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9780130461094

Human-Computer Interaction

by ; ; ;
  • ISBN13:

    9780130461094

  • ISBN10:

    0130461091

  • Edition: 3rd
  • Format: Hardcover
  • Copyright: 2003-09-30
  • Publisher: Pearson

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Summary

Much has changed since the first EDITION of humancomputer interaction was published. Ubiquitous computing and rich sensor-filled environments are finding their way out of the laboratory, not just into movies but also into our workplaces and homes. The computer has broken out of its plastic and glass bounds providing us with networked societies where personal computing devices from mobile phones to smart cards fill our pockets and electronic devices surround us at home and work. The web too has grown from a largely academic network into the hub of business and everyday lives. As the distinctions between the physical and the digital, and between work and leisure start to break down, human-computer interaction is also changing radically. The excitement of these changes is captured in this new EDITION, which also looks forward to other emerging technologies. However, the book is firmly rooted in strong principles and models indepENDent of the passing technologies of the day: these foundations will be the means by which today's students will understand tomorrow's technology. The third EDITION of humancomputer interaction can be used for introductory and advanced courses on HCI, Interaction Design, Usability or Interactive Systems Design. It will also prove an invaluable reference for professionals wishing to design usable computing devices. Accompanying the text is a comprehensive website containing a broad range of material for instructors, students and practitioners, a full text search facility for the book, links to many sites of additional interest and much more: go to www.hcibook.com New to this EDITION: bull; bull;A revised structure, reflecting the growth of HCI as a discipline, separates out basic material suitable for introductory courses from more detailed models and theories. bull;New chapter on Interaction Design adds material on scenarios and basic navigation design. bull;New chapter on Universal Design, substantially extENDing the coverage of this material in the book. bull;Updated and extENDed treatment of socio/contextual issues. bull;ExtENDed and new material on novel interaction, including updated ubicomp material, designing experience, physical sensors and a new chapter on rich interaction. bull;Updated material on the web including dynamic content and WAP. Alan Dix is Professor in the Department of Computing, Lancaster, UK. Janet Finlay is Professor at the School of Computing, Leeds Metropolitan University, UK. Gregory Abowd is Assistant Professor in the College of Computing at Georgia Tech, USA. Russell Beale is lecturer at the School of Computer Science, University of Birmingham, UK.

Table of Contents

Guided tour xiv
Foreword xvi
Preface to the third edition xix
Publisher's acknowledgements xxiii
Introduction 1(8)
Part 1 FOUNDATIONS 9(180)
Chapter 1 The human
11(48)
1.1 Introduction
12(1)
1.2 Input-output channels
13(14)
Design Focus: Getting noticed
16(6)
Design Focus: Where's the middle?
22(5)
1.3 Human memory
27(12)
Design Focus: Cashing in
30(2)
Design Focus: 7 ± 2 revisited
32(7)
1.4 Thinking: reasoning and problem solving
39(12)
Design Focus: Human error and false memories
49(2)
1.5 Emotion
51(1)
1.6 Individual differences
52(1)
1.7 Psychology and the design of interactive systems
53(2)
1.8 Summary
55(1)
Exercises
56(1)
Recommended reading
57(2)
Chapter 2 The computer
59(64)
2.1 Introduction
60(3)
2.2 Text entry devices
63(8)
Design Focus: Numeric keypads
67(4)
2.3 Positioning, pointing and drawing
71(7)
2.4 Display devices
78(9)
Design Focus: Hermes: a situated display
86(1)
2.5 Devices for virtual reality and 3D interaction
87(4)
2.6 Physical controls, sensors and special devices
91(6)
Design Focus: Feeling the road
94(2)
Design Focus: Smart-Its - making using sensors easy
96(1)
2.7 Paper: printing and scanning
97(10)
Design Focus: Readability of text
101(6)
2.8 Memory
107(7)
2.9 Processing and networks
114(6)
Design Focus: The myth of the infinitely fast machine
116(4)
2.10 Summary
120(1)
Exercises
121(1)
Recommended reading
122(1)
Chapter 3 The interaction
123(41)
3.1 Introduction
124(1)
3.2 Models of interaction
124(6)
Design Focus: Video recorder
130(1)
3.3 Frameworks and HCI
130(1)
3.4 Ergonomics
131(5)
Design Focus: Industrial interfaces
133(3)
3.5 Interaction styles
136(9)
Design Focus: Navigation in 3D and 2D
144(1)
3.6 Elements of the WIMP interface
145(7)
Design Focus: Learning toolbars
151(1)
3.7 Interactivity
152(2)
3.8 The context of the interaction
154(2)
Design Focus: Half the picture?
155(1)
3.9 Experience, engagement and fun
156(4)
3.10 Summary
160(1)
Exercises
161(1)
Recommended reading
162(2)
Chapter 4 Paradigms
164(25)
4.1 Introduction
165(1)
4.2 Paradigms for interaction
165(20)
4.3 Summary
185(1)
Exercises
186(1)
Recommended reading
187(2)
Part 2 DESIGN PROCESS 189(228)
Chapter 5 Interaction design basics
191(34)
5.1 Introduction
192(1)
5.2 What is design?
193(2)
5.3 The process of design
195(2)
5.4 User focus
197(4)
Design Focus: Cultural probes
200(1)
5.5 Scenarios
201(2)
5.6 Navigation design
203(8)
Design Focus: Beware the big button trap
206(1)
Design Focus: Modes
207(4)
5.7 Screen design and layout
211(9)
Design Focus: Alignment and layout matter
214(5)
Design Focus: Checking screen colors
219(1)
5.8 Iteration and prototyping
220(2)
5.9 Summary
222(1)
Exercises
223(1)
Recommended reading
224(1)
Chapter 6 HCI in the software process
225(33)
6.1 Introduction
226(1)
6.2 The software life cycle
226(11)
6.3 Usability engineering
237(4)
6.4 Iterative design and prototyping
241(7)
Design Focus: Prototyping in practice
245(3)
6.5 Design rationale
248(8)
6.6 Summary
256(1)
Exercises
257(1)
Recommended reading
257(1)
Chapter 7 Design rules
258(31)
7.1 Introduction
259(1)
7.2 Principles to support usability
260(15)
7.3 Standards
275(2)
7.4 Guidelines
277(5)
7.5 Golden rules and heuristics
282(2)
7.6 HCI patterns
284(2)
7.7 Summary
286(1)
Exercises
287(1)
Recommended reading
288(1)
Chapter 8 Implementation support
289(29)
8.1 Introduction
290(1)
8.2 Elements of windowing systems
291(5)
8.3 Programming the application
296(6)
Design Focus: Going with the grain
301(1)
8.4 Using toolkits
302(4)
Design Focus: Java and AWT
304(2)
8.5 User interface management systems
306(7)
8.6 Summary
313(1)
Exercises
314(2)
Recommended reading
316(2)
Chapter 9 Evaluation techniques
318(47)
9.1 What is evaluation?
319(1)
9.2 Goals of evaluation
319(1)
9.3 Evaluation through expert analysis
320(7)
9.4 Evaluation through user participation
327(30)
9.5 Choosing an evaluation method
357(5)
9.6 Summary
362(1)
Exercises
363(1)
Recommended reading
364(1)
Chapter 10 Universal design
365(30)
10.1 Introduction
366(1)
10.2 Universal design principles
366(2)
10.3 Multi-modal interaction
368(16)
Design Focus: Designing websites for screen readers
374(1)
Design Focus: Choosing the right kind of speech
375(6)
Design Focus: Apple Newton
381(3)
10.4 Designing for diversity
384(9)
Design Focus: Mathematics for the blind
386(7)
10.5 Summary
393(1)
Exercises
393(1)
Recommended reading
394(1)
Chapter 11 User support
395(22)
11.1 Introduction
396(1)
11.2 Requirements of user support
397(2)
11.3 Approaches to user support
399(5)
11.4 Adaptive help systems
404(8)
Design Focus: It's good to talk - help from real people
405(7)
11.5 Designing user support systems
412(2)
11.6 Summary
414(1)
Exercises
415(1)
Recommended reading
416(1)
Part 3 MODELS AND THEORIES 417(244)
Chapter 12 Cognitive models
419(31)
12.1 Introduction
420(1)
12.2 Goal and task hierarchies
421(9)
Design Focus: GOMS saves money
424(6)
12.3 Linguistic models
430(4)
12.4 The challenge of display-based systems
434(2)
12.5 Physical and device models
436(7)
12.6 Cognitive architectures
443(4)
12.7 Summary
447(1)
Exercises
448(1)
Recommended reading
448(2)
Chapter 13 Socio-organizational issues and stakeholder requirements
450(25)
13.1 Introduction
451(1)
13.2 Organizational issues
451(7)
Design Focus: Implementing workflow in Lotus Notes
457(1)
13.3 Capturing requirements
458(14)
Design Focus: Tomorrow's hospital - using participatory design
468(4)
13.4 Summary
472(1)
Exercises
473(1)
Recommended reading
474(1)
Chapter 14 Communication and collaboration models
475(35)
14.1 Introduction
476(1)
14.2 Face-to-face communication
476(7)
Design Focus: Looking real - Avatar Conference
481(2)
14.3 Conversation
483(12)
14.4 Text-based communication
495(9)
14.5 Group working
504(3)
14.6 Summary
507(1)
Exercises
508(1)
Recommended reading
509(1)
Chapter 15 Task analysis
510(34)
15.1 Introduction
511(1)
15.2 Differences between task analysis and other techniques
511(1)
15.3 Task decomposition
512(7)
15.4 Knowledge-based analysis
519(6)
15.5 Entity-relationship-based techniques
525(7)
15.6 Sources of information and data collection
532(6)
15.7 Uses of task analysis
538(3)
15.8 Summary
541(1)
Exercises
542(1)
Recommended reading
543(1)
Chapter 16 Dialog notations and design
544(50)
16.1 What is dialog?
545(2)
16.2 Dialog design notations
547(1)
16.3 Diagrammatic notations
548(17)
Design Focus: Using STNS in prototyping
551(12)
Design Focus: Digital watch - documentation and analysis
563(2)
16.4 Textual dialog notations
565(8)
16.5 Dialog semantics
573(9)
16.6 Dialog analysis and design
582(7)
16.7 Summary
589(2)
Exercises
591(1)
Recommended reading
592(2)
Chapter 17 Models of the system
594(35)
17.1 Introduction
595(1)
17.2 Standard formalisms
595(13)
17.3 Interaction models
608(10)
17.4 Continuous behavior
618(6)
17.5 Summary
624(1)
Exercises
625(2)
Recommended reading
627(2)
Chapter 18 Modeling rich interaction
629(32)
18.1 Introduction
630(1)
18.2 Status-event analysis
631(8)
18.3 Rich contexts
639(10)
18.4 Low intention and sensor-based interaction
649(8)
Design Focus: Designing a car courtesy light
655(2)
18.5 Summary
657(1)
Exercises
658(1)
Recommended reading
659(2)
Part 4 OUTSIDE THE BOX 661(130)
Chapter 19 Groupware
663(53)
19.1 Introduction
664(1)
19.2 Groupware systems
664(3)
19.3 Computer-mediated communication
667(12)
Design Focus: SMS in action
673(6)
19.4 Meeting and decision support systems
679(6)
19.5 Shared applications and artifacts
685(6)
19.6 Frameworks for groupware
691(11)
Design Focus: TOWER - workspace awareness
701(1)
19.7 Implementing synchronous groupware
702(11)
19.8 Summary
713(1)
Exercises
714(1)
Recommended reading
715(1)
Chapter 20 Ubiquitous computing and augmented realities
716(32)
20.1 Introduction
717(1)
20.2 Ubiquitous computing applications research
717(16)
Design Focus: Ambient Wood - augmenting the physical
723(4)
Design Focus: Classroom 2000/eClass - deploying and evaluating ubicomp
727(5)
Design Focus: Shared experience
732(1)
20.3 Virtual and augmented reality
733(5)
Design Focus: Applications of augmented reality
737(1)
20.4 Information and data visualization
738(7)
Design Focus: Getting the size right
740(5)
20.5 Summary
745(1)
Exercises
746(1)
Recommended reading
746(2)
Chapter 21 Hypertext, multimedia and the world wide web
748(43)
21.1 Introduction
749(1)
21.2 Understanding hypertext
749(12)
21.3 Finding things
761(7)
21.4 Web technology and issues
768(3)
21.5 Static web content
771(7)
21.6 Dynamic web content
778(9)
21.7 Summary
787(1)
Exercises
788(1)
Recommended reading
788(3)
References 791(26)
Index 817

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