Designing with the mind in mind : simple guide to understanding user için kapak resmi
Designing with the mind in mind : simple guide to understanding user
Başlık:
Designing with the mind in mind : simple guide to understanding user
ISBN:
9780123750303 012375030X
Yayım Bilgisi:
Amsterdam : Morgan Kaufmann Publishers/Elsevier , 2010.
Fiziksel Açıklamalar:
xiv, 186 s. : şkl., maps ; 24 cm.
Genel Not:
Kaynakça var.

Chapter 1. We Perceive What We Expect Perception Biased by Experience Perception Biased by Current Context Perception Biased by Goals Design Implications Chapter 2. Our Vision is Optimized to See Structure Gestalt Principle: Proximity Gestalt Principle: Similarity Gestalt Principle: Continuity Gestalt Principle: Closure Gestalt Principle: Symmetry Gestalt Principle: Figure/Ground Gestalt Principles: Common Fate Gestalt Principles: Combined Chapter 3. We Seek and Use Visual Structure Structure Enhances People's Ability to Scan Long Numbers Data-Specific Controls Provide Even More Structure Visual Hierarchy Lets People Focus on the Relevant Information Chapter 4. Reading is Unnatural We're Wired for Language, But Not for Reading Is Reading Feature-Driven or Context-Driven? Skilled and Unskilled Reading Uses Different Parts of the Brain Poor Information Design Can Disrupt Reading Much of The Reading Required By Software is Unnecessary Test on Real Users Chapter 5. Our Color Vision is Limited How Color Vision Works Vision is Optimized for Edge Contrast, Not Brightness Ability to Discriminate Colors Depends on How Colors are Presented Color-Blindness External Factors That Influence the Ability to Distinguish Colors Guidelines for Using Color Chapter 6. Our Peripheral Vision is Poor Resolution of the Fovea Compared to That of the Periphery Is The Visual Periphery Good for Anything? Examples From Computer User Interfaces Common Methods of Making Messages Visible Heavy Artillery for Making Users Notice Messages: Use Sparingly Chapter 7. Our Attention is Limited; Our Memory is Imperfect Short vs. Long-Term Memory A Modern View of Memory Characteristics of Short-Term Memory Implications of Short-Term Memory Characteristics for User Interface Design Characteristics of Long-Term Memory Implications of Long-Term Memory Characteristics for User Interface Design Chapter 8. Limits on Attention, Shape, Thought and Action We Focus on Our Goals and Pay Little Attention to Our Tools We Use External Aids to Keep Track of What We are Doing We Follow Information “Scent” Toward Our Goal We Prefer Familiar Paths Our Thought Cycle: Goal, Execute, Evaluate After We Achieve a Task's Primary Goal, We Often Forget Cleanup Steps Chapter 9. Recognition is Easy; Recall is Hard Recognition is Easy Recall is Hard Recognition Versus Recall: Implications for UI Design Chapter 10. Learning from Experience and Performing Learned Actions are Easy; Problem Solving and Calculation are Hard We Have Three Brains Learning From Experience is (Usually) Easy Performing Learned Actions is Easy Problem Solving and Calculation are Hard Implications for User Interface Design Answers to Puzzles on Pages 124 and 125 Chapter 11. Many Factors Affect Learning We Learn Faster When Operation is Task-Focused, Simple, and Consistent We Learn Faster When Vocabulary is Task-Focused, Familiar, and Consistent We Learn Faster When Risk is Low Summary Chapter 12. We Have Time Requirements Responsiveness Defined The Many Time Constants of the Human Brain Engineering Approximations of Time Constants: Orders of Magnitude Designing to Meet Real-Time Human Interaction Deadlines Additional Guidelines for Achieving Responsive Interactive Systems Achieving Responsiveness is Important Epilogue Summary Caveat Appendix: Well-known User Interface Design Rules Norman (1983A) Shneiderman (1987); Shneiderman and Plaisant (2009) Nielsen and Molich (1990) Stone et al. (2005) Johnson (2007) Bibliography Index
Özet:
Chapter 1. We Perceive What We Expect Perception Biased by Experience Perception Biased by Current Context Perception Biased by Goals Design Implications Chapter 2. Our Vision is Optimized to See Structure Gestalt Principle: Proximity Gestalt Principle: Similarity Gestalt Principle: Continuity Gestalt Principle: Closure Gestalt Principle: Symmetry Gestalt Principle: Figure/Ground Gestalt Principles: Common Fate Gestalt Principles: Combined Chapter 3. We Seek and Use Visual Structure Structure Enhances People's Ability to Scan Long Numbers Data-Specific Controls Provide Even More Structure Visual Hierarchy Lets People Focus on the Relevant Information Chapter 4. Reading is Unnatural We're Wired for Language, But Not for Reading Is Reading Feature-Driven or Context-Driven? Skilled and Unskilled Reading Uses Different Parts of the Brain Poor Information Design Can Disrupt Reading Much of The Reading Required By Software is Unnecessary Test on Real Users Chapter 5. Our Color Vision is Limited How Color Vision Works Vision is Optimized for Edge Contrast, Not Brightness Ability to Discriminate Colors Depends on How Colors are Presented Color-Blindness External Factors That Influence the Ability to Distinguish Colors Guidelines for Using Color Chapter 6. Our Peripheral Vision is Poor Resolution of the Fovea Compared to That of the Periphery Is The Visual Periphery Good for Anything? Examples From Computer User Interfaces Common Methods of Making Messages Visible Heavy Artillery for Making Users Notice Messages: Use Sparingly Chapter 7. Our Attention is Limited; Our Memory is Imperfect Short vs. Long-Term Memory A Modern View of Memory Characteristics of Short-Term Memory Implications of Short-Term Memory Characteristics for User Interface Design Characteristics of Long-Term Memory Implications of Long-Term Memory Characteristics for User Interface Design Chapter 8. Limits on Attention, Shape, Thought and Action We Focus on Our Goals and Pay Little Attention to Our Tools We Use External Aids to Keep Track of What We are Doing We Follow Information “Scent” Toward Our Goal We Prefer Familiar Paths Our Thought Cycle: Goal, Execute, Evaluate After We Achieve a Task's Primary Goal, We Often Forget Cleanup Steps Chapter 9. Recognition is Easy; Recall is Hard Recognition is Easy Recall is Hard Recognition Versus Recall: Implications for UI Design Chapter 10. Learning from Experience and Performing Learned Actions are Easy; Problem Solving and Calculation are Hard We Have Three Brains Learning From Experience is (Usually) Easy Performing Learned Actions is Easy Problem Solving and Calculation are Hard Implications for User Interface Design Answers to Puzzles on Pages 124 and 125 Chapter 11. Many Factors Affect Learning We Learn Faster When Operation is Task-Focused, Simple, and Consistent We Learn Faster When Vocabulary is Task-Focused, Familiar, and Consistent We Learn Faster When Risk is Low Summary Chapter 12. We Have Time Requirements Responsiveness Defined The Many Time Constants of the Human Brain Engineering Approximations of Time Constants: Orders of Magnitude Designing to Meet Real-Time Human Interaction Deadlines Additional Guidelines for Achieving Responsive Interactive Systems Achieving Responsiveness is Important Epilogue Summary Caveat Appendix: Well-known User Interface Design Rules Norman (1983A) Shneiderman (1987); Shneiderman and Plaisant (2009) Nielsen and Molich (1990) Stone et al. (2005) Johnson (2007) Bibliography Index