ISBN | Product | Product | Price CHF | Available | |
---|---|---|---|---|---|
Human-Computer Interaction |
9780130461094 Human-Computer Interaction |
110.70 |
![]() |
Much has changed since the first edition of human–computer 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 human–computer 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
Contents Preface to the second edition Preface to the first edition Introduction Part 1 Foundations Chapter 1 The human 1.1 Introduction 1.2 Input–output channels Design Focus: Getting noticed Design Focus: Where's the middle? 1.3 Human memory Design Focus: Cashing in Design Focus: 7 ± 2 revisited 1.4 Thinking: reasoning and problem solving Design Focus: Human error and false memories 1.5 Emotion 1.6 Individual differences 1.7 Psychology and the design of interactive systems 1.8 Summary Exercises Recommended reading Chapter 2 The computer 2.1 Introduction Design Focus: Numeric keypads 2.2 Text entry devices 2.3 Positioning, pointing and drawing 2.4 Display devices Design Focus: Hermes: a situated display 2.5 Devices for virtual reality and 3D interaction 2.6 Physical controls, sensors and special devices Design Focus: Feeling the road Design Focus: Smart-Its – making sensors easy 2.7 Paper: printing and scanning Design Focus: Readability of text 2.8 Memory 2.9 Processing and networks Design Focus: The myth of the infinitely fast machine 2.10 Summary Exercises Recommended reading Chapter 3 The interaction 3.1 Introduction 3.2 Models of interaction Design Focus: Video recorder 3.3 Frameworks and HCI 3.4 Ergonomics Design Focus: Industrial interfaces 3.5 Interaction styles Design Focus: Navigation in 3D and 2D 3.6 Elements of the WIMP interface Design Focus: Learning toolbars 3.7 Interactivity 3.8 The context of the interaction Design Focus: Half the picture? 3.9 Experience, engagement and fun 3.10 Summary Exercises Recommended reading Chapter 4 Paradigms 4.1 Introduction 4.2 Paradigms for interaction 4.3 Summary Exercises Recommended reading Part 2 Design process Chapter 5 Interaction design basics 5.1 Introduction 5.2 What is design? 5.3 The process of design 5.4 User focus Design Focus: Cultural probes 5.5 Scenarios 5.6 Navigation design Design Focus: Beware the big button trap Design Focus: Modes 5.7 Screen design and layout Design Focus: Alignment and layout matter Design Focus: Checking screen colors 5.8 Iteration and prototyping 5.9 Summary Exercises Recommended reading Chapter 6 HCI in the software process 6.1 Introduction 6.2 The software life cycle 6.3 Usability engineering 6.4 Iterative design and prototyping Design Focus: Prototyping in practice 6.5 Design rationale 6.6 Summary Exercises Recommended reading Chapter 7 Design rules 7.1 Introduction 7.2 Principles to support usability 7.3 Standards 7.4 Guidelines 7.5 Golden rules and heuristics 7.6 HCI patterns 7.7 Summary Exercises Recommended reading Chapter 8 Implementation support 8.1 Introduction 8.2 Elements of windowing systems 8.3 Programming the application Design Focus: Going with the grain 8.4 Using toolkits Design Focus: Java and AWT 8.5 User interface management systems 8.6 Summary Exercises Recommended reading Chapter 9 Evaluation techniques 9.1 What is evaluation? 9.2 Goals of evaluation 9.3 Evaluation through expert analysis 9.4 Evaluation through user participation 9.5 Choosing an evaluation method<
Foreword
Preface to the third edition
Much has changed since the first edition of human–computer 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 human–computer 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:
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.