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Designing with the Mind in Mind : Simple Guide to Understanding User Interface Design Guidelines.

Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Johnson, Jeff.
Language:
English
Subjects (All):
User interfaces (Computer systems)--Design.
User interfaces (Computer systems) -- Design.
Physical Description:
1 online resource (251 pages)
Edition:
2nd ed.
Place of Publication:
San Diego : Elsevier Science & Technology, 2014.
Contents:
Front Cover
Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Guidelines
Copyright
Contents
Acknowledgments
Foreword
Introduction
USER-INTERFACE DESIGN RULES: WHERE DO THEY COME FROM AND HOW CAN THEY BE USED EFFECTIVELY?
USER-INTERFACE DESIGN AND EVALUATION REQUIRES UNDERSTANDING AND EXPERIENCE
COMPARING USER-INTERFACE DESIGN GUIDELINES
WHERE DO DESIGN GUIDELINES COME FROM?
INTENDED AUDIENCE OF THIS BOOK
Chapter 1 - Our Perception is Biased
PERCEPTION BIASED BY CURRENT CONTEXT
PERCEPTION BIASED BY GOALS
TAKING BIASED PERCEPTION INTO ACCOUNT WHEN DESIGNING
Chapter 2 - Our Vision is Optimized to See Structure
GESTALT PRINCIPLE: PROXIMITY
GESTALT PRINCIPLE: SIMILARITY
GESTALT PRINCIPLE: CONTINUITY
GESTALT PRINCIPLE: CLOSURE
GESTALT PRINCIPLE: SYMMETRY
GESTALT PRINCIPLE: FIGURE/GROUND
GESTALT PRINCIPLE: COMMON FATE
GESTALT PRINCIPLES: COMBINED
Chapter 3 - We Seek and Use Visual Structure
STRUCTURE ENHANCES PEOPLE'S ABILITY TO SCAN LONG NUMBERS
DATA-SPECIFIC CONTROLS PROVIDE EVEN MORE STRUCTURE
VISUAL HIERARCHY LETS PEOPLE FOCUS ON THE RELEVANT INFORMATION
Chapter 4 - Our Color Vision is Limited
HOW COLOR VISION WORKS
VISION IS OPTIMIZED FOR CONTRAST, NOT BRIGHTNESS
THE ABILITY TO DISCRIMINATE COLORS DEPENDS ON HOW COLORS ARE PRESENTED
COLOR-BLINDNESS
EXTERNAL FACTORS THAT INFLUENCE THE ABILITY TO DISTINGUISH COLORS
GUIDELINES FOR USING COLOR
Chapter 5 - Our Peripheral Vision is Poor
RESOLUTION OF THE FOVEA COMPARED TO THE PERIPHERY
IS THE VISUAL PERIPHERY GOOD FOR ANYTHING?
EXAMPLES FROM COMPUTER USER INTERFACES
COMMON METHODS OF MAKING MESSAGES VISIBLE
HEAVY ARTILLERY FOR MAKING USERS NOTICE MESSAGES
VISUAL SEARCH IS LINEAR UNLESS TARGETS "POP" IN THE PERIPHERY.
Chapter 6 - Reading is Unnatural
WE'RE WIRED FOR LANGUAGE, BUT NOT FOR READING
IS READING FEATURE-DRIVEN OR CONTEXT-DRIVEN?
SKILLED AND UNSKILLED READING USE DIFFERENT PARTS OF THE BRAIN
POOR INFORMATION DESIGN CAN DISRUPT READING
MUCH OF THE READING REQUIRED BY SOFTWARE IS UNNECESSARY
TEST ON REAL USERS
Chapter 7 - Our Attention is Limited
Our Memory is Imperfect
SHORT- VERSUS LONG-TERM MEMORY
A MODERN VIEW OF MEMORY
CHARACTERISTICS OF ATTENTION AND WORKING MEMORY
IMPLICATIONS OF WORKING MEMORY CHARACTERISTICS FOR USER-INTERFACE DESIGN
CHARACTERISTICS OF LONG-TERM MEMORY
IMPLICATIONS OF LONG-TERM MEMORY CHARACTERISTICS FOR USER-INTERFACE DESIGN
Chapter 8 - Limits on Attention Shape Our Thought and Action
WE FOCUS ON OUR GOALS AND PAY LITTLE ATTENTION TO OUR TOOLS
WE NOTICE THINGS MORE WHEN THEY ARE RELATED TO OUR GOALS
WE USE EXTERNAL AIDS TO KEEP TRACK OF WHAT WE ARE DOING
WE FOLLOW THE INFORMATION "SCENT" TOWARD OUR GOAL
WE PREFER FAMILIAR PATHS
OUR THOUGHT CYCLE: GOAL, EXECUTE, EVALUATE
AFTER WE ACHIEVE A TASK'S PRIMARY GOAL, WE OFTEN FORGET CLEANUP STEPS
Chapter 9 - Recognition is Easy
Recall is Hard
RECOGNITION IS EASY
RECALL IS HARD
RECOGNITION VERSUS RECALL: IMPLICATIONS FOR USER-INTERFACE DESIGN
Chapter 10 - Learning from Experience and Performing Learned Actions are Easy
Novel Actions, Problem Solving, and Calculation are Hard
WE HAVE THREE BRAINS
WE HAVE TWO MINDS
LEARNING FROM EXPERIENCE IS (USUALLY) EASY
PERFORMING LEARNED ACTIONS IS EASY
PERFORMING NOVEL ACTIONS IS HARD
PROBLEM SOLVING AND CALCULATION ARE HARD
IMPLICATIONS FOR USER-INTERFACE DESIGN
ANSWERS TO PUZZLES
Chapter 11 - Many Factors Affect Learning
WE LEARN FASTER WHEN PRACTICE IS FREQUENT, REGULAR, AND PRECISE.
WE LEARN FASTER WHEN OPERATION IS TASK FOCUSED, SIMPLE, AND CONSISTENT
WE LEARN FASTER WHEN VOCABULARY IS TASK FOCUSED, FAMILIAR, AND CONSISTENT
WHEN RISK IS LOW, WE EXPLORE MORE AND LEARN MORE
Chapter 12 - Human Decision Making is Rarely Rational
PEOPLE ARE OFTEN IRRATIONAL
LOSSES MEAN MORE TO US THAN GAINS
WE ARE BIASED BY HOW CHOICES ARE WORDED
WE ARE BIASED BY OUR VIVID IMAGINATIONS AND MEMORIES
EXPLOITING STRENGTHS AND WEAKNESSES OF HUMAN COGNITION
Chapter 13 - Our Hand-Eye Coordination Follows Laws
FITTS' LAW: POINTING AT DISPLAYED TARGETS
STEERING LAW: MOVING POINTERS ALONG CONSTRAINED PATHS
Chapter 14 - We Have Time Requirements
RESPONSIVENESS DEFINED
THE MANY TIME CONSTANTS OF THE HUMAN BRAIN
ENGINEERING APPROXIMATIONS OF TIME CONSTANTS: ORDERS OF MAGNITUDE
DESIGNING TO MEET REAL-TIME HUMAN INTERACTION DEADLINES
ADDITIONAL GUIDELINES FOR ACHIEVING RESPONSIVE INTERACTIVE SYSTEMS
ACHIEVING RESPONSIVENESS IS IMPORTANT
EPILOGUE
SUMMARY
CAVEAT
Appendix - Well-known User-Interface Design Rules
NORMAN (1983A)
SHNEIDERMAN (1987)
SHNEIDERMAN AND PLAISANT (2009)
NIELSEN AND MOLICH (1990)
NIELSEN AND MACK (1994)
STONE ET AL. (2005)
JOHNSON (2007)
Bibliography
Index.
Notes:
Description based on publisher supplied metadata and other sources.
Other Format:
Print version: Johnson, Jeff Designing with the Mind in Mind
ISBN:
9780124115569
OCLC:
870677238

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