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The second edition of Human-Computer Interaction established itself as one of the classic textbooks in the area, with its broad coverage and rigorous approach, this new edition builds on the existing strengths of the book, but giving the text a more student-friendly slant and improving the coverage in certain areas. The revised structure, separating out the introductory and more advanced material will make it easier to use the book on a variety of courses. This new edition now includes chapters on Interaction Design, Universal Access and Rich Interaction, as well as covering the latest developments in ubiquitous computing and Web technologies, making it the ideal text to provide a grounding in HCI theory and practice.
ContentsForewordPreface to the third editionPreface to the second editionPreface to the first edition IntroductionPart 1 FoundationsChapter 1 The human1.1 Introduction1.2 Input-output channelsDesign Focus: Getting noticedDesign Focus: Where's the middle?1.3 Human memoryDesign Focus: Cashing inDesign Focus: 7 +/- 2 revisited1.4 Thinking: reasoning and problem solvingDesign Focus: Human error and false memories1.5 Emotion1.6 Individual differences1.7 Psychology and the design of interactive systems1.8 SummaryExercisesRecommended readingChapter 2 The computer2.1 IntroductionDesign Focus: Numeric keypads2.2 Text entry devices2.3 Positioning, pointing and drawing2.4 Display devicesDesign Focus: Hermes: a situated display2.5 Devices for virtual reality and 3D interaction2.6 Physical controls, sensors and special devicesDesign Focus: Feeling the roadDesign Focus: Smart-Its - making sensors easy2.7 Paper: printing and scanningDesign Focus: Readability of text2.8 Memory2.9 Processing and networksDesign Focus: The myth of the infinitely fast machine2.10 SummaryExercisesRecommended readingChapter 3 The interaction3.1 Introduction3.2 Models of interactionDesign Focus: Video recorder3.3 Frameworks and HCI3.4 ErgonomicsDesign Focus: Industrial interfaces3.5 Interaction stylesDesign Focus: Navigation in 3D and 2D3.6 Elements of the WIMP interfaceDesign Focus: Learning toolbars3.7 Interactivity3.8 The context of the interactionDesign Focus: Half the picture?3.9 Experience, engagement and fun3.10 SummaryExercisesRecommended readingChapter 4 Paradigms4.1 Introduction4.2 Paradigms for interaction4.3 SummaryExercisesRecommended readingPart 2 Design processChapter 5 Interaction design basics5.1 Introduction5.2 What is design?5.3 The process of design5.4 User focusDesign Focus: Cultural probes5.5 Scenarios5.6 Navigation designDesign Focus: Beware the big button trapDesign Focus: Modes5.7 Screen design and layoutDesign Focus: Alignment and layout matterDesign Focus: Checking screen colors5.8 Iteration and prototyping5.9 SummaryExercisesRecommended readingChapter 6 HCI in the software process6.1 Introduction6.2 The software life cycle6.3 Usability engineering6.4 Iterative design and prototypingDesign Focus: Prototyping in practice6.5 Design rationale6.6 SummaryExercisesRecommended readingChapter 7 Design rules7.1 Introduction7.2 Principles to support usability7.3 Standards7.4 Guidelines7.5 Golden rules and heuristics7.6 HCI patterns7.7 SummaryExercisesRecommended readingChapter 8 Implementation support8.1 Introduction8.2 Elements of windowing systems8.3 Programming the applicationDesign Focus: Going with the grain8.4 Using toolkitsDesign Focus: Java and AWT8.5 User interface management systems8.6 SummaryExercisesRecommended readingChapter 9 Evaluation techniques9.1 What is evaluation?9.2 Goals of evaluation9.3 Evaluation through expert analysis9.4 Evaluation through user participation9.5 Choosing an evaluation method9.6 SummaryExercisesRecommended readingChapter 10 Universal design10.1 Introduction10.2 Universal design principles10.3 Multi-modal interactionDesign Focus: Designing websites for screen readersDesign Focus: Choosing the right kind of speechDesign Focus: Apple Newton10.4 Designing for diversityDesign Focus: Mathematics for the blind10.5 SummaryExercisesRecommended readingChapter 11 User support11.1 Introduction11.2 Requirements of user support11.3 Approaches to user support11.4 Adaptive help systemsDesign Focus: It's good to talk - help from real people11.5 Designing user support systems11.6 SummaryExercisesRecommended readingPart 3 Models and theoriesChapter 12 Cognitive models12.1 Introduction12.2 Goal and task hierarchiesDesign Focus: GOMS saves money12.3 Linguistic models12.4 The challenge of display-based systems12.5 Physical and device models12.6 Cognitive architectures12.7 SummaryExercisesRecommended readingChapter 13 Socio-organizational issues and stakeholder requirements13.1 Introduction13.2 Organizational issuesDesign Focus: Implementing workflow in Lotus Notes13.3 Capturing requirementsDesign Focus: Tomorrow's hospital - using participatory design13.4 SummaryExercisesRecommended readingChapter 14 Communication and collaboration models14.1 Introduction14.2 Face-to-face communicationDesign Focus: Looking real - Avatar Conference14.3 Conversation14.4 Text-based communication14.5 Group working14.6 SummaryExercisesRecommended readingChapter 15 Task analysis15.1 Introduction15.2 Differences between task analysis and other techniques15.3 Task decomposition15.4 Knowledge-based analysis15.5 Entity-relationship-based techniques15.6 Sources of information and data collection15.7 Uses of task analysis15.8 SummaryExercisesRecommended readingChapter 16 Dialog notations and design16.1 What is dialog?16.2 Dialog design notations16.3 Diagrammatic notationsDesign Focus: Using STNs in prototypingDesign Focus: Digital watch - documentation and analysis16.4 Textual dialog notations16.5 Dialog semantics16.6 Dialog analysis and design16.7 SummaryExercisesRecommended readingChapter 17 Models of the system17.1 Introduction17.2 Standard formalisms17.3 Interaction models17.4 Continuous behavior17.5 SummaryExercisesRecommended readingChapter 18 Modeling rich interaction18.1 Introduction18.2 Status-event analysis18.3 Rich contexts18.4 Low intention and sensor-based interactionDesign Focus: Designing a car courtesy light18.5 SummaryExercisesRecommended readingPart 4 Outside the boxChapter 19 Groupware19.1 Introduction19.2 Groupware systems19.3 Computer-mediated communicationDesign Focus: SMS in action19.4 Meeting and decision support systems19.5 Shared applications and artifacts19.6 Frameworks for groupwareDesign Focus: TOWER - workspace awarenessExercisesRecommended readingChapter 20 Ubiquitous computing and augmented realities20.1 Introduction20.2 Ubiquitous computing applications researchDesign Focus: Ambient Wood - augmenting the physicalDesign Focus: Classroom 2000/eClass - deploying and evaluating ubicomp20.3 Virtual and augmented realityDesign Focus: Shared experienceDesign Focus: Applications of augmented reality20.4 Information and data visualizationDesign Focus: Getting the size right20.5 SummaryExercisesRecommended readingChapter 21 Hypertext, multimedia and the world wide web21.1 Introduction 21.2 Understanding hypertext21.3 Finding things21.4 Web technology and issues21.5 Static web content21.6 Dynamic web content21.7 SummaryExercisesRecommended reading ReferencesIndex
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