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Mobile Interaction Design
Taschenbuch von Matt Jones (u. a.)
Sprache: Englisch

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Beschreibung
Mobile or cell phones, handheld computers, RFID tags or even implants. What could or should the wireless future be?

Already, mobiles are an essential part of life for two billion users.
We are told that wireless devices will help us to communicate and relate in better ways, become more creative, better educated and more efficient and effective in our working lives. Yet often with new developments or devices the hype is followed by some small successes, and a great deal of disappointment.

This book is about catering to the everyday needs people have, about shifting the design perspective away from technology and to concentrate on usability; in other words, developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities.

Presenting key interaction design ideas and successes in an accessible, relevant way, and containing exercises, interviews and case studies, this book is a must have for students on Mobile Design and HCI courses, for designers keen to make the mobile even more powerful and easy to use, and for anyone who wants to broaden their understanding of effective human-centered design in the increasingly vital context of mobile systems.
Mobile or cell phones, handheld computers, RFID tags or even implants. What could or should the wireless future be?

Already, mobiles are an essential part of life for two billion users.
We are told that wireless devices will help us to communicate and relate in better ways, become more creative, better educated and more efficient and effective in our working lives. Yet often with new developments or devices the hype is followed by some small successes, and a great deal of disappointment.

This book is about catering to the everyday needs people have, about shifting the design perspective away from technology and to concentrate on usability; in other words, developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities.

Presenting key interaction design ideas and successes in an accessible, relevant way, and containing exercises, interviews and case studies, this book is a must have for students on Mobile Design and HCI courses, for designers keen to make the mobile even more powerful and easy to use, and for anyone who wants to broaden their understanding of effective human-centered design in the increasingly vital context of mobile systems.
Über den Autor

Matt Jones has been working on novel, emerging interactive technologies for the past 12 years. He is a member of the British Computer Society Ethics Committee, IFIP Social Accountability Committee and is editing an ACM ToCHI journal special issue on social issues. Matt has written for popular magazines (including Wired) and newspapers, broadcast for the BBC and had work on mobile interaction exhibited in the National Science Museum of the UK.

Gary Marsden has a PhD in Human-Computer Interaction and is associate professor at the University of Cape Town. He has taught several undergraduate and postgraduate courses on interface design and consults privately with various companies such as Orange and Reuters on mobile computing interface design issues.

Inhaltsverzeichnis

Preface xv

Acknowledgements xix

Part I: Introduction 1

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 51

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 II: 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 112

4.7 Multiple viewpoints 113

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

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-user 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

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

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

10.5.2 Screen size 300

10.5.3 Write once, run 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 Case studies 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

Details
Erscheinungsjahr: 2006
Fachbereich: Datenkommunikation, Netze & Mailboxen
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
Inhalt: 398 S.
ISBN-13: 9780470090893
ISBN-10: 0470090898
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Jones, Matt
Marsden, Gary
Auflage: Desktop edition
Hersteller: Wiley
John Wiley & Sons
Maße: 237 x 190 x 27 mm
Von/Mit: Matt Jones (u. a.)
Erscheinungsdatum: 01.01.2006
Gewicht: 0,733 kg
Artikel-ID: 111780357
Über den Autor

Matt Jones has been working on novel, emerging interactive technologies for the past 12 years. He is a member of the British Computer Society Ethics Committee, IFIP Social Accountability Committee and is editing an ACM ToCHI journal special issue on social issues. Matt has written for popular magazines (including Wired) and newspapers, broadcast for the BBC and had work on mobile interaction exhibited in the National Science Museum of the UK.

Gary Marsden has a PhD in Human-Computer Interaction and is associate professor at the University of Cape Town. He has taught several undergraduate and postgraduate courses on interface design and consults privately with various companies such as Orange and Reuters on mobile computing interface design issues.

Inhaltsverzeichnis

Preface xv

Acknowledgements xix

Part I: Introduction 1

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 51

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 II: 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 112

4.7 Multiple viewpoints 113

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

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-user 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

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

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

10.5.2 Screen size 300

10.5.3 Write once, run 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 Case studies 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

Details
Erscheinungsjahr: 2006
Fachbereich: Datenkommunikation, Netze & Mailboxen
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
Inhalt: 398 S.
ISBN-13: 9780470090893
ISBN-10: 0470090898
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Jones, Matt
Marsden, Gary
Auflage: Desktop edition
Hersteller: Wiley
John Wiley & Sons
Maße: 237 x 190 x 27 mm
Von/Mit: Matt Jones (u. a.)
Erscheinungsdatum: 01.01.2006
Gewicht: 0,733 kg
Artikel-ID: 111780357
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