You don't need to be convinced. You know that usability is key to the success of any interactive system-from commercial software
to B2B Web sites to handheld devices. But you need skills to make usability part of your product development equation. How will you assess
your users' needs and preferences? How will you design effective solutions that are grounded in users' current practices? How will you
evaluate and refine these designs to ensure a quality product?
Usability Engineering: Scenario-Based Development of Human-Computer
Interaction is a radical departure from traditional books that emphasize theory and address experts. This book focuses on the realities
of product development, showing how user interaction scenarios can make usability practices an integral part of interactive system development.
As you'll learn, usability engineering is not the application of inflexible rules; it's a process of analysis, prototyping, and problem
solving in which you evaluate tradeoffs, make reasoned decisions, and maximize the overall value of your product.
Audience
Novice HCI practitioners, usability engineers, software developers, web page designers and developers, and undergraduate or graduate level
computer science and engineering professors, instructors, and students.
Contents FOREWORD
PREFACE
COLOR PLATES FOLLOWING PAGE
Chapter 1 - Scenario-Based Usability Engineering
1.1 Design by Scenario: Marissa's
Gravity Project
1.2 Managing Software Development
1.2.1 Software Engineering
1.2.2 Prototyping and Iterative Development
1.3 Usability
in Software Development
1.3.1 The Emergence of Usability
1.3.2 Usability Engineering
1.4 Scenario-Based Usability Engineering
1.4.1 User Interaction Scenarios
1.4.2 Why Scenarios?
1.5 Doing Scenario-Based Usability Engineering
1.5.1 Analysis
1.5.2 Design
1.5.3 Prototyping and Evaluation
1.5.4 Other Approaches
1.6 Example-Based Learning of SBD
1.6.1 Case Study: A Virtual Science
Fair in MOOsburg
Summary and Review
Exercises
Project Ideas
Recommended Reading
Chapter 2 - Analyzing Requirements
2.1 Analyzing
Work Practices
2.2 Getting Users Involved
2.3 Science Fair Case Study: Requirements Analysis
2.3.1 Root Concept
2.3.2 Analysis
of Current Practice
2.3.3 Summarizing the Field Data
2.3.4 Problem Scenarios and Claims
2.3.5 Scenarios and Claims as Requirements
Summary and Review
Exercises
Project Ideas
Recommended Reading
Chapter 3 - Activity Design
3.1 Designing Effective Activities
3.2 Designing Comprehensible Activities
3.3 Designing Satisfying Activities
3.4 Science Fair Case Study: Activity Design
3.4.1
Exploring the Activity Design Space
3.4.2 Activity Design Scenarios and Claims
3.4.3 Refining the Activity Design
3.4.4 Participatory
Design
3.4.5 Coherence and Completeness
Summary and Review
Exercises
Project Ideas
Recommended Reading
Chapter 4 - Information
Design
4.1 Stages of Action in Human-Computer Interaction
4.2 Perceiving Information
4.2.1 Gestalt Perception
4.2.2 Organization
in User Interface Displays
4.3 Interpreting Information
4.3.1 Familiarity
4.3.2 Realism and Refinement
4.3.3 Recognizing Affordances
4.4 Making Sense of Information
4.4.1 Consistency
4.4.2 Visual Metaphors
4.4.3 Information Models
4.4.4 Dynamic Displays
4.5
Science Fair Case Study: Information Design
4.5.1 Exploring the Information Design Space
4.5.2 Information Scenarios and Claims
4.5.3 Refining the Information Scenarios
4.6 Consistency and Coherence
Summary and Review
Exercises
Project Ideas
Recommended
Reading
Chapter 5 - Interaction Design
5.1 Selecting a System Goal
5.1.1 Interaction Style
5.1.2 Opportunistic Goals
5.2 Planning
an Action Sequence
5.2.1 Making Actions Obvious
5.2.2 Simplifying Complex Plans
5.2.3 Flexibility
5.3 Executing an Action Sequence
5.3.1 Directness
5.3.2 Feedback and Undo
5.3.3 Optimizing Performance
5.4 Science Fair Case Study: Interaction Design
5.4.1 Exploring
the Interaction Design Space
5.4.2 Interaction Scenarios and Claims
5.4.3 Refining the Interaction Scenarios
Summary and Review
Exercises
Project Ideas
Recommended Reading
Chapter 6 - Prototyping
6.1 Exploring User Requirements
6.2 Choosing Among Alternatives
6.3
Usability Testing
6.4 Evolutionary Development
6.5 Science Fair Case Study: Prototyping
6.5.1 Scenario Mock-ups
6.5.2 Scenario
Machines
6.5.3 Prototyping Alternatives
6.5.4 Evolutionary Development
Summary and Review
Exercises
Project Ideas
Recommended
Reading
Chapter 7 - Usability Evaluation
7.1 Usability Specification for Evaluation
7.2 Analytic Methods
7.2.1 Usability Inspection
7.2.2 Model-Based Analysis
7.3 Empirical Methods
7.3.1 Field Studies
7.3.2 Usability Testing in a Laboratory
7.3.3 Controlled Experiments
7.4 Science Fair Case Study: Usability Evaluation
7.4.1 Usability Inspection
7.4.2 Developing Usability Specifications
7.4.3 Testing
Usability Specifications
7.4.4 Assessing and Refining Usability Specifictions
Summary and Review
Exercises
Project Ideas
Recommended
Readings
Chapter 8 - User Documentation
8.1 The Production Paradox
8.2 Paper and Online Manuals
8.3 Demonstrations and Tutorials
8.4 Information in the Interface
8.5 Socially Mediated Documentation
8.6 Using Context and Intelligence
8.7 Science Fair Case Study:
Documentation Design
8.7.1 Exploring the Documentation Design Space
8.7.2 Documentation Scenarios and Claims
8.7.3 Refining the Documentation
Summary and Review
Exercises
Project Ideas
Recommended Reading
Chapter 9 - Emerging Paradigms for User Interaction
9.1 Collaborative
Systems
9.2 Ubiquitous Computing
9.3 Intelligent User Interfaces
9.3.1 Natural Language and Multimodal Interaction
9.3.2 Software
Agents
9.4 Simulation and Virtual Reality
9.5 Science Fair Case Study: Emerging Interaction Paradigms
9.5.1 Collaboration in the Science
Fair
9.5.2 Ubiquitous Computing in the Science Fair
9.5.3 Intelligence in the Science Fair
9.5.4 Simulating Reality in the Science
Fair
9.5.5 Refining the Interaction Design
Summary and Review
Exercises
Project Ideas
Recommended Reading
Chapter 10 - Usability
Engineering in Practice
10.1 Usability in Organizations
10.1.1 Usability Specialists in a Development Team
10.1.2 Cost-Justifying
Usability
10.2 Internationalization and Localization
10.2.1 User Interface Standards
10.2.2 Localization
10.3 Ethics of Usability
10.3.1 Changing Scope of Computing
10.3.2 The Digital Divide
10.3.3 Meeting the Needs of Special Populations
10.3.4 Technology Evolution
and Unintended Consequences
Summary and Review
Exercises
Project Ideas
Recommended Readings
Appendix - Inferential Statistics
GLOSSARY
REFERENCES
FIGURE CREDITS
INDEX
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