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Mobile Interaction Design - ISBN 9780470090893

Mobile Interaction Design

ISBN 9780470090893

Autor: Matt Jones, Gary Marsden

Wydawca: Wiley

Dostępność: 3-6 tygodni

Cena: 307,65 zł

Przed złożeniem zamówienia prosimy o kontakt mailowy celem potwierdzenia ceny.


ISBN13:      

9780470090893

ISBN10:      

0470090898

Autor:      

Matt Jones, Gary Marsden

Oprawa:      

Paperback

Rok Wydania:      

2005-12-16

Ilość stron:      

398

Wymiary:      

232x195

Tematy:      

UA

Mobile or cell phones, handheld computers, RFID tags or even implants. What could or should the wireless future be?
Already, mobiles are an essential part of life for two billion users.
We are told that wireless devices will help us to communicate and relate in better ways, become more creative, better educated and more efficient and effective in our working lives. Yet often with new developments or devices the hype is followed by some small successes, and a great deal of disappointment.
This book is about catering to the everyday needs people have, about shifting the design perspective away from technology and to concentrate on usability; in other words, developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities.
Presenting key interaction design ideas and successes in an accessible, relevant way, and containing exercises, interviews and case studies, this book is a must have for students on Mobile Design and HCI courses, for designers keen to make the mobile even more powerful and easy to use, and for anyone who wants to broaden their understanding of effective human–centered design in the increasingly vital context of mobile systems.

Spis treści:
Preface.
Acknowledgements.
PART I: INTRODUCTION.
Chapter 1: Possibilities.
Key points.
1.1 Introduction.
1.2 What are mobile devices?.
1.2.1 Communication or information device?
1.2.2 Appliance or swiss–army knife?
1.2.3 Cherished device or commodity tool?
1.3 Impoverished or extraordinary interfaces?
1.3.1 The Fastap keypad.
1.3.2 Peephole displays.
1.3.3 Accommodating human capabilities and limitations.
1.4 Impoverishing interactions?
1.4.1 Reasons for poor design.
1.4.2 Impacts of poor design.
1.5 Outline of the rest of this book.
Summary.
Workshop questions.
Designer tips.
Chapter 2: Products for people.
Key points.
2.1 Introduction.
2.2 Useful.
2.2.1 Function before form.
2.2.2 Evolving uses.
2.3 Usable.
2.3.1 Usable in itself.
2.3.2 Usable in life.
2.4 User experience.
2.4.1 Strong identity.
2.4.2 Interaction as package.
2.5 Technology acceptance.
Summary.
Workshop questions.
Designer tips.
Chapter 3: Innovating.
Key points.
3.1 Introduction.
3.2 Technology–centered approaches.
3.3 Transferring from the desktop.
3.3.1 Applications.
3.3.2 Interface styles.
3.4 Building on past mobile success.
3.5 Drama.
3.6 Frameworks for human–centered thinking.
Summary.
Workshop questions.
Designer tips.
PART II: DEVELOPING EFFECTIVE MOBILE APPLICATIONS.
Chapter 4: Interaction design.
Key points.
4.1 Introduction.
4.2 Designing what? Designing how?
4.3 Understanding users.
4.3.1 From biology to psychology.
4.3.2 Field studies.
4.3.3 Direct questioning.
4.3.4 Distilling the findings.
4.4 Developing prototype designs.
4.4.1 Shaping and managing the design space.
4.4.2 Prototyping.
4.5 Evaluation.
4.5.1 Testing with users.
4.5.2 Testing in the absence of users.
4.6 Iterative development.
4.7 Multiple viewpoints.
4.7.1 Many techniques and tools.
4.7.2 Many disciplines.
4.7.3 Participation and collaboration.
4.8 From interaction design to deployment.
Summary.
Workshop questions.
Designer tips.
Chapter 5: Watching, asking, probing.
Key points.
5.1 Introduction.
5.2 Focusing the study.
5.2.1 How focused should the study be?
5.2.2 Finding people to study.
5.3 Top techniques for understanding people.
5.3.1 Observing.
5.3.2 Enquiring.
5.3.3 Diary studies.
5.3.4 Discount methods.
5.3.5 Focus groups.
5.3.6 Creatively engaging methods.
5.4 Making sense of observations.
5.4.1 Activities.
5.4.2 Analysis perspectives.
5.5 Personas and scenarios.
5.5.1 Personas.
5.5.2 Scenarios.
Summary.
Workshop questions.
Designer tips.
Chapter 6: Prototypes.
Key points.
6.1 Introduction.
6.2 What is a prototype?
6.3 Different prototypes for different purposes.
6.4 Low–fidelity.
6.4.1 Self–checking.
6.4.2 Communicating with others.
6.4.3 Interaction prototyping.
6.4.4 Empowering users.
6.5 Higher–fidelity.
6.5.1 Deciding what to prototype.
6.5.2 Hardware and software integration.
6.6 Finishing the process.
6.6.1 Evolutionary.
6.6.2 Revolutionary.
6.6.3 Process.
6.7 Issues in prototyping.
6.7.1 Some considerations.
6.8 A final note on development.
Summary.
Workshop questions.
Designer tips.
Chapter 7: Evaluation.
Key points.
7.1 Introduction.
7.2 Classifying evaluation.
7.3 ‘Quick And Dirty’.
7.4 Conceptual model extraction.
7.5 Direct observation.
7.5.1 Finding out what users are thinking.
7.5.2 How to record observations.
7.5.3 How to not bias the experiment.
7.5.4 Happy users.
7.6 Interviews.
7.7 Questionnaires.
7.8 Non–user methods.
7.8.1 Heuristic evaluation.
7.8.2 No people whatsoever.
7.9 Experimental evaluation.
7.9.1 Hypothesis.
7.9.2 The users.
7.9.3 Tasks.
7.9.4 Experiment design.
7.9.5 Conducting experiments.
7.9.6 Experimental results.
7.10 Considering context – evaluating mobile systems.
7.10.1 Physical context.
7.10.2 Technological context.
7.10.3 Social context.
7.10.4 Other contexts.
7.11 Complementary evaluation.
7.12 Conclusion.
Summary.
Workshop questions.
Designer tips.
PART III: DESIGN GALLERY – DIRECTIONS AND GUIDELINES.
Chapter 8: Controlling Complex Functions.
Key points.
8.1 Introduction.
8.2 Menus and memory.
8.3 Hierarchical menus.
8.3.1 Learning structure.
8.3.2 Improving classification.
8.3.3 Context information.
8.4 Icons.
8.5 Manuals.
8.5.1 Online manuals.
8.5.2 Website manuals.
8.6 No menus?.
8.6.1 Data structures.
8.6.2 Alternatives.
8.6.3 Design ideas – data structures.
8.6.4 Evaluation via experiment.
8.7 More complex menus.
8.8 Some concluding thoughts.
Summary.
Workshop questions.
Designer tips.
Chapter 9: Information access.
Key points.
9.1 Introduction.
9.2 Small–screen impacts.
9.2.1 Lessons from the past.
9.2.2 Impact on browsing complex content.
9.2.3 Impact on searching.
9.3 Designs for browsing.
9.3.1 Guidelines.
9.3.2 Schemes.
9.3.3 Packaging content.
9.4 Improving search.
9.4.1 Assessing sets of results.
9.4.2 Judging the value of individual results.
9.5 Mobile information ecologies.
9.5.1 Fitting in.
9.5.2 Case study: the laid–back search tool.
9.5.3 Peer–to–peer schemes.
Summary.
Workshop questions.
Designer tips.
Chapter 10: Beyond text – using images on mobile devices.
Key points.
10.1 Introduction.
10.2 Ethnography.
10.2.1 Where have all the photographs gone?
10.2.2 Digital ethnography.
10.3 Finding photos.
10.3.1 Meta–data.
10.3.2 Meta–data management.
10.4 Browsing photos.
10.4.1 Timeline.
10.4.2 Treemaps.
10.4.3 RSVP.
10.4.4 Speed Dependent Automatic Zooming.
10.5 Downscaling case study.
10.5.1 Arranging photos.
10.5.2 Screen size.
10.5.3 Write once, run anywhere.
10.5.4 Meanwhile, back with the users.
10.5.5 User testing.
10.5.6 Platform.
10.6 Advanced technology.
10.7 What are photos for?
10.7.1 What are we sharing?
10.7.2 Using audio with photographs.
10.7.3 Video.

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