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Designing the user interface : strategies for effective human-computer-interaction / 3rd ed

Designing the user interface : strategies for effective human-computer-interaction / 3rd ed (18회 대출)

자료유형
단행본
개인저자
Shneiderman, Ben, 1947-
서명 / 저자사항
Designing the user interface : strategies for effective human-computer-interaction / Ben Shneiderman.
판사항
3rd ed.
발행사항
Reading, Mass :   Addison Wesley Longman,   c1998.  
형태사항
xiv, 639 p. : ill. (some col.) ; 24 cm.
ISBN
0201694972
서지주기
Includes bibliographical references and indexes.
일반주제명
Human-computer interaction. User interfaces (Computer systems).
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008 961126s1998 maua b 001 0 eng
010 ▼a 96037974
015 ▼a GB98-11151
020 ▼a 0201694972
040 ▼a DLC ▼c DLC ▼d UKM ▼d 211009
050 0 0 ▼a QA76.9.H85 ▼b S54 1998
082 0 0 ▼a 004/.01/9 ▼2 21
082 0 4 ▼a 005.4/37 ▼2 22
090 ▼a 005.437 ▼b S558d3
100 1 ▼a Shneiderman, Ben, ▼d 1947- ▼0 AUTH(211009)162870.
245 1 0 ▼a Designing the user interface : ▼b strategies for effective human-computer-interaction / ▼c Ben Shneiderman.
250 ▼a 3rd ed.
260 ▼a Reading, Mass : ▼b Addison Wesley Longman, ▼c c1998.
300 ▼a xiv, 639 p. : ▼b ill. (some col.) ; ▼c 24 cm.
504 ▼a Includes bibliographical references and indexes.
650 0 ▼a Human-computer interaction.
650 0 ▼a User interfaces (Computer systems).

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 과학도서관/Sci-Info(2층서고)/ 청구기호 005.437 S558d3 등록번호 121037957 (18회 대출) 도서상태 대출가능 반납예정일 예약 서비스 B M

컨텐츠정보

책소개

In revising this well-known book, Ben Shneiderman again provides a complete, current, and authoritative introduction to user-interface design. Students will learn practical techniques and guidelines needed to develop good systems designs - systems with interfaces the typical user can understand, predict, and control. This third edition features new chapters on the World Wide Web, information visualization, and computer-supported cooperative work. It contains expanded and earlier coverage of development methodologies, evaluation techniques, and user-interface building tools. The author provides provocative discussion of speech input/output, natural-language interaction, anthropomorphic design, virtual environments, and intelligent (software) agents. An associated booksite on the World Wide Web provides students with additional resources: http://www.aw.com/DTUI


정보제공 : Aladin

저자소개

벤 슈나이더만(지은이)

메릴랜드 대학교의 컴퓨터 과학과 교수로(1983 ~ 2000), 휴먼 컴퓨터 인터랙션 랩(www.cs.umd.edu/)의 창립자이다(www.cs.umd.edu/~ben). ≪Leonardo’ Laptop : Human Value and the New Computing Technologies≫(2002, MIT Press) 등을 출간하여 IEEE 도서 상을 수상했다.

정보제공 : Aladin

목차


CONTENTS
CHAPTER 1 HUMAN FACTORS OF INTERACTIVE SOFTWARE = 3
 1.1 Introduction = 4
 1.2 Goals of System Engineering = 9
  1.2.1 Proper functionality = 11
  1.2.2 Reliability availability, security and data integrity = 12
  1.2.3 Standardization, integration, consistency and portability = 13
  1.2.4 Schedules and budgets = 14
 1.3 Goals of User-Interface Design = 14
 1.4 Motivations for Human Factors in Design = 16
  1.4.1 Life-critical systems = 16
  1.4.2 Industrial and commercial uses = 16
  1.4.3 Office, home, and entertainment applications = 17
  1.4.4 Exploratory, creative, and cooperative systems = 17
 1.5 Accommodation of Human Diversity = 18
  1.5.1 Physical abilities and physical workplaces = 18
  1.5.2 Cognitive and perceptual abilities = 20
  1.5.3 Personality differences = 21
  1.5.4 Cultural and international diversity = 23
  1.5.5 Users with disabilities = 24
  1.5.6 Elderly users = 26
 1.6 Goals for Our Profession = 28
  1.6.1 Influencing academic and industrial researchers = 28
  1.6.2 Providing tools, techniques, and knowledge for systems implementers = 31
  1.6.3 Raising the computer consciousness of the general public = 31
 1.7 Practitioner's Summary = 32
 1.8 Researcher's Agenda = 32
CHAPTER 2 THEORIES, PRINCIPLES, AND GUIDELINES = 51
 2.1 Introduction = 52
 2.2 High-Level Theories = 53
  2.2.1 Conceptual, semantic, syntactic, and lexical model = 54
  2.2.2 GOMS and the keystroke-level model = 55
  2.2.3 Stages of action models = 57
  2.2.4 Consistency through grammars = 58
  2.2.5 Widget-level theories = 60
 2.3 Object-Action Interface Model = 61
  2.3.1 Task hierarchies of objects and actions = 63
  2.3.2 Interface hierarchies of objects and actions = 64
  2.3.3 The disappearance of syntax = 65
 2.4 Principle 1 : Recognize the Diversity = 67
  2.4.1 Usage profiles = 67
  2.4.2 Task profiles = 70
  2.4.3 Interaction styles = 71
 2.5 Principle 2 : Use the Eight Golden Rules of Interface Design = 74
 2.6 Principle 3 : Prevent Errors = 76
  2.6.1 Correct matching pairs = 77
  2.6.2 Complete sequences = 77
  2.6.3 Correct commands = 78
 2.7 Guidelines for Data Display = 79
  2.7.1 Organizing the display = 80
  2.7.2 Getting the user's attention = 81
 2.8 Guidelines for Data Entry = 82
 2.9 Balance of Automation and Human Control = 83
 2.10 Practitioner's Summary = 89
 2.11 Researcher's Agenda = 90
CHAPTER 3 MANAGING DESIGN PROCESSES = 95
 3.1 Introduction = 96
 3.2 Organizational Design to Support Usability = 97
 3.3 The Three Pillars of Design = 100
  3.3.1 Guidelines documents and processes = 100
  3.3.2 User-interface software tools = 102
  3.3.3 Expert reviews and usability testing = 103
 3.4 Development Methodologies = 104
 3.5 Ethnographic Observation = 107
 3.6 Participatory Design = 109
 3.7 Scenario Development = 111
 3.8 Social Impact Statement for Early Design Review = 113
 3.9 Legal Issues = 115
 3.10 Practitioner's Summary = 118
 3.11 Researcher 's Agenda = 118
CHAPTER 4 EXPERT REVIEWS, USABILITY TESTING, SURVEYS, AND CONTINUING ASSESSMENTS = 123
 4.1 Introduction = 124
 4.2 Expert Reviews = 125
 4.3 Usability Testing and Laboratories = 127
 4.4 Surveys = 132
 4.5 Acceptance Tests = 135
 4.6 Evaluation During Active Use = 145
  4.6.1 Interviews and focus-group discussions = 145
  4.6.2 Continuous user-performance data logging = 146
  4.6.3 Online or telephone consultants = 147
  4.6.4 Online suggestion box or trouble reporting = 147
  4.6.5 Online bulletin board or newsgroup = 148
  4.6.6 User newsletters and conferences = 148
 4.7 Controlled Psychologically Oriented Experiments = 149
 4.8 Practitioner's Summary = 150
 4.9 Researcher's Agenda = 151
CHAPTER 5 SOFTWARE TOOLS = 155
 5.1 Introduction = 156
 5.2 Specification Methods = 157
  5.2.1 Grammars = 158
  5.2.2 Menu-selection and dialog-box trees = 160
  5.2.3 Transition diagrams = 160
  5.2.4 Statecharts = 162
  5.2.5 User-action notation(UAN) = 163
 5.3 Interface-Building Tools = 166
  5.3.1 Design tools = 168
  5.3.2 Software-engineering tools = 169
 5.4 Evaluation and Critiquing Tools = 177
 5.5 Practitioner's Summary = 179
 5.6 Researcher's Agenda = 181
CHAPTER 6 DIRECT MANIPULATION AND VIRTUAL ENVIRONMENTS = 185
 6.1 Introduction = 186
 6.2 Examples of Direct-Manipulation Systems = 187
  6.2.1 Command-line versus display editors versus word processors = 187
  6.2.2 The VisiCalc spreadsheet and its descendants = 191
  6.2.3 Spatial data management = 192
  6.2.4 Video games = 193
  6.2.5 Computer-aided design 197
  6.2.6 Office automation = 199
  6.2.7 Further examples of direct manipulation = 201
 6.3 Explanations of Direct Manipulation = 202
  6.3.1 Problems with direct manipulation = 204
  6.3.2 The OAI model explanation of direct manipulation = 205
 6.4 Visual Thinking and Icons = 207
 6.5 Direct-Manipulation Programming = 210
 6.6 Home Automation = 213
 6.7 Remote Direct Manipulation = 217
 6.8 Virtual Environments = 221
 6.9 Practitioner's Summary = 228
 6.10 Researcher's Agenda = 229
CHAPTER 7 MENU SELECTION, FORM FILLIN, AND DIALOG BOXES = 235
 7.1 Introduction = 236
 7.2 Task-Related Organization = 237
  7.2.1 Single menus = 238
  7.2.2 Linear sequences and multiple menus = 247
  7.2.3 Tree-structured menus = 247
  7.2.4 Acyclic and cyclic menu networks = 252
 7.3 Item Presentation Sequence = 252
 7.4 Response Time and Display Rate = 254
 7.5 Fast Movement Through Menus = 255
  7.5.1 Menu with typeahead : The BLT approach = 255
  7.5.2 Menu names or bookmarks for direct access = 256
  7.5.3 Menu macros, custom toolbars, and style sheets = 257
 7.6 Menu Layout = 257
  7.6.1 Titles = 257
  7.6.2 Phrasing of menu items = 259
  7.6.3 Graphic layout and design = 259
 7.7 Form Fillin = 262
  7.7.1 Form-fillin design guidelines = 262
  7.7.2 List and combo boxes = 265
  7.7.3 Coded fields = 266
 7.8 Dialog Boxes = 268
 7.9 Practitioner's Summary = 270
 7.10 Researcher's Agenda = 270
CHAPTER 8 COMMAND AND NATURAL LANGUAGES = 275
 8.1 Introduction = 276
 8.2 Functionality to Support Users' Tasks = 280
 8.3 Command-Organization Strategies = 282
  8.3.1 Single command set = 282
  8.3.2 Command plus arguments = 282
  8.3.3 Command plus options and arguments = 284
  8.3.4 Hierarchical command structure = 285
 8.4 The Benefits of Structure = 285
  8.4.1 Consistent argument ordering = 286
  8.4.2 Symbols versus keywords = 286
  8.4.3 Hierarchical structure and congruence = 287
 8.5 Naming and Abbreviations = 289
  8.5.1 Specificity versus generality = 289
  8.5.2 Abbreviation strategies = 290
  8.5.3 Guidelines for using abbreviations = 291
 8.6 Command Menus = 292
 8.7 Natural Language in Computing = 293
  8.7.1 Natural-language interaction = 294
  8.7.2 Natural-language queries = 296
  8.7.3 Test-database searching = 297
  8.7.4 Natural-language text generation = 300
  8.7.5 Adventure and educational games = 300
 8.8 Practitioner's Summary = 300
 8.9 Researcher's Agenda = 301
CHAPTER 9 INTERACTION DEVICES = 305
 9.1 Introduction = 306
 9.2 Keyboards and Function Keys = 307
  9.2.1 Keyboard layouts = 308
  9.2.2 Keys = 311
  9.2.3 Function keys = 312
  9.2.4 Cursor movement keys = 313
 9.3 Pointing Devices = 315
  9.3.1 Pointing tasks = 315
  9.3.2 Direct-control pointing devices = 316
  9.3.3 Indirect-control pointing devices = 319
  9.3.4 Comparisons of pointing devices = 323
  9.3.5 Fitts' Law = 325
  9.3.6 Novel pointing devices = 326
 9.4 Speech Recognition, Digitization, and Generation = 327
  9.4.1 Discrete-word recognition = 328
  9.4.2 Continuous-speech recognition = 331
  9.4.3 Speech store and forward = 332
  9.4.4 Speech generation = 333
  9.4.5 Audio tones, audiolization, and music = 335
 9.5 Image and Video Displays = 336
  9.5.1 Display devices = 336
  9.5.2 Digital photography and scanners = 339
  9.5.3 Digital video = 339
  9.5.4 Projectors, heads-up displays, helmet-mounted displays = 341
 9.6 Printers = 342
 9.7 Practitioner's Summary = 343
 9.8 Researcher's Agenda = 344
CHAPTER 10 RESPONSE TIME AND DISPLAY RATE = 351
 10.1 Introduction = 352
 10.2 Theoretical Foundations = 354
  10.2.1 Limitations of short-term and working memory = 355
  10.2.2 Sources of errors = 356
 10.3 Expectations and Attitudes = 358
 10.4 User Productivity = 361
  10.4.1 Repetitive tasks = 361
  10.4.2 Problem-solving tasks = 362
  10.4.3 Summary = 364
 10.5 Variability = 364
 10.6 Practitioner's Summary = 366
 10.7 Researcher's Agenda = 367
CHAPTER 11 PRESENTATION STYLES : BALANCING FUNCTION AND FASHION = 371
 11.1 Introduction = 372
 11.2 Error Messages = 373
  11.2.1 Specificity = 374
  11.2.2 Constructive guidance and positive tone = 375
  11.2.3 User-centered phrasing = 376
  11.2.4 Appropriate physical format = 376
  11.2.5 Development of effective messages = 377
 11.3 Nonanthropomorphic Design = 380
 11.4 Display Design = 384
  11.4.1 Field layout = 387
  11.4.2 Empirical results = 389
  11.4.3 Display-complexity metrics = 391
 11.5 Color = 398
 11.6 Practitioner's Summary = 403
 11.7 Researcher's Agenda = 403
CHAPTER 12 PRINTED MANUALS, ONLINE HELP AND TUTORIALS = 409
 12.1 Introduction = 410
 12.2 Reading from Paper versus from Displays = 412
 12.3 Preparation of Printed Manuals = 414
  12.3.1 Use of the OAI Model to design manuals = 415
  12.3.2 Organization and writing style = 417
  12.3.3 Nonanthropomorphic descriptions = 421
  12.3.4 Development process = 423
 12.4 Preparation of Online Facilities = 425
  12.4.1 Online manuals = 428
  12.4.2 Online tutorials, demonstrations, and animations = 434
  12.4.3 Helpful guides = 436
 12.5 Practitioner's Summary = 437
 12.6 Researcher's Agenda = 438
CHAPTER 13 MULTIPLE-WINDOW STRATEGIES = 443
 13.1 Introduction = 444
 13.2 Individual-Window Design = 448
 13.3 Multiple-Window Design = 455
 13.4 Coordination by Tightly-Coupled Windows = 458
 13.5 Image Browsing and Tightly-Coupled Windows = 462
 13.6 Personal Role Management and Elastic Windows = 468
 13.7 Practitioner's Summary = 472
 13.8 Researcher's Agenda = 472
CHAPTER 14 COMPUTER-SUPPORTED COOPERATIVE WORK = 477
 14.1 Introduction = 478
 14.2 Goals of Cooperation = 479
 14.3 Asynchronous Interactions : Different Time, Different Place = 482
  14.3.1 Electronic Mail = 483
  14.3.2 Newsgroups and network communities = 485
 14.4 Synchronous Distributed : Different Place, Same Time = 488
 14.5 Face to Face : Same Place, Same Time = 494
 14.6 Applying CSCW to Education = 498
 14.7 Practitioner's Summary = 502
 14.8 Researcher's Agenda = 503
CHAPTER 15 INFORMATION SEARCH AND VISUALIZATION = 509
 15.1 Introduction = 510
 15.2 Database Query and Phrase Search in Textual Documents = 513
 15.3 Multimedia Document Searches = 519
 15.4 Information Visualization = 522
 15.5 Advanced Filtering = 541
 15.6 Practitioner's Summary = 544
 15.7 Researcher's Agenda = 544
CHAPTER 16 HYPERMEDIA AND THE WORLD WIDE WEB = 551
 16.1 Introduction = 552
 16.2 Hypertext and Hypermedia = 556
 16.3 World Wide Web = 560
 16.4 Genres and Goals and Designers = 562
 16.5 Users and Their Tasks = 565
 l6.6 Object-Action Interface Model for Web Site Design = 567
  16.6.1 Design of task objects and actions = 567
  16.6.2 Design of interface objects and actions = 569
  16.6.3 Case study with the Library of Congress = 571
  16.6.4 Detailed design issues = 572
  16.6.5 Web-Page design = 575
  16.6.6 Testing and maintenance of web sites = 579
 16.7 Practitioner's Summary = 580
 16.8 Researcher's Agenda = 580
AFTERWORD SOCIETAL AND INDIVIDUAL IMPACT OF USER INTERFACES = 585
 A.1 Between Hope and Fear = 586
 A.2 Ten Plagues of the Information Age = 592
 A.3 Prevention of the Plagues = 596
 A.4 Overcoming the Obstacle of Animism = 597
 A.5 In the Long Run = 600
 A.6 Practitioner's Summary = 601
 A.7 Researcher's Agenda = 601
Name Index = 605
Subject Index = 621


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