶體驗 ······································337
13.2.1 用戶研究 ·································339
13.2.2 調整工作實踐 ························340
13.2.3 文檔 ··········································343
13.3 設計模式···············································345
13.4 開源資源···············································348
13.5 交互設計工具 ······································350
深入練習 ······························351
總結 ·······································351
拓展閱讀 ······························352
第14章 評估入門 ·······································353
14.1 引言 ···········································353
14.2 評估的原因、內容、地點、時間 ·····354
14.2.1 評估的原因 ·····························354
14.2.2 評估的內容 ·····························354
14.2.3 評估的地點 ·····························355
14.2.4 評估的時間 ·····························356
14.3 評估的類型 ··········································356
14.3.1 涉及用戶的受控環境 ···········357
14.3.2 涉及用戶的自然環境 ···········359
14.3.3 不涉及用戶的環境 ···············360
14.3.4 選擇和組合方法 ····················361
14.3.5 機會主義評估 ························361
14.4 評估案例研究 ······································361
14.4.1 案例研究1:一個研究電腦游戲的實驗 ·····························361
14.4.2 案例研究2:在英國皇家農業展覽會上收集民族志數據 ····363
14.5 從案例中學到了什麽 ························366
14.6 評估時需要考慮的其他問題 ···········367
14.6.1 告知被試其權利並獲得其同意 ···································368
14.6.2 影響方法選擇和數據解釋的因素 ··································369
深入練習 ······························370
總結 ·······································370
拓展閱讀 ······························371
第15章 評估研究:從受控環境到自然環境 ·······························372
15.1 引言 ···············································372
15.2 可用性測試 ··········································373
15.2.1 方法、任務和用戶 ···············373
15.2.2 實驗室和設備 ························374
15.2.3 案例研究:iPad的可用性測試 ····································376
15.3 完成實驗···············································379
15.3.1 假設檢驗 ·································379
15.3.2 實驗設計 ·································380
15.3.3 統計方法:t檢驗 ·················381
15.4 實地研究···············································382
15.4.1 野外研究 ·································383
15.4.2 其他觀點 ·································385
深入練習 ······························386
總結 ·······································387
拓展閱讀 ······························387
第16章 評估:檢查、分析和建模 ·····391
16.1 引言 ··············································391
16.2 檢查:啟發式評估和走查法 ···········391
16.2.1 啟發式評估 ·····························391
16.2.2 走查法······································400
16.3 分析和A/B測試 ································404
16.3.1 Web分析 ·································404
16.3.2 A/B測試 ·································408
16.4 預測模型···············································410
深入練習 ······························411
總結 ·······································411
拓展閱讀 ······························412
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