User Interface Design for Mere Mortals


Book Description

User Interface Design for Mere Mortals takes the mystery out of designing effective interfaces for both desktop and web applications. It is recommended reading for anyone who wants to provide users of their software with interfaces that are intuitive and easy-to-use. The key to any successful application lies in providing an interface users not only enjoy interacting with but which also saves time, eliminates frustration, and gets the job done with a minimum of effort. Readers will discover the secrets of good interface design by learning how users behave and the expectations that users have of different types of interfaces. Anyone who reads User Interface Design for Mere Mortals will benefit from • Gaining an appreciation of the differences in the “look and feel” of interfaces for a variety of systems and platforms • Learning how to go about designing and creating the most appropriate interface for the application or website being developed • Becoming familiar with all the different components that make up an interface and the important role that each of those components plays in communicating with users • Understanding the business benefits that flow from good interface design such as significantly reduced support costs • Gaining invaluable insights into how users behave, including the seven stages of human interaction with computers • Working through case study based, in-depth analysis of each of the stages involved in designing a user interface • Acquiring practical knowledge about the similarities and differences between designing websites and traditional desktop applications • Learning how to define, conduct, and analyze usability testing Through the use of the proven For Mere Mortals format, User Interface Design for Mere Mortals succeeds in parting the veil of mystery surrounding effective user interface design. Whatever your background, the For Mere Mortals format makes the information easily accessible and usable. Contents Preface Introduction CHAPTER 1 Brief Histories CHAPTER 2 Concepts and Issues CHAPTER 3 Making the Business Case CHAPTER 4 Good Design CHAPTER 5 How User Behave CHAPTER 6 Analyzing Your Users CHAPTER 7 Designing a User Interface CHAPTER 8 Designing a Web Site CHAPTER 9 Usability APPENDIX A Answers to Review Questions APPENDIX B Recommended Reading Glossary References Index




Designed for Use


Book Description

This book is for designers, developers, and product managers who are charged with what sometimes seems like an impossible task: making sure products work the way your users expect them to. You'll find out how to design applications and websites that people will not only use, but will absolutely love. The second edition brings the book up to date and expands it with three completely new chapters. Interaction design - the way the apps on our phones work, the way we enter a destination into our car's GPS - is becoming more and more important. Identify and fix bad software design by making usability the cornerstone of your design process. Lukas weaves together hands-on techniques and fundamental concepts. Each technique chapter explains a specific approach you can use to make your product more user friendly, such as storyboarding, usability tests, and paper prototyping. Idea chapters are concept-based: how to write usable text, how realistic your designs should look, when to use animations. This new edition is updated and expanded with new chapters covering requirements gathering, how the design of data structures influences the user interface, and how to do design work as a team. Through copious illustrations and supporting psychological research, expert developer and user interface designer Lukas Mathis gives you a deep dive into research, design, and implementation--the essential stages in designing usable interfaces for applications and websites. Lukas inspires you to look at design in a whole new way, explaining exactly what to look for - and what to avoid - in creating products that get people excited.




Social Semantics


Book Description

Social Semantics: The Search for Meaning on the Web provides a unique introduction to identity and reference theories of the World Wide Web, through the academic lens of philosophy of language and data-driven statistical models. The Semantic Web is a natural evolution of the Web, and this book covers the URL-based Web architecture and Semantic Web in detail. It has a robust empirical side which has an impact on industry. Social Semantics: The Search for Meaning on the Web discusses how the largest problem facing the Semantic Web is the problem of identity and reference, and how these are the results of a larger general theory of meaning. This book hypothesizes that statistical semantics can solve these problems, illustrated by case studies ranging from a pioneering study of tagging systems to using the Semantic Web to boost the results of commercial search engines. Social Semantics: The Search for Meaning on the Web targets practitioners working in the related fields of the semantic web, search engines, information retrieval, philosophers of language and more. Advanced-level students and researchers focusing on computer science will also find this book valuable as a secondary text or reference book.




A New Interface Specification Methodology and Its Application to Transducer Synthesis


Book Description

Interface specification has a wide range of uses during the design and evaluation of a circuit. Waves digrams and the constraints they capture form the basis for an entire new set of CAD tools that reason about interface design, synthesis, evaluation, and testing. One of these applications, the auto- matic synthesis of interface transducers, is highlighted in this dissertation.




Time and Social Theory


Book Description

Time is at the forefront of contemporary scholarly inquiry across the natural sciences and the humanities. Yet the social sciences have remained substantially isolated from time-related concerns. This book argues that time should be a key part of social theory and focuses concern upon issues which have emerged as central to an understanding of today's social world. Through her analysis of time Barbara Adam shows that our contemporary social theories are firmly embedded in Newtonian science and classical dualistic philosophy. She exposes these classical frameworks of thought as inadequate to the task of conceptualizing our contemporary world of standardized time, computers, nuclear power and global telecommunications.




Comprehensive Semiconductor Science and Technology


Book Description

Semiconductors are at the heart of modern living. Almost everything we do, be it work, travel, communication, or entertainment, all depend on some feature of semiconductor technology. Comprehensive Semiconductor Science and Technology, Six Volume Set captures the breadth of this important field, and presents it in a single source to the large audience who study, make, and exploit semiconductors. Previous attempts at this achievement have been abbreviated, and have omitted important topics. Written and Edited by a truly international team of experts, this work delivers an objective yet cohesive global review of the semiconductor world. The work is divided into three sections. The first section is concerned with the fundamental physics of semiconductors, showing how the electronic features and the lattice dynamics change drastically when systems vary from bulk to a low-dimensional structure and further to a nanometer size. Throughout this section there is an emphasis on the full understanding of the underlying physics. The second section deals largely with the transformation of the conceptual framework of solid state physics into devices and systems which require the growth of extremely high purity, nearly defect-free bulk and epitaxial materials. The last section is devoted to exploitation of the knowledge described in the previous sections to highlight the spectrum of devices we see all around us. Provides a comprehensive global picture of the semiconductor world Each of the work's three sections presents a complete description of one aspect of the whole Written and Edited by a truly international team of experts




Learning by Playing. Game-based Education System Design and Development


Book Description

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.







Proceedings of the Sixth International Conference on Computer Supported Cooperative Work in Design


Book Description

Computer-supported co-operative work (CSCW) is a research area that aims at integrating the works of several people involved in a common goal, inside a co-operative universe, through the sharing of resources in an efficient way. This report contains the papers presented at a conference on CSCW in design. Topics covered include: techniques, methods, and tools for CSCW in design; social organization of the CSCW process; integration of methods & tools within the work organization; co-operation in virtual enterprises and electronic businesses; CSCW in design & manufacturing; interaction between the CSCW approach and knowledge reuse as found in knowledge management; intelligent agent & multi-agent systems; Internet/World Wide Web and CSCW in design; and applications & test beds.