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Contents
Foreword
Preface to the third edition
Preface 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 meth...
Texte du rabat
Much has changed since the first edition of humancomputer 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 humancomputer 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
New to this edition:
Résumé
Much has changed since the first edition of human-computer interaction was published. 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.
Contenu
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Contents
Foreword
Preface to the third edition
Preface to the second edition
Preface to the first edition
Introduction
Part 1 Foundations
Chapter 1 The human
1.1 Introduction
1.2 Inputoutput 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 Ergono…