Interaction Design
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A delightful, engaging, and comprehensive overview of interaction design Effective and engaging design is a critical component of any digital product, from virtual reality software to chatbots, smartphone apps, and more. In the newly updated sixth edition of Interaction Design: Beyond Human-Computer Interaction, a team of accomplished technology, design, and computing professors delivers an intuitive and instructive discussion of the principles underlying the design of effective interactive technologies.
The authors discuss how to design and apply digital technologies in the real world, illustrated with numerous examples. The book explores the interdisciplinary foundations of interaction design, including skills from product design, computer science, human and social psychology, and others. The book builds on the highly successful fifth edition and draws on extensive new research and interviews with accomplished professionals and researchers in the field that reflect a rapidly-changing landscape.
It is supported by a website hosting digital resources that add to and complement the material contained within. Readers will also find: Explorations of the social and emotional components of interacting with apps, digital devices and computers Descriptions about how to design, prototype, evaluate and construct technologies that support human-computer interaction Discussions of the cognitive aspects of interaction design, as well as design and evaluation, including usability testing and expert reviews.
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- Wiley Professional Development (P&T)
- 9781119901112
- 9781119901099
- ePub
- 6
- Yvonne Rogers; Helen Sharp; Jennifer Preece
- English
- 2023-03-06
- 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