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Cover |
1 |
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Title Page |
7 |
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Copyright |
8 |
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About the Authors |
9 |
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Credits |
11 |
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Acknowledgments |
13 |
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Contents |
15 |
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What’s Inside? |
19 |
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Changes from Previous Editions |
21 |
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Chapter 1 What Is Interaction Design? |
23 |
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1.1 Introduction |
23 |
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1.2 Good and Poor Design |
24 |
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1.2.1 Voice-Mail System |
25 |
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1.2.2 Remote Control |
27 |
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1.2.1 What to Design |
29 |
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1.3 What Is Interaction Design? |
31 |
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1.3.1 The Components of Interaction Design |
31 |
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1.3.2 Who Is Involved in Interaction Design? |
33 |
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1.3.3 Interaction Design Consultancies |
35 |
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1.4 The User Experience |
35 |
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1.5 Understanding Users |
37 |
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1.6 Accessibility and Inclusiveness |
39 |
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1.7 Usability and User Experience Goals |
41 |
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1.7.1 Usability Goals |
41 |
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1.7.2 User Experience Goals |
44 |
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1.7.3 Design Principles |
48 |
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Summary |
54 |
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Further Reading |
55 |
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Interview with Harry Brignull |
56 |
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Chapter 2 The Process of Interaction Design |
59 |
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2.1 Introduction |
59 |
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2.2 What Is Involved in Interaction Design? |
60 |
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2.2.1 Understanding the Problem Space |
63 |
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2.2.2 The Importance of Involving Users |
65 |
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2.2.3 Degrees of User Involvement |
67 |
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2.2.4 What Is a User-Centered Approach? |
69 |
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2.2.5 Four Basic Activities of Interaction Design |
72 |
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2.2.6 A Simple Lifecycle Model for Interaction Design |
73 |
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2.3 Some Practical Issues |
77 |
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2.3.1 Who Are the Users? |
77 |
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2.3.2 What Are the Users’ Needs? |
79 |
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2.3.3 How to Generate Alternative Designs |
80 |
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2.3.4 How to Choose Among Alternative Designs |
81 |
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2.3.5 How to Integrate Interaction Design Activities Within Other Lifecycle Models |
86 |
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Summary |
88 |
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Further Reading |
88 |
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Chapter 3 Conceptualizing Interaction |
91 |
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3.1 Introduction |
91 |
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3.2 Conceptualizing Interaction |
93 |
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3.3 Conceptual Models |
96 |
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3.4 Interface Metaphors |
100 |
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3.5 Interaction Types |
103 |
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3.5.1 Instructing |
104 |
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3.5.2 Conversing |
105 |
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3.5.3 Manipulating |
107 |
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3.5.4 Exploring |
108 |
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3.5.5 Responding |
109 |
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3.6 Paradigms, Visions, Theories, Models, and Frameworks |
110 |
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3.6.1 Paradigms |
111 |
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3.6.2 Visions |
112 |
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3.6.3 Theories |
114 |
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3.6.4 Models |
114 |
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3.6.5 Frameworks |
114 |
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Summary |
117 |
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Further Reading |
118 |
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Interview with Albrecht Schmidt |
119 |
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Chapter 4 Cognitive Aspects |
123 |
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4.1 Introduction |
123 |
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4.2 What Is Cognition? |
124 |
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4.2.1 Attention |
125 |
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4.2.2 Perception |
131 |
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4.2.3 Memory |
133 |
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4.2.4 Learning |
141 |
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4.2.5 Reading, Speaking, and Listening |
142 |
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4.2.6 Problem-Solving, Planning, Reasoning, and Decision-Making |
143 |
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4.3 Cognitive Frameworks |
145 |
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4.3.1 Mental Models |
145 |
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4.3.2 Gulfs of Execution and Evaluation |
147 |
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4.3.3. Information Processing |
148 |
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4.3.4 Distributed Cognition |
149 |
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4.3.5 External Cognition |
151 |
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4.3.6 Embodied Interaction |
153 |
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Summary |
155 |
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Further Reading |
155 |
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Chapter 5 Social Interaction |
157 |
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5.1 Introduction |
157 |
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5.2 Being Social |
158 |
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5.3 Face-to-Face Conversations |
161 |
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5.4 Remote Conversations |
165 |
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5.5 Co-presence |
172 |
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5.5.1 Physical Coordination |
172 |
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5.5.2 Awareness |
172 |
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5.5.3 Shareable Interfaces |
174 |
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5.6 Social Engagement |
180 |
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Summary |
184 |
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Further Reading |
184 |
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Chapter 6 Emotional Interaction |
187 |
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6.1 Introduction |
187 |
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6.2 Emotions and the User Experience |
188 |
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6.3 Expressive Interfaces and Emotional Design |
194 |
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6.4 Annoying Interfaces |
196 |
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6.5 Affective Computing and Emotional AI |
201 |
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6.6 Persuasive Technologies and Behavioral Change |
204 |
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6.7 Anthropomorphism |
209 |
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Summary |
212 |
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Further Reading |
213 |
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Chapter 7 Interfaces |
215 |
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7.1 Introduction |
215 |
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7.2 Interface Types |
216 |
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7.2.1 Command-Line Interfaces |
217 |
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7.2.2 Graphical User Interfaces |
219 |
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7.2.3 Multimedia |
231 |
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7.2.4 Virtual Reality |
234 |
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7.2.5 Website Design |
238 |
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7.2.6 Mobile Devices |
241 |
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7.2.7 Appliances |
244 |
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7.2.8 Voice User Interfaces |
246 |
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7.2.9 Pen-Based Devices |
248 |
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7.2.10 Touchscreens |
250 |
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7.2.11 Gesture-Based Systems |
251 |
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7.2.12 Haptic Interfaces |
253 |
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7.2.13 Multimodal Interfaces |
254 |
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7.2.14 Shareable Interfaces |
257 |
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7.2.15 Tangible Interfaces |
260 |
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7.2.16 Augmented Reality |
263 |
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7.2.17 Wearables |
267 |
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7.2.18 Robots and Drones |
269 |
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7.2.19 Brain–Computer Interfaces |
272 |
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7.2.20 Smart Interfaces |
273 |
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7.3 Natural User Interfaces and Beyond |
274 |
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7.4 Which Interface? |
275 |
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Summary |
277 |
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Further Reading |
277 |
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Interview with Leah Buechley |
279 |
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Chapter 8 Data Gathering |
281 |
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8.1 Introduction |
281 |
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8.2 Five Key Issues |
282 |
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8.2.1 Setting Goals |
282 |
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8.2.2 Identifying Participants |
283 |
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8.2.3 Relationship with Participants |
284 |
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8.2.4 Triangulation |
286 |
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8.2.5 Pilot Studies |
287 |
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8.3 Data Recording |
288 |
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8.3.1 Notes Plus Photographs |
288 |
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8.3.2 Audio Plus Photographs |
289 |
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8.3.3 Video |
289 |
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8.4 Interviews |
290 |
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8.4.1 Unstructured Interviews |
290 |
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8.4.2 Structured Interviews |
291 |
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8.4.3 Semi-structured Interviews |
291 |
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8.4.4 Focus Groups |
293 |
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8.4.5 Planning and Conducting an Interview |
294 |
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8.4.6 Other Forms of Interview |
299 |
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8.4.7 Enriching the Interview Experience |
299 |
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8.5 Questionnaires |
300 |
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8.5.1 Questionnaire Structure |
301 |
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8.5.2 Question and Response Format |
302 |
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8.5.3 Administering Questionnaires |
305 |
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8.6 Observation |
309 |
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8.6.1 Direct Observation in the Field |
310 |
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8.6.2 Direct Observation in Controlled Environments |
317 |
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8.6.3 Indirect Observation: Tracking Users’ Activities |
320 |
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8.7 Choosing and Combining Techniques |
322 |
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Summary |
326 |
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Further Reading |
326 |
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Chapter 9 Data Analysis, Interpretation, and Presentation |
329 |
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9.1 Introduction |
329 |
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9.2 Quantitative and Qualitative |
330 |
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9.2.1 First Steps in Analyzing Data |
332 |
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9.3 Basic Quantitative Analysis |
333 |
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9.4 Basic Qualitative Analysis |
342 |
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9.4.1 Identifying Themes |
344 |
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9.4.2 Categorizing Data |
346 |
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9.4.3 Critical Incident Analysis |
349 |
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9.5 Which Kind of Analytic Framework to Use? |
351 |
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9.5.1 Conversation Analysis |
352 |
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9.5.2 Discourse Analysis |
353 |
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9.5.3 Content Analysis |
354 |
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9.5.4 Interaction Analysis |
355 |
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9.5.5 Grounded Theory |
356 |
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9.5.6 Systems-Based Frameworks |
360 |
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9.6 Tools to Support Data Analysis |
363 |
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9.7 Interpreting and Presenting the Findings |
364 |
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9.7.1 Structured Notations |
366 |
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9.7.2 Using Stories |
366 |
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9.7.3 Summarizing the Findings |
367 |
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Summary |
369 |
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Further Reading |
369 |
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Chapter 10 Data at Scale |
371 |
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10.1 Introduction |
371 |
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10.2 Approaches to Collecting and Analyzing Data |
373 |
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10.2.1 Scraping and “Second Source” Data |
374 |
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10.2.2 Collecting Personal Data |
375 |
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10.2.3 Crowdsourcing Data |
375 |
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10.2.4 Sentiment Analysis |
380 |
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10.2.5 Social Network Analysis |
381 |
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10.2.6 Combining Multiple Sources of Data |
386 |
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10.3 Visualizing and Exploring Data |
388 |
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10.4 Ethical Design Concerns |
397 |
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Summary |
405 |
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Further Reading |
406 |
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Chapter 11 Discovering Requirements |
407 |
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11.1 Introduction |
407 |
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11.2 What, How, and Why? |
408 |
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11.2.1 What Is the Purpose of the Requirements Activity? |
408 |
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11.2.2 How to Capture Requirements Once They Are Discovered? |
408 |
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11.2.3 Why Bother? Avoiding Miscommunication |
409 |
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11.3 What Are Requirements? |
409 |
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11.3.1 Different Kinds of Requirements |
412 |
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11.4 Data Gathering for Requirements |
417 |
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11.4.1 Using Probes to Engage with Users |
420 |
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11.4.2 Contextual Inquiry |
422 |
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11.4.3 Brainstorming for Innovation |
424 |
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11.5 Bringing Requirements to Life: Personas and Scenarios |
425 |
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11.5.1 Personas |
425 |
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11.5.2 Scenarios |
430 |
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11.6 Capturing Interaction with Use Cases |
437 |
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Summary |
439 |
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Further Reading |
439 |
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Interview with Ellen Gottesdiener |
440 |
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Chapter 12 Design, Prototyping, and Construction |
443 |
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12.1 Introduction |
443 |
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12.2 Prototyping |
444 |
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12.2.1 What Is a Prototype? |
444 |
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12.2.2 Why Prototype? |
446 |
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12.2.3 Low-Fidelity Prototyping |
448 |
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12.2.4 High-Fidelity Prototyping |
450 |
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12.2.5 Compromises in Prototyping |
451 |
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12.3 Conceptual Design |
456 |
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12.3.1 Developing an Initial Conceptual Model |
461 |
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12.3.2 Expanding the Initial Conceptual Model |
466 |
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12.4 Concrete Design |
467 |
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12.5 Generating Prototypes |
469 |
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12.5.1 Generating Storyboards |
469 |
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12.5.2 Generating Card-Based Prototypes |
471 |
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12.6 Construction |
479 |
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12.6.1 Physical Computing |
480 |
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12.6.2 SDKs: Software Development Kits |
485 |
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Summary |
486 |
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Further Reading |
487 |
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Interview with Jon Froehlich |
488 |
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Chapter 13 Interaction Design in Practice |
493 |
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13.1 Introduction |
493 |
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13.2 AgileUX |
495 |
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13.2.1 User Research |
497 |
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13.2.2 Aligning Work Practices |
499 |
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13.2.3 Documentation |
503 |
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13.3 Design Patterns |
506 |
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13.4 Open Source Resources |
511 |
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13.5 Tools for Interaction Design |
513 |
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Summary |
515 |
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Further Reading |
516 |
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Chapter 14 Introducing Evaluation |
517 |
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14.1 Introduction |
517 |
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14.2 The Why, What, Where, and When of Evaluation |
518 |
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14.2.1 Why Evaluate? |
518 |
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14.2.2 What to Evaluate |
519 |
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14.2.3 Where to Evaluate |
520 |
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14.2.4 When to Evaluate |
521 |
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14.3 Types of Evaluation |
522 |
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14.3.1 Controlled Settings Involving Users |
523 |
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14.3.2 Natural Settings Involving Users |
526 |
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14.3.3 Any Settings Not Involving Users |
527 |
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14.3.4 Selecting and Combining Methods |
528 |
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14.3.5 Opportunistic Evaluations |
529 |
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14.4 Evaluation Case Studies |
529 |
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14.4.1 Case Study 1: An Experiment Investigating a Computer Game |
529 |
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14.4.2 Case Study 2: Gathering Ethnographic Data at the Royal Highland Show |
532 |
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14.5 What Did We Learn from the Case Studies? |
536 |
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14.6 Other Issues to Consider When Doing Evaluation |
538 |
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14.6.1 Informing Participants About Their Rights and Getting Their Consent |
538 |
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14.6.2 Issues That Influence the Choice of Method and How the Data Is Interpreted |
539 |
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Summary |
542 |
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Further Reading |
542 |
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Chapter 15 Evaluation Studies: From Controlled to Natural Settings |
545 |
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15.1 Introduction |
545 |
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15.2 Usability Testing |
546 |
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15.2.1 Methods, Tasks, and Users |
546 |
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15.2.2 Labs and Equipment |
547 |
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15.2.3 Case Study: Testing the iPad Usability |
550 |
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15.3 Conducting Experiments |
555 |
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15.3.1 Hypotheses Testing |
555 |
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15.3.2 Experimental Design |
556 |
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15.3.3 Statistics: t-tests |
558 |
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15.4 Field Studies |
558 |
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15.4.1 In-the-Wild Studies |
560 |
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15.4.2 Other Perspectives |
563 |
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Summary |
566 |
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Further Reading |
567 |
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Interview with danah boyd |
568 |
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Chapter 16 Evaluation: Inspections, Analytics, and Models |
571 |
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16.1 Introduction |
571 |
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16.2 Inspections: Heuristic Evaluation and Walk-Throughs |
572 |
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16.2.1 Heuristic Evaluation |
572 |
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16.2.2 Walk-Throughs |
583 |
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16.3 Analytics and A/B Testing |
589 |
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16.3.1 Web Analytics |
589 |
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16.3.2 A/B Testing |
596 |
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16.4 Predictive Models |
598 |
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16.4.1 Fitts’ Law |
598 |
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Summary |
600 |
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Further Reading |
601 |
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References |
603 |
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Index |
641 |
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EULA |
659 |
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