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用户界面设计——有效的人机交互策略(第六版)(英文版)书籍详细信息

  • ISBN:9787121315077
  • 作者:暂无作者
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  • 出版时间:2017-06
  • 页数:暂无页数
  • 价格:75.60
  • 纸张:胶版纸
  • 装帧:平装-胶订
  • 开本:16开
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  • 更新时间:2025-01-19 20:39:08

内容简介:

(1)在设计方法中引入了更多的案例研究。(2)重新调整了对社会媒体参与和用户生成内容部分的介绍,尤其是来自移动设备的部分。(3)对本书的每个章节都进行了大量的校订,修改了所有插图,大幅更新了参考文献。


书籍目录:

PART 1 INTRODUCTION 2

CHAPTER 1 Usability of Interactive Systems 4

1.1 Introduction 6

1.2 Usability Goals and Measures 13

1.3 Usability Motivations 15

1.4 Goals for Our Profession 20

CHAPTER 2 Universal Usability 34

2.1 Introduction 36

2.2 Variations in Physical Abilities and Physical Workplaces 37

2.3 Diverse Cognitive and Perceptual Abilities 39

2.4 Personality Differences 40

2.5 Cultural and International Diversity 41

2.6 Users with Disabilities 44

2.7 Older Adult Users 47

2.8 Children 49

2.9 Accommodating Hardware and Software Diversity 52

CHAPTER 3 Guidelines, Principles, and Theories 56

3.1 Introduction 58

3.2 Guidelines 58

3.3 Principles 64

3.4 Theories 80

PART 2 Design PROCESSES 96

CHAPTER 4 Design 98

4.1 Introduction 100

4.2 Organizational Support for Design 102

4.3 The Design Process 105

4.4 Design Frameworks 111

4.5 Design Methods 115

4.6 Design Tools, Practices, and Patterns 123

4.7 Social Impact Analysis 129

4.8 Legal Issues 131

CHAPTER 5 Evaluation and the User Experience 138

5.1 Introduction 140

5.2 Expert Reviews and Heuristics 143

5.3 Usability Testing and Laboratories 147

5.4 Survey Instruments 159

5.5 Acceptance Tests 164

5.6 Evaluation during Active Use and Beyond 165

5.7 Controlled Psychologically Oriented Experiments 171

CHAPTER 6 Design Case Studies 180

6.1 Introduction 182

6.2 Case Study 1: Iterative Design Evaluation of Automated Teller Machines (ATMs) 183

6.3 Case Study 2: Design Consistency at Apple Computer 186

6.4 Case Study 3: Data-Driven Design at Volvo 188

6.5 General Observations and Summary 191

PART 3 INTERACTION STYLES 194

CHAPTER 7 Direct Manipulation and Immersive Environments 196

7.1 Introduction 198

7.2 What Is Direct Manipulation? 199

7.3 Some Examples of Direct Manipulation 206

7.4 2-D and 3-D Interfaces 216

7.5 Teleoperation and Presence 219

7.6 Augmented and Virtual Reality 224

CHAPTER 8 Fluid Navigation 238

8.1 Introduction 240

8.2 Navigation by Selection 242

8.3 Small Displays 255

8.4 Content Organization 258

8.5 Audio Menus 263

8.6 Form Fill-in and Dialog Boxes 264

CHAPTER 9 Expressive Human and Command Languages 276

9.1 Introduction 278

9.2 Speech Recognition 279

9.3 Speech Production 290

9.4 Human Language Technology 291

9.5 Traditional Command Languages 295

CHAPTER 10 Devices 300

10.1 Introduction 302

10.2 Keyboards and Keypads 304

10.3 Pointing Devices 310

10.4 Displays 328

CHAPTER 11 Communication and Collaboration 348

11.1 Introduction 350

11.2 Models of Collaboration 354

11.3 Specific Goals and Contexts 360

11.4 Design Considerations 368

PART 4 DESIGN ISSUES 384

CHAPTER 12 Advancing the User Experience 386

12.1 Introduction 388

12.2 Display Design 389

12.3 View (Window) Management 395

12.4 Animation 401

12.5 Webpage Design 403

12.6 Color 406

12.7 Nonanthropomorphic Design 412

12.8 Error Messages 416

CHAPTER 13 The Timely User Experience 426

13.1 Introduction 428

13.2 Models of System Response Time (SRT) Impacts 430

13.3 Expectations and Attitudes 434

13.4 User Productivity and Variability in SRT 436

13.5 Frustrating Experiences 438

CHAPTER 14 Documentation and User Support (a.k.a. Help) 446

14.1 Introduction 448

14.2 Shaping the Content of the Documentation 449

14.3 Accessing the Documentation 455

14.4 Reading from Displays versus Reading from Paper 460

14.5 Online Tutorials and Animated Demonstrations 465

14.6 Online Communities and Other Avenues for User Support 468

14.7 The Development Process 470

CHAPTER 15 Information Search 476

15.1 Introduction 478

15.2 Five-Stage Search Framework 482

15.3 Dynamic Queries and Faceted Search 492

15.4 Command Languages and “Natural” Language Queries 497

15.5 Multimedia Document Search and Other Specialized Search 498

15.6 The Social Aspects of Search 502

CHAPTER 16 Data Visualization 508

16.1 Introduction 510

16.2 Tasks in Data Visualization 511

16.3 Visualization by Data Type 519

16.4 Challenges for Data Visualization 527

AFTERWORD Societal and Individual Impact of User Interfaces 536

A.1 Future Interfaces and Grand Challenges 538

A.2 Ten Plagues of the Information Age 542

Name Index 549

Subject Index 555

Credits 573


作者介绍:

Ben Shneiderman,美国知名专家,长期从事用户界面设计的教学与研究工作,发表论文多篇,出版图书多部,在界面设计领域成果丰硕。

  BEN SHNEIDERMAN (http://www.cs.umd.edu/~ben) is a Distinguished

University Professor in the Department of Computer Science, Founding Director

(1983-2000) of the Human-Computer Interaction Laboratory (http://www

.cs.umd.edu/hcil/), and a Member of the UM Institute for Advanced Computer

Studies (UMIACS) at the University of Maryland. He is a Fellow of the AAAS,

ACM, IEEE, NAI, and SIGCHI Academy and a Member of the National Academy of

Engineering, in recognition of his pioneering contributions to human-computer

interaction and information visualization.


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其它内容:

编辑推荐

紧跟人机交互变革的脚步很困难。本书每一版刚出版不久,更新的要求就接踵而至。该领域的扩展促使本书前三版的作者Ben Shneiderman求助于其长期、重要的研究伙伴Catherine Plaisant,以合著本书的第四版和第五版。此外,Maxine S. Cohen和Steven M. Jacobs对本书的早期版本有长期的教学经验,他们为所有读者和教师提供了提高书的内容质量的新观点。


前言

Preface

Designing the User Interface is written for

students, researchers, designers, managers, and evaluators of interactive

systems. It presents a broad survey of how to develop high-quality user

interfaces for interactive systems. Readers with backgrounds in computer

science, engineering, information science/studies/systems, business,

psychology, sociology, education, and communications should all find fresh and

valuable material. Our goals are to encourage greater attention to user

experience design issues and to promote further scientific study of

human-computer interaction, including the huge topic of social media

participation.

Since the publication of the first five

editions of this book in 1986, 1992, 1998, 2005, and 2010, HCI practitioners

and researchers have grown more numerous and influential. The quality of

interfaces has improved greatly, while the community of users and its diversity

have grown dramatically. Researchers and designers deserve as much recognition

as the Moore’s Law community for bringing the benefits of information and

communications technologies to more than 6 billion people. In addition to

desktop computers, designers now must accommodate web-based services and a

diverse set of mobile devices.

User-interface and experience designers are

moving in new directions. Some innovators provoke us with virtual and augmented

realities, whereas others offer alluring scenarios for ubiquitous computing,

embedded devices, and tangible user interfaces.

These innovations are important, but much

work remains to be done to improve the experiences of novice and expert users

who still struggle with too many frustrations. These problems must be resolved

if we are to achieve the goal of universal usability, enabling all citizens in

every country to enjoy the benefits of these new technologies. This book is

meant to inspire students, guide designers, and provoke researchers to seek

those solutions.

Keeping up with the innovations in

human-computer interaction is a demanding task, and requests for an update begin

arriving soon after the publication of each edition. The expansion of the field

led the single author of the first three editions, Ben Shneiderman, to turn to

Catherine Plaisant, a longtime valued research partner, for coauthoring help

with the fourth and fifth editions.

In addition, two contributing authors lent

their able support to the fifth edition:

Maxine S. Cohen and Steven M. Jacobs have

long experience teaching with earlier editions of the book and provided fresh

perspectives that improved the quality for all readers and instructors. In

preparing for this sixth edition, the team expanded again to include Niklas

Elmqvist and Nick Diakopoulos, who are both new colleagues at the University of

Maryland. We harvested information from books and journals, searched the World

Wide Web, attended conferences, and consulted with colleagues. Then we returned

to our keyboards to write, producing first drafts that served as a starting

point to generate feedback from each other as well as external colleagues, HCI

practitioners, and students. The work that went into the final product was

intense but satisfying. We hope you, the readers, will put these ideas to good

use and produce more innovations for us to report in future editions.

 

New in the Sixth Edition

Readers will see the dynamism of

human-computer interaction reflected in the substantial changes to this sixth

edition. The good news is that most universities now offer courses in this

area, and some require it in computer science, information schools, or other disciplines.

Courses and degree programs in humancomputer interaction, human-centered

computing, user experience design, and others are a growing worldwide

phenomenon at every educational level.

Although many usability practitioners must

still fight to be heard, corporate and government commitments to usability

engineering grow stronger daily.

The business case for usability has been

made repeatedly, and dedicated websites describe numerous projects

demonstrating strong return on investment for usab



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