The Human Interface: New Directions for Designing Interactive Systems (Paperback)

Jef Raskin

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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.

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Appropriate Courses

Human-Computer Interaction (HCI).

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Table Of Contents

Preface.
Acknowledgments.
Introduction: The Importance of Fundamentals.
1. Background.
Interface Definition.
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.
Ergonomics and Cognetics: What We Can and Cannot Do.
Cognitive Conscious and Cognitive Unconscious.
Locus of Attention.
Formation of Habits.
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.
Nomenclature and Notations.
Modes.
Definition of Modes.
Modes, User-Preference Settings, and Temporary Modes.
Modes and Quasimodes.

Noun-Verb versus Verb-Noun Constructions.
Visibility and Affordances.
Monotony.
Myth of the Beginner-Expert Dichotomy.

4. Quantification.
Quantitative Analyses of Interfaces.
GOMS Keystroke-Level Model.
Interface Timings.
GOMS Calculations.
GOMS Calculation Examples.

Measurement of Interface Efficiency.
Efficiency of Hal's Interfaces.
Other Solutions for Hal's Interface.

Fitts' Law and Hick's Law.
Fitts' Law.
Hick's Law.


5. Unification.
Uniformity and Elementary Actions.
Elementary Actions Cataloged.
Highlighting, Indication, and Selection.
Commands.
Display States of Objects.

File Names and Structures.
String Searches and Find Mechanisms.
Search-Pattern Delimiters.
Units of Interaction.

Cursor Design and a Strategy for Making Selections.
Cursor Position and LEAP.
Applications Abolished.
Commands and Transformers.

6. Navigation and Other Aspects of Humane Interfaces.
Intuitive and Natural Interfaces.
Better Navigation: ZoomWorld.
Icons.
Techniques and Help Facilities in Humane Interfaces.
Cut and Paste.
Messages to the User.
Simplified Sign-Ons.
Time Delays and Keyboard Tricks.

Letter from a User.

7. Interface Issues Outside the User Interface.
More Humane Programming Language Environments.
System and Development Environment.
Importance of Documentation in Program Creation.

Modes and Cables.
Ethics and Management of Interface Design.

8. Conclusion.
References.
Appendix A: The One-Button Mouse History.
Appendix B: SwyftCard Interface Theory of Operation.
References.
Index. 0201379376T04062001



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商品描述(中文翻譯)

學生將會喜歡這本獨特的互動系統設計指南,它反映了蘋果麥金塔項目的創造者Jef Raskin的經驗和視野。其他書籍可能會有效地展示如何使用當今的小工具和界面理念。然而,Raskin卻證明了許多現有的界面範例都是死胡同,要使電腦更容易使用,需要新的方法。他解釋了如何進行迫切需要的改變,並為軟體設計師、開發人員和產品經理提供了大量創新和具體的界面理念。

適合的課程:人機互動(HCI)。

目錄:
前言。
致謝。
引言:基礎的重要性。
1. 背景。
- 介面定義。
- 保持簡單。
- 以人為中心的設計和以用戶為中心的設計。
- 不促進設計創新的工具。
- 設計週期中的界面設計。
- 人性化界面的定義。
2. 認知學和注意力的焦點。
- 人體工學和認知學:我們能做什麼和不能做什麼。
- 認知意識和認知無意識。
- 注意力的焦點。
- 習慣的形成。
- 同時執行多個任務。
- 注意力焦點的獨特性。
- 注意力焦點的起源。
- 利用單一注意力焦點。
- 恢復中斷的工作。
3. 意義、模式、單調和迷思。
- 命名和符號。
- 模式。
- 名詞-動詞與動詞-名詞結構。
- 可見性和可用性。
- 單調。
- 初學者和專家二分法的迷思。
4. 量化。
- 介面的定量分析。
- GOMS按鍵級模型。
- 介面時間。
- GOMS計算。
- GOMS計算示例。
- 介面效率的測量。
- Hal介面的效率。
- Hal介面的其他解決方案。
- 菲茨定律和希克定律。
- 菲茨定律。
- 希克定律。
5. 統一。
- 一致性和基本操作。
- 分類的基本操作。
- 突出顯示、指示和選擇。
- 命令。
- 物件的顯示狀態。
- 文件名和結構。
- 字串搜索和查找機制。
- 搜索模式的分隔符。
- 互動單位。
- 游標設計和選擇策略。
- 游標位置和LEAP。
- 應用程式的廢除。
- 命令和轉換器。
6. 導航和人性化界面的其他方面。
- 直觀和自然的界面。
- 更好的導航:ZoomWorld。
- 圖示。
- 人性化界面中的技巧和幫助設施。
- 剪下和貼上。