Designing
human-computer interfaces is still an art,
learned best by creating many interfaces and
carefully observing how real users interact with
them. However, there are many tools from
cognitive psychology that, if understood and
applied, can yield at least two benefits. First,
by learning what is known about how humans
operate, you can avoid many pitfalls in design.
Second, you can make quantitative design
decisions.
This book, though nearly 20 years old, contains
much essential material that is unknown to many
practitioners in the field! - Jef Raskin
Reviews the features and
applications of a broad range of computer
software systems that allow the user to choose
the sequence of text or other display at the
time of use.
Explores
the central issues of user interface design,
including the problems presented by multimedia
applications. It is a unique treasury of ideas
and opinions from one of the key thinkers in the
industry. It will be required and fascinating
reading for all those concerned with the
relationship between computers and people.
"Tog's book is a must-read. It's chock-full
of intuitive insights and practical technical
examples. My favorite story is why people walk
into their furniture after going on camping
trips. You'll have to read the book to find out
the reason!" - Roger von Oech, Author.
This
comprehensive introduction to the field
represents the best of the published literature
on groupware and computer-supported cooperative
work (CSCW). The papers were chosen for their
breadth of coverage of the field, their clarity
of expression and presentation, their excellence
in terms of technical innovation or behavioral
insight, their historical significance, and
their utility as sources for further reading.
Taken as a whole, the papers and their
introductions are a complete sourcebook to the
field.
Written by the author of the
best-selling HyperText & HyperMedia, this
book is an excellent guide to the methods of
usability engineering. The book provides the
tools needed to avoid usability surprises and
improve product quality. Step-by-step
information on which method to use at various
stages during the development lifecycle are
included, along with detailed information on how
to run a usability test and the unique issues
relating to international usability.
Cost-Justifying
Usability by
M. Randolph G. Bias (Author), Randolph G. Bias (Editor), Deborah J. Mayhew
(Editor)
1994
Today's
increasingly competitive and fiscally
constrained business environment is fostering
the need to cut costs and justify expenditures.
Usability engineering is not yet universally
accepted, nor is it yet an integrated aspect of
software engineering, and would-be usability
champions need more help than ever to win the
funding necessary to introduce and promote
usability engineering techniques.
Presents
a step-by-step approach to usability testing in
today's fast-paced industrial production
environment, where reducing time to market has
become a prerequisite for survival. Contains
chapter coverage for each of the six stages
including numerous examples and case studies.
Provides information on the politics and human
elements of testing within an organization.
Features plenty of inside tips and tricks to
help ease the testing process.
With
the world continuing to shrink into a
"global village," software companies
are working to make programs that transcend
language and cultural borders. One such way is
through international user interfaces where the
software is prepared so that it can be easily
localized in each country. This book focuses on
user interfaces, exploring what they can do, and
what they need to do to become commercially
viable.
Introducing
a proven user interface design model for the
design and development of high-quality user
interfaces, this new edition is a professional
guide to designing traditional graphical user
interfaces (GUIs) and object- oriented graphical
user interfaces, plus high-quality
character-based interfaces, and state-
of-the-art multimedia user interfaces. Covers
prototyping and usability testing; multimedia
user interfaces, including discussions of sound,
high- resolution images, and full-motion video;
task analysis; the three most popular
statistical methods; and documentation and
training issues. For user interface specialists,
programmers, systems analysts, system designers,
project leaders, and system engineers.
The Elements of
User Interface Design is written by a cognitive
psychologist and interface design specialist
with more than a decade's research and design
experience. Writing for novices and veteran
developers and designers alike, Dr. Mandel takes
you from command-line interfaces and
graphical-user interfaces (GUIs) to
object-oriented user interfaces (OOUIs) and
cutting-edge interface technologies and
techniques. Throughout, coverage is liberally
supplemented with screen shots, real-life case
studies, and vignettes that bring interface
design principles to life.
Task
analysis is an important aspect of user
interface design, insuring that the end product
is usable and practical. Written by task
analysis experts, this book is the first book
that provides full-length coverage of task
analysis. It covers in detail every step of the
task analysis process, and discusses the
methodologies behind it.
Developing User Interfaces is targeted at the
programmer who will actually implement, rather than design, the user interface.
Most user interface books focus on psychology and usability, not programming
techniques. This book recognizes the need for programmers to collaborate with
usability experts and psychologists, so topics such as the principles of
visualization, human perception, and usability evaluation are touched upon. Yet
the primary focus remains on those tools and techniques required for programming
the complex user interface. Focuses on advanced programming topics event
handling interaction with geometric objects widget tool kits input syntax Useful
to programmers using any language-no particular windowing system or tool kit is
presumed, examples are drawn from a variety of commercial systems, and code
examples are presented in pseudo code The basic concepts of traditional computer
graphics such as drawing and three-dimensional modeling are covered for readers
without a computer graphics background.
Copyright (c) 2002-2008 Ergonaute Consulting. All
rights reserved.