Interaction Design

Höfundar: Yvonne Rogers; Helen Sharp; Jennifer Preece (Útgáfa: 6)
Interaction Design

Kaup valmöguleikar

Lifandi og heildstætt yfirlit yfir samskiptahönnun. Vönduð og grípandi hönnun er lykilþáttur í hverri stafrænni vöru, hvort sem um er að ræða sýndarveruleikahugbúnað, spjallmenni eða smáforrit. Í nýrri sjöttu útgáfu Interaction Design: Beyond Human-Computer Interaction fjallar hópur reyndra fræðimanna í tækni, hönnun og tölvunarfræði á aðgengilegan og fræðandi hátt um þau lögmál sem liggja að baki hönnun áhrifaríkrar gagnvirkrar tækni.

Höfundarnir fjalla um hvernig hanna á og beita stafrænni tækni í raunverulegum aðstæðum og styðjast við fjölda dæma. Bókin kannar þverfaglegan grunn samskiptahönnunar, þar á meðal færni úr vöruhönnun, tölvunarfræði og sálfræði, byggir á vel heppnaðri fimmtu útgáfu og styðst við nýjar rannsóknir og viðtöl við reynt fagfólk á sviði sem tekur örum breytingum.

Bókinni fylgir vefsvæði með efni sem bætir við og styður umfjöllunina. Lesendur finna þar umfjöllun um félagslegar og tilfinningalegar hliðar þess að nota smáforrit, stafræn tæki og tölvur, lýsingar á því hvernig hanna á, frumgera, meta og smíða tækni sem styður samskipti manns og tölvu, og umræðu um hugræna þætti samskiptahönnunar, þar á meðal notendaprófanir og sérfræðimat.

Nánar um bókina

Útgefandi
Wiley Professional Development (P&T)
ISBN
9781119901112
Print ISBN
9781119901099
Format
ePub
Útgáfa
6
Höfundar
Yvonne Rogers; Helen Sharp; Jennifer Preece
Tungumál
English
Útgefið
2023-03-06
Prent takmörkun á líftíma
100

Kaflar

  • Cover
  • Title Page
  • What's Inside?
  • Chapter 1: WHAT IS INTERACTION DESIGN?
  • 1.1 Introduction
  • 1.2 Good and Poor Design
  • 1.3 Switching to Digital
  • 1.4 What to Design
  • 1.5 What Is Interaction Design?
  • 1.6 People-Centered Design
  • 1.7 Understanding People
  • 1.8 Accessibility and Inclusiveness
  • 1.9 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, Challenges, 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 Collaboration and Communication
  • 5.5 Co-Presence
  • 5.6 Social Games
  • Further Reading
  • Chapter 6: EMOTIONAL INTERACTION
  • 6.1 Introduction
  • 6.2 Emotions and Behavior
  • 6.3 Expressive Interfaces: Aesthetic or Annoying?
  • 6.4 Affective Computing and Emotional AI
  • 6.5 Persuasive Technologies and Behavioral Change
  • 6.6 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 Six Key Issues
  • 8.3 Capturing Data
  • 8.4 Interviews
  • 8.5 Questionnaires
  • 8.6 Observation
  • 8.7 Putting the Techniques to Work
  • 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 Analytical Frameworks
  • 9.6 Tools to Support Data Analysis
  • 9.7 Interpreting and Presenting the Findings
  • Further Reading
  • Chapter 10: DATA AT SCALE AND ETHICAL CONCERNS
  • 10.1 Introduction
  • 10.2 Approaches for 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 In-the-Wild 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
  • Epilogue
  • Current Challenges
  • Looking to the Future
  • References
  • Index
  • Copyright
  • About the Authors
  • Acknowledgments
  • End User License Agreement