• Wyszukiwanie zaawansowane
  • Kategorie
  • Kategorie BISAC
  • Książki na zamówienie
  • Promocje
  • Granty
  • Książka na prezent
  • Opinie
  • Pomoc
  • Załóż konto
  • Zaloguj się

Mobile Interaction Design » książka

zaloguj się | załóż konto
Logo Krainaksiazek.pl

koszyk

konto

szukaj
topmenu
Księgarnia internetowa
Szukaj
Książki na zamówienie
Promocje
Granty
Książka na prezent
Moje konto
Pomoc
 
 
Wyszukiwanie zaawansowane
Pusty koszyk
Bezpłatna dostawa dla zamówień powyżej 20 złBezpłatna dostawa dla zamówień powyżej 20 zł

Kategorie główne

• Nauka
 [2946600]
• Literatura piękna
 [1856966]

  więcej...
• Turystyka
 [72221]
• Informatyka
 [151456]
• Komiksy
 [35826]
• Encyklopedie
 [23190]
• Dziecięca
 [619653]
• Hobby
 [140543]
• AudioBooki
 [1577]
• Literatura faktu
 [228355]
• Muzyka CD
 [410]
• Słowniki
 [2874]
• Inne
 [445822]
• Kalendarze
 [1744]
• Podręczniki
 [167141]
• Poradniki
 [482898]
• Religia
 [510455]
• Czasopisma
 [526]
• Sport
 [61590]
• Sztuka
 [243598]
• CD, DVD, Video
 [3423]
• Technologie
 [219201]
• Zdrowie
 [101638]
• Książkowe Klimaty
 [124]
• Zabawki
 [2473]
• Puzzle, gry
 [3898]
• Literatura w języku ukraińskim
 [254]
• Art. papiernicze i szkolne
 [8170]
Kategorie szczegółowe BISAC

Mobile Interaction Design

ISBN-13: 9780470090893 / Angielski / Miękka / 2006 / 408 str.

Matthew Jones; Gary Marsden
Mobile Interaction Design Matthew Jones Gary Marsden 9780470090893 John Wiley & Sons - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Mobile Interaction Design

ISBN-13: 9780470090893 / Angielski / Miękka / 2006 / 408 str.

Matthew Jones; Gary Marsden
cena 261,07 zł
(netto: 248,64 VAT:  5%)

Najniższa cena z 30 dni: 258,93 zł
Termin realizacji zamówienia:
ok. 30 dni roboczych
Bez gwarancji dostawy przed świętami

Darmowa dostawa!

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

Kategorie:
Informatyka, Programowanie
Kategorie BISAC:
Computers > User Interfaces
Computers > Software Development & Engineering - General
Technology & Engineering > Telecommunications
Wydawca:
John Wiley & Sons
Język:
Angielski
ISBN-13:
9780470090893
Rok wydania:
2006
Wydanie:
Desktop
Ilość stron:
408
Waga:
0.72 kg
Wymiary:
23.52 x 19.0 x 2.16
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Bibliografia

"...I have good news: Buy this book...The book deserves a prominent place on your bookshelf..." (Interactions, July 2006)

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.

Mobile or cell phones, handheld computers, RFID tags or even implants. What could or should the wireless future be?

Already, mobiles are an essential part of life for two billion users.
We are told that wireless devices will help us to communicate and relate in better ways, become more creative, better educated and more efficient and effective in our working lives. Yet often with new developments or devices the hype is followed by some small successes, and a great deal of disappointment.

This book is about catering to the everyday needs people have, about shifting the design perspective away from technology and to concentrate on usability; in other words, developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities.

Presenting key interaction design ideas and successes in an accessible, relevant way, and containing exercises, interviews and case studies, this book is a must have for students on Mobile Design and HCI courses, for designers keen to make the mobile even more powerful and easy to use, and for anyone who wants to broaden their understanding of effective human–centered design in the increasingly vital context of mobile systems.

Jones, Matthew Matthew Jones is a lecturer in Information Systems... więcej >


Udostępnij

Facebook - konto krainaksiazek.pl



Opinie o Krainaksiazek.pl na Opineo.pl

Partner Mybenefit

Krainaksiazek.pl w programie rzetelna firma Krainaksiaze.pl - płatności przez paypal

Czytaj nas na:

Facebook - krainaksiazek.pl
  • książki na zamówienie
  • granty
  • książka na prezent
  • kontakt
  • pomoc
  • opinie
  • regulamin
  • polityka prywatności

Zobacz:

  • Księgarnia czeska

  • Wydawnictwo Książkowe Klimaty

1997-2025 DolnySlask.com Agencja Internetowa

© 1997-2022 krainaksiazek.pl
     
KONTAKT | REGULAMIN | POLITYKA PRYWATNOŚCI | USTAWIENIA PRYWATNOŚCI
Zobacz: Księgarnia Czeska | Wydawnictwo Książkowe Klimaty | Mapa strony | Lista autorów
KrainaKsiazek.PL - Księgarnia Internetowa
Polityka prywatnosci - link
Krainaksiazek.pl - płatnośc Przelewy24
Przechowalnia Przechowalnia