书籍详情
人机交互(英文版)
作者:(美)Alan Dix等著
出版社:电子工业出版社
出版时间:2003-02-01
ISBN:9787505384576
定价:¥59.00
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内容简介
AlanDix,英国斯塔福德郡大学计算学院教授;JanetFinlay,英国哈德斯菲尔德大学高级讲师;GregoryAbowd,美国乔治亚理工大学副教授;RussellBeale,英国伯明翰大学计算机学院讲师。他们在人交互领域的研究包括代理技术、评估、CSCU、模糊算法和Web接口。人机交互研究的是人和计算机二者之间相互影响的方式。本书集计算机科学、认知科学、心理学和社会学于一体,对人机交互进行了深入的讨论,重点介绍了交互系统的设计。全书分为三部分,内容由浅及深,涉及人机交互的基础知识及其前沿研究领域。第一部分是基础,讨论了人与计算机技术之间的交互;第二部分是设计实践,根据可用性和设计过程来考察人机交互的关键性问题,其中包括任务分析、对话设计、认知模型和软件工程符号,并讨论了有效的需求捕捉、实现、评估和文档编制;第三部分是高级主题,内容包括了组件、群体计算(计算机支持协同工作)、多传感器系统、多媒体和万维网等。本书有中译本和英文版两种版本,是大学本科生和研究生人机交互课程的权威教材或参考书,也适用于该研究方向的技术人员。
作者简介
ArthurPfund:CCIE#7249,CharlesSchwab公司的高级工程师、超过7年的网络工作经验。AlanDix,英国斯塔福德郡大学计算学院教授;JanetFinlay,英国哈德斯菲尔德大学高级讲师;GregoryAbowd,美国乔治亚理工大学事教授;RussellBeale,英国伯明翰大学计算机学院讲师。他们在人机交互领域的研究包括代理技术、评估、CSCU、模糊算法和Web接口。相关图书支持向量机导论智能系统:结构、设计与控制计算机系统设计与结构(第二版)软件设计:从程序设计到体系结构数据库系统:设计、实现与管理第三版(英文版)非线性控制系统(第三版)并行计算机互连网络技术:一种工程方法模式识别(第二版)数字与微处理器基础——理论与应用器(第四版)算法引论:一种创造性方法软件需求Java大学基础教程(第六版)(英文版)Java程序设计教程(第四版)C++大学简明教程:实例程序设计计算机文化C++大学教程:第4版计算机安全学导论..数据结构与问题求解:Java版操作系统基础教程C++编程导论离散数学:第五版网络分析、体系结构与设计(第二版)数据库设计、应用开发与管理(第二版)密码学基础(第二卷):基础应用可变目标C编译器:设计与实现类型和程序设计语言可计算性与数理逻辑虚拟现实技术(第二版)非线性系统(第三版)数值方法:第四版交互设计:超越人机交互现代数据库管理(第七版)
目录
Introduction
Part I Foundations
1 The human
1.1 Introduction
1.2 Input--output channels
Design Focus: Getting noticed
1.3 Human memory
Design Focus: Cashing in
1.4 Thinking: reasoning and problem solving
Design Focus: Whose error?
1.5 Individuat differences
1.6 Psychology and the design of interactive systems
1.7 Summary
Exercises
Recommended reading
2 The computer
2.1 Introduction
2.2 Text entry devices
2.3 Positioning and pointing devices
2.4 Output devices
2.5 Paper: printing and scanning
Design Focus: Readability of text
2.6 Memory
2.7 Processing
Design Foccus: The myth of the infinitely fast machine
2.8 Summary
Recommended reading
3 The interaction
3.1 Introduction
3.z Models of interaction
Design Focus: VCR
3.3 Frameworks and HCI
3.4 Ergonomics
Design Focus: Industriol interfaces
3.5 Interaction styles
3.6 Elements of the WIMP interface
Design Focus: Learning toolbars
3.7 Screen design and layout
Design Focus: Checking screen colours
3.8 Interactivity
3.9 The context of the interaction
3.l0 Summary
Exercises
Recommended reading
Part II Design practice
4 Usability paradigms and prtnciples
4.1 Introduction
4.2 Paradigms for interaction
4.3 Principles to support usability
4.4 Summary
Exercises
Recommended reading
5 The design process
5.1 Introduction
5.2 The software life cycle
5.3 Using design rules
5.4 Usability engineering
5.5 Iterative design and prototyping
Design Focus: Prototyping in practice
5.6 Design rationale
5.7 Summary
Exercises
Recommended reading
6 Models of the user in design
6.1 Introduction
6.2 User requirements modelling
6.3 Socio-technical models
6.4 Soft systems methodology
6.S Participatory design
6.6 Cognitive models
6.7 Goal and task hierarchies
Design Focus: GOMS saves money
6.8 Linguistic models
6.9 The challenge of display-based systems
6.10 Physical and device models
6.11 Cognitive architectures
6.12 Summary
Exercises
Recommended reading
7 Task analysis
7.1 Introduction
7.2 Differences between task analysis and other
techniques
7.3 Task decomposition
7.4 Knowledge-based analysis
7.5 Entity--relationship-based techniques
7.6 Sources of information and data collection
7.7 Uses of task ana1ysis
7.8 Summary
Exercises
Recommended reading
8 Dialog notations and design
8.1 What is dialog?
8.2 Dialog design notations
8.3 Diagrammatic notations
Design Focus: Using STNs in prototyping
Design Focus: Digital watch -- documentotion
and analysis
8.4 Textual dialog notations
8.5 Dialog semantics
8.6 Dialog analysis and design
8.7 Summary
Exercises
Recommended reading
9 Modeis of the system
9.1 Introduction
9.2 Standard formalisms
9.3 Interaction modets
9.4 Status/event analysis
9.S Summary
Exercises
Recommended reading
10 Implementation support
10.l Introduction
10.2 Elements of windowing systems
10.3 Programming the application
Design Focus: Going with the grain
l0.4 Using toolkits
Design Focus: Java and AWT
l0.5 User interface management systems
l0.6 Summary
Exercises
Recommended reading
11 Evaluation techniques
11.1 What is evaluation?
11.2 Goals of evaluation
11.3 Styles of evaluation
11.4 Evaluating the design
11.5 Evaluating the implementation
11.6 Choosing an evaluation method
11.7 Summary
Exercises
Recommended reading
12 Help and documentation
12.1 Introduction
12.2 Requirements of user support
12.3 Approaches to user support
12.4 Adaptive help systems
12.5 Designing user suppoFt systems
12.6 Summary
Exercises
Recommended reading
Part III Application areas
13 Groupware
13.1 Introduction
13.2 Groupware systems
13.3 Computer mediated communication
13.4 Meeting and decision support systems
13.5 Shared applications and artefacts
13.6 Frameworks for groupware
13.7 Implementing synchronous groupware
13.8 Summary
Exercises
Recommended reading
14 CSCW and social issues
14.1 Introduction
14.2 Face-to-face communication
14.3 Conversation
14.4 Text-based communication
14.5 Group working
14.6 Organizational issues
Design Focus: Implementing workflow in Lotus
Notes
l4.7 Summary
Exercises
Recommended reading
15 Out of the glass box
15.1 Introduction
15.z Multi-modal and muItimedia systems
15.3 Speech in the interface
Design Focus: Mathematics for the blind
Design FOcus: Choosing the right kind of speech
15.4 Non-speech sound
15.5 Handwriting recognition
Design Focus: Apple Newton
15.6 Gesture recognition
15.7 Computer vision
15.8 Ubiquitous computing applications research
15.9 Interfaces for users with special needs
15.10 Virtual reaIity
Design Focus: Applications of augmented reality
15.11 lnfOrmation and data visualization
15.l2 Summary
Exercises
Recommended reading
16 Hypertext, multimedia and the World Wide Web
16.1 Introduction
16.2 Text, hypertext and multimedia
16.3 The World Wide Web
16.4 Animation
16.5 Video and digital video
16.6 Educational technology
16.7 Design focus: designing for the World Wide Web
16.8 Summary
Exercises
Recommended reading
References
Index
Part I Foundations
1 The human
1.1 Introduction
1.2 Input--output channels
Design Focus: Getting noticed
1.3 Human memory
Design Focus: Cashing in
1.4 Thinking: reasoning and problem solving
Design Focus: Whose error?
1.5 Individuat differences
1.6 Psychology and the design of interactive systems
1.7 Summary
Exercises
Recommended reading
2 The computer
2.1 Introduction
2.2 Text entry devices
2.3 Positioning and pointing devices
2.4 Output devices
2.5 Paper: printing and scanning
Design Focus: Readability of text
2.6 Memory
2.7 Processing
Design Foccus: The myth of the infinitely fast machine
2.8 Summary
Recommended reading
3 The interaction
3.1 Introduction
3.z Models of interaction
Design Focus: VCR
3.3 Frameworks and HCI
3.4 Ergonomics
Design Focus: Industriol interfaces
3.5 Interaction styles
3.6 Elements of the WIMP interface
Design Focus: Learning toolbars
3.7 Screen design and layout
Design Focus: Checking screen colours
3.8 Interactivity
3.9 The context of the interaction
3.l0 Summary
Exercises
Recommended reading
Part II Design practice
4 Usability paradigms and prtnciples
4.1 Introduction
4.2 Paradigms for interaction
4.3 Principles to support usability
4.4 Summary
Exercises
Recommended reading
5 The design process
5.1 Introduction
5.2 The software life cycle
5.3 Using design rules
5.4 Usability engineering
5.5 Iterative design and prototyping
Design Focus: Prototyping in practice
5.6 Design rationale
5.7 Summary
Exercises
Recommended reading
6 Models of the user in design
6.1 Introduction
6.2 User requirements modelling
6.3 Socio-technical models
6.4 Soft systems methodology
6.S Participatory design
6.6 Cognitive models
6.7 Goal and task hierarchies
Design Focus: GOMS saves money
6.8 Linguistic models
6.9 The challenge of display-based systems
6.10 Physical and device models
6.11 Cognitive architectures
6.12 Summary
Exercises
Recommended reading
7 Task analysis
7.1 Introduction
7.2 Differences between task analysis and other
techniques
7.3 Task decomposition
7.4 Knowledge-based analysis
7.5 Entity--relationship-based techniques
7.6 Sources of information and data collection
7.7 Uses of task ana1ysis
7.8 Summary
Exercises
Recommended reading
8 Dialog notations and design
8.1 What is dialog?
8.2 Dialog design notations
8.3 Diagrammatic notations
Design Focus: Using STNs in prototyping
Design Focus: Digital watch -- documentotion
and analysis
8.4 Textual dialog notations
8.5 Dialog semantics
8.6 Dialog analysis and design
8.7 Summary
Exercises
Recommended reading
9 Modeis of the system
9.1 Introduction
9.2 Standard formalisms
9.3 Interaction modets
9.4 Status/event analysis
9.S Summary
Exercises
Recommended reading
10 Implementation support
10.l Introduction
10.2 Elements of windowing systems
10.3 Programming the application
Design Focus: Going with the grain
l0.4 Using toolkits
Design Focus: Java and AWT
l0.5 User interface management systems
l0.6 Summary
Exercises
Recommended reading
11 Evaluation techniques
11.1 What is evaluation?
11.2 Goals of evaluation
11.3 Styles of evaluation
11.4 Evaluating the design
11.5 Evaluating the implementation
11.6 Choosing an evaluation method
11.7 Summary
Exercises
Recommended reading
12 Help and documentation
12.1 Introduction
12.2 Requirements of user support
12.3 Approaches to user support
12.4 Adaptive help systems
12.5 Designing user suppoFt systems
12.6 Summary
Exercises
Recommended reading
Part III Application areas
13 Groupware
13.1 Introduction
13.2 Groupware systems
13.3 Computer mediated communication
13.4 Meeting and decision support systems
13.5 Shared applications and artefacts
13.6 Frameworks for groupware
13.7 Implementing synchronous groupware
13.8 Summary
Exercises
Recommended reading
14 CSCW and social issues
14.1 Introduction
14.2 Face-to-face communication
14.3 Conversation
14.4 Text-based communication
14.5 Group working
14.6 Organizational issues
Design Focus: Implementing workflow in Lotus
Notes
l4.7 Summary
Exercises
Recommended reading
15 Out of the glass box
15.1 Introduction
15.z Multi-modal and muItimedia systems
15.3 Speech in the interface
Design Focus: Mathematics for the blind
Design FOcus: Choosing the right kind of speech
15.4 Non-speech sound
15.5 Handwriting recognition
Design Focus: Apple Newton
15.6 Gesture recognition
15.7 Computer vision
15.8 Ubiquitous computing applications research
15.9 Interfaces for users with special needs
15.10 Virtual reaIity
Design Focus: Applications of augmented reality
15.11 lnfOrmation and data visualization
15.l2 Summary
Exercises
Recommended reading
16 Hypertext, multimedia and the World Wide Web
16.1 Introduction
16.2 Text, hypertext and multimedia
16.3 The World Wide Web
16.4 Animation
16.5 Video and digital video
16.6 Educational technology
16.7 Design focus: designing for the World Wide Web
16.8 Summary
Exercises
Recommended reading
References
Index
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