用户界面设计——有效的人机交互策略(第六版)(英文版) mobi 下载 网盘 caj lrf pdf txt 阿里云

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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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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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