Mobile Interaction Design (Paperback)

Matt Jones, Gary Marsden

  • 出版商: Wiley
  • 出版日期: 2006-01-01
  • 售價: $2,040
  • 貴賓價: 9.8$1,999
  • 語言: 英文
  • 頁數: 398
  • 裝訂: Paperback
  • ISBN: 0470090898
  • ISBN-13: 9780470090893
  • 相關分類: 交互設計 Interaction-design
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Description

Mobile Interaction Design shifts the design perspective away from the technology and concentrates on usability; in other words the book concentrates on developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities.

  • Presents key interaction design ideas and successes in an accessible, relevant way
  • Exercises, case studies and study questions make this book ideal for students.
  • Provides ideals and techniques which will enable designers to create the next generation of effective mobile applications.
  • Critiques current mobile interaction design (bloopers) to help designers avoid pitfalls.
  • Design challenges and worked examples are given to reinforce ideas.
  • Discusses the new applications and gadgets requiring knowledgeable and inspired thinking about usability and design.
  • Authors have extensive experience in mobile interaction design, research, industry and teaching

 

Table of Contents

Preface.

Acknowledgements.

PART I: INTRODUCTION.

Chapter 1: Possibilities.

Key points.

1.1 Introduction.

1.2 What are mobile devices?.

1.2.1 Communication or information device?

1.2.2 Appliance or swiss-army knife?

1.2.3 Cherished device or commodity tool?

1.3 Impoverished or extraordinary interfaces?

1.3.1 The Fastap keypad.

1.3.2 Peephole displays.

1.3.3 Accommodating human capabilities and limitations.

1.4 Impoverishing interactions?

1.4.1 Reasons for poor design.

1.4.2 Impacts of poor design.

1.5 Outline of the rest of this book.

Summary.

Workshop questions.

Designer tips.

Chapter 2: Products for people.

Key points.

2.1 Introduction.

2.2 Useful.

2.2.1 Function before form.

2.2.2 Evolving uses.

2.3 Usable.

2.3.1 Usable in itself.

2.3.2 Usable in life.

2.4 User experience.

2.4.1 Strong identity.

2.4.2 Interaction as package.

2.5 Technology acceptance.

Summary.

Workshop questions.

Designer tips.

Chapter 3: Innovating.

Key points.

3.1 Introduction.

3.2 Technology-centered approaches.

3.3 Transferring from the desktop.

3.3.1 Applications.

3.3.2 Interface styles.

3.4 Building on past mobile success.

3.5 Drama.

3.6 Frameworks for human-centered thinking.

Summary.

Workshop questions.

Designer tips.

PART II: DEVELOPING EFFECTIVE MOBILE APPLICATIONS.

Chapter 4: Interaction design.

Key points.

4.1 Introduction.

4.2 Designing what? Designing how?

4.3 Understanding users.

4.3.1 From biology to psychology.

4.3.2 Field studies.

4.3.3 Direct questioning.

4.3.4 Distilling the findings.

4.4 Developing prototype designs.

4.4.1 Shaping and managing the design space.

4.4.2 Prototyping.

4.5 Evaluation.

4.5.1 Testing with users.

4.5.2 Testing in the absence of users.

4.6 Iterative development.

4.7 Multiple viewpoints.

4.7.1 Many techniques and tools.

4.7.2 Many disciplines.

4.7.3 Participation and collaboration.

4.8 From interaction design to deployment.

Summary.

Workshop questions.

Designer tips.

Chapter 5: Watching, asking, probing.

Key points.

5.1 Introduction.

5.2 Focusing the study.

5.2.1 How focused should the study be?

5.2.2 Finding people to study.

5.3 Top techniques for understanding people.

5.3.1 Observing.

5.3.2 Enquiring.

5.3.3 Diary studies.

5.3.4 Discount methods.

5.3.5 Focus groups.

5.3.6 Creatively engaging methods.

5.4 Making sense of observations.

5.4.1 Activities.

5.4.2 Analysis perspectives.

5.5 Personas and scenarios.

5.5.1 Personas.

5.5.2 Scenarios.

Summary.

Workshop questions.

Designer tips.

Chapter 6: Prototypes.

Key points.

6.1 Introduction.

6.2 What is a prototype?

6.3 Different prototypes for different purposes.

6.4 Low-fidelity.

6.4.1 Self-checking.

6.4.2 Communicating with others.

6.4.3 Interaction prototyping.

6.4.4 Empowering users.

6.5 Higher-fidelity.

6.5.1 Deciding what to prototype.

6.5.2 Hardware and software integration.

6.6 Finishing the process.

6.6.1 Evolutionary.

6.6.2 Revolutionary.

6.6.3 Process.

6.7 Issues in prototyping.

6.7.1 Some considerations.

6.8 A final note on development.

Summary.

Workshop questions.

Designer tips.

Chapter 7: Evaluation.

Key points.

7.1 Introduction.

7.2 Classifying evaluation.

7.3 ‘Quick And Dirty’.

7.4 Conceptual model extraction.

7.5 Direct observation.

7.5.1 Finding out what users are thinking.

7.5.2 How to record observations.

7.5.3 How to not bias the experiment.

7.5.4 Happy users.

7.6 Interviews.

7.7 Questionnaires.

7.8 Non-user methods.

7.8.1 Heuristic evaluation.

7.8.2 No people whatsoever.

7.9 Experimental evaluation.

7.9.1 Hypothesis.

7.9.2 The users.

7.9.3 Tasks.

7.9.4 Experiment design.

7.9.5 Conducting experiments.

7.9.6 Experimental results.

7.10 Considering context – evaluating mobile systems.

7.10.1 Physical context.

7.10.2 Technological context.

7.10.3 Social context.

7.10.4 Other contexts.

7.11 Complementary evaluation.

7.12 Conclusion.

Summary.

Workshop questions.

Designer tips.

PART III: DESIGN GALLERY – DIRECTIONS AND GUIDELINES.

Chapter 8: Controlling Complex Functions.

Key points.

8.1 Introduction.

8.2 Menus and memory.

8.3 Hierarchical menus.

8.3.1 Learning structure.

8.3.2 Improving classification.

8.3.3 Context information.

8.4 Icons.

8.5 Manuals.

8.5.1 Online manuals.

8.5.2 Website manuals.

8.6 No menus?.

8.6.1 Data structures.

8.6.2 Alternatives.

8.6.3 Design ideas – data structures.

8.6.4 Evaluation via experiment.

8.7 More complex menus.

8.8 Some concluding thoughts.

Summary.

Workshop questions.

Designer tips.

Chapter 9: Information access.

Key points.

9.1 Introduction.

9.2 Small-screen impacts.

9.2.1 Lessons from the past.

9.2.2 Impact on browsing complex content.

9.2.3 Impact on searching.

9.3 Designs for browsing.

9.3.1 Guidelines.

9.3.2 Schemes.

9.3.3 Packaging content.

9.4 Improving search.

9.4.1 Assessing sets of results.

9.4.2 Judging the value of individual results.

9.5 Mobile information ecologies.

9.5.1 Fitting in.

9.5.2 Case study: the laid-back search tool.

9.5.3 Peer-to-peer schemes.

Summary.

Workshop questions.

Designer tips.

Chapter 10: Beyond text – using images on mobile devices.

Key points.

10.1 Introduction.

10.2 Ethnography.

10.2.1 Where have all the photographs gone?

10.2.2 Digital ethnography.

10.3 Finding photos.

10.3.1 Meta-data.

10.3.2 Meta-data management.

10.4 Browsing photos.

10.4.1 Timeline.

10.4.2 Treemaps.

10.4.3 RSVP.

10.4.4 Speed Dependent Automatic Zooming.

10.5 Downscaling case study.

10.5.1 Arranging photos.

10.5.2 Screen size.

10.5.3 Write once, run anywhere.

10.5.4 Meanwhile, back with the users.

10.5.5 User testing.

10.5.6 Platform.

10.6 Advanced technology.

10.7 What are photos for?

10.7.1 What are we sharing?

10.7.2 Using audio with photographs.

10.7.3 Video.

10.8 Looking to the future.

Summary.

Workshop questions.

Designer tips.

Chapter 11: Impacting the community; impacting the world.

Key points.

11.1 Introduction.

11.2 The digital divide.

11.3 Mobiles work.

11.3.1 The rise and rise of mobile technology.

11.4 Planning a project.

11.5 That culture thing.

11.6 Case studies.

11.6.1 Empowering people – Cybertracker.

11.6.2 Education.

11.6.3 Communitization.

11.7 Call to arms.

Summary.

Workshop questions.

Designer tips.

Resources.

References.

Index.

商品描述(中文翻譯)

描述



《移動互動設計》將設計視角從技術轉向可用性,也就是說,本書專注於開發具有對人類需求、渴望和能力高度敏感的界面和設備。



  • 以易於理解和相關的方式呈現關鍵互動設計理念和成功案例

  • 練習、案例研究和學習問題使本書成為學生的理想選擇

  • 提供理念和技巧,使設計師能夠創建下一代有效的移動應用程序

  • 批評當前的移動互動設計(失誤),以幫助設計師避免陷阱

  • 提供設計挑戰和實例以加強理念

  • 討論需要對可用性和設計進行知識豐富和激發思考的新應用和設備

  • 作者在移動互動設計、研究、行業和教學方面具有豐富的經驗


 





目錄



前言


致謝


第一部分:介紹。


第1章:可能性。


重點。


1.1 簡介。


1.2 什麼是移動設備?。


1.2.1 通信還是信息設備?。


1.2.2 家用電器還是瑞士軍刀?。


1.2.3 珍愛的設備還是普通工具?。


1.3 貧乏或非凡的界面?。


1.3.1 Fastap鍵盤。


1.3.2 窺視顯示器。


1.3.3 適應人類能力和限制。


1.4 貧乏的互動?。


1.4.1 設計不良的原因。


1.4.2 設計不良的影響。


1.5 本書其餘部分概述。


摘要。


研討會問題。


設計師提示。


第2章:為人們設計的產品。


重點。


2.1 簡介。


2.2 有用。


2.2.1 功能優於形式。


2.2.2 不斷演變的用途。


2.3 可用。


2.3.1 本身可用。


2.3.2 在生活中可用。


2.4 用戶體驗