Interactive system design:
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Wokingham u.a.
Addison-Wesley
1995
|
Ausgabe: | 1. print. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXXIV, 468 S. Ill., graph. Darst. |
ISBN: | 0201631628 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
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035 | |a (DE-599)BVBBV010481456 | ||
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100 | 1 | |a Newman, William M. |e Verfasser |4 aut | |
245 | 1 | 0 | |a Interactive system design |c William M. Mewman ; Michael G. Lamming |
250 | |a 1. print. | ||
264 | 1 | |a Wokingham u.a. |b Addison-Wesley |c 1995 | |
300 | |a XXXIV, 468 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 7 | |a Interactie |2 gtt | |
650 | 7 | |a Programmatuurtechniek |2 gtt | |
650 | 7 | |a Systeemontwerp |2 gtt | |
650 | 4 | |a Human-computer interaction | |
650 | 4 | |a System design | |
650 | 0 | 7 | |a Mensch-Maschine-Kommunikation |0 (DE-588)4125909-9 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Mensch-Maschine-Kommunikation |0 (DE-588)4125909-9 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a Lamming, Michael G. |e Verfasser |4 aut | |
856 | 4 | 2 | |m HEBIS Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=006984650&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-006984650 |
Datensatz im Suchindex
_version_ | 1804124914878251008 |
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adam_text | PART |
CHAPTER 1
CHAPTER 2
CONTENTS
Foreword
Preface
The framework
Introduction
Interactive systems
Success in interactive system design
121 What are interactive systems?
122 Why do we design them?
123 How do we know if we have succeeded?
1 24 What happens if we fail?
1 25 How do we maintain a track record of success?
126 Creativity in engineering design
The nature of the methods we use
131 Analysis and synthesis
132 The supporting activities
In conclusion
Further reading
Defining the problem
Introduction
The problem statement
221 The one-sentence problem statement
222 Whose problem are we solving?
The situation of concern and the course of action
231 Human activity as the causal link
The activity to be supported
241 Tasks: Units of goal-directed activity
242 Designing a tool to support the task
vii
xi
pany
Ovo marn ann wz w W
2 5
CHAPTER 3
243 Processes: Linking tasks to achieve longer-term goals
244 Formation of processes: The effect of multiple dependencies 24
245 How we discover processes
246 Designing systems to support processes
The user
251 Addressing the general needs of the human user
252 Addressing specific user needs
Usability
261 Usability factors
262 Our choice of usability targets
263 Improving levels of performance
The form of the solution
271 Describing the form of solution
272 What we define in the problem statement, and why
2 73 Exploiting in-house expertise or technology
274 Innovative forms of solution
Conclusion: What follows after problem definition?
Exercises
Further reading
The Human Virtual Machine
Introduction
Types of theory useful in system design
321 Explanatory theories
322 Empirical laws
323 Dynamic models
324 The Human Virtual Machine
Psychological models of human information processing
331 Information processing subsystems
332 Cycle times and task performance
Sociological and anthropological theories of human behaviour
341 Cognitive versus social perspectives
342 Factors that distinguish the social perspective
343 Examples of theories of social behaviour
Theories of the organization of human activity
351 Problem-solving models
35 2 Norman’s model of task performance
353A theory of exploratory learning
3 6
CHAPTER 4
PART Il
CHAPTER 5
Sociological theory of group organization
361 Modelling users’ reasoning about choice of tools
Conclusion
Exercises
Further reading
Design processes and representations
Introduction
Understanding design
421 The multiple processes of interactive system design
422 Design representations
Studying the user
Modelling the user s activity
Developing the specification
451 The problem statement as a specification
452 The requirements document
453 Subdivision of the design
454 Designing the user interface
Analysing the design
461 Analysis of the organization of activities
462 Analysing performance levels
Empirical evaluation
In summary: The processes of design
Exercises
Further reading
System design
User study methods
Introduction
511 When do we conduct user studies?
512 How do we ensure quality?
513 Data collection methods
Interviews
52 1 The basic method
5 3
CHAPTER 6
522 Effective interviews
323 Recording the interview
Observation
531 Video recording
532 Concurrent verbal accounts
533 Passive observation
534 Ethnographic field study
535 Action research
Questionnaires
541 Questionnaire design issues
542 Questionnaires by electronic mail
Conclusion
Exercises
Further reading
Systems analysis and design
Introduction
611 The processes of systems analysis and design
612 The place of prototyping and evaluation
Approaches to modelling the user’s activities
621 Task-oriented modelling and analysis
622 Process-oriented methods
623 Activity models, normative and descriptive
624 How we use models of activities
Methods based on task models
631 Hierarchic task models
632 Analysing the task model
Task analysis and design: An example
641 First attempt: Studying the activity
642 Modelling the activity
643 Synthesizing an initial solution
644 Specifying the initial solution
645 Analysing the initial solution
Systems analysis methods
651 The need for systems analysis
652 Viewpoints
Software systems analysis
661 Data modelling
il
6 7
CHAPTER 7
CONTENTS
662 Data-flow diagrams
663 Analysis
664 Analysis of the Commission study
665 Allocating functions from the system model
User-participative methods
671 The method in outline
672 Participative design at the Commission
673 User-participative methods: Pros and cons
Summary
Exercises
Further reading
Requirements definition
Introduction
How requirements serve design
721 Support for validation
722 Support for verification
Defining requirements
731 Who reads requirements documents?
Defining requirements for interactive systems
741 Continuing the Commission example
74 2 Defining the functional form
743 Identifying the users
744 Setting performance requirements
74 5 Requirements for other layers of technology
Validating requirements
751 Analytical methods of validation
752 Building and testing prototypes
753 On documenting the prototype’s design
Requirements and innovation
Verification against performance requirements
Conclusion
Exercises
Further reading
xxvil
PART Ill
CHAPTER 8
CHAPTER 9
System evaluation
Usability analysis and inspection
Introduction
Answering usability questions
821 Two approaches to measuring usability
Analysis as a two-stage process
831 Determining the sequence by walkthrough
832 Determining the sequence empirically
833 Folding in the usability analysis
834 Methods of analysis
Analysis techniques based on the Goms model
84 1 The Goms model
842 Keystroke-Level Analysis
Analysis by Cognitive Walkthrough
851 The underlying model of exploratory learning
852 Cognitive Walkthrough: An example
Heuristic Evaluation
861 The method of evaluation
Conclusion
Exercises
Further reading
Prototyping and evaluation
Introduction
Evaluation in support of design: The formative approach
921 Evaluating against requirements
922 The summative approach, and its drawbacks
923 Methods of formative evaluation
924 Choosing between the methods
Conducting the investigation
931 The basic stages of evaluation
932 Experimental design and analysis
933 Documenting the planned investigation and its result
934 Documenting with the aid of pro formas
Prototyping ;
941 Prototyping in interactive system design
9 5
CHAPTER 10
942 Prototyping tools
943 An overview of HyperCard
944 HyperCard programming: The HyperTalk language
Learning while prototyping
Informal testing of prototypes
961 Goals of informal testing
962 Conducting the investigation
Iterative field tests
971 Participative evaluation
972 Stages in field testing
Case study: Evaluating a meeting support tool
981 Setting up the experiment
982 The pro forma plan
983 Results
Conclusion
Exercises
Further reading
Experiments in support of design
Introduction
The purpose of controlled experiments
10 2 1 Evaluation when usage is predictable
Populations and samples
10 3 1 Populations
10 3 2 Samples and sample means
10 3 3 Confidence levels
The design of two-sample experiments
10 4 1 Measurements in the context of task performance
10 4 2 The variables in the experiment
10 4 3 Nuisance variables
10 4 4 The stages of the experiment
Establishing confidence levels
10 5 1 Normal distributions
10 5 2 Population variance and standard deviation
10 5 3 The null hypothesis
10 5 4 Some simple methods of statistical analysis
10 6
CASE
STUDY A
PART IV
CHAPTER 11
Basic calculations of variance and standard deviation
10 6 1 Sums of squares of differences from the mean
10 6 2 Degrees of freedom
10 6 3 Variance and standard deviation of a sample
Comparisons of two samples: The t test
Using t values to derive confidence intervals
Chi-square analysis of categorical data
Illustrations of the methods: Testing the ticket machine
10 10 1 The question of speed of operation
10 10 2 The question of preferred journey type
Case study: Evaluating a cockpit display
10 11 1 The design problem: Reducing automation deficit
10 11 2 The experiment
Conclusion
Exercises
Further reading
Evaluation and analysis of a telephone
operator’s workstation
User interface design
User interface notations
Introduction
The use of representations in design
11 2 1 The roles of representations
11 2 2 Representational strategies
11 2 3 Strategies for describing the user interface
User actions: Defining input syntax
Appearance: Describing system output
Describing interactive objects
Describing methods of operation
11 6 1 An example: Extracting methods from
Object State Transition Charts
11 6 2 Describing action sequences with the UAN
11 7
CHAPTER 12
Describing by prototyping
Conclusion
Exercises
Further reading
Interaction styles
Introduction
12 1 1 What are interaction styles?
Three categories of style
12 2 1 Key-modal interaction styles
12 2 2 Direct-manipulation styles
12 2 3 Linguistic styles
A survey of interaction styles
12 3 1 The example: Purchasing from a hardware catalogue
Menu-based interaction
12 4 1 Principles of menu-based interaction
12 4 2 Variants of menus
12 4 3 Hypertext embedded menus and the World Wide Web
12 44 Properties of menu-based interaction
Question and answer
12 5 1 Properties of question and answer
Function-key interfaces
12 6 1 Principles of function-key interfaces
Voice-based interaction
Graphical direct manipulation
12 8 1 Properties of graphical direct-manipulation interfaces
Forms fill-in
12 9 1 Properties of forms fill-in
Command-line interaction
12 10 1 Properties of command-language interaction
Text-based natural language
Choice of interaction style
12 12 1 Narrowing down the choice
12 12 2 Style-specific design knowledge
12 12 3 Combining styles and maintaining consistency
CHAPTER 13
CHAPTER 14
Exercises
Further reading
Conceptual design: The user’s mental model
Introduction
Understanding software systems
13 2 1 Programmers’ misunderstandings
13 2 2 Users’ problems with conceptual mismatch
13 2 3 The problem of learning on the job
The user’s mental model
13 3 1 Runnable mental models
13 3 2 Running a mental model: A simple example
13 3 3 How the system image helps form mental models
The form of the mental model
13 4 1 Recurring forms of mental model
13 4 2 State transition models
13 4 3 Object-action models
13 4 4 Mapping models
13 4 5 Analogical models
Mental models of complex systems
13 5 1 Lattices of causal relationships
13 5 2 Mixed forms of mental model
13 5 3 Running different forms of mental model
The interaction cycle and the user’s understanding
13 6 1 In conclusion: How we tackle conceptual design
problems
Exercises
Further reading
Conceptual design: Methods
Introduction
The intended mental model
14 2 1 How the choice of mental model influences design
14 2 2 Retrofitting the mental model
14 2 3 The intended mental model and the style of interaction
14 2 4 Insummary
Hiding the system model
14 3 1 In summary
14 4
CHAPTER 15
Designing the system image
14 4 1 The user interface as the presenter of the system image
14 4 2 Maintaining the currency of the system image
14 4 3 Maintaining system-image consistency
14 4 4 Progressive reinforcement of the system image
14 4 5 In summary
Walkthrough analysis
14 5 1 Cognitive Walkthroughs: The technique in outline
14 5 2 Extending the walkthrough technique
14 5 3 In summary
Conceptual design heuristics
14 61A sample of conceptual design heuristics
14 6 2 In summary
Exercises
Further reading
Designing to guidelines
Introduction
Guidelines: What are they, and why do we need them?
15 2 1 Why do we need guidelines?
How we use guidelines
15 3 1 The roles of guidelines
15 3 2 Limitations of guidelines
15 3 3 Contexts of guideline use
General design principles
15 4 1 General principles
An example: The design of the Economic Update system
15 5 1 The Economic Update problem
15 5 2 Applying general principles
15 5 3 Applying other categories of guideline
Guidelines for the design of effective displays
15 6 1 Screen design guidelines
15 6 2 Graphic design guidelines
15 6 3 Applying screen design guidelines to the
Economic Update application
Guidelines for the use of colour
15 7 1 Colour terminology
15 7 2 Choice of colours
15 8
CASE
STUDY B
15 7 3 Colour vision limitations
15 7 4 Colour vision impairment
15 7 5 Accuracy in colour rendering
Guidelines in support of interaction styles
15 8 1 The contribution of research
15 82A voice-based Economic Update interface
The use of style guides
15 9 1 Style guidelines for the World Wide Web
15 9 2 Style guides for windowing environments
15 9 3 Designing the components of windowed applications
15 9 4 Designing drop-down menus for a windowed Economic
Updates system
Conclusion
Exercises
Further reading
Designing a human memory aid
Design problems
Bibliography
Index
|
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illustrated | Illustrated |
indexdate | 2024-07-09T17:53:14Z |
institution | BVB |
isbn | 0201631628 |
language | English |
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physical | XXXIV, 468 S. Ill., graph. Darst. |
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spelling | Newman, William M. Verfasser aut Interactive system design William M. Mewman ; Michael G. Lamming 1. print. Wokingham u.a. Addison-Wesley 1995 XXXIV, 468 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Interactie gtt Programmatuurtechniek gtt Systeemontwerp gtt Human-computer interaction System design Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd rswk-swf Mensch-Maschine-Kommunikation (DE-588)4125909-9 s DE-604 Lamming, Michael G. Verfasser aut HEBIS Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=006984650&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Newman, William M. Lamming, Michael G. Interactive system design Interactie gtt Programmatuurtechniek gtt Systeemontwerp gtt Human-computer interaction System design Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd |
subject_GND | (DE-588)4125909-9 |
title | Interactive system design |
title_auth | Interactive system design |
title_exact_search | Interactive system design |
title_full | Interactive system design William M. Mewman ; Michael G. Lamming |
title_fullStr | Interactive system design William M. Mewman ; Michael G. Lamming |
title_full_unstemmed | Interactive system design William M. Mewman ; Michael G. Lamming |
title_short | Interactive system design |
title_sort | interactive system design |
topic | Interactie gtt Programmatuurtechniek gtt Systeemontwerp gtt Human-computer interaction System design Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd |
topic_facet | Interactie Programmatuurtechniek Systeemontwerp Human-computer interaction System design Mensch-Maschine-Kommunikation |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=006984650&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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