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USABILITY ENGINEERING
Usability Engineering
Scenario-Based Development of Human-Computer Interaction
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By
Mary Beth Rosson, Penn State University
John Carroll, Penn State University

Included in series
Interactive Technologies,

Description


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

Bibliographic details
Hardbound, 448 pages, publication date: OCT-2001
ISBN-13: 978-1-55860-712-5
ISBN-10: 1-55860-712-9
Imprint: MORGAN KAUFFMAN

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EUR 56.95
USD 75.95
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Last update: 7 Sep 2009
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