Listing 1 - 10 of 231 | << page >> |
Sort by
|
Choose an application
Theory is the bedrock of many sciences, providing a rigorous method to advance knowledge, through testing and falsifying hypotheses about observable phenomena. To begin with, the nascent field of HCI followed the scientific method borrowing theories from cognitive science to test theories about user performance at the interface. But HCI has emerged as an eclectic interdiscipline rather than a well-defined science. It now covers all aspects of human life, from birth to bereavement, through all manner of computing, from device ecologies to nano-technology. It comes as no surprise that the role of theory in HCI has also greatly expanded from the early days of scientific testing to include other functions such as describing, explaining, critiquing, and as the basis for generating new designs. The book charts the theoretical developments in HCI, both past and present, reflecting on how they have shaped the field. It explores both the rhetoric and the reality: how theories have been conceptualized, what was promised, how they have been used and which has made the most impact in the field -- and the reasons for this. Finally, it looks to the future and asks whether theory will continue to have a role, and, if so, what this might be. Table of Contents: Introduction / The Backdrop to HCI Theory / The Role and Contribution of Theory in HCI / Classical Theories / Modern Theories / Contemporary Theory / Discussion / Summary.
Choose an application
People make use of software applications in their activities, applying them as tools in carrying out tasks. That this use should be good for people--easy, effective, efficient, and enjoyable--is a principal goal of design. In this book, we present the notion of Conceptual Models, and argue that Conceptual Models are core to achieving good design. From years of helping companies create software applications, we have come to believe that building applications without Conceptual Models is just asking for designs that will be confusing and difficult to learn, remember, and use. We show how Conceptual Models are the central link between the elements involved in application use: people's tasks (task domains), the use of tools to perform the tasks, the conceptual structure of those tools, the presentation of the conceptual model (i.e., the user interface), the language used to describe it, its implementation, and the learning that people must do to use the application. We further show that putting a Conceptual Model at the center of the design and development process can pay rich dividends: designs that are simpler and mesh better with users' tasks, avoidance of unnecessary features, easier documentation, faster development, improved customer uptake, and decreased need for training and customer support. Table of Contents: Using Tools / Start with the Conceptual Model / Definition / Structure / Example / Essential Modeling / Optional Modeling / Process / Value / Epilogue.
Choose an application
Human-centered informatics (HCI) is a young discipline that is still defining its core components, with approaches rooted in engineering, science, and creative design. In the spirit of this book series, this book explores HCI as an intersection point for different perspectives of computing and information technology, seeking to understand how groups of designers can communicate with an increasingly diverse set of colleagues on a broadening set of problems. In so doing, this book traces the evolution of claims as a way to capture and share knowledge, particularly in comparison to other approaches like patterns and issues. Claims can be a centrally important aspect in HCI design efforts, either consciously by targeted design techniques or through ingrained habits of experienced designers. An examination of claims, their uses in design, and the possibilities for explicit use in future collaborative design endeavors seeks to inspire their further development use in HCI design. Table of Contents: What are Claims? / Knowing and Sharing / Evolution of Claims / Using Claims / Looking Forward.
Choose an application
Activity theory -- a conceptual framework originally developed by Aleksei Leontiev -- has its roots in the socio-cultural tradition in Russian psychology. The foundational concept of the theory is human activity, which is understood as purposeful, mediated, and transformative interaction between human beings and the world. Since the early 1990s, activity theory has been a visible landmark in the theoretical landscape of Human-Computer Interaction (HCI). Along with some other frameworks, such as distributed cognition and phenomenology, it established itself as a leading post-cognitivist approach in HCI and interaction design. In this book we discuss the conceptual foundations of activity theory and its contribution to HCI research. After making the case for theory in HCI and briefly discussing the contribution of activity theory to the field (Chapter One) we introduce the historical roots, main ideas, and principles of activity theory (Chapter Two). After that we present in-depth analyses of three issues which we consider of special importance to current developments in HCI and interaction design, namely: agency (Chapter Three), experience (Chapter Four), and activity-centric computing (Chapter Five). We conclude the book with reflections on challenges and prospects for further development of activity theory in HCI (Chapter Six). Table of Contents: Introduction: Activity theory and the changing face of HCI / Basic concepts and principles of activity theory / Agency / Activity and experience / Activity-centric computing / Activity theory and the development of HCI.
Choose an application
Effectively measuring the usability of any product requires choosing the right metric, applying it, and effectively using the information it reveals. Measuring the User Experience provides the first single source of practical information to enable usability professionals and product developers to do just that. Authors Tullis and Albert organize dozens of metrics into six categories: performance, issues-based, self-reported, web navigation, derived, and behavioral/physiological. They explore each metric, considering best methods for collecting, analyzing, and presenting the data. They provide step-by-step guidance for measuring the usability of any type of product using any type of technology. Presents criteria for selecting the most appropriate metric for every case Takes a product and technology neutral approach Presents in-depth case studies to show how organizations have successfully used the metrics and the information they revealed
User interfaces (Computer systems) --- Measurement --- Technology assessment --- Interfaces (Informatique) --- Technology assessment. --- User interfaces (Computer systems). --- Measurement. --- Mesure --- Technologie --- Evaluation --- User interfaces (Computer systems) - Measurement
Choose an application
Choose an application
Summary Griffon in Action is a comprehensive tutorial written for Java developers who want a more productive approach to UI development. After a quick Groovy tutorial, you'll immediately dive into Griffon and start building examples that explore its high productivity approach to Swing development. About the Technology You can think of Griffon as Grails for the desktop. It is a Groovy-driven UI framework for the JVM that wraps and radically simplifies Swing. Its declarative style and approachable abstractions are instantly familiar to developers using Grails or JavaFX. About the Book With Griffon in Action you get going quickly. Griffon’s convention-over-configuration approach requires minimal code to get an app off the ground, so you can start seeing results immediately. You’ll learn how SwingBuilder and other Griffon “builders” provide a coherent DSL-driven development experience. Along the way, you’ll explore best practices for structure, architecture, and lifecycle of a Java desktop application. Written for Java developers—no experience with Groovy, Grails, or Swing is required. What’s Inside Griffon from the ground up Full compatibility with Griffon 1.0 Using SwingBuilder and the other “builders” Practical, real-world examples Just enough Groovy About the Authors Andres Almiray is the project lead of the Griffon framework, frequent conference speaker, and Java Champion. Danno Ferrin is cofounder of Griffon and an active Groovy committer. James Shingler is a technical architect, conference speaker, open source advocate, and author.
User interfaces (Computer systems) --- Groovy (Computer program language) --- Design. --- Griffon.
Choose an application
This work offers a summary of the book ""THE INMATES ARE RUNNING THE ASYLUM: Why HighTech Products Drive Us Crazy and How To Restore the Sanity"" by Alan Cooper. Alan Cooper is the founder of Cooper Interaction Design, a consulting firm that develops interactive product designs for hightech companies. Computer technology is embedded within almost every product that is manufactured. Yet all too often, these ''newandimproved'' products are hard to use because the engineers who are developing the interface between the user and the machine don't think like the average manonthestreet who knows
Human-computer interaction. --- User interfaces (Computer systems). --- Consumers.
Choose an application
Since its first volume in 1960, Advances in Computers has presented detailed coverage of innovations in computer hardware, software, theory, design, and applications. It has also provided contributors with a medium in which they can explore their subjects in greater depth and breadth than journal articles usually allow. As a result, many articles have become standard references that continue to be of sugnificant, lasting value in this rapidly expanding field. In-depth surveys and tutorials on new computer technologyWell-known authors and researchers in the field<
Graphical user interfaces (Computer systems) --- System analysis. --- Network analysis --- Network science --- Network theory --- Systems analysis --- System theory --- Mathematical optimization --- GUIs (Computer systems) --- User interfaces (Computer systems)
Choose an application
Konsequente Optimierung der Usability und User Experience einer Suchmaschine ist als Basis einer erfolgreichen Produktentwicklung der dazugehörigen Website zu sehen. Das Buch zeigt den Einsatz von Usability-Methoden, die zum Optimieren des Suchprozesses und der Suchergebnisseiten verwendet werden können. Durch eine Darstellung des Suchprozesses und der Komponenten der Suchmaschine werden die typischen Usability-Probleme und deren Auswirkungen auf die User Experience aufgezeigt. Das Buch gibt zudem eine Hilfestellung bei der Implementation von A/B-Testing im Live-Betrieb, mit ergänzender wirtschaftlicher Betrachtung und Erstellung von Reports durch Web Analytics. Best Practice Beispiele und Tipps geben Hilfestellung bei der Umsetzung im Rahmen der Produktentwicklung, die sowohl für Einsteiger in die Thematik als auch für Experten zur Ergänzung nützlich sind.
Listing 1 - 10 of 231 | << page >> |
Sort by
|