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Interaction Design, - Beyond Human-Computer Interaction
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Interaction Design, - Beyond Human-Computer Interaction
von: Helen Sharp, Jennifer Preece, Yvonne Rogers
Wiley, 2019
ISBN: 9781119547358
659 Seiten, Download: 21090 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: A (einfacher Zugriff)

 

 
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Inhaltsverzeichnis

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


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