Designing with the Mind in Mind

Simple Guide to Understanding User Interface Design Rules

Author: Jeff Johnson

Publisher: Morgan Kaufmann


Category: Computers

Page: 200

View: 265

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.

Visualisierung sprachlicher Daten

Visual Linguistics – Praxis – Tools

Author: Noah Bubenhofer

Publisher: BoD – Books on Demand


Category: Language Arts & Disciplines

Page: 332

View: 759

Visualisierungen spielen in den Wissenschaften eine wichtige Rolle im Forschungsprozess. Sie dienen der Illustration von gewonnener Erkenntnis, aber auch als eigenständiges Mittel der Erkenntnisgewinnung. Auch in der Linguistik sind solche Visualisierungen bedeutend. Beispielsweise in Form von Karten, Baumgraphen und Begriffsnetzen. Bei korpuslinguistischen Methoden sind explorative Visualisierungen oft ein wichtiges Mittel, um die Daten überblickbar und interpretierbar zu machen. Das Buch reflektiert die theoretischen Grundlagen wissenschaftlicher Visualisierungen in der Linguistik, zeigt Praxisbeispiele und stellt auch Visualisierungswerkzeuge vor.

Multicultural Instructional Design: Concepts, Methodologies, Tools, and Applications

Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global


Category: Education

Page: 1652

View: 750

As the world becomes more globalized, student populations in educational settings will continue to grow in diversity. To ensure students develop the cultural competence to adapt to new environments, educational institutions must develop curriculum, policies, and programs to aid in the progression of cultural acceptance and understanding. Multicultural Instructional Design: Concepts, Methodologies, Tools, and Applications is a vital reference source for the latest research findings on inclusive curriculum development for multicultural learners. It also examines the interaction between culture and learning in academic environments and the efforts to mediate it through various educational venues. Highlighting a range of topics such as intercultural communication, student diversity, and language skills, this multi-volume book is ideally designed for educators, professionals, school administrators, researchers, and practitioners in the field of education.

Interface Design for Learning

Design Strategies for Learning Experiences

Author: Dorian Peters

Publisher: New Riders


Category: Education

Page: 272

View: 434

In offices, colleges, and living rooms across the globe, learners of all ages are logging into virtual laboratories, online classrooms, and 3D worlds. Kids from kindergarten to high school are honing math and literacy skills on their phones and iPads. If that weren’t enough, people worldwide are aggregating internet services (from social networks to media content) to learn from each other in “Personal Learning Environments.” Strange as it sounds, the future of education is now as much in the hands of digital designers and programmers as it is in the hands of teachers. And yet, as interface designers, how much do we really know about how people learn? How does interface design actually impact learning? And how do we design environments that support both the cognitive and emotional sides of learning experiences? The answers have been hidden away in the research on education, psychology, and human computer interaction, until now. Packed with over 100 evidence-based strategies, in this book you’ll learn how to: Design educational games, apps, and multimedia interfaces in ways that enhance learning Support creativity, problem-solving, and collaboration through interface design Design effective visual layouts, navigation, and multimedia for online and mobile learning Improve educational outcomes through interface design.

Cross-Cultural Design for IT Products and Services

Author: Pei-Luen Patrick Rau

Publisher: CRC Press


Category: Computers

Page: 263

View: 709

With the increase of globalization of business and industry, IT products and services are often produced and marketed across geographical cultural boundaries without adequate consideration of culture. There is a high probability that IT products and services developed in one country may not be effectively used in another country, which may hinder their market penetration, sales, and use. Based on research and practice, Cross-Cultural Design for IT Products and Services provides a resource for human factors engineers, designers, and marketing professionals who define and develop IT products and services for the global market. With its extensive review of cross-cultural theory and cross-cultural design literature, it is also a resource for those who are interested in research on cross-cultural design. The book presents an overview of the dimensions of culture that have implications for human information processing and affective response. It examines a set of user interface design guidelines grouped into five areas: language, use of color, icons and images, navigation, and information architecture. Also, it addresses physical ergonomics and anthropometry issues. The text translates theory and guidelines into a practical methodology and discusses how to integrate methods of cross-cultural design into a standard engineering process for product development. The authors review and reappraise theories, models, principles, and techniques for design of IT products and services that will be marketed globally. They provide guidelines for user interface design across North American, Asian, and other cultures. Applying the guidelines within the methodological framework provided will enhance the usability and effectiveness of the IT product or service, and contribute to greater user satisfaction, increased productivity, higher sales, and lower product support costs.

Conceptual Models

Core to Good Design

Author: Jeff Johnson

Publisher: Morgan & Claypool Publishers


Category: Technology & Engineering

Page: 96

View: 299

People make use of software applications in their activities, applying them as tools in carrying out tasks. That this use should be good for people--easy, effective, efficient, and enjoyable--is a principal goal of design. In this book, we present the notion of Conceptual Models, and argue that Conceptual Models are core to achieving good design. From years of helping companies create software applications, we have come to believe that building applications without Conceptual Models is just asking for designs that will be confusing and difficult to learn, remember, and use. We show how Conceptual Models are the central link between the elements involved in application use: people's tasks (task domains), the use of tools to perform the tasks, the conceptual structure of those tools, the presentation of the conceptual model (i.e., the user interface), the language used to describe it, its implementation, and the learning that people must do to use the application. We further show that putting a Conceptual Model at the center of the design and development process can pay rich dividends: designs that are simpler and mesh better with users' tasks, avoidance of unnecessary features, easier documentation, faster development, improved customer uptake, and decreased need for training and customer support. Table of Contents: Using Tools / Start with the Conceptual Model / Definition / Structure / Example / Essential Modeling / Optional Modeling / Process / Value / Epilogue

Software for Use

A Practical Guide to the Models and Methods of Usage-centered Design

Author: Larry L. Constantine

Publisher: Addison-Wesley Professional


Category: Computers

Page: 579

View: 663

Essential models for usability. Creating the visual design. Completing the design. Assessment and improvement. Organizing and managing the process.

Windows Vs. OS/2, the GUI-Ooui War

The Designer's Guide to Human-Computer Interfaces

Author: Theo Mandel

Publisher: Van Nostrand Reinhold Company


Category: Computers

Page: 416

View: 770

Taking into account the operating systems of computers as well as the psychology of users, IBM Skill Dynamics cognitive psychologist Mandel creates a comprehensive guide to user interfaces. This is the first reference that fully explores and explains user interfaces, for both computer users, information systems professionals, and applications developers.

HCI Beyond the GUI

Design for Haptic, Speech, Olfactory and Other Nontraditional Interfaces

Author: Philip Kortum

Publisher: Morgan Kaufmann


Category: Computers

Page: 462

View: 927

As technology expands and evolves, one-dimensional, graphical user interface (GUI) design becomes increasingly limiting and simplistic. Designers must meet the challenge of developing new and creative interfaces that adapt to meet human needs and technological trends. HCI Beyond the GUI provides designers with this know how by exploring new ways to reach users that involve all of the human senses. Dr. Kortum gathers contributions from leading human factors designers to present a single reference for professionals, researchers, and students. • Explores the human factors involved in the design and implementation of the nontraditional interfaces, detailing design strategies, testing methodologies, and implementation techniques • Provides an invaluable resource for practitioners who design interfaces for children, gamers and users with accessibility needs • Offers extensive case studies, examples and design guidelines

Handbook of Human-Computer Interaction

Author: Martin Helander



Category: Technology & Engineering

Page: 1167

View: 436

This Handbook is concerned with principles of human factors engineering for design of the human-computer interface. It has both academic and practical purposes; it summarizes the research and provides recommendations for how the information can be used by designers of computer systems. The articles are written primarily for the professional from another discipline who is seeking an understanding of human-computer interaction, and secondarily as a reference book for the professional in the area, and should particularly serve the following: computer scientists, human factors engineers, designers and design engineers, cognitive scientists and experimental psychologists, systems engineers, managers and executives working with systems development.The work consists of 52 chapters by 73 authors and is organized into seven sections. In the first section, the cognitive and information-processing aspects of HCI are summarized. The following group of papers deals with design principles for software and hardware. The third section is devoted to differences in performance between different users, and computer-aided training and principles for design of effective manuals. The next part presents important applications: text editors and systems for information retrieval, as well as issues in computer-aided engineering, drawing and design, and robotics. The fifth section introduces methods for designing the user interface. The following section examines those issues in the AI field that are currently of greatest interest to designers and human factors specialists, including such problems as natural language interface and methods for knowledge acquisition. The last section includes social aspects in computer usage, the impact on work organizations and work at home.