Mobile interaction design:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Hoboken, NJ
Wiley
2006
|
Schlagworte: | |
Online-Zugang: | Table of contents Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XX, 377 S. Ill., graph. Darst. |
ISBN: | 0470090898 9780470090893 |
Internformat
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100 | 1 | |a Jones, Matt |e Verfasser |4 aut | |
245 | 1 | 0 | |a Mobile interaction design |c Matt Jones and Gary Marsden |
264 | 1 | |a Hoboken, NJ |b Wiley |c 2006 | |
300 | |a XX, 377 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references and index | ||
650 | 4 | |a Human-computer interaction | |
650 | 4 | |a Mobile communication systems - Design and construction | |
650 | 4 | |a Mobile communication systems |x Design and construction | |
650 | 4 | |a Human-computer interaction | |
650 | 0 | 7 | |a Mensch-Maschine-Kommunikation |0 (DE-588)4125909-9 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Telekommunikation |0 (DE-588)4059360-5 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Telekommunikation |0 (DE-588)4059360-5 |D s |
689 | 0 | 1 | |a Mensch-Maschine-Kommunikation |0 (DE-588)4125909-9 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a Marsden, Gary |e Sonstige |4 oth | |
856 | 4 | |u http://www.loc.gov/catdir/toc/ecip0518/2005025158.html |3 Table of contents | |
856 | 4 | 2 | |m Digitalisierung UB Regensburg |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014630879&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-014630879 |
Datensatz im Suchindex
_version_ | 1804135113567502336 |
---|---|
adam_text | CONTENTS
Preface
xv
Acknowledgements
xix
PART I: INTRODUCTION l
Chapter
1 :
Possibilities
3
Key points
3
1.1
Introduction
4
1.2
What are mobile devices?
6
1.2.1
Communication or information device?
9
1.2.2
Appliance or Swiss army knife?
11
1.2.3
Cherished device or commodity tool?
13
1.3
Impoverished or extraordinary interfaces?
14
1.3.1
The Fastap keypad
15
1.3.2
Peephole displays
16
1.3.3
Accommodating human capabilities and limitations
17
1.4
Impoverishing interactions?
28
1.4.1
Reasons for poor design
28
1.4.2
Impacts of poor design
29
1.5
Outline of the rest of this book
35
Summary
36
Workshop questions
36
Designer tips
36
Chapter
2:
Products for people
39
Key points
39
2.1
Introduction
40
2.2
Useful
41
2.2.1
Function before form
41
2.2.2
Evolving uses
42
2.3
Usable
43
2.3.1
Usable in itself
44
2.3.2
Usable in life 5I
viii CONTENTS
2.4
User experience
54
2.4.1
Strong identity
55
2.4.2
Interaction as package
58
2.5
Technology acceptance
63
Summary
64
Workshop questions
66
Designer tips
66
Chapter
3:
Innovating
67
Key points
67
3.1
Introduction
68
3.2
Technology-centered approaches
69
3.3
Transferring from the desktop
74
3.3.1
Applications
75
3.3.2
Interface styles
78
3.4
Building on past mobile success
81
3.5
Drama
83
3.6
Frameworks for human-centered thinking
85
Summary
89
Workshop questions
89
Designer tips
90
PART
Ü:
DEVELOPING EFFECTIVE MOBILE APPLICATIONS
91
Chapter
4:
Interaction design
93
Key points
93
4.1
Introduction
94
4.2
Designing what? Designing how?
94
4.3
Understanding users
96
4.3.1
From biology to psychology
96
4.3.2
Field studies
97
4.3.3
Direct questioning
99
4.3.4
Distilling the findings
100
4.4
Developing prototype designs
100
4.4.1
Shaping and managing the design space
100
4.4.2
Prototyping
105
4.5
Evaluation
106
4.5.1
Testing with users
107
4.5.2
Testing in the absence of users
109
4.6
Iterative development
И2
4.7
Multiple viewpoints
ИЗ
CONTENTS ix
4.7.1
Many
techniques
and tools
113
4.7.2
Many disciplines
113
4.7.3
Participation and collaboration
116
4.8
From interaction design to deployment
117
Summary
118
Workshop questions
118
Designer tips
119
Chapter
5:
Watching, asking, probing
121
Key points
121
5.1
Introduction
122
5.2
Focusing the study
124
5.2.1
How focused should the study be?
124
5.2.2
Finding people to study
125
5.3
Top techniques for understanding people
129
5.3.1
Observing
130
5.3.2
Enquiring
138
5.3.3
Diary studies
141
5.3.4
Discount methods
145
5.3.5
Focus groups
149
5.3.6
Creatively engaging methods
151
5.4
Making sense of observations
155
5.4.1
Activities
155
5.4.2
Analysis perspectives
156
5.5
Personas
and scenarios
160
5.5.1
Personas
160
5.5.2
Scenarios
163
Summary
167
Workshop questions
167
Designer tips
168
Chapter
6:
Prototypes
169
Key points
169
6.1
Introduction
170
6.2
What is a prototype?
170
6.3
Different prototypes for different purposes
170
6.4
Low-fidelity
171
CONTENTS
6.4.1 Self-checking 171
6.4.2 Communicating
with others
173
6.4.3
Interaction prototyping
174
6.4.4
Empowering users
176
6.5
Higher-fidelity
178
6.5.1
Deciding what to prototype
178
6.5.2
Hardware and software integration
178
6.6
Finishing the process
186
6.6.1
Evolutionary
186
6.6.2
Revolutionary
186
6.6.3
Process
187
6.7
Issues in prototyping
189
6.7.1
Some considerations
190
6.8
A final note on development
191
Summary
192
Workshop questions
192
Designer tips
192
Chapter
7:
Evaluation
195
Key points
195
7.1
Introduction
196
7.2
Classifying evaluation
196
7.3
Quick And Dirty
197
7.4
Conceptual model extraction
197
7.5
Direct observation
199
7.5.1
Finding out what users are thinking
199
7.5.2
How to record observations
200
7.5.3
How to not bias the experiment
203
7.5.4
Happy users
203
7.6
Interviews
204
7.7
Questionnaires
205
7.8
Non-iiser methods
207
7.8.1
Heuristic evaluation
207
7.8.2
No people whatsoever
209
7.9
Experimental evaluation
209
7.9.1
Hypothesis
210
7.9.2
The users
211
CONTENTS
ХІ
7.9.3
Tasks
212
7.9.4 Experiment
design
212
7.9.5
Conducting experiments
213
7.9.6
Experimental results
214
7.10
Considering context
—
evaluating mobile systems
214
7.10.1
Physical context
214
7.10.2
Technological context
216
7.10.3
Social context
216
7.10.4
Other contexts
217
7.11
Complementary evaluation
218
7.12
Conclusion
219
Summary
219
Workshop questions
219
Designer tips
220
PART III: DESIGN GALLERY
-
DIRECTIONS AND GUIDELINES
221
Chapter
8:
Controlling Complex Functions
223
Key points
223
8.1
Introduction
224
8.2
Menus and memory
225
8.3
Hierarchical menus
225
8.3.1
Learning structure
225
8.3.2
Improving classification
226
8.3.3
Context information
227
8.4
Icons
227
8.5
Manuals
233
8.5.1
Online manuals
233
8.5.2
Website manuals
234
8.6
No menus?
234
8.6.1
Data structures
235
8.6.2
Alternatives
235
8.6.3
Design ideas
—
data structures
238
8.6.4
Evaluation via experiment
238
8.7
More complex menus
242
8.8
Some concluding thoughts
244
Summary
245
Workshop questions
245
Designer tips
245
xii CONTENTS
Chapter
9: Information
access
247
Key
points
247
9.1
Introduction
248
9.2
Small-screen impacts
250
9.2.1
Lessons from the past
251
9.2.2
Impact on browsing complex content
255
9.2.3
Impact on searching
256
9.3
Designs for browsing
258
9.3.1
Guidelines
259
9.3.2
Schemes
261
9.3.3
Packaging content
271
9.4
Improving search
272
9.4.1
Assessing sets of results
272
9.4.2
Judging the value of individual results
274
9.5
Mobile information ecologies
280
9.5.1
Fitting in
280
9.5.2
Case study: the laid-back search tool
283
9.5.3
Peer-to-peer schemes
286
Summary
287
Workshop questions
287
Designer tips
288
Chapter
10:
Beyond text
-
using images on mobile devices
289
Key points
289
10.1
Introduction
290
10.2
Ethnography
290
10.2.1
Where have all the photographs gone?
291
10.2.2
Digital ethnography
292
10.3
Finding photos
292
10.3.1
Meta-data
293
10.3.2
Meta-data
management
294
10.4
Browsing photos
294
10.4.1
Timeline
295
10.4.2
Treemaps
295
10.4.3
RSVP
296
10.4.4
Speed Dependent Automatic Zooming
298
10.5
Downscaling case study
300
10.5.1
Arranging photos
300
CONTENTS xiii
10.5.2
Screen
size
300
10.5.3
Write once, ran anywhere
301
10.5.4
Meanwhile, back with the users
301
10.5.5
User testing
304
10.5.6
Platform
306
10.6
Advanced technology
306
10.7
What are photos for?
307
10.7.1
What are we sharing?
309
10.7.2
Using audio with photographs
311
10.7.3
Video
311
10.8
Looking to the future
312
Summary
312
Workshop questions
313
Designer tips
313
Chapter
11:
Impacting the community; impacting the world
315
Key points
315
11.1
Introduction
316
11.2
The digital divide
316
11.3
Mobiles work
316
11.3.1
The rise and rise of mobile technology
317
11.4
Planning a project
318
11.5
That culture thing
320
11.6
Casestudies
325
11.6.1
Empowering people
—
Cybertracker
325
11.6.2
Education
327
11.6.3
Communitization
328
11.7
Call to arms
333
Summary
333
Workshop questions
333
Designer tips
334
Resources
335
References
339
Credits
365
Index
367
|
adam_txt |
CONTENTS
Preface
xv
Acknowledgements
xix
PART I: INTRODUCTION l
Chapter
1 :
Possibilities
3
Key points
3
1.1
Introduction
4
1.2
What are mobile devices?
6
1.2.1
Communication or information device?
9
1.2.2
Appliance or Swiss army knife?
11
1.2.3
Cherished device or commodity tool?
13
1.3
Impoverished or extraordinary interfaces?
14
1.3.1
The Fastap keypad
15
1.3.2
Peephole displays
16
1.3.3
Accommodating human capabilities and limitations
17
1.4
Impoverishing interactions?
28
1.4.1
Reasons for poor design
28
1.4.2
Impacts of poor design
29
1.5
Outline of the rest of this book
35
Summary
36
Workshop questions
36
Designer tips
36
Chapter
2:
Products for people
39
Key points
39
2.1
Introduction
40
2.2
Useful
41
2.2.1
Function before form
41
2.2.2
Evolving uses
42
2.3
Usable
43
2.3.1
Usable in itself
44
2.3.2
Usable in life 5I
viii CONTENTS
2.4
User experience
54
2.4.1
Strong identity
55
2.4.2
Interaction as package
58
2.5
Technology acceptance
63
Summary
64
Workshop questions
66
Designer tips
66
Chapter
3:
Innovating
67
Key points
67
3.1
Introduction
68
3.2
Technology-centered approaches
69
3.3
Transferring from the desktop
74
3.3.1
Applications
75
3.3.2
Interface styles
78
3.4
Building on past mobile success
81
3.5
Drama
' 83
3.6
Frameworks for human-centered thinking
85
Summary
89
Workshop questions
89
Designer tips
90
PART
Ü:
DEVELOPING EFFECTIVE MOBILE APPLICATIONS
91
Chapter
4:
Interaction design
93
Key points
93
4.1
Introduction
94
4.2
Designing what? Designing how?
94
4.3
Understanding users
96
4.3.1
From biology to psychology
96
4.3.2
Field studies
97
4.3.3
Direct questioning
99
4.3.4
Distilling the findings
100
4.4
Developing prototype designs
100
4.4.1
Shaping and managing the design space
100
4.4.2
Prototyping
105
4.5
Evaluation
106
4.5.1
Testing with users
107
4.5.2
Testing in the absence of users
109
4.6
Iterative development
И2
4.7
Multiple viewpoints
ИЗ
CONTENTS ix
4.7.1
Many
techniques
and tools
113
4.7.2
Many disciplines
113
4.7.3
Participation and collaboration
116
4.8
From interaction design to deployment
117
Summary
118
Workshop questions
118
Designer tips
119
Chapter
5:
Watching, asking, probing
121
Key points
121
5.1
Introduction
122
5.2
Focusing the study
124
5.2.1
How focused should the study be?
124
5.2.2
Finding people to study
125
5.3
Top techniques for understanding people
129
5.3.1
Observing
130
5.3.2
Enquiring
138
5.3.3
Diary studies
141
5.3.4
Discount methods
145
5.3.5
Focus groups
149
5.3.6
Creatively engaging methods
151
5.4
Making sense of observations
155
5.4.1
Activities
155
5.4.2
Analysis perspectives
156
5.5
Personas
and scenarios
160
5.5.1
Personas
160
5.5.2
Scenarios
163
Summary
167
Workshop questions
167
Designer tips
168
Chapter
6:
Prototypes
169
Key points
169
6.1
Introduction
170
6.2
What is a prototype?
170
6.3
Different prototypes for different purposes
170
6.4
Low-fidelity
171
CONTENTS
6.4.1 Self-checking 171
6.4.2 Communicating
with others
173
6.4.3
Interaction prototyping
174
6.4.4
Empowering users
176
6.5
Higher-fidelity
178
6.5.1
Deciding what to prototype
178
6.5.2
Hardware and software integration
178
6.6
Finishing the process
186
6.6.1
Evolutionary
186
6.6.2
Revolutionary
186
6.6.3
Process
187
6.7
Issues in prototyping
189
6.7.1
Some considerations
190
6.8
A final note on development
191
Summary
192
Workshop questions
192
Designer tips
192
Chapter
7:
Evaluation
195
Key points
195
7.1
Introduction
196
7.2
Classifying evaluation
196
7.3
'Quick And Dirty'
197
7.4
Conceptual model extraction
197
7.5
Direct observation
199
7.5.1
Finding out what users are thinking
199
7.5.2
How to record observations
200
7.5.3
How to not bias the experiment
203
7.5.4
Happy users
203
7.6
Interviews
204
7.7
Questionnaires
205
7.8
Non-iiser methods
207
7.8.1
Heuristic evaluation
207
7.8.2
No people whatsoever
209
7.9
Experimental evaluation
209
7.9.1
Hypothesis
210
7.9.2
The users
211
CONTENTS
ХІ
7.9.3
Tasks
212
7.9.4 Experiment
design
212
7.9.5
Conducting experiments
213
7.9.6
Experimental results
214
7.10
Considering context
—
evaluating mobile systems
214
7.10.1
Physical context
214
7.10.2
Technological context
216
7.10.3
Social context
216
7.10.4
Other contexts
217
7.11
Complementary evaluation
218
7.12
Conclusion
219
Summary
219
Workshop questions
219
Designer tips
220
PART III: DESIGN GALLERY
-
DIRECTIONS AND GUIDELINES
221
Chapter
8:
Controlling Complex Functions
223
Key points
223
8.1
Introduction
224
8.2
Menus and memory
225
8.3
Hierarchical menus
225
8.3.1
Learning structure
225
8.3.2
Improving classification
226
8.3.3
Context information
227
8.4
Icons
227
8.5
Manuals
233
8.5.1
Online manuals
233
8.5.2
Website manuals
234
8.6
No menus?
234
8.6.1
Data structures
235
8.6.2
Alternatives
235
8.6.3
Design ideas
—
data structures
238
8.6.4
Evaluation via experiment
238
8.7
More complex menus
242
8.8
Some concluding thoughts
244
Summary
245
Workshop questions
245
Designer tips
245
xii CONTENTS
Chapter
9: Information
access
247
Key
points
247
9.1
Introduction
248
9.2
Small-screen impacts
250
9.2.1
Lessons from the past
251
9.2.2
Impact on browsing complex content
255
9.2.3
Impact on searching
256
9.3
Designs for browsing
258
9.3.1
Guidelines
259
9.3.2
Schemes
261
9.3.3
Packaging content
271
9.4
Improving search
272
9.4.1
Assessing sets of results
272
9.4.2
Judging the value of individual results
274
9.5
Mobile information ecologies
280
9.5.1
Fitting in
280
9.5.2
Case study: the laid-back search tool
283
9.5.3
Peer-to-peer schemes
286
Summary
287
Workshop questions
287
Designer tips
288
Chapter
10:
Beyond text
-
using images on mobile devices
289
Key points
289
10.1
Introduction
290
10.2
Ethnography
290
10.2.1
Where have all the photographs gone?
291
10.2.2
Digital ethnography
292
10.3
Finding photos
292
10.3.1
Meta-data
293
10.3.2
Meta-data
management
294
10.4
Browsing photos
294
10.4.1
Timeline
295
10.4.2
Treemaps
295
10.4.3
RSVP
296
10.4.4
Speed Dependent Automatic Zooming
298
10.5
Downscaling case study
300
10.5.1
Arranging photos
300
CONTENTS xiii
10.5.2
Screen
size
300
10.5.3
Write once, ran anywhere
301
10.5.4
Meanwhile, back with the users
301
10.5.5
User testing
304
10.5.6
Platform
306
10.6
Advanced technology
306
10.7
What are photos for?
307
10.7.1
What are we sharing?
309
10.7.2
Using audio with photographs
311
10.7.3
Video
311
10.8
Looking to the future
312
Summary
312
Workshop questions
313
Designer tips
313
Chapter
11:
Impacting the community; impacting the world
315
Key points
315
11.1
Introduction
316
11.2
The digital divide
316
11.3
Mobiles work
316
11.3.1
The rise and rise of mobile technology
317
11.4
Planning a project
318
11.5
That culture thing
320
11.6
Casestudies
325
11.6.1
Empowering people
—
Cybertracker
325
11.6.2
Education
327
11.6.3
Communitization
328
11.7
Call to arms
333
Summary
333
Workshop questions
333
Designer tips
334
Resources
335
References
339
Credits
365
Index
367 |
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dewey-raw | 621.384 |
dewey-search | 621.384 |
dewey-sort | 3621.384 |
dewey-tens | 620 - Engineering and allied operations |
discipline | Informatik Elektrotechnik Elektrotechnik / Elektronik / Nachrichtentechnik Wirtschaftswissenschaften |
discipline_str_mv | Informatik Elektrotechnik Elektrotechnik / Elektronik / Nachrichtentechnik Wirtschaftswissenschaften |
format | Book |
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id | DE-604.BV021310312 |
illustrated | Illustrated |
index_date | 2024-07-02T13:55:45Z |
indexdate | 2024-07-09T20:35:21Z |
institution | BVB |
isbn | 0470090898 9780470090893 |
language | English |
lccn | 2005025158 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-014630879 |
oclc_num | 466501300 |
open_access_boolean | |
owner | DE-Aug4 DE-91G DE-BY-TUM DE-91 DE-BY-TUM DE-384 DE-355 DE-BY-UBR DE-525 DE-739 DE-523 |
owner_facet | DE-Aug4 DE-91G DE-BY-TUM DE-91 DE-BY-TUM DE-384 DE-355 DE-BY-UBR DE-525 DE-739 DE-523 |
physical | XX, 377 S. Ill., graph. Darst. |
publishDate | 2006 |
publishDateSearch | 2006 |
publishDateSort | 2006 |
publisher | Wiley |
record_format | marc |
spelling | Jones, Matt Verfasser aut Mobile interaction design Matt Jones and Gary Marsden Hoboken, NJ Wiley 2006 XX, 377 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index Human-computer interaction Mobile communication systems - Design and construction Mobile communication systems Design and construction Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd rswk-swf Telekommunikation (DE-588)4059360-5 gnd rswk-swf Telekommunikation (DE-588)4059360-5 s Mensch-Maschine-Kommunikation (DE-588)4125909-9 s DE-604 Marsden, Gary Sonstige oth http://www.loc.gov/catdir/toc/ecip0518/2005025158.html Table of contents Digitalisierung UB Regensburg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014630879&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Jones, Matt Mobile interaction design Human-computer interaction Mobile communication systems - Design and construction Mobile communication systems Design and construction Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd Telekommunikation (DE-588)4059360-5 gnd |
subject_GND | (DE-588)4125909-9 (DE-588)4059360-5 |
title | Mobile interaction design |
title_auth | Mobile interaction design |
title_exact_search | Mobile interaction design |
title_exact_search_txtP | Mobile interaction design |
title_full | Mobile interaction design Matt Jones and Gary Marsden |
title_fullStr | Mobile interaction design Matt Jones and Gary Marsden |
title_full_unstemmed | Mobile interaction design Matt Jones and Gary Marsden |
title_short | Mobile interaction design |
title_sort | mobile interaction design |
topic | Human-computer interaction Mobile communication systems - Design and construction Mobile communication systems Design and construction Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd Telekommunikation (DE-588)4059360-5 gnd |
topic_facet | Human-computer interaction Mobile communication systems - Design and construction Mobile communication systems Design and construction Mensch-Maschine-Kommunikation Telekommunikation |
url | http://www.loc.gov/catdir/toc/ecip0518/2005025158.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014630879&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT jonesmatt mobileinteractiondesign AT marsdengary mobileinteractiondesign |