Software for Use: A Practical Guide to the Models and Methods of UsageCentered D
Larry L. Constantine, Lucy A. D. Lockwood
- 出版商: Addison Wesley
- 出版日期: 1999-04-17
- 售價: $1,200
- 貴賓價: 9.8 折 $1,176
- 語言: 英文
- 頁數: 608
- 裝訂: Hardcover
- ISBN: 0201924781
- ISBN-13: 9780201924787
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商品描述
Description
Larry L. Constantine teams with Lucy A. D. Lockwood to present the models and methods of a revolutionary approach to software that will help programmers deliver more usable software--software that will enable users to accomplish their tasks with greater ease and efficiency. Much more than just another set of rules for good user-interface design, this book guides readers through a systematic software development process. This process, called usage-centered design, weaves together two major threads in software development methods: use cases (also used with UML) and essential modeling. With numerous examples and case studies of both conventional and specialized software applications, the authors illustrate what has been shown in practice to work and what has proved to be of greatest practical value.
Introduction to Software Engineering, Human-Computer Interaction (HCI).
Table Of Contents
I. TOWARD MORE USABLE SOFTWARE.
Approaching Usability.
Changing Contexts.
2. Built-in Usability: A Usage-Centered Design Approach.
Elements of a Usage-Centered Approach.
Driving Models.
Coordinated Activity.
3. In Principle: Rules and Principles of Usage-Centered Design.
Rules and Principles.
Usability Rules.
User Interface Design Principles.
Other Rules.
Details, Details, Details.
II. ESSENTIAL MODELS FOR USABILITY.
Real Users and Others.
User Role Models.
User Role Maps.
User Roles in Action.
Structured Role Models.
5. Working Structures: Task Modeling with Essential Use Cases.
Task Modeling.
The Use Case Map.
Building Essential Use Case Models.
Application.
6. Interface Architecture: Interface Contents and Navigation.
Interface Contents.
The Context Navigation Map.
Application.
III. CREATING THE VISUAL DESIGN.
Communication Channels.
Screen Real Estate.
8. Practical Widgetry: Choosing and Designing Visual Components.
Iconic Communication.
Menus.
Selecting Selection Widgets.
9. Innovative Interfaces: Creative Interface Engineering and Custom Components.
The Process of Innovation.
Instructive Interfaces.
Applied Innovation.
IV. COMPLETING THE DESIGN.
Prototypes and Prototyping.
Mapping the Models.
Implementation Modeling Illustrated.
11. Help Me if You Can: Designing Help and Helpful Messages.
Use Cases for Help.
Access and Presentation Techniques.
Special Techniques and Modalities.
Helpful Writing.
Helpful Messages.
12. Once a Beginner: Supporting Evolving Usage Patterns.
Skiing the Interface.
Progressive Usage.
Supportive Interfaces.
Designing for Progressive Usage.
Progressive Usage Applied.
13. In Place: Fitting the Operational Context.
Operational Modeling.
Environmental Adaptation.
Binding Context.
Environment Profile.
Putting Context in Place.
14. Same Game, Different Fields: Special Applications, Special Issues.
Web Design for Use.
Web Wisdom Applied.
Embedded Systems Applications.
Other Special Interfaces.
15. Usage-Centered Design Applied: The TeleGuida Case.
Telephone Tag.
Gathering Requirements.
TeleGuida Users and Uses.
Toward a TeleGuida Prototype.
V. ASSESSMENT AND IMPROVEMENT.
Inspection Methods.
Collaborative Usability Inspections.
Focused Inspections.
17. By the Numbers: Measuring Usability in Practice.
Measured Quality.
User Interface Design Metrics.
Essential Usability Metrics Suite.
Metrics in Practice.
18. Test Scores: Laboratory and Field Testing of Usability.
Testing, One, Two.
Test Protocol.
Testing Tactics.
Why Test, Why Not.
VI. ORGANIZING AND MANAGING THE PROCESS.
Accelerated Development.
Visual Development of Visual Designs.
20. Using Your Users: Users in the Development Process.
Requirements Dialogue, Requirements Dance.
Going to the Source.
Using Users.
Joint Essential Modeling.
21. Getting Organized: Usability in the Larger Context.
Standards and Style Guides.
Competing Constituencies.
Experts and Expertise.
Cultural Fit.
Appendix A. Suggested Readings.
Appendix B. Eleven Ways to Make Software More Usable: General Principles of
Appendix C. Glossary.
Appendix D. Forms for Usage-Centered Design.
Appendix E. Subjective Usability Scales for Software (SUSS).
References.
Index. 0201924781T04062001