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8071492|现货包邮交互设计:超越人机交互原书第5版 计算机科学丛书图形图像多媒体网页制作UI/交互设计海伦夏普

  • 产品名称:交互设计:超越人机交互(...
  • 品牌:华章
  • 书名:交互设计:超越人机交互(原书第5版)
  • 作者:海伦·夏普、詹妮弗·普瑞斯、伊温妮·罗杰斯
  • 定价:139.00元
  • 书名:交互设计:超越人机交互(原书第5版)
  • 开本:16开
  • 是否是套装:否
  • 出版社名称:机械工业出版社
  • 出版时间:2020-07

经典教材全新升级,新增一章讨论大规模数据,培养大数据时代的交互设计师
 
 书   名:  交互设计:超越人机交互(原书第5版)
 图书定价:  (咨询特价)
 作 者:  [英]海伦·夏普(Helen Sharp) [美]詹妮弗·普瑞斯(Jennifer Preece) [英]伊温妮·罗杰斯(Yvonne Rogers)
 出 版 社:  机械工业出版社
 出版日期:  2020-07-16
 ISBN 号:  9787111658931
 开   本: 16开
 页   数: 430
 版   次: 1-1
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本书由交互设计界的三位顶尖学者联袂撰写,是该领域的经典著作,被全球各地的大学选作教材。新版本继承了本书一贯的跨学科特色,并与时俱进地新增一章讨论数据分析,同时补充了新的发展成果。书中包含大量实例,涉及敏捷用户体验、社会媒体与情感交互、混合现实与脑机界面等。全书紧紧围绕设计与评估的迭代过程,不仅包含了传统的理论知识、实例解析、实践指导等内容,还通过“窘境”模块讨论了一系列启迪思考的开放问题。此外,本书网站www.id-book.com也为读者提供了丰富的资源,包括教学PPT以及大量的案例研究。

出版者的话
本书赞誉
译者序
前言
作者简介
第1章 什么是交互设计 ·······························1
1.1 引言 ·································1
1.2 优劣设计 ······································2
1.2.1 语音邮件系统 ······························2
1.2.2 遥控设备 ·······································3
1.2.3 设计什么 ·······································5
1.3 何谓交互设计 ············································6
1.3.1 交互设计的组成 ··························7
1.3.2 参与交互设计的人员 ·················8
1.3.3 交互设计顾问 ······························9
1.4 用户体验 ·········································9
1.5 了解用户 ···········································11
1.6 无障碍设计和包容性设计 ····················12
1.7 可用性和用户体验目标 ························13
1.7.1 可用性目标 ·································13
1.7.2 用户体验目标 ····························16
1.7.3 设计原则 ·····································18
深入练习 ································22
总结 ·········································22
拓展阅读 ································23
第2章 交互设计的过程 ·····························26
2.1 引言 ·····································26
2.2 交互设计中涉及什么·····························27
2.2.1 理解问题空间 ····························29
2.2.2 用户参与的重要性····················30
2.2.3 用户参与的程度 ························32
2.2.4 什么是以用户为中心的方法 ·····33
2.2.5 交互设计的四项基本活动 ······35
2.2.6 交互设计的简单周期模型 ····························36
2.3 一些实际问题··········································39
2.3.1 用户是谁 ·····································39
2.3.2 用户的需求是什么····················40
2.3.3 如何生成备选设计方案 ···········41
2.3.4 如何在备选方案间进行选择 ·····42
2.3.5 如何将交互设计活动整合到其他周期模型中 ···············45
深入练习 ································46
总结 ·········································46
拓展阅读 ································46
第 3章 概念化交互 ·······································48
3.1 引言 ·······························48
3.2 概念化交互 ··············································49
3.3 概念模型 ···················································51
3.4 界面隐喻 ···················································54
3.5 交互类型 ···················································56
3.5.1 指示 ··············································57
3.5.2 对话 ··············································58
3.5.3 操作 ··············································59
3.5.4 探索 ··············································60
3.5.5 响应 ··············································61
3.6 范例、愿景、理论、模型和框架 ······62
3.6.1 范例 ··············································62
3.6.2 愿景 ··············································63
3.6.3 理论 ··············································64
3.6.4 模型 ··············································64
3.6.5 框架 ··············································64
深入练习 ································66
总结 ·········································66
拓展阅读 ································67
第 4章 认知方面 ············································70
4.1 引言 ·······························70
4.2 什么是认知 ··············································70
4.2.1 注意力 ··········································71
4.2.2 感知 ··············································75
4.2.3 记忆 ··············································77
4.2.4 学习 ··············································82
4.2.5 阅读、说话和聆听····················83
4.2.6 解决问题、规划、推理和决策 ·······························84
4.3 认知框架 ··············································85
4.3.1 心智模型 ·····································85
4.3.2 执行鸿沟和评估鸿沟 ···············87
4.3.3 信息处理 ·····································88
4.3.4 分布式认知 ·································88
4.3.5 外部认知 ·····································90
4.3.6 具身交互 ·····································91
深入练习 ································92
总结 ·········································93
拓展阅读 ································93
第5章 社会化交互 ·······································94
5.1 引言 ·······························94
5.2 社交 ·······························94
5.3 面对面对话 ··············································97
5.4 远程对话 ·················································100
5.5 共现 ·········································105
5.5.1 物理协调 ···································105
5.5.2 感知 ············································106
5.5.3 共享界面 ···································107
5.6 社会参与 ·················································111
深入练习 ······························113
总结 ·······································114
拓展阅读 ······························114
第6章 情感化交互 ·····································116
6.1 引言 ··········································116
6.2 情绪和用户体验 ···································116
6.3 富有表现力的界面和情感化设计 ····120
6.4 令人厌烦的界面 ···································122
6.5 情感计算与情感人工智能 ··················125
6.6 说服技术与行为改变···························127
6.7 拟人论 ················································130
深入练习 ······························132
总结 ·······································133
拓展阅读 ······························133
第7章 界面 ····················································135
7.1 引言 ···········································135
7.2 界面类型 ············································135
7.2.1 命令行界面 ·······························136
7.2.2 图形用户界面 ··························137
7.2.3 多媒体 ········································146
7.2.4 虚拟现实 ···································148
7.2.5 网站设计 ···································151
7.2.6 移动设备 ···································153
7.2.7 家用电器 ···································155
7.2.8 语音用户界面 ··························156
7.2.9 基于笔的设备 ··························159
7.2.10 触摸屏······································160
7.2.11 基于手势的系统 ····················161
7.2.12 触觉界面 ·································162
7.2.13 多模式界面 ·····························164
7.2.14 可共享界面 ·····························165
7.2.15 实体界面 ·································167
7.2.16 增强现实 ·································169
7.2.17 可穿戴设备 ·····························172
7.2.18 机器人和无人机 ····················173
7.2.19 脑机交互 ·································175
7.2.20 智能界面 ·································176
7.3 自然用户界面及其延伸 ······················177
7.4 选择哪种界面 ········································178
深入练习 ······························179
总结 ·······································179
拓展阅读 ······························179
第8章 数据收集 ··········································182
8.1 引言 ·············································182
8.2 五个关键问题 ········································182
8.2.1 目标设置 ···································183
8.2.2 确定被试 ···································183
8.2.3 与被试之间的关系··················184
8.2.4 三角测量 ···································185
8.2.5 试点研究 ···································186
8.3 数据记录 ·················································186
8.3.1 笔记加照片 ·······························186
8.3.2 音频加照片 ·······························187
8.3.3 视频 ············································187
8.4 访谈 ··············································188
8.4.1 非结构化访谈 ··························188
8.4.2 结构化访谈 ·······························189
8.4.3 半结构化访谈 ··························189
8.4.4 焦点小组 ···································190
8.4.5 计划和引导访谈 ······················191
8.4.6 其他形式的访谈 ······················194
8.4.7 丰富访谈体验 ··························195
8.5 问卷调查 ·················································195
8.5.1 问卷结构 ···································196
8.5.2 问题和回答的格式··················196
8.5.3 管理问卷 ···································199
8.6 观察 ············································202
8.6.1 实地直接观察 ··························203
8.6.2 受控环境中的直接观察 ·········208
8.6.3 间接观察:跟踪用户活动 ····210
8.7 技术的选择与结合 ·······························212
深入练习 ······························214
总结 ·······································214
拓展阅读 ······························215
第9章 数据分析、解释和呈现 ·············216
9.1 引言 ············································216
9.2 定量与定性 ············································217
9.3 基础定量分析 ········································219
9.4 基础定性分析 ········································225
9.4.1 确定主题 ···································227
9.4.2 数据分类 ···································228
9.4.3 关键事件分析 ··························230
9.5 使用何种分析框架 ·······························231
9.5.1 对话分析 ···································232
9.5.2 话语分析 ···································233
9.5.3 内容分析 ···································234
9.5.4 交互分析 ···································234
9.5.5 扎根理论 ···································235
9.5.6 基于系统的框架 ······················239
9.6 支持数据分析的工具···························241
9.7 解释和呈现研究结果···························241
9.7.1 结构化符号 ·······························243
9.7.2 故事的运用 ·······························243
9.7.3 总结研究结果 ··························244
深入练习 ······························244
总结 ·······································245
拓展阅读 ······························245
第10章 大规模数据 ···································247
10.1 引言 ············································247
10.2 收集和分析数据的方法 ····················248
10.2.1 数据抓取和“第二来源” 数据 ··········································249
10.2.2 收集个人数据 ························250
10.2.3 数据众包 ·································250
10.2.4 情感分析 ·································254
10.2.5 社交网络分析 ························254
10.2.6 组合多个数据源 ····················258
10.3 数据可视化和数据挖掘 ····················260
10.4 伦理设计问题 ······································267
深入练习 ······························272
总结 ·······································272
拓展阅读 ······························273
第11章 发现需求 ········································274
11.1 引言 ···············································274
11.2 是什么、如何做和为什么 ················274
11.2.1 需求活动的目的 ····················274
11.2.2 捕获需求 ·································275
11.2.3 避免误解 ·································275
11.3 需求是什么 ··········································276
11.4 为需求收集数据 ·································281
11.4.1 使用探针与用户互动 ···········284
11.4.2 情境调查 ·································285
11.4.3 创新的头脑风暴 ····················287
11.5 为生活带来需求:角色和场景 ·······287
11.5.1 角色 ··········································288
11.5.2 场景 ··········································292
11.6 捕获与用例的交互 ·····························296
深入练习 ······························297
总结 ·······································298
拓展阅读 ······························298
第12章 设计、原型和构建 ····················302
12.1 引言 ············································302
12.2 原型 ············································302
12.2.1 什么是原型 ·····························302
12.2.2 为什么使用原型 ····················304
12.2.3 低保真原型 ·····························305
12.2.4 高保真原型 ·····························307
12.2.5 原型中的妥协 ························308
12.3 概念设计···············································311
12.3.1 建立初始概念模型 ···············315
12.3.2 扩展初始概念模型 ···············318
12.4 具体设计···············································319
12.5 生成原型···············································320
12.5.1 生成故事板 ·····························320
12.5.2 生成基于卡片的原型 ···········322
12.6 构建 ·············································328
12.6.1 物理计算 ·································328
12.6.2 软件开发工具包 ····················331
深入练习 ······························332
总结 ·······································332
拓展阅读 ······························333
第13章 实践中的交互设计 ····················336
13.1 引言 ···············································336
13.2 敏捷用户体验 ······································337
13.2.1 用户研究 ·································339
13.2.2 调整工作实践 ························340
13.2.3 文档 ··········································343
13.3 设计模式···············································345
13.4 开源资源···············································348
13.5 交互设计工具 ······································350
深入练习 ······························351
总结 ·······································351
拓展阅读 ······························352
第14章 评估入门 ·······································353
14.1 引言 ···········································353
14.2 评估的原因、内容、地点、时间 ·····354
14.2.1 评估的原因 ·····························354
14.2.2 评估的内容 ·····························354
14.2.3 评估的地点 ·····························355
14.2.4 评估的时间 ·····························356
14.3 评估的类型 ··········································356
14.3.1 涉及用户的受控环境 ···········357
14.3.2 涉及用户的自然环境 ···········359
14.3.3 不涉及用户的环境 ···············360
14.3.4 选择和组合方法 ····················361
14.3.5 机会主义评估 ························361
14.4 评估案例研究 ······································361
14.4.1 案例研究1:一个研究电脑游戏的实验 ·····························361
14.4.2 案例研究2:在英国皇家农业展览会上收集民族志数据 ····363
14.5 从案例中学到了什么 ························366
14.6 评估时需要考虑的其他问题 ···········367
14.6.1 告知被试其权利并获得其同意 ···································368
14.6.2 影响方法选择和数据解释的因素 ··································369
深入练习 ······························370
总结 ·······································370
拓展阅读 ······························371
第15章 评估研究:从受控环境到自然环境 ·······························372
15.1 引言 ···············································372
15.2 可用性测试 ··········································373
15.2.1 方法、任务和用户 ···············373
15.2.2 实验室和设备 ························374
15.2.3 案例研究:iPad的可用性测试 ····································376
15.3 完成实验···············································379
15.3.1 假设检验 ·································379
15.3.2 实验设计 ·································380
15.3.3 统计方法:t检验 ·················381
15.4 实地研究···············································382
15.4.1 野外研究 ·································383
15.4.2 其他观点 ·································385
深入练习 ······························386
总结 ·······································387
拓展阅读 ······························387
第16章 评估:检查、分析和建模 ·····391
16.1 引言 ··············································391
16.2 检查:启发式评估和走查法 ···········391
16.2.1 启发式评估 ·····························391
16.2.2 走查法······································400
16.3 分析和A/B测试 ································404
16.3.1 Web分析 ·································404
16.3.2 A/B测试 ·································408
16.4 预测模型···············································410
深入练习 ······························411
总结 ·······································411
拓展阅读 ······························412
参考文献
参考文献为在线资源,请访问华章网站 www.hzbook.com下载。
经典教材全新升级,新增一章讨论大规模数据,培养大数据时代的交互设计师
欢迎阅读本书第 5版。在前几版成功出版的基础上,我们大幅更新和精简了书中的材料,以便让读者对快速发展的、涉及多学科的交互设计领域有比较全面的了解。我们没有进一步增加本书的篇幅,而是有意识地让它保持了相同的规模。
本教材面向想要对交互设计了解更多的专业人士以及学习人机交互、交互设计、信息与通信技术、网页设计、软件工程、数字媒体、信息系统和信息研究这一系列入门课程的不同背景的学生。本书对于那些想要深入挖掘该领域知识以及想要了解特定设计方法、界面或主题的从业者、设计师和研究人员也同样具有吸引力。本书也面向对设计和科技感兴趣的普通读者。
本书名为《交互设计:超越人机交互》,因为交互设计涉及的问题、主题与方法的范围比传统的人机交互领域更广—尽管如今这两个学科的重叠范围越来越大。我们定义交互设计为:
设计交互式产品来支持人们在日常工作生活中交流和交互的方式。
交互设计需要了解人们的能力和愿望以及可用的技术类型。交互设计师运用这些知识来发现需求,并进行开发和管理来生成设计。本教材对这些领域均进行了介绍。本书旨在教授用于支持开发的实用技术,并讨论可能的技术和设计备选方案。
如今,交互设计师可用的不同类型的界面和应用程序的数量持续增加,因此,我们也逐步扩展了本教材的内容来涵盖这些新技术。例如,我们不仅讨论了传统的桌面、多媒体和网络界面,还讨论了脑机交互、智能、机器人、可穿戴设备、可共享设备、增强现实和多模态界面,并列举了很多相关的案例。实践中的交互设计正在快速变化,所以本书涵盖了一系列的过程、问题和案例。
本书共 16章,包括对常用的不同设计方法的讨论,如何将认知、社交和情感问题应用到交互设计中,以及在交互设计中如何收集、分析和呈现数据。本书的中心主题是:设计与评估是紧密交织、反复迭代的过程,创造可用性产品不仅要靠理论,更要靠好的实践。本书具有实践指导作用,并说明了如何运用各种技术来设计和评估市场上的大量应用产品。本书进行了仔细的教学设计,包含了很多练习(附有详细解答)以及更为复杂的、可以形成学生项目基础的练习。本书中也有一些“窘境”,这会鼓励读者去权衡有争议的问题的利弊。
内容提要
我们致力于研究交互设计是什么、为什么要进行交互设计和如何进行交互设计,并提出了相关问题。其中包括以下主题:
●为什么一些界面很优秀而另一些界面不尽如人意
●人们是否真的能“一心多用”
●科学技术是怎样改变人与人之间的交流方式的
●用户需求是什么,以及我们怎样为他们设计
●怎样设计界面来改变人们的行为
●怎样在目前可用的众多不同交互类型(例如交流、触摸、穿戴)中进行选择
● 设计真正的无障碍界面究竟意味着什么
● 在实验室与实际环境中开展研究的利弊
● 何时运用定量方法,何时运用定性方法
● 怎样设计被试知情同意书
● 访谈问题的类型如何影响那些看似顺利得出的结论
● 怎样从一系列具体的情景、角色中迁移并得到低保真原型
● 怎样有效地将数据分析的结果可视化
● 如何收集、分析和解释大规模数据
● 为什么有时人们的言行不一致
● 监视与记录人们的行为所涉及的道德问题
● 什么是敏捷用户体验(Agile UX)和精益用户体验(Lean UX),以及它们和交互设计的
● 在设计过程的不同阶段,敏捷用户体验如何与交互设计有机结合
为了便于广大读者阅读,本书主要采用对话的写作方尸并提供了很多奇闻逸事、卡通漫画和案例研究。许多例子都和读者自身经历相关。本书和相关网站致力于激发读者的阅读积极性和对创造性事物的思考。本书的目标是让读者理解交互设计中大部分需要思考的问题,并让读者学会权衡利弊以及做好进行取舍的准备。虽然良好的设计与糟糕的设计存在着天壤之别,但本书中很少有正确或错误的答案。
本书配套网站是 www.id-book.com,该网站提供了大量的资源,包括每章的幻灯片、每章练习的解答以及很多由研究人员和设计师编写的深入案例分析,还有该领域的诸多专家(包括专业的交互设计师和大学教授)的访谈视频,并且提供了可以跳转到名人博客、网上教程、YouTube视频和其他有用资源的链接。
与前几版的不同之处
为了反映交互设计领域动态变化的特点,第 5版全面更新了书中的示例、图片、案例研究和窘境等。本书新增了一章,名为“大规模数据”(第 10章)。收集数据从未像现在一样简单。但是,在设计新的用户体验时了解如何处理数据却非常困难。在第 10章中,我们介绍了收集大规模数据的关键方法,讨论了如何将大规模数据转化为有意义的数据,讨论了将大规模数据可视化以及探索大规模数据的方法,还介绍了将大规模数据变得合乎伦理标准的基本设计原则。这一章被安排在讨论数据收集和数据分析基本方法的两章之后。
在第 5版中,关于交互设计过程的内容被重新安排到第 2章,以便更好地构建交互设计的讨论框架。我们更新了新的过程模型,并根据它在新版中的位置进行了一定修改。因此其他章的序号也有了相应的更新。
我们更新了第 13章的内容以反映实际用户体验方法的最新进展。该领域中不再使用的旧方法和案例已被移除,以便为新材料腾出空间。一些章完全重写,另一些章也大幅修改。我们大幅更新了第 4~6章来反映社交媒体和情感交互方面的最新进展,同时也涵盖了它们所带来的新的交互设计问题,如隐私问题和成瘾问题。第 7章中添加了许多关于新界面和新技术的案例。我们也对关于数据收集和数据分析的第 8章和第 9章进行了大幅更新。第 14~16章添加了新的案例研究和实例来说明为适应当今不断进化的技术评估方法的改变。这些章附带的访谈也已更新,还增加了两个对创新性研究、最新设计和当代实践领域领物的访谈。
致谢
在撰写本书前 4版的这些年里,我们得到了许多人的帮助。在世界各地的专业同人以及学生、朋友、家人的建议和支持下,我们获益良多。我们要特别感谢每一位慷慨贡献想法和时间的人,正是由于他们的贡献,本书的所有版本才能如此成功。
对我们提供帮助的人士遍布世界各地,他们来自马里兰大学信息研究学院( Maryland’s iSchool)、人机交互实验室( Human-Computer Interaction Laboratory)、社区和信息高级研究中心( Center for the Advanced Study of Communities and Information)、开放大学( Open University)、伦敦大学学院( University College London)。对于以下人士多年来的帮助,我们致以诚挚的感谢(按姓名首字母排序):
Alex Quinn, Alice Robbin, Alice Siempelkamp, Alina Goldman, Allison Druin, Ana Javornik, Anijo Mathew, Ann Blandford, Ann Jones, Anne Adams, Ben Bederson, Ben Shneiderman, Blaine Price, Carol Boston, Cathy Holloway, Clarisse Sieckenius de Souza, Connie Golsteijn, Dan Green, Dana Rotman, danah boyd, Debbie Stone, Derek Hansen, Duncan Brown, Edwin Blake, Eva Hornecker, Fiona Nah, Gill Clough, Godwin Egbeyi, Harry Brignull, Janet van der Linden, Jeff Rick, Jennifer Ferreira, Jennifer Golbeck, Jeremy Mayes, Joh Hunt, Johannes Sch. ning, Jon Bird, Jonathan Lazar, Judith Segal, Julia Galliers, Fiona Nah, Kent Norman, Laura Plonka, Leeann Brumby, Leon Reicherts, Mark Woodroffe, Michael Wood, Nadia Pantidi, Nick Dalton, Nicolai Marquardt, Paul Cairns, Paul Marshall, Philip“ Fei ”Wu, Rachael Bradley, Rafael Cronin, Richard Morris, Richie Hazlewood, Rob Jacob, Rose Johnson, Stefan Kreitmayer, Steve Hodges, Stephanie Wilson, Tamara Clegg, Tammy Toscos, Tina Fuchs, Tom Hume, Tom Ventsias, Toni Robertson, Youn-Kyung Lim。
此外还要感谢许多学生、教师、研究者以及相关从业人员。他们与我们多年来保持着,并提供了富有启发性的评论、积极的反馈以及令人感兴趣的问题。
对于 Vikram Mehta、Nadia Pantidi和 Mara Balestrini为拍摄、编辑和汇总现场访谈视频所做的工作,我们表示特别感谢。在这些视频里,他们向 2011年度、 2014年度和 2018年度人机交互年会上来自全球的许多参与者提出了探索性的问题,包括交互设计的未来在何方以及人机交互的势头是否太过火热等。我们的网站提供了约 75个相关视频。我们也非常感激 danah boyd、Harry Brignull、Leah Beuchley、Albrecht Schmidt、Ellen Gottesdiener和 Jon Froehlich。我们对他们进行了深入的访谈,并以文字形式呈现在书中。我们还要感谢多年来担任我们的网站管理员的 Rien Sach,以及深思熟虑地编辑了旧的参考文献列表的 Deb Yuill。
Danelle Bailey和 Jill Reed对本书的所有章节提供了深刻的评论和建议,我们对此表示感谢。
最后,我们还要感谢 Wiley出版社的编辑和制作团队。在出版本书的整个过程中,他们始终给予我媚励与支持。他们是 Jim Minatel、Pete Gaughan、Gary Schwartz和 Barath Kumar Rajasekaran。
 
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