The Human Interface: New Directions for Designing Interactive Systems (Paperback)
- 出版商: Addison-Wesley Professional
- 出版日期: 2000-04-08
- 定價: USD $54.99
- 售價: $1,810
- 語言: 英文
- 頁數: 256
- 裝訂: Paperback
- ISBN: 0201379376
- ISBN-13: 9780201379372
貴賓價: $599The Language of New Media (Paperback)
售價: $199Real-Time Interactive 3D Games: Creating 3D Games in Macromedia Director 8.5 (Paperback)
貴賓價: $1,045Human Factors in Consumer Products
貴賓價: $912User and Task Analysis for Interface Design
貴賓價: $2,133Hci Models, Theories, & Frameworks: Toward a Multidisciplinary Science
貴賓價: $1,501Designing from Both Sides of the Screen: How Designers and Engineers Can Collabo
售價: $199Mission-Critical Java Project Management
貴賓價: $1,216Sams Teach Yourself MySQL IN 21 Days
貴賓價: $1,216FreeHand 8 Authorized
貴賓價: $864Information Technology Careers - The Hottest Jobs for the New Millennium
貴賓價: $864Firebrands: Building Brand Loyalty in the Internet Age
售價: $99The Pattern Almanac 2000
貴賓價: $720Webmaster in a Nutshell, 2/e
售價: $299HTML & XHTML: The Definitive Guide, 4/e (Paperback)
貴賓價: $1,152Developing Windows Error Messages
售價: $199Building B2B Applications with XML: A Resource Guide
貴賓價: $379The Real-Time Specification for Java
Students will appreciate this unique guide to interactive system design, reflecting the experience and vision of Jef Raskin, the creator of the Apple Macintosh project. Other books may show how to use today's widgets and interface ideas effectively. Raskin, however, demonstrates that many current interface paradigms are dead ends, and that to make computers significantly easier to use requires new approaches. He explains how to effect desperately needed changes, offering a wealth of innovative and specific interface ideas for software designers, developers, and product managers.
Introduction: The Importance of Fundamentals.
Keep the Simple Simple.
Human-Centered Design and User-Centered Design.
Tools That Do Not Facilitate Design Innovation.
Interface Design in the Design Cycle.
Definition of a Humane Interface.
2. Cognetics and the Locus of Attention.
Cognitive Conscious and Cognitive Unconscious.
Locus of Attention.
Execution of Simultaneous Tasks.
Singularity of the Locus of Attention.
Origins of the Locus of Attention.
Exploitation of the Single Locus of Attention.
Resumption of Interrupted Work.
3. Meanings, Modes, Monotony, and Myths.
Modes, User-Preference Settings, and Temporary Modes.
Modes and Quasimodes.
Noun-Verb versus Verb-Noun Constructions.
Visibility and Affordances.
Myth of the Beginner-Expert Dichotomy.
GOMS Keystroke-Level Model.
GOMS Calculation Examples.
Measurement of Interface Efficiency.
Other Solutions for Hal's Interface.
Fitts' Law and Hick's Law.
Elementary Actions Cataloged.
Display States of Objects.
File Names and Structures.
String Searches and Find Mechanisms.
Units of Interaction.
Cursor Design and a Strategy for Making Selections.
Cursor Position and LEAP.
Commands and Transformers.
6. Navigation and Other Aspects of Humane Interfaces.
Better Navigation: ZoomWorld.
Techniques and Help Facilities in Humane Interfaces.
Messages to the User.
Time Delays and Keyboard Tricks.
Letter from a User.
7. Interface Issues Outside the User Interface.
Importance of Documentation in Program Creation.
Modes and Cables.
Ethics and Management of Interface Design.
Appendix A: The One-Button Mouse History.
Appendix B: SwyftCard Interface Theory of Operation.