For courses in Human-Computer Interaction The Sixth Edition of Designing the User Interface provides a comprehensive, authoritative, and up-to-date introduction to the dynamic field of human-computer interaction (HCI) and user experience (UX) design. This classic book has defined and charted the astonishing evolution of user interfaces for three decades. Students and professionals learn practical principles and guidelines needed to develop high quality interface designs that users can understand, predict, and control. The book covers theoretical foundations and design processes such as expert reviews and usability testing. By presenting current research and innovations in human-computer interaction, the authors strive to inspire students, guide designers, and provoke researchers to seek solutions that improve the experiences of novice and expert users, while achieving universal usability. The authors also provide balanced presentations on controversial topics such as augmented and virtual reality, voice and natural language interfaces, and information visualisation. Updates include current HCI design methods, new design examples, and totally revamped coverage of social media, search and voice interaction. Major revisions were made to EVERY chapter, changing almost every figure (170 new colour figures) and substantially updating the references.
Author: Dan R. Olsen
Publisher: Morgan Kaufmann
Release Date: 1998
This book discusses programming (rather than design) principles for UIs, which commonly require the largest share of programming work in any given application. With its unusual focus, many professionals will be interested in this title.
Author: Jenny Preece
Publisher: John Wiley & Sons
Release Date: 2015-05-26
This is an ideal resource for learning the interdisciplinary skills needed for interaction design, human computer interaction, information design, web design and ubiquitous computing. This text offers a cross-disciplinary, practical and process-oriented introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied.
Author: Ben Shneiderman
Publisher: Oxford University Press
Release Date: 2016-02-04
The problems we face in the 21st century require innovative thinking from all of us. Be it students, academics, business researchers of government policy makers. Hopes for improving our healthcare, food supply, community safety and environmental sustainability depend on the pervasive application of research solutions. The research heroes who take on the immense problems of our time face bigger than ever challenges, but if they adopt potent guiding principles and effective research lifecycle strategies, they can produce the advances that will enhance the lives of many people. These inspirational research leaders will break free from traditional thinking, disciplinary boundaries, and narrow aspirations. They will be bold innovators and engaged collaborators, who are ready to lead, yet open to new ideas, self-confident, yet empathetic to others. In this book, Ben Shneiderman recognizes the unbounded nature of human creativity, the multiplicative power of teamwork, and the catalytic effects of innovation. He reports on the growing number of initiatives to promote more integrated approaches to research so as to promote the expansion of these efforts. It is meant as a guide to students and junior researchers, as well as a manifesto for senior researchers and policy makers, challenging widely-held beliefs about how applied innovations evolve and how basic breakthroughs are made, and helping to plot the course towards tomorrow's great advancements.
Author: Ronald M. Baecker
Release Date: 2014-06-28
The effectiveness of the user-computer interface has become increasingly important as computer systems have become useful tools for persons not trained in computer science. In fact, the interface is often the most important factor in the success or failure of any computer system. Dealing with the numerous subtly interrelated issues and technical, behavioral, and aesthetic considerations consumes a large and increasing share of development time and a corresponding percentage of the total code for any given application. A revision of one of the most successful books on human-computer interaction, this compilation gives students, researchers, and practitioners an overview of the significant concepts and results in the field and a comprehensive guide to the research literature. Like the first edition, this book combines reprints of key research papers and case studies with synthesizing survey material and analysis by the editors. It is significantly reorganized, updated, and enhanced; over 90% of the papers are new. An invaluable resource for systems designers, cognitive scientists, computer scientists, managers, and anyone concerned with the effectiveness of user-computer interfaces, it is also designed for use as a primary or supplementary text for graduate and advanced undergraduate courses in human-computer interaction and interface design. Human computer interaction--historical, intellectual, and social Developing interactive systems, including design, evaluation methods, and development tools The interaction experience, through a variety of sensory modalities including vision, touch, gesture, audition, speech, and language Theories of information processing and issues of human-computer fit and adaptation
Author: Jeff Johnson
Release Date: 2013-12-17
In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow. Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In this new edition, you'll find new chapters on human choice and decision making, hand-eye coordination and attention, as well as new examples, figures, and explanations throughout. Provides an essential source for user interface design rules and how, when, and why to apply them Arms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressures Completely updated and revised, including additional coverage on human choice and decision making, hand-eye coordination and attention, and new mobile and touch-screen examples throughout
Author: Eric Schaffer
Publisher: Addison-Wesley Professional
Release Date: 2004
"Institutionalization of Usability" shows how to make user-centered design and development a routine practice within an enterprise. Based on Schaffer's extensive experience, the book provides a solid methodology, guiding readers step by step with practical advice on topics such as organizational change, milestones, toolsets, infrastructure, and more.
Author: Kevin Mullet
Publisher: Prentice Hall
Release Date: 1995
This volume describes the basic design principles (the what and why), common errors, and practical step-by-step techniques (the how) in each of six major areas: elegance and simplicity; scale, contrast, and proportion; organization and visual structure; module and program; image and representation; and style.
Author: Joseph J. LaViola Jr.
Publisher: Addison-Wesley Professional
Release Date: 2017-04-07
The Complete, Up-To-Date Guide to Building Great 3D User Interfaces for Any Application 3D interaction is suddenly everywhere. But simply using 3D input or displays isn’t enough: 3D interfaces must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today’s most comprehensive primary reference to building state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interaction—indispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application. Coverage Includes 3D user interfaces: evolution, elements, and roadmaps Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices What 3D UI designers should know about human sensory systems and cognition ergonomics How proven human-computer interaction techniques apply to 3D UIs 3D UI output hardware for visual, auditory, and haptic/ tactile systems Obtaining 3D position, orientation, and motion data for users in physical space 3D object selection and manipulation Navigation and wayfinding techniques for moving through virtual and physical spaces Changing application state with system control techniques, issuing commands, and enabling other forms of user input Strategies for choosing, developing, and evaluating 3D user interfaces Utilizing 2D, “magic,” “natural,” multimodal, and two-handed interaction The future of 3D user interfaces: open research problems and emerging technologies
"This book is a manual for the novice-Human Computer Interaction (HCI) designer. It compares and contrasts online business training programs with e-Learning in the higher education sector and provides a range of positive outcomes for linking information management techniques, which exploit the educational benefits of Web-mediated learning in computer supported collaborative learning"--Provided by publisher.
The aim of [this book] is to introduce you to the fundamentals ... of human-computer interaction (HCI) and to prepare you for more advanced reading on this subject. The aim is to understand better the designs that people need, and to understand the design processes better.-Pref. [This book is] for a one semester course.-Back cover.
Author: Jonathan Lazar
Publisher: Morgan Kaufmann
Release Date: 2017-04-28
Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods. Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University, the University of Washington, the University of Toronto, HiOA (Norway), KTH (Sweden), Tel Aviv University (Israel), and many others. Chapters cover a broad range of topics relevant to the collection and analysis of HCI data, going beyond experimental design and surveys, to cover ethnography, diaries, physiological measurements, case studies, crowdsourcing, and other essential elements in the well-informed HCI researcher's toolkit. Continual technological evolution has led to an explosion of new techniques and a need for this updated 2nd edition, to reflect the most recent research in the field and newer trends in research methodology. This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments. Comprehensive and updated guide to the latest research methodologies and approaches, and now available in EPUB3 format (choose any of the ePub or Mobi formats after purchase of the eBook). Expanded discussions of online datasets, crowdsourcing, statistical tests, coding qualitative data, laws and regulations relating to the use of human participants, and data collection via mobile devices and sensors New material on performing research with children, older adults, and people with cognitive impairments, two new case studies from Google and Yahoo!, and techniques for expanding the influence of your research to reach non-researcher audiences, including software developers and policymakers
Taking an applied approach to teaching workplace writing, TECHNICAL WRITING FOR SUCCESS 3E is a comprehensive text designed to focus on skills that employers demand in today’s workplace-thinking, listening, composing, revising, and editing. Students are encouraged to acquire many workplace skills through integrated and applied instruction so that mastering technical writing is relevant and exciting. Abundant model documents reflect Office 2007 formats and include questions providing critical thinking opportunities. This comprehensive text features an engaging writing style, student and real-world models, write-to-learn activities, expanded oral presentation coverage, and much more. TECHNICAL WRITING FOR SUCCESS 3E provides instruction on the less common documents not covered in general communication texts, e.g., proposals, news releases, science lab reports, and instructions. Chapter contents include technical research; writing for the Web; brief informative, brief investigative and recommendation reports; as well as technical reading. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.
Author: Jeff Johnson
Publisher: Morgan Kaufmann
Release Date: 2017-02-16
Designing User Interfaces for an Aging Population: Towards Universal Design presents age-friendly design guidelines that are well-established, agreed-upon, research-based, actionable, and applicable across a variety of modern technology platforms. The book offers guidance for product engineers, designers, or students who want to produce technological products and online services that can be easily and successfully used by older adults and other populations. It presents typical age-related characteristics, addressing vision and visual design, hand-eye coordination and ergonomics, hearing and sound, speech and comprehension, navigation, focus, cognition, attention, learning, memory, content and writing, attitude and affect, and general accessibility. The authors explore characteristics of aging via realistic personas which demonstrate the impact of design decisions on actual users over age 55. Presents the characteristics of older adults that can hinder use of technology Provides guidelines for designing technology that can be used by older adults and younger people Review real-world examples of designs that implement the guidelines and the designs that violate them