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人本界面设计交互式系统的最新指示:英文版

人本界面设计交互式系统的最新指示:英文版

定 价:¥28.00

作 者: (美)Jef Raskin著
出版社: 机械工业出版社
丛编项: 经典原版书库
标 签: 人机交互

ISBN: 9787111105770 出版时间: 2002-08-01 包装: 简裝本
开本: 21cm 页数: 276 字数:  

内容简介

  《人本界面:设计交互式系统的最新指示(英文版)》This is a valuable book for two reasons. First, it explains how human cognitive abilities and limitations determine which UI designs will be easy vs. difficult for people to learn and use. It can therefore help to educate those software designers who lack training in cognitive psychology. Second, it challenges longstanding GUI design assumptions, pointing out many ways in which conventional GUIs are actually bad for users. It can therefore point the way for evolution of current-day GUIs into something better. What this book is NOT is a design-guide for creating GUIs that are Windows (or Mac, Motif, or Web) compliant. If that's what you want, you should look elsewhere. My one criticism is that, in my opinion, the book loses steam in its later chapters, becoming a collection (the author calls it a 'potpourri') of Raskin's pet peeves about computers, along with his remedies. For the second edition, these chapters could be tightened up or cut. Nonetheless, the Human Interface should be required reading for every software designer and UI researcher

作者简介

暂缺《人本界面设计交互式系统的最新指示:英文版》作者简介

图书目录

PREFACE                  
 ACKNOWLEDGMEWTS                  
 INTRODUCTION: The Importance of Fundamentals                  
 ONE Background                  
 1--1 Interface Definition                  
 1--2 Keep the Simple Simple                  
 1--3 Human--Centered Design and User--Centered Design                  
 1--4 Tools That Do Not Facilitate Design Innovation                  
 1--5 Interface Design in the Design Cycle                  
 1--6 Definition of a Humane Interface                  
 TWO Cognetics and the Locus of Attention                  
 2--1 Ergonomics and Cognetics: What We Can and Cannot Do                  
 2--2 Cognitive Conscious and Cognitive Unconscious                  
 2--3 Locus of Attention                  
 2--3--1 Formation of Habits                  
 2--3--2 Execution of Simultaneous Tasks                  
 2--3--3 Singularity of the Locus of Attention                  
 2--3--4 Origins of the Locus of Attention                  
 2--3--5 Exploitation of the Single Locus of Attention                  
 2--3--6 Resumption of Interrupted Work                  
 THREE Meanings Modes Monotony and Myths                  
 3--1 Nomenclature and Notations                  
 3--2 Modes                  
 3--2--1 Definition of Modes                  
 3--2--2 Modes, User--Preference Settings,and Temporary Modes                  
 3--2--3 Modes and Quasimodes                  
 3--3 Noun--Verb versus Verb--Noun Constructions                  
 3--4 Visibility and Affordances                  
 3--5 Monotony                  
 3-6 Myth of the Beginner-Expert Dichotomy                   
 Four Quantification                  
 4--1 Quantitative Analyses of Interfaces                  
 4--2 GOMS Keystroke-Level Model                  
 4--2--1 Interface Timings                  
 4--2--2 GOMS Calculations                  
 4--2--3 GOMS Calculation Examples                  
 4--2--3--1 Hal's Interface: Solution 1, Dialog Box                  
 4--2--3--2 Hal's Interface: Solution 2, GUI                  
 4--3 Measurement of Interface Efficiency                  
 4--3--1 Efficiency of Hal's Interfaces                  
 4--3--2 Other Solutions for Hal's Interface                  
 4--4 Fitts' Law and Hick's Law                  
 4--4--1 Fitts' Law                  
 4--4--2 Hick's Law                  
 FIVE Unification                  
 5--1 Uniformity and Elementary Actions                  
 5--2 Elementary Actions Cataloged                  
 5--2--1 Highlighting, Indication, and Selection                  
 5--2--2 Commands                  
 5--2--3 Display States of Objects                  
 5--3 File Names and Structures                  
 5--4 String Searches and Find Mechanisms                  
 5--4--1 Search--Pattern Delimiters                  
 5--4--2 Units of Interaction                  
 5--5 Cursor Design and a Strategy for Making Selections                  
 5--6 Cursor Position and LEAP                  
 5--7 Applications Abolished                  
 5--8 Commands and Transformers                  
 SIX Navigation and Other Aspects of Humane Interfaces                  
 6--1 Intuitive and Natural Interfaces                  
 6--2 Better Navigation: Zoom World                  
 6--3 Icons                  
 6--4 Techniques and Help Facilities in Humane Interfaces                  
 6--4--1 Cut and Paste                  
 6--4--2 Messages to the User                  
 6--4--3 Simplified Sign--Ons                  
 6--4--4 Time Delays and Keyboard Tricks                  
 6--5 Letter from a User                  
 SEVEN Interface Issues Outside the User Interface                  
 7--1 More Humane Programming Language Environments                  
 7--1--1 System and Development Environment                  
 7--1--2 Importance of Documentation in                  
 Program Creation                  
 7--2 Modes and Cables                  
 7--3 Ethics and Management of Interface Design                  
 EIGHT Conclusion                  
 APPENDlX A: The One-Button Mouse History                  
 APPENDlX B: SwyftCard Interfece Theory of Operation                  
 REFERENCES                  
 INDEX                  
                   
                   

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