جزییات کتاب
This book is about interaction design—the practice ofdesigning interactive digital products, environments, systems, and services. Like many design disciplines, interaction design is concerned with form.However,first and foremost,interaction design focuses on something that traditional design disciplines do not often explore:the design ofbehavior.Most design affectshuman behavior:Architecture is concerned with how people use physical space, and graphic design often attempts to motivate or facilitate a response.But now,with the ubiquity ofsilicon-enabled products—from computers to cars and phones—we routinely create products that exhibitcomplex behavior.Доп. информация: книга посвящена проектированию взаимодействия - практике создания цифровых интерактивных продуктов, сред, систем и служб и проектированию поведения, в частности. В ней описывается конкретный подход к проектированию взаимодействия получивший название «Целеориентированный метод» (Goal-Directed Design, © Alan Cooper), при котором акцент ставится на первоначальных мотивах использования продукта людьми, а также учитываются их ожидания, опыт и способности, - все то, что помогает находить решения, которые люди находят мощными и приятными.От начала и до конца книги авторы старались более наглядно рассказывать о концепциях, методах и проблемах визуальной части пользовательских интерфейсов, а также о проблемах, возникающих за пределами настольных компьютеров(Алан Купер об интерфейсе. Основы проектирования взаимодействия)содержаниеAbout the AuthorsForeword: The Postindustrial WorldAcknowledgmentsIntroduction to the Third EditionPart I. Understanding Goal-Directed DesignChapter 1. Goal-Directed DesignDigital Products Need Better Design MethodsThe creation ofdigital products todayWhy are these products so bad?The Evolution ofDesign in ManufacturingPlanning and Designing BehaviorRecognizing User GoalsGoals versus tasks and activitiesDesigning to meet goals in contextThe Goal-Directed Design ProcessBridging the gapA process overviewGoals,not features,are the key to product success Chapter 2. Implementation Models and Mental ModelsImplementation ModelsUser Mental ModelsRepresented ModelsMost Software Conforms to Implementation ModelsUser interfaces designed by engineers follow the implementation modelMathematical thinking leads to implementation model interfacesMechanical-Age versus Information-Age Represented ModelsMechanical-Age representationsNew technology demands new representationsMechanical-Age representations degrade user interactionImproving on Mechanical-Age representations:An example Chapter 3. Beginners, Experts, and IntermediatesPerpetual IntermediatesDesigning for Different Experience LevelsWhat beginners needGetting beginners on boardWhat experts needWhat perpetual intermediates need Chapter 4. Understanding Users: Qualitative ResearchQualitative versus Quantitative ResearchThe value ofqualitative researchTypes ofqualitative researchEthnographic Interviews:Interviewing and Observing UsersContextual inquiryImproving on contextual inquiryPreparing for ethnographic interviewsConducting ethnographic interviewsOther Types ofResearchFocus groupsMarket demographics and market segmentsUsability and user testingCard sortingTask analysis Chapter 5. Modeling Users: Personas and GoalsWhy Model?PersonasStrengths ofpersonas as a design toolPersonas are based on researchPersonas are represented as individual peoplePersonas represent groups ofusersPersonas explore ranges ofbehaviorPersonas must have motivationsPersonas can also represent nonusersPersonas and other user modelsWhen rigorous personas aren’t possible:Provisional personasGoalsGoals motivate usage patternsGoals should be inferred from qualitative dataUser goals and cognitive processingThe three types ofuser goalsUser goals are user motivationsTypes ofgoalsSuccessful products meet user goals firstConstructing PersonasStep 1:Identify behavioral variablesStep 2:Map interview subjects to behavioral variablesStep 3:Identify significant behavior patternsStep 4:Synthesize characteristics and relevant goalsStep 5:Check for completeness and redundancyStep 6:Expand description ofattributes and behaviorsStep 7:Designate persona typesOther ModelsWorkflow modelsArtifact modelsPhysical models Chapter 6. The Foundations of Design: Scenarios and RequirementsScenarios:Narrative as a Design ToolScenarios in designUsing personas in scenariosDifferent types ofscenariosPersona-based scenarios versus use casesRequirements:The “What”ofInteraction DesignRequirements Definition Using Personas and ScenariosStep 1:Creating problem and vision statementsStep 2:BrainstormingStep 3:Identifying persona expectationsStep 4:Constructing context scenariosStep 5:Identifying requirements Chapter 7. From Requirements to Design: The Framework and RefinementThe Design FrameworkDefining the interaction frameworkDefining the visual design frameworkDefining the industrial design frameworkRefining the Form and BehaviorDesign Validation and Usability TestingWhen to test:Summative and formative evaluationsConducting formative usability testsDesigner involvement in usability studies Part II. Designing Behavior and FormChapter 8. Synthesizing Good Design: Principles and PatternsInteraction Design PrinciplesPrinciples operate at different levels ofdetailBehavioral and interface-level principles minimize workDesign ValuesEthical interaction designPurposeful interaction designPragmatic interaction designElegant interaction designInteraction Design PatternsArchitectural patterns and interaction designRecording and using interaction design patternsTypes ofinteraction design patterns Chapter 9. Platform and PosturePostureDesigning Desktop SoftwareDesigning for the WebInformational Web sitesTransactional Web sitesWeb applicationsInternet-enabled applicationsIntranetsOther PlatformsGeneral design principlesDesigning for handheldsDesigning for kiosksDesigning for television-based interfacesDesigning for automotive interfacesDesigning for appliancesDesigning for audible interfaces Chapter 10. Orchestration and FlowFlow and TransparencyDesigning Harmonious Interactions Chapter 11. Eliminating ExciseGUI ExciseExcise and expert usersTraining wheels“Pure”exciseVisual exciseDetermining what is exciseStopping the ProceedingsErrors,notifiers,and confirmation messagesMaking users ask permissionCommon Excise TrapsNavigation Is ExciseNavigation among multiple screens,views,or pagesNavigation between panesNavigation between tools and menusNavigation ofinformationImproving NavigationReduce the number ofplaces to goProvide signpostsProvide overviewsProvide appropriate mapping ofcontrols to functionsInflect your interface to match user needsAvoid hierarchies Chapter 12. Designing Good BehaviorDesigning Considerate ProductsConsiderate products take an interestConsiderate products are deferentialConsiderate products are forthcomingConsiderate products use common senseConsiderate products anticipate human needsConsiderate products are conscientiousConsiderate products don’t burden you with their personal problemsConsiderate products keep us informedConsiderate products are perceptiveConsiderate products are self-confidentConsiderate products don’t ask a lot ofquestionsConsiderate products fail gracefullyConsiderate products know when to bend the rulesConsiderate products take responsibilityDesigning Smart ProductsPutting the idle cycles to workSmart products have a memoryTask coherenceActions to rememberApplying memory to your applications Chapter 13. Metaphors, Idioms, and AffordancesInterface ParadigmsImplementation-centric interfacesMetaphoric interfacesIdiomatic interfacesFurther Limitations ofMetaphorsFinding good metaphorsThe problems with global metaphorsMacs and metaphors:A revisionist viewBuilding IdiomsManual AffordancesSemantics ofmanual affordancesFulfilling user expectations ofaffordances Chapter 14. Visual Interface DesignArt,Visual Interface Design,and Other Design DisciplinesGraphic design and user interfacesVisual information designIndustrial designThe Building Blocks ofVisual Interface DesignShapeSizeValueHueOrientationTexturePositionPrinciples ofVisual Interface DesignUse visual properties to group elements and provide clear hierarchyProvide visual structure and flow at each level oforganizationUse cohesive,consistent,and contextually appropriate imageryIntegrate style and function comprehensively and purposefullyAvoid visual noise and clutterKeep it simpleText in visual interfacesColor in visual interfacesVisual interface design for handhelds and other devicesPrinciples ofVisual Information DesignEnforce visual comparisonsShow causalityShow multiple variablesIntegrate text,graphics,and data in one displayEnsure the quality,relevance,and integrity ofthe contentShow things adjacently in space,not stacked in timeDon’t de-quantify quantifiable dataConsistency and StandardsBenefits ofinterface standardsRisks ofinterface standardsStandards,guidelines,and rules ofthumbWhen to violate guidelinesConsistency and standards across applications Part III. Designing Interaction DetailsChapter 15. Searching and Finding: Improving Data RetrievalStorage and Retrieval SystemsStorage and Retrieval in the Physical WorldEverything in its place:Storage and retrieval by locationIndexed retrievalStorage and Retrieval in the Digital WorldRelational Databases versus Digital SoupOrganizing the unorganizableProblems with databasesThe attribute-based alternativeNatural Language Output:An Ideal Interface forAttribute-Based Retrieval Chapter 16. Understanding UndoUsers and UndoUser mental models ofmistakesUndo enables explorationDesigning an Undo FacilityTypes and Variants ofUndoIncremental and procedural actionsBlind and explanatory UndoSingle and multiple UndoRedoGroup multiple UndoOther Models for Undo-Like BehaviorComparison:What would this look like?Category-specific UndoDeleted data buffersVersioning and reversionFreezingUndo-ProofOperations Chapter 17. Rethinking Files and SaveWhat’s Wrong with Saving Changes to Files?Problems with the Implementation ModelClosing documents and removing unwanted changesSave AsArchivingImplementation Model versus Mental ModelDispensing with the Implementation ModelDesigning with a Unified File ModelAutomatically savingCreating a copyNaming and renamingPlacing and movingSpecifying the stored formatReversing changesAbandoning all changesCreating a versionA new File menuA new name for the File menuCommunicating statusAre Disks and File Systems a Feature?Time for Change Chapter 18. Improving Data EntryData Integrity versus Data ImmunityData immunityWhat about missing data?Data entry and fudgeabilityAuditing versus Editing Chapter 19. Pointing, Selecting, and Direct ManipulationDirect ManipulationPointing DevicesUsing the mouseMouse buttonsPointing and clicking with a mouseMouse-up and mouse-down eventsPointing and the CursorPliancy and hintingSelectionCommand ordering and selectionDiscrete and contiguous selectionInsertion and replacementVisual indication ofselectionDrag-and-DropVisual feedback for drag-and-dropOther drag-and-drop interaction issuesControl ManipulationPalette ToolsModal toolsCharged cursor toolsObject ManipulationRepositioningResizing and reshaping3D object manipulationObject Connection Chapter 20. Window BehaviorsPARC and the AltoPARC’s PrinciplesVisual metaphorsAvoiding modesOverlapping windowsMicrosoft and Tiled WindowsFull-Screen ApplicationsMultipaned ApplicationsDesigning with WindowsUnnecessary roomsNecessary roomsWindows pollutionWindow StatesMDI versus SDI Chapter 21. ControlsAvoiding Control-Laden Dialog BoxesImperative ControlsButtonsButconsHyperlinksSelection ControlsCheck boxesFlip-flop buttons:A selection idiom to avoidRadio buttonsCombutconsList controlsCombo boxesTree controlsEntry ControlsBounded and unbounded entry controlsSpinnersDials and SlidersThumbwheelsOther bounded entry controlsUnbounded entry:Text edit controlsDisplay ControlsText controlsScrollbarsSplittersDrawers and levers Chapter 22.MenusA Bit ofHistoryThe command-line interfaceSequential hierarchical menusThe Lotus 1-2-3 interfaceDrop-down and pop-up menusMenus Today:The Pedagogic Vecto