About Face: The Essentials of Interaction Design

Höfundur: Alan Cooper (Útgáfa: 4)
About Face: The Essentials of Interaction Design

Kaup valmöguleikar

Grundvallarhandbókin um samspilshönnun, endurskoðuð og uppfærð fyrir farsímaöldina. About Face: The Essentials of Interaction Design, Fourth Edition er nýjasta útgáfa bókarinnar sem mótaði þróun samspilshönnunar. Þessi yfirgripsmikla handbók tekur mið af hinni alþjóðlegu þróun í átt að snjallsímum og spjaldtölvum. Meðal nýs efnis er umfjöllun um farsímaforrit, snertiviðmót, skjástærðir og fleira.

Nýtt litprentað umbrot og sérstök framsetning skýra nútímaleg hönnunarhugtök betur. Samspilshönnun hefur vaxið hratt samhliða velgengni fyrirtækja sem leggja mikla áherslu á hönnun og viðskiptavinir líta nú á góða hönnun sem lykilþátt í velgengni á markaði. Neytendur sýna vefsíðum, forritum og tækjum sem standast ekki væntingar þeirra litla þolinmæði og fyrirtæki hafa brugðist við með víðtækum breytingum á starfsháttum sínum.

About Face er bókin sem færði samspilshönnun úr rannsóknarstofum inn í daglegt mál. Uppfærð fjórða útgáfan heldur áfram að ryðja brautina með hugmyndum og aðferðum sem nýtast hönnuðum og hugbúnaðarþróendum nútímans. Meðal uppfærðs efnis er:

  • Nútímalegar aðferðir við hönnun viðmóta, samspils og vara
  • Hönnun fyrir farsímakerfi og rafeindatæki fyrir neytendur
  • Nýjustu ráðleggingar um viðmót og nýleg dæmi
  • Uppfærð Goal-Directed Design-aðferðafræði

Hönnuðir og hugbúnaðarþróendur sem vilja fylgja breytingum á tækninotkun neytenda finna í About Face yfirgripsmikið og mikilvægt uppflettirit.

Nánar um bókina

Útgefandi
Wiley Professional Development (P&T)
ISBN
9781118766583
Print ISBN
9781118766576
Format
ePub
Útgáfa
4
Höfundar
Alan Cooper
Tungumál
English
Útgefið
2014-08-13
Prent takmörkun á líftíma
100
Prent takmörkun
2
Afritunar takmörkun
10

Kaflar

  • Part I: Goal-Directed Design
  • CH 1: A Design Process for Digital Products
  • The Consequences of Poor Product Behavior
  • Why Digital Products Fail
  • Planning and Designing Product Behavior
  • Recognizing User Goals
  • Implementation Models and Mental Models
  • An Overview of Goal-Directed Design
  • CH 2: Understanding the Problem: Design Research
  • Qualitative versus Quantitative Data in Design Research
  • Goal-Directed Design Research
  • Interviewing and Observing Users
  • Other Types of Qualitative Research
  • Research Is Critical to Good Design
  • CH 3: Modeling Users: Personas and Goals
  • Why Model?
  • The Power of Personas
  • Why Personas Are Effective
  • Understanding Goals
  • Constructing Personas
  • Personas in Practice
  • Other Design Models
  • CH 4: Setting the Vision: Scenarios and Design Requirements
  • Bridging the Research-Design Gap
  • Scenarios: Narrative as a Design Tool
  • Design Requirements: The “What” of Interaction
  • The Requirements Definition Process
  • CH 5: Designing the Product: Framework and Refinement
  • Creating the Design Framework
  • Refining the Form and Behavior
  • Validating and Testing the Design
  • CH 6: Creative Teamwork
  • Small, Focused Teams
  • Thinking Better, Together
  • Working Across Design Disciplines
  • The Extended Team
  • Establishing a Creative Culture
  • Identifying Skill Levels in Designers
  • Collaboration Is the Key
  • Part II: Designing Behavior and Form
  • CH 7: A Basis for Good Product Behavior
  • Design Values
  • Interaction Design Principles
  • Interaction Design Patterns
  • CH 8: Digital Etiquette
  • Designing Considerate Products
  • Designing Smart Products
  • Designing Social Products
  • CH 9: Platform and Posture
  • Product Platforms
  • Product Postures
  • Postures for the Desktop
  • Postures for the Web
  • Postures for Mobile Devices
  • Postures for Other Platforms
  • Give Your Apps Good Posture
  • CH 10: Optimizing for Intermediates
  • Perpetual Intermediates
  • Inflecting the Interface
  • Designing for Three Levels of Experience
  • CH 11: Orchestration and Flow
  • Flow and Transparency
  • Orchestration
  • Harmonious Interactions
  • Motion, Timing, and Transitions
  • The Ideal of Effortlessness
  • CH 12: Reducing Work and Eliminating Excise
  • Goal-Directed Tasks versus Excise Tasks
  • Types of Excise
  • Excise Is Contextual
  • Eliminating Excise
  • Other Common Excise Traps
  • CH 13: Metaphors, Idioms, and Affordances
  • Interface Paradigms
  • Building Idioms
  • Manual Affordances
  • Direct Manipulation and Pliancy
  • Escape the Grip of Metaphor
  • CH 14: Rethinking Data Entry, Storage, and Retrieval
  • Rethinking Data Entry
  • Rethinking Data Storage
  • Rethinking Data Retrieval
  • CH 15: Preventing Errors and Informing Decisions
  • Using Rich Modeless Feedback
  • Undo, Redo, and Reversible Histories
  • What If: Compare and Preview
  • CH 16: Designing for Different Needs
  • Learnability and Help
  • Customizability
  • Localization and Globalization
  • Accessibility
  • CH 17: Integrating Visual Design
  • Visual Art and Visual Design
  • The Elements of Visual Interface Design
  • Visual Interface Design Principles
  • Visual Information Design Principles
  • Consistency and Standards
  • Part III: Interaction Details
  • CH 18: Designing for the Desktop
  • Anatomy of a Desktop App
  • Windows on the Desktop
  • Menus
  • Toolbars, Palettes, and Sidebars
  • Pointing, Selection, and Direct Manipulation
  • CH 19: Designing for Mobile and Other Devices
  • Anatomy of a Mobile App
  • Mobile Navigation, Content, and Control Idioms
  • Multi-Touch Gestures
  • Inter-App Integration
  • Other Devices
  • CH 20: Designing for the Web
  • Page-Based Interactions
  • The Mobile Web
  • The Future
  • CH 21: Design Details: Controls and Dialogs
  • Controls
  • Dialogs
  • Eliminating Errors, Alerts, and Confirmations
  • The Devil Is in the Details
  • Appendix A: Design Principles
  • Chapter 1
  • Chapter 3
  • Chapter 4
  • Chapter 5
  • Chapter 8
  • Chapter 9
  • Chapter 10
  • Chapter 11
  • Chapter 12
  • Chapter 13
  • Chapter 14
  • Chapter 17
  • Chapter 18
  • Chapter 19
  • Chapter 20
  • Chapter 21
  • Appendix B: Bibliography
  • Titlepage
  • Copyright
  • Credits
  • Dedication
  • About the Authors
  • Acknowledgments
  • Foreword
  • Introduction to the Fourth Edition
  • A Brief History of Interaction Design
  • IxD and User Experience
  • What This Book Is and What It Is Not
  • How This Book Is Structured
  • Changes Since the Third Edition
  • Examples Used in This Book
  • Who Should Read This Book
  • Advertisement
  • End-User License Agreement