Human-Computer Interaction, 3rd edition
Published by Pearson (September 30, 2003) © 2004
- Alan Dix Computing Dept, Lancaster University
- Janet E Finlay Leeds Metropolitan University
- Gregory D Abowd Georgia Institute of Technology
- Russell Beale University of Birmingham
- A print text (hardcover or paperback)
- Free shipping
- A revised structure, reflecting the growth of HCI as a discipline, separates out basic material suitable for introductory courses from more detailed models and theories.
- New chapter on Interaction Design adds material on scenarios and basic navigation design.
- New chapter on Universal Design, substantially extending the coverage of this material in the book.
- Updated and extended treatment of socio/contextual issues.
- Extended and new material on novel interaction, including updated ubicomp material, designing experience, physical sensors and a new chapter on rich interaction.
- Updated material on the web including dynamic content and WAP.
Contents
Foreword
Preface to the third edition
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<
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