Interaction Design
Lýsing:
A new edition of the #1 text in the human computer Interaction field! Hugely popular with students and professionals alike, the Fifth Edition of Interaction Design is an ideal resource for learning the interdisciplinary skills needed for interaction design, human-computer interaction, information design, web design, and ubiquitous computing. New to the fifth edition: a chapter on data at scale, which covers developments in the emerging fields of 'human data interaction' and data analytics.
The chapter demonstrates the many ways organizations manipulate, analyze, and act upon the masses of data being collected with regards to human digital and physical behaviors, the environment, and society at large. Revised and updated throughout, this edition offers a cross-disciplinary, practical, and process-oriented, state-of-the-art introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied.
Explains how to use design and evaluation techniques for developing successful interactive technologies Demonstrates, through many examples, the cognitive, social and affective issues that underpin the design of these technologies Provides thought-provoking design dilemmas and interviews with expert designers and researchers Uses a strong pedagogical format to foster understanding and enjoyment An accompanying website contains extensive additional teaching and learning material including slides for each chapter, comments on chapter activities, and a number of in-depth case studies written by researchers and designers.
Annað
- Höfundar: Helen Sharp, Jennifer Preece, Yvonne Rogers
- Útgáfa:5
- Útgáfudagur: 2019-04-04
- Engar takmarkanir á útprentun
- Engar takmarkanir afritun
- Format:ePub
- ISBN 13: 9781119547303
- Print ISBN: 9781119547259
- ISBN 10: 111954730X
Efnisyfirlit
- Cover
- What's Inside?
- Changes from Previous Editions
- Chapter 1: WHAT IS INTERACTION DESIGN?
- 1.1 Introduction
- 1.2 Good and Poor Design
- 1.3 What Is Interaction Design?
- 1.4 The User Experience
- 1.5 Understanding Users
- 1.6 Accessibility and Inclusiveness
- 1.7 Usability and User Experience Goals
- Further Reading
- Chapter 2: THE PROCESS OF INTERACTION DESIGN
- 2.1 Introduction
- 2.2 What Is Involved in Interaction Design?
- 2.3 Some Practical Issues
- Further Reading
- Note
- Chapter 3: CONCEPTUALIZING INTERACTION
- 3.1 Introduction
- 3.2 Conceptualizing Interaction
- 3.3 Conceptual Models
- 3.4 Interface Metaphors
- 3.5 Interaction Types
- 3.6 Paradigms, Visions, Theories, Models, and Frameworks
- Further Reading
- Chapter 4: COGNITIVE ASPECTS
- 4.1 Introduction
- 4.2 What Is Cognition?
- 4.3 Cognitive Frameworks
- Further Reading
- Chapter 5: SOCIAL INTERACTION
- 5.1 Introduction
- 5.2 Being Social
- 5.3 Face-to-Face Conversations
- 5.4 Remote Conversations
- 5.5 Co-presence
- 5.6 Social Engagement
- Further Reading
- Chapter 6: EMOTIONAL INTERACTION
- 6.1 Introduction
- 6.2 Emotions and the User Experience
- 6.3 Expressive Interfaces and Emotional Design
- 6.4 Annoying Interfaces
- 6.5 Affective Computing and Emotional AI
- 6.6 Persuasive Technologies and Behavioral Change
- 6.7 Anthropomorphism
- Further Reading
- Chapter 7: INTERFACES
- 7.1 Introduction
- 7.2 Interface Types
- 7.3 Natural User Interfaces and Beyond
- 7.4 Which Interface?
- Further Reading
- Chapter 8: DATA GATHERING
- 8.1 Introduction
- 8.2 Five Key Issues
- 8.3 Data Recording
- 8.4 Interviews
- 8.5 Questionnaires
- 8.6 Observation
- 8.7 Choosing and Combining Techniques
- Further Reading
- Chapter 9: DATA ANALYSIS, INTERPRETATION, AND PRESENTATION
- 9.1 Introduction
- 9.2 Quantitative and Qualitative
- 9.3 Basic Quantitative Analysis
- 9.4 Basic Qualitative Analysis
- 9.5 Which Kind of Analytic Framework to Use?
- 9.6 Tools to Support Data Analysis
- 9.7 Interpreting and Presenting the Findings
- Further Reading
- Chapter 10: DATA AT SCALE
- 10.1 Introduction
- 10.2 Approaches to Collecting and Analyzing Data
- 10.3 Visualizing and Exploring Data
- 10.4 Ethical Design Concerns
- Further Reading
- Chapter 11: DISCOVERING REQUIREMENTS
- 11.1 Introduction
- 11.2 What, How, and Why?
- 11.3 What Are Requirements?
- 11.4 Data Gathering for Requirements
- 11.5 Bringing Requirements to Life: Personas and Scenarios
- 11.6 Capturing Interaction with Use Cases
- Further Reading
- Chapter 12: DESIGN, PROTOTYPING, AND CONSTRUCTION
- 12.1 Introduction
- 12.2 Prototyping
- 12.3 Conceptual Design
- 12.4 Concrete Design
- 12.5 Generating Prototypes
- 12.6 Construction
- Further Reading
- Chapter 13: INTERACTION DESIGN IN PRACTICE
- 13.1 Introduction
- 13.2 AgileUX
- 13.3 Design Patterns
- 13.4 Open Source Resources
- 13.5 Tools for Interaction Design
- Further Reading
- Chapter 14: INTRODUCING EVALUATION
- 14.1 Introduction
- 14.2 The Why, What, Where, and When of Evaluation
- 14.3 Types of Evaluation
- 14.4 Evaluation Case Studies
- 14.5 What Did We Learn from the Case Studies?
- 14.6 Other Issues to Consider When Doing Evaluation
- Further Reading
- Chapter 15: EVALUATION STUDIES: FROM CONTROLLED TO NATURAL SETTINGS
- 15.1 Introduction
- 15.2 Usability Testing
- 15.3 Conducting Experiments
- 15.4 Field Studies
- Further Reading
- Chapter 16: EVALUATION: INSPECTIONS, ANALYTICS, AND MODELS
- 16.1 Introduction
- 16.2 Inspections: Heuristic Evaluation and Walk-Throughs
- 16.3 Analytics and A/B Testing
- 16.4 Predictive Models
- Further Reading
- References
- Index
- End User License Agreement
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- Gerð : 208
- Höfundur : 6715
- Útgáfuár : 2019
- Leyfi : 380