Designing with the Mind in Mind : Simple Guide to Understanding User Interface Design Rules. için kapak resmi
Designing with the Mind in Mind : Simple Guide to Understanding User Interface Design Rules.
Başlık:
Designing with the Mind in Mind : Simple Guide to Understanding User Interface Design Rules.
Yazar:
Johnson, Jeff.
ISBN:
9780080963020
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (201 pages)
İçerik:
Front Cover -- Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules -- Copyright Page -- Contents -- Acknowledgments -- Foreword -- Introduction -- 1 We Perceive What We Expect -- PERCEPTION BIASED BY EXPERIENCE -- PERCEPTION BIASED BY CURRENT CONTEXT -- PERCEPTION BIASED BY GOALS -- DESIGN IMPLICATIONS -- 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 PRINCIPLES: COMMON FATE -- GESTALT PRINCIPLES: COMBINED -- 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 -- 4 Reading is Unnatural -- WE'RE WIRED FOR LANGUAGE, BUT NOT FOR READING -- IS READING FEATURE-DRIVEN OR CONTEXT-DRIVEN? -- SKILLED AND UNSKILLED READING USES DIFFERENT PARTS OF THE BRAIN -- POOR INFORMATION DESIGN CAN DISRUPT READING -- MUCH OF THE READING REQUIRED BY SOFTWARE IS UNNECESSARY -- TEST ON REAL USERS -- 5 Our Color Vision is Limited -- HOW COLOR VISION WORKS -- VISION IS OPTIMIZED FOR EDGE CONTRAST, NOT BRIGHTNESS -- 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 -- 6 Our Peripheral Vision is Poor -- RESOLUTION OF THE FOVEA COMPARED TO THAT OF 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: USE SPARINGLY -- 7 Our Attention is Limited -- Our Memory is Imperfect -- SHORT VS. LONG-TERM MEMORY.

A MODERN VIEW OF MEMORY -- CHARACTERISTICS OF SHORT-TERM MEMORY -- IMPLICATIONS OF SHORT-TERM MEMORY CHARACTERISTICS FOR USER INTERFACE DESIGN -- CHARACTERISTICS OF LONG-TERM MEMORY -- IMPLICATIONS OF LONG-TERM MEMORY CHARACTERISTICS FOR USER INTERFACE DESIGN -- 8 Limits on Attention, Shape, Thought and Action -- WE FOCUS ON OUR GOALS AND PAY LITTLE ATTENTION TO OUR TOOLS -- WE USE EXTERNAL AIDS TO KEEP TRACK OF WHAT WE ARE DOING -- WE FOLLOW 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 -- 9 Recognition are Easy -- Recall is Hard -- RECOGNITION IS EASY -- RECALL IS HARD -- RECOGNITION VERSUS RECALL: IMPLICATIONS FOR UI DESIGN -- 10 Learning from Experience and Performing Learned Actions are Easy -- Problem Solving and Calculation are Hard -- WE HAVE THREE BRAINS -- LEARNING FROM EXPERIENCE IS (USUALLY) EASY -- PERFORMING LEARNED ACTIONS IS EASY -- PROBLEM SOLVING AND CALCULATION ARE HARD -- IMPLICATIONS FOR USER INTERFACE DESIGN -- ANSWERS TO PUZZLES ON PAGES 124 AND 125 -- 11 Many Factors Affect Learning -- WE LEARN FASTER WHEN OPERATION IS TASK-FOCUSED, SIMPLE, AND CONSISTENT -- WE LEARN FASTER WHEN VOCABULARY IS TASK-FOCUSED, FAMILIAR, AND CONSISTENT -- WE LEARN FASTER WHEN RISK IS LOW -- SUMMARY -- 12 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 -- Bibliography -- Index.
Özet:
Early user interface (UI) practitioners were trained in cognitive psychology, from which UI design rules were based. But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In Designing with the Mind in Mind, Jeff Johnson, author of the best selling GUI Bloopers, provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. * The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them. * Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project. * Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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