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Serves as a guide to the methods of usability engineering. This book provides the tools needed to avoid usability surprises and improve product quality. It includes information on which method to use at various stages during the development lifecycle, along with information on how to run a usability test.
Based on the best-selling "HyperText and HpyerMedia", this book explores the applications in multimedia and hypertext as well as offering coverage of the use of HTML (hypertext markup language) and the World Wide Web with interfaces such as Mosaic and Netscape. It includes a number of illustrated examples of a variety of hypermedia systems.
Covers topics such as the principles of visualization, human perception, and usability evaluation. This work focuses on those tools and techniques required for programming the complex user interface. It also covers advanced programming topics including event handling, interaction with geometric objects, widget tool kits and input syntax.
Details a variety of methods for attaining interface consistency, including central control, user definitions, shared code, and model analysis. This work presents a cost-benefits analysis of organizational efforts to promote and achieve consistency. It also considers the consistency of interface elements other than screen design.
Explores the human factors involved in the design and implementation of the nontraditional interfaces, detailing design strategies, testing methodologies, and implementation techniques. This book offers case studies, examples, and design guidelines. It is intended for practitioners who design interfaces for children, gamers, and users.
A design casebook in which the reader is asked to perform analysis of dozens of UCD work situations and propose solutions for the problem set. It contains problems that cover a variety of key tasks and issues facing practitioners, including those that are related to organizational/managerial topics, and UCD methods and processes.
Has the cell phone forever changed the way people communicate? The mobile phone is used for 'real time' coordination while on the run, adolescents use it to manage their freedom, and teens 'text' to each other day and night. This book looks into the impact of the phone on our daily lives.
Do you spend a lot of time during the design process wondering what users really need? This book is a practical, how-to guide that prepares you to create and test paper prototypes of various kinds of user interfaces. It includes case studies and images that show you real world examples of paper prototyping at work.
Introduces Rapid Contextual Design, a fast-paced, adaptive form of Contextual Design. This book walks you step-by-step through organizing the data so you can see your key issues, along with visioning fresh solutions, storyboarding to work out the details, and paper prototype interviewing to iterate the design.
Explores the art and science of why we see objects the way we do. Based on the science of perception and vision, this book presents the key principles at work for a wide range of applications - resulting in visualization of improved clarity, utility, and persuasiveness.
Explains how to design forms for the web. This work helps readers learn how to define requirements, how to write questions that users will understand and want to answer, and how to deal with instructions, progress indicators and errors. It includes examples - from nitty-gritty details (mandatory fields) to visual designs (creating good grids).
What does it mean to be committed to usability? Answering this question, this work presents the techniques of Usability Engineering as a series of product lifecycle tasks that result directly in easier-to-use software. It also shows how to perform a complete requirements analysis and then incorporate the resulting goals and constraints.
This new and completely updated edition is an easy to implement, hands-on resource for usability in the real world. You'll learn about the user requirements gathering stage of product development and find a variety of techniques. For each technique, you'll understand how to prepare for and conduct the activity, as well as analyze and present the data - all in a practical and hands-on way. . . Each method presented provides different information about the users and their requirements (e.g., functional requirements, information architecture, task flows). The techniques can be used together to form a complete picture of the users' requirements or they can be used separately to address specific product questions. These techniques have helped product teams understand the value of user requirements gathering by providing insight into how users work and what they need to be successful at their tasks. You'll find case studies from industry-leading companies to demonstrate each method in action. . . After reading this book, you'll be able to conduct any usability activity (e.g., getting buy-in from management, legal and ethical considerations, setting up your facilities, recruiting, and moderating activities) and be able to apply them to your own products.
Drawing on the authors' combined 40 years of usability testing experience, this title presents some of the most effective principles and practices. It offers targeted advice on how to maintain objectivity. It discusses the ethical considerations that apply in different usability testing.
Looks at user interface design bloopers from commercial software, Web sites, Web applications, and information appliances, explaining how professionals make these mistakes, and how you can avoid them. This book covers bloopers in a range of categories: GUI controls, graphic design and layout, text messages, and interaction strategies.
Explains design and design thinking as something distinct that needs to be better understood - by both designers and the people with whom they need to work - in order to achieve success with different products and systems. This title covers sketching and early prototyping design methods suitable for dynamic product capabilities.
Reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. This book contains key term definitions in persuasive computing. It provides frameworks for understanding this domain. It describes real examples of persuasive technologies.
Web site design and development continues to become more sophisticated. This book provides information on content strategy for web sites, search engine optimization (SEO), and social media. It offers emphasis on hardware like tablets, iPads, and iPhones.
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