Software for Use und über 1,5 Millionen weitere Bücher verfügbar für Amazon Kindle. Erfahren Sie mehr

Gebraucht kaufen
Gebraucht - Gut Informationen anzeigen
Preis: EUR 6,19

oder
 
   
Jetzt eintauschen
und EUR 1,62 Gutschein erhalten
Eintausch
Möchten Sie verkaufen? Hier verkaufen
Jeder kann Kindle Bücher lesen  selbst ohne ein Kindle-Gerät  mit der KOSTENFREIEN Kindle App für Smartphones, Tablets und Computer.
Beginnen Sie mit dem Lesen von Software for Use auf Ihrem Kindle in weniger als einer Minute.

Sie haben keinen Kindle? Hier kaufen oder eine gratis Kindle Lese-App herunterladen.

Software for Use: A Practical Guide to the Methods of Usage-Centered Design: A Practical Guide to the Models and Methods of Usage-centred Design (ACM Press) [Englisch] [Gebundene Ausgabe]

Larry L. Constantine , Lucy A. D. Lockwood
4.2 von 5 Sternen  Alle Rezensionen anzeigen (6 Kundenrezensionen)

Erhältlich bei diesen Anbietern.


‹  Zurück zur Artikelübersicht

Inhaltsverzeichnis

I. TOWARD MORE USABLE SOFTWARE. 1. Software for Use: Usage, Usability, and User Interfaces. Upgrading Usability. Approaching Usability. Changing Contexts. 2. Built-in Usability: A Usage-Centered Design Approach. Interfacing with Users. Elements of a Usage-Centered Approach. Driving Models. Coordinated Activity. 3. In Principle: Rules and Principles of Usage-Centered Design. Design as Dialogue. Rules and Principles. Usability Rules. User Interface Design Principles. Other Rules. Details, Details, Details. II. ESSENTIAL MODELS FOR USABILITY. 4. Users and Related Species: Understanding Users and User Roles. Of Use and Users. Real Users and Others. User Role Models. User Role Maps. User Roles in Action. Structured Role Models. 5. Working Structures: Task Modeling with Essential Use Cases. Work, Work, Work. Task Modeling. The Use Case Map. Building Essential Use Case Models. Application. 6. Interface Architecture: Interface Contents and Navigation. Workplaces. Interface Contents. The Context Navigation Map. Application. III. CREATING THE VISUAL DESIGN. 7. Designing the Dialogue: Layout and Communication. From Abstraction to Expression. Communication Channels. Screen Real Estate. 8. Practical Widgetry: Choosing and Designing Visual Components. Buy or Build. Iconic Communication. Menus. Selecting Selection Widgets. 9. Innovative Interfaces: Creative Interface Engineering and Custom Components. Creative Engineering. The Process of Innovation. Instructive Interfaces. Applied Innovation. IV. COMPLETING THE DESIGN. 10. Expressing Solutions: Implementation Modeling and Prototypes. Fun Stuff. Prototypes and Prototyping. Mapping the Models. Implementation Modeling Illustrated. 11. Help Me if You Can: Designing Help and Helpful Messages. Even Experts Need a Lift. Use Cases for Help. Access and Presentation Techniques. Special Techniques and Modalities. Helpful Writing. Helpful Messages. 12. Once a Beginner: Supporting Evolving Usage Patterns. Beyond Beginners. Skiing the Interface. Progressive Usage. Supportive Interfaces. Designing for Progressive Usage. Progressive Usage Applied. 13. In Place: Fitting the Operational Context. Unsound Context. Operational Modeling. Environmental Adaptation. Binding Context. Environment Profile. Putting Context in Place. 14. Same Game, Different Fields: Special Applications, Special Issues. Theme and Variation, Again. Web Design for Use. Web Wisdom Applied. Embedded Systems Applications. Other Special Interfaces. 15. Usage-Centered Design Applied: The TeleGuida Case. Scaling Up. Telephone Tag. Gathering Requirements. TeleGuida Users and Uses. Toward a TeleGuida Prototype. V. ASSESSMENT AND IMPROVEMENT. 16. Better Next Time: Improvement by Inspection and Review. Assessing Usability. Inspection Methods. Collaborative Usability Inspections. Focused Inspections. 17. By the Numbers: Measuring Usability in Practice. Comparison Shopping. Measured Quality. User Interface Design Metrics. Essential Usability Metrics Suite. Metrics in Practice. 18. Test Scores: Laboratory and Field Testing of Usability. History Testing. Testing, One, Two. Test Protocol. Testing Tactics. Why Test, Why Not. VI. ORGANIZING AND MANAGING THE PROCESS. 19. Code and You're Done: Implementing Interfaces. Objects and Interfaces. Accelerated Development. Visual Development of Visual Designs. 20. Using Your Users: Users in the Development Process. Use or Abuse of Users. Requirements Dialogue, Requirements Dance. Going to the Source. Using Users. Joint Essential Modeling. 21. Getting Organized: Usability in the Larger Context. Organizational Units. Standards and Style Guides. Competing Constituencies. Experts and Expertise. Cultural Fit. Appendix A. Suggested Readings. Appendix B. Eleven Ways to Make Software More Usable: General Principles of Software Usability. Appendix C. Glossary. Appendix D. Forms for Usage-Centered Design. Appendix E. Subjective Usability Scales for Software (SUSS). References. Index. 0201924781T04062001

‹  Zurück zur Artikelübersicht