Designing Object-Oriented User Interfaces
Delivers a clear definition of "object-oriented" user interface consistent with other OO paradigms and contexts *Draws on many diverse fields such as software engineering, cognitive psychology, human factors, and graphic design *Covers the design of the visible interface and the software that implements it *Describes object-oriented implementation architectures which flow naturally from the user interface *Provides examples in C++ and Smalltalk to illustrate the implementation of object-oriented user interfaces 080535350XB04062001
- Paperback | 608 pages
- 187 x 234 x 22mm | 905g
- 01 Jan 1995
- Pearson Education (US)
- Benjamin-Cummings Publishing Company, Subs of Addison Wesley Longman, Inc
- San Francisco, United States
Other books in this series
01 Jul 2005
20 Dec 2003
12 Jan 2012
26 Sep 2003
08 Jan 2004
Back cover copy
Delivers a clear definition of "object-oriented" user interface consistent with other OO paradigms and contexts Draws on many diverse fields such as software engineering, cognitive psychology, human factors, and graphic design Covers the design of the visible interface and the software that implements it Describes object-oriented implementation architectures which flow naturally from the user interface Provides examples in C++ and Smalltalk to illustrate the implementation of object-oriented user interfaces 080535350XB04062001
Table of contents
The User Interface.
Plan of the Book.
Audiences for the Book.
Relation to Other Design Approaches.
2. A Bit of History.
People, Work or Technological Change.
Knowledge Workers and Production Workers.
Evolution of the User Interface.
User Interface Technology - Yesterday, Today, Tomorrow.
3. Two User Interface Styles.
Analyzing User Interfaces.
4. Applying Object-Orientation To User Interfaces.
A Model of Object-Orientation.
Cognitive Models for Object-Orientation.
Object Orientation in User Interfaces.
5. Three Domains of Oo Design For The User Interface.
Designing for Understandability.
The Three Domains.
An Example: "Klondike" Solitaire.
6. Ooui Design: Process and Team.
Models of the Development Process.
The OOUI Design Process.
Skills Required for OOUI Design.
Role of the UI Design Team in Development.
Managing the OOUI Design Process.
II. EXTERNAL DESIGN.
7. Users, Tasks, and Task Analysis.
Why Task Analysis?
Users and Their Tasks.
Task Analysis and Task Synthesis.
Documenting Task Analysis.
Tasks as Objects.
8. The User's Conceptual Model.
Models and Metaphors.
Users' Models of Systems.
Designing the User's Conceptual Model.
A Catalog of Metaphors.
9. Information Presentation.
Human Senses, Information, and Technology.
Views, Presentation Metaphors, and Patterns.
Step-by-Step Presentation Design.
Content View Design.
Differences Between Computers and Other Media.
10. Interaction and Control.
Step-by-Step Interaction Design.
Documenting Look and Feel.
III. INTERNAL DESIGN AND IMPLEMENTATION.
11. Object-Oriented System Architectures.
An OO View of Systems and Applications.
The Model-View-Controller Architecture.
An Architecture for Object-Oriented Client-Server.
12. Information Models.
"Middle Out" User Interface Design.
Modular Separation of Information Models and Interaction.
A "Three-Schema" Approach to User Interfaces.
13. Presentation and Interaction Objects.
Views and Interactors.
Design and Code Reuse.
Direct Manipulation Interaction.
14. Tools For Prototyping and Implementation.
Visual Interface Builders.
15. Putting it All Together.
The Whole Interface.
Case Study: Online News Photos, With and Without Seams.
Case Study: A Distributed Multimedia System.
Case Study: Adding Fax to an Office System.
Pragmatic issues of OOUI Implementation.
16. Summary and Directions.
Key Points of the Book.
The Future of the OOUI.
Where to Go From Here.
Appendix 1. Fax Case Study.
Appendix 2. Introduction to Object-Orientation.
Appendix 3. Resources. 0201704544T06252001