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$1,176
  • 語言: 英文
  • 頁數: 608
  • 裝訂: Hardcover
  • ISBN: 0201924781
  • ISBN-13: 9780201924787
  • 下單後立即進貨 (約5~7天)

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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.

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Appropriate Courses

Introduction to Software Engineering, Human-Computer Interaction (HCI).

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Table Of Contents

I. TOWARD MORE USABLE SOFTWARE.

1. Software for Use: Usage, Usability, and User Interfaces.
Upgrading Usability.
Approaching Usability.
Changing Contexts.

2. Built-in Usability: A Usage-Centered Design Approach.
Interfacing with Users.
Elements of a Usage-Centered Approach.
Driving Models.
Coordinated Activity.

3. In Principle: Rules and Principles of Usage-Centered Design.
Design as Dialogue.
Rules and Principles.
Usability Rules.
User Interface Design Principles.
Other Rules.
Details, Details, Details.

II. ESSENTIAL MODELS FOR USABILITY.

4. Users and Related Species: Understanding Users and User Roles.
Of Use and Users.
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.
Work, Work, Work.
Task Modeling.
The Use Case Map.
Building Essential Use Case Models.
Application.

6. Interface Architecture: Interface Contents and Navigation.
Workplaces.
Interface Contents.
The Context Navigation Map.
Application.

III. CREATING THE VISUAL DESIGN.

7. Designing the Dialogue: Layout and Communication.
From Abstraction to Expression.
Communication Channels.
Screen Real Estate.

8. Practical Widgetry: Choosing and Designing Visual Components.
Buy or Build.
Iconic Communication.
Menus.
Selecting Selection Widgets.

9. Innovative Interfaces: Creative Interface Engineering and Custom Components.
Creative Engineering.
The Process of Innovation.
Instructive Interfaces.
Applied Innovation.

IV. COMPLETING THE DESIGN.

10. Expressing Solutions: Implementation Modeling and Prototypes.
Fun Stuff.
Prototypes and Prototyping.
Mapping the Models.
Implementation Modeling Illustrated.

11. Help Me if You Can: Designing Help and Helpful Messages.
Even Experts Need a Lift.
Use Cases for Help.
Access and Presentation Techniques.
Special Techniques and Modalities.
Helpful Writing.
Helpful Messages.

12. Once a Beginner: Supporting Evolving Usage Patterns.
Beyond Beginners.
Skiing the Interface.
Progressive Usage.
Supportive Interfaces.
Designing for Progressive Usage.
Progressive Usage Applied.

13. In Place: Fitting the Operational Context.
Unsound Context.
Operational Modeling.
Environmental Adaptation.
Binding Context.
Environment Profile.
Putting Context in Place.

14. Same Game, Different Fields: Special Applications, Special Issues.
Theme and Variation, Again.
Web Design for Use.
Web Wisdom Applied.
Embedded Systems Applications.
Other Special Interfaces.

15. Usage-Centered Design Applied: The TeleGuida Case.
Scaling Up.
Telephone Tag.
Gathering Requirements.
TeleGuida Users and Uses.
Toward a TeleGuida Prototype.

V. ASSESSMENT AND IMPROVEMENT.

16. Better Next Time: Improvement by Inspection and Review.
Assessing Usability.
Inspection Methods.
Collaborative Usability Inspections.
Focused Inspections.

17. By the Numbers: Measuring Usability in Practice.
Comparison Shopping.
Measured Quality.
User Interface Design Metrics.
Essential Usability Metrics Suite.
Metrics in Practice.

18. Test Scores: Laboratory and Field Testing of Usability.
History Testing.
Testing, One, Two.
Test Protocol.
Testing Tactics.
Why Test, Why Not.

VI. ORGANIZING AND MANAGING THE PROCESS.

19. Code and You're Done: Implementing Interfaces.
Objects and Interfaces.
Accelerated Development.
Visual Development of Visual Designs.

20. Using Your Users: Users in the Development Process.
Use or Abuse of Users.
Requirements Dialogue, Requirements Dance.
Going to the Source.
Using Users.
Joint Essential Modeling.

21. Getting Organized: Usability in the Larger Context.
Organizational Units.
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
Software Usability.

Appendix C. Glossary.
Appendix D. Forms for Usage-Centered Design.
Appendix E. Subjective Usability Scales for Software (SUSS).
References.
Index. 0201924781T04062001



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商品描述(中文翻譯)

描述

Larry L. Constantine與Lucy A. D. Lockwood合作,介紹了一種革命性的軟體方法和模型,這將幫助程式設計師交付更易用的軟體,使用者能夠更輕鬆高效地完成任務。這本書不僅僅是一套良好使用者介面設計的規則,還引導讀者進行系統性的軟體開發過程。這個過程被稱為使用者中心設計,將軟體開發方法中的兩個主要線索緊密結合在一起:使用案例(也與UML一起使用)和基本建模。通過大量的例子和常規和專業軟體應用的案例研究,作者展示了在實踐中已被證明有效且具有最大實用價值的方法。

適合的課程

軟體工程入門,人機互動(HCI)。

目錄

第一部分:朝向更易用的軟體
1. 用於使用的軟體:使用性、易用性和使用者介面
2. 內建的易用性:一種使用者中心設計方法
3. 原則:使用者中心設計的規則和原則

第二部分:易用性的基本模型
4. 使用者和相關角色:了解使用者和使用者角色
5. 工作結構:使用基本使用案例進行任務建模
6. 介面架構:介面內容和導航

第三部分:創建視覺設計
7. 設計對話:佈局和溝通
8. 實用小工具:選擇和設計視覺元件
9. 創新介面:創造性的介面工程和自定義元件

第四部分:完成設計
10. 表達解決方案:實施建模和原型

以上是該書的摘要、適合的課程和目錄。