The Resonant Interface

The Resonant Interface : HCI Foundations for Interaction Design

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In an age of ubiquitous computing it is essential that Interaction Design be based on the rich foundation of HCI research and knowledge. The Resonant Interface does that and more. It moves beyond the traditional scope of human-computer interaction (HCI) and is based on the concept of active learning that integrates theory and practice. Each chapter begins with a discussion of a particular HCI topic or concept that is then explored and put into perspective for interface design. The topics are then set in a design scenario using authentic interface problems and solutions. With a practical, engaging style, author Steve Heim moves beyond a focus on research findings and extends student learning into the processes of building usable interfaces for software and Web sites.
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Product details

  • Paperback | 688 pages
  • 200.7 x 226.1 x 33mm | 1,111.31g
  • Pearson Education (US)
  • Pearson
  • Boston, MA, United States
  • English
  • Illustrations (some col.)
  • 0321375963
  • 9780321375964
  • 1,390,451

About Steven Heim

Steven Heim currently holds the position of Associate Professor of Computer Science in the Computer Science/Management Engineering Department of the College of Information and Computer Science at the C.W. Post campus of Long Island University. He is Director of Graduate Programs for the department and Co-Director of the CICS Usability Lab. Dr. Heim lectures on subjects such as Human-Computer Interaction, Interaction Design and Web Development on the undergraduate and graduate levels. His research and scholarly interests include topics such as accessibility and computer-based musical composition and performance as well as HCI and Interaction Design. He draws from an extensive background in interface development and interactive multimedia including audio application, interactive animation and digital video. Dr. Heim's background in music and computer programming affords a unique prospective in the field of HCI and interface development. His approach to the learning environment is based on a deep understanding of the educational process gained through years of teaching experience.
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Table of contents

SECTION I USING COMPUTERSChapter 1 Interaction Paradigms1.1. Innovation1.1.1 Memex1.1.2 Human Augmentation System1.1.3 OLIVER1.1.4 The Ultimate Display1.2. Computing Environments1.2.1 Physical Computing Environment1.2.2 Social Computing Environment1.2.3 Cognitive Computing Environment1.3. Analyzing Interaction Paradigms1.3.1 5W+H1.3.2 Terms 1.4. Interaction Paradigms1.4.1 Large-Scale Computing1.4.2 Personal Computing1.4.3 Networked Computing1.4.4 Mobile Computing1.4.5 Collaborative Environments1.4.6 Embodied Virtuality1.4.7 Contemporary Approaches in Embodied Virtuality1.4.8 Virtual Reality1.4.9 Augmented RealityChapter 2 Interaction Frameworks and Styles 2.1. Frameworks for Understanding Interaction 2.1.1 Execution/Evaluation Action Cycle2.1.2 Interaction Framework 2.2. Coping with Complexity2.2.1 Mental Models2.2.2 Mapping2.2.3 Semantic and Articulatory Distance2.2.4 Affordances2.3. Interaction Styles2.3.1 Command Line2.3.2 Menu-Based Interface2.3.3 Form Fill-In2.3.4 Question and Answer 2.3.5 Direct Manipulation2.3.6 Metaphors2.3.7 Web Navigation2.3.8 Three-Dimensional Environments2.3.9 Zoomable Interface2.3.10 Natural Language SECTION II Designing Interaction Chapter 3 Interaction Design Process3.1. Iterative Design3.2. User-Centered Design3.3. Interaction Design Models3.3.1 Waterfall Model3.3.2 Spiral Model3.3.3 Dynamic Systems Development Method3.3.4 Prototype-Based Models3.3.5 Discount Usability Engineering3.3.6 Contextual Inquiry3.4. Overview of Interaction Design Models3.4.1 The Design Process ModelChapter 4 Discovery 4.1. Discovery Phase Framework4.1.1 Exploring the Work Domain4.1.2 Organizing the Discovery Process4.2. Collection4.2.1 Methods of Collection4.2.2 Observation4.2.3 Elicitation4.3. Interpretation 4.3.1 Task Analysis4.3.2 Storyboarding4.3.3 Use Cases4.3.4 Primary Stakeholder Profiles4.4. Documentation4.4.1 Mission Statement4.4.2 Requirements Document4.4.3 Project Management DocumentDesign Scenario: Circumference: RequirementsChapter 5 Design 5.1. Technology Myopia5.2. Conceptual Design5.2.1 Brainstorming5.2.2 Card Sort5.2.3 Semantic Networks5.2.4 Personas5.2.5 Scenarios, Flowcharts, and Cognitive Walkthroughs5.3. Physical Design5.3.1 Prototypes5.3.2 Low-Fidelity Prototypes5.4. Evaluation5.4.1 Heuristic Evaluation5.4.2 Nielsen's Heuristics5.5. Physical Design Continued5.5.1 Wireframes 5.5.2 Web Formats5.5.3 Functional Prototypes5.6. Interface Design Standards5.6.1 Graphical Libraries 5.6.2 User Interface Toolkits5.6.3 Visual Interface Builders5.6.4 Web Development Tools5.6.5 Emerging Standards5.7. Designing the Facets of the InterfaceDesign Scenario: Physical DesignChapter 6 Design Principles6.1. Principles of Interaction Design6.1.1 Framework for Design Principles6.2. Comprehensibility6.3. Learnability6.4. Effectiveness/Usefulness6.4.1 Utility6.4.2 Safety6.4.3 Flexibility 6.4.4 Stability6.5. Efficiency/Usability6.5.1 Simplicity 6.5.2 Memorability6.5.3 Predictability6.5.4 Visibility6.6. Grouping6.6.1 Gestalt Principles of Perception6.7. Stimulus Intensity 6.8. Proportion 6.8.1 Golden Ratio6.9. Screen Complexity6.10. Resolution/Closure6.11. Usability Goals6.11.1 Goals to Principles6.11.2 Principles to GuidelinesDesign Scenario: Application of Design PrinciplesChapter 7 Interaction Design Models7.1 Model Human Processor 7.1.1 Working Memory7.1.2 Long-Term Memory7.1.3 Processor Timing7.2 Keyboard Level Model7.2.1 Operators7.2.2 Encoding Methods7.2.3 Heuristics for M Operator Placement7.2.4 What the Keyboard Level Model Does Not Model7.2.5 Application of the Keyboard Level Model7.3 GOMS7.3.1 CMN-GOMS7.3.2 CMN-GOMS Analysis 7.3.3 Other GOMS Models7.4 Modeling Structure7.4.1 Hick's Law7.5 Modeling Dynamics7.5.1 State Transition Networks7.5.2 Three-State Model7.5.3 Glimpse Model 7.6 Physical Models7.6.1 Fitts' LawDesign Scenario: Scrolling versus PagingChapter 8 Usability Testing8.1 What Is Usability?8.2 What Is a Usability Test?8.2.1 Phases of a Usability Test8.3 Design the Test8.3.1 Why: Define the Purpose8.3.2 What: Define Your Concerns and Goals8.3.3 What: Define the Tasks8.3.4 What: Create the Scenarios8.3.5 What: Define the Measurements8.3.6 How: Define the Test Method8.3.7 Where: Determine the Location of the Tests8.3.8 Who: Select Participants, Testers, and Observers8.4 Prepare for the Test8.4.1 When: Create a Test Schedule8.4.2 Writing Scripts8.4.3 Running a Pilot Test8.5 Perform the Test8.5.1 Test Phases8.6 Process the Data8.6.1 Activities Performed on the Day of the Test8.6.2 Follow-Up ActivitiesDesign Scenario: Defining and Refining Usability GoalsSECTION III FACETS OF INTERACTION Chapter 9 Color9.1 The Human Perceptual System9.1.1 Color Perception9.1.2 Color Deficiencies9.1.3 Individual and Cultural Issues 9.2 Using Color in Interaction Design9.2.1 Clarification, Relation, and Differentiation9.2.2 Searching9.2.3 Comprehension, Retention, and Recall9.2.4 Tasks and Performance 9.2.5 Redundant Coding9.3 Color Concerns for Interaction Design9.3.1 Indistinguishable Differences9.3.2 Optimal Colors9.3.3 Number of Colors9.3.4 Incompatible Differences9.3.5 Color Backgrounds9.4 Technical Issues Concerning Color9.4.1 Color Displays9.4.2 Computing Environment9.4.3 Color Systems9.4.4 Color Contrast9.4.5 Color Space9.4.6 Web-Based Color9.4.7 The Color Picker Design Scenario: Color SchemeChapter 10 Interface Components10.1. The WIMP Interface10.1.1 Windows 10.1.2 Icons10.1.3 Menus 10.1.4 Pointers10.2. Other Components 10.2.1 Lists10.2.2 Controls10.2.3 Display Components10.2.4 Text Entry Components10.2.5 Tool ContainersDesign Scenario: Web FormChapter 11 Icons 11.1 Human Issues Concerning Icons11.1.1 Novice User11.1.2 The Dual Nature of Icons11.1.3 Real-World Expectations11.1.4 Recall/Recognition11.1.5 Icon Analysis Chart11.2 Using Icons in Interaction Design11.2.1 Search11.2.2 Screen Real Estate11.2.3 Conventions11.2.4 Context11.2.5 Globalization-Localization11.3 Technical Issues Concerning Icons11.3.1 Icon Terminology11.3.2 Principles for Icon Creation11.3.3 Icon Grammar11.3.4 Universal Systems11.3.5 Deconstructing Icons11.3.6 Icon Size11.3.7 Transparency and Background11.3.8 Current PracticesDesign Scenario: IconsChapter 12 Text 12.1 Human Issues Concerning Text12.1.1 The Reading Process12.1.2 The Reading Purpose12.1.3 Paper versus Screens12.2 Using Text in Interaction Design12.2.1 Legibility12.2.2 Readability12.2.3 Physical Factors12.3 Technical Issues Concerning Text12.3.1 Components of Digital Text 12.3.2 Web Text12.3.3 Globalization/Localization12.3.4 Dynamic Text PresentationDesign Scenario: Text FormattingChapter 13 Speech and Hearing 13.1 The Human Perceptual System13.1.1 Hearing13.1.2 Speech13.1.3 Nonspeech 13.2 Using Sound in Interaction Design13.2.1 Redundant Coding13.2.2 Positive/Negative Feedback13.2.3 Speech Applications13.2.4 Nonspeech Applications13.3 Technical Issues Concerning Sound13.3.1 Sound Waves13.3.2 Computer-Generated Sound13.3.3 Speech RecognitionDesign Scenario: Auditory DisplayChapter 14 Touch and Movement 14.1 The Human Perceptual System14.1.1 Physical Aspects of Perception14.1.2 Psychological Aspects of Perception14.2 Using Haptics in Interaction Design14.2.1 Teleoperation14.2.2 Medical Uses14.2.3 Users with Disabilities14.2.4 Aerospace14.2.5 Scientific Visualizations14.2.6 Modeling14.2.7 Art14.2.8 Collaboration 14.2.9 Data Representations-Graphs14.2.10 Gaming14.3 Technical Issues Concerning Haptics14.3.1 Haptic Displays14.3.2 Tactile Displays14.3.3 Force Feedback Displays14.3.4 Desktop Devices14.3.5 Haptic System ConcernsDesign Scenario: Coding Information for a Haptic Navigation DeviceAppendixesAppendix A VisionAppendix B Accessibility GuidelinesAppendix C Input/Output DevicesReferencesPhoto CreditsIndex
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Rating details

26 ratings
3.57 out of 5 stars
5 23% (6)
4 35% (9)
3 27% (7)
2 8% (2)
1 8% (2)
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