دسترسی نامحدود
برای کاربرانی که ثبت نام کرده اند
برای ارتباط با ما می توانید از طریق شماره موبایل زیر از طریق تماس و پیامک با ما در ارتباط باشید
در صورت عدم پاسخ گویی از طریق پیامک با پشتیبان در ارتباط باشید
برای کاربرانی که ثبت نام کرده اند
درصورت عدم همخوانی توضیحات با کتاب
از ساعت 7 صبح تا 10 شب
ویرایش:
نویسندگان: Christopher Reid Becker
سری:
ISBN (شابک) : 1838820329, 9781838820329
ناشر: Packt Publishing
سال نشر: 2020
تعداد صفحات: 310
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 8 مگابایت
در صورت تبدیل فایل کتاب Learn Human-Computer Interaction: Solve human problems and focus on rapid prototyping and validating solutions through user testing به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب تعامل انسان و رایانه را بیاموزید: مشکلات انسانی را حل کنید و روی نمونه سازی سریع و تأیید راه حل ها از طریق آزمایش کاربر تمرکز کنید. نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Title Page Copyright and Credits Dedication Contributors About Packt Table of Contents Preface Section 1 - Learn Human-Computer Interaction Chapter 1: Introducing HCI and UX Design Prologue HCI challenges Introducing HCI and UX design Challenge 1 – Capturing conceptual relationships – binary and beyond Following the leader – HCI pioneers Operating in the HCI sandbox Why HCI? Documenting HCI jargon Challenge 2 – Highlighting and collecting all HCI jargon Exploring HCI jargon and their acronyms Exploring the history of computers Very early history – the 17th century Early history – the 17th to 19th centuries Recent history – the 20th century The 21st century – the internet, smartphones, cloud computing, and IoT Evolving from T-person into a π person Hermeneutic loops The author\'s perspective HCI is a vocation Challenge 3 – What do you know about a lawnmower? The HCI professions Challenge 4 – Self-guided questions Summary Chapter 2: Human-Centered Design Principles Understanding the HCI ethos Challenge 5 – Questions refresher The heart of HCI technology Usability factor Accessibility factor Time-on-task factor The holy trinity (mirepoix) of HCI Some HCI professions Challenge 6 – Profession of interest Challenge 7 – Software naming and shaming Challenge 8 – Human needs identification table Case 1 – the crosswalk Challenge 9 – Observing humans and technology How software shapes its users How HCI is standing on the shoulders of giants HCI principles are rooted in humans, technology, culture, and data User research – gathering data on humans Iterative solutions and agile development Summary Chapter 3: Interface Design Values Solving a problem with computer software Positive software example – the alarm Negative software example – text messaging Using computer software to build software Text editors Challenge 10 – Technology coding challenge Human-centered software origins Design and development tools HCI design roles Code, roles, and tools Coding – markup syntax and object-oriented syntax Hypertext markup language Cascading style sheets Object-oriented programming Continually better software Summary Section 2 - How to Build Human-Centered Software Chapter 4: Human-Centered Thinking Understanding the HCI designer\'s role Challenge 11 – User research – a design mindmap Challenge 12 – Product and software inspiration Challenge 13 – First computer experience The long tail of software design The short tail of software design Considering the developer\'s role in software design Challenge 14 – A 2x2 matrix – your code experience Using agile development cycles The waterfall design and development process Design thinking, agile design, and the development process Agile design cycle Design thinking and the agile development process Executing prototypes first as a design ethos Paper prototypes Challenge 15 – Sketching and prototyping challenge Interactive and clickable prototypes Challenge 16 – Clickable paper prototype with the InVision app Native and coded prototypes Validating with users Stage 1 – idea validation Stage 2 – usability validation Stage 3 – market validation Challenge 17 – Prototype validation Summary Chapter 5: Human-Centered Methods for User Research Gathering research data on our users The human side of data collection Exploring qualitative user research methods Qualitative method 1 – observation – fly-on-the-wall method Challenge 18 – Observation – fly on the wall Qualitative method 1.1 – micro-observations Qualitative method 2 – moderated observation Challenge 19 – Moderated observation script Qualitative method 3 – user interviews Open question types Probing questions types Challenge 20 – Interview candidate script One-to-one interview sessions Challenge 21 – One-on-one interview One-to-many interview sessions Qualitative method 4 – user recording, tracking analysis, and interview Challenge 22 – Observation recording The numbers side of data collection Examining four quantitative research methods Quantitative survey method Challenge 23 – Quick-and-dirty survey A/B testing (split testing) Challenge 24 – A/B survey results Usability analytics Challenge 25 – Analytics data gathering Quantitative method 4 – accessibility compliance Challenge 26 – Accessibility for all via ANDI testing using WCAG 2.0 Using qualitative and quantitative data Summary Chapter 6: User Insights for Software Solutions Synthesizing data into action Part 1 – analysis of user research data Collection and organization of user research data Mining the user research data Sorting, clustering, and categorizing the user research data Part 2 – user insights Identifying user insights Rooting action to deeper user purpose Challenge 27 – The deep purpose of people challenge Identifying and writing user insights Challenge 28 – IDEO\'s POV mad lib Challenge 29 – IDEO\'s POV mad lib iteration Aligning a solution to users Summary Chapter 7: Storytelling and Rapid Prototyping Prototyping first Challenge 30 – Idea/concept generation Laseau\'s funnel Dot voting 2x2 opportunity matrix Paper prototyping (low fidelity) Challenge 31 – Paper prototype sketching Clickable prototyping (mid-fidelity) Challenge 32 – Clickable paper prototype Challenge 33 – Clickable wireframe prototype Motion prototyping (high fidelity) Frontend prototyping (low to high fidelity) Challenge 34 – Frontend clickable prototype The prototyper (developer) System diagramming Challenge 35 – System diagram HCI interface best practices Challenge 36 – Researching HCI user interface best practices Challenge 37 – Researching software tips and tricks Interface design guidelines Challenge 38 – Researching popular user interface guidelines Software prototyping tools Summary Chapter 8: Validating Software Solutions Establishing a software hypothesis Challenge 39 – Software hypothesis Informal user feedback Challenge 40 – Informal feedback guerilla user testing Formal user feedback Formative assessment and user feedback Expert feedback Self-feedback and reflection Critique feedback Summary of user feedback Challenge 41 – Formal user feedback Validating prototyping solutions Challenge 42 – Prototype validation Executing usability tests Challenge 42 – Prototype usability testing challenge Iterating software solutions Challenge 43 – Iterate your prototype challenge Summary HCI resources Section 3 - When to Improve Software Systems Chapter 9: Improving Software Systems with Data Designing software for all users with universal design principles Challenge 44 – Research universal design principles Applying usability for all users Learnability Efficiency Memorability Low error rate User satisfaction Utility Valuing accessibility Disability impairments Cognitive impairment Challenge 45 – Research Miller\'s law Mobility impairment Hearing/auditory impairment Visual impairments Challenge 46 – Screen reader tool Designing useful interfaces Summary Chapter 10: Human-Centered Solutions Exploring open source software culture Open source projects Bootstrap (Twitter) Angular Node.JS NPM (Node Package Manager) React Native (Facebook) VS Code (Microsoft) Challenge 47 – Research an open source project and contribute MVC, not MVP Iterative loops for improving software, which improves culture Summary Chapter 11: Extending HCI Contributing to software development as a collective community UX, UI, frontend dev, backend dev, PM, business, and ops Team handoff and responsibility Communication tools – Zeplin, Figma/XD/Sketch, InVision Challenge 48 – Add a Zeplin.io project Exploring how great solutions should be shared and scaled Challenge 49 – Software scale research Evangelizing to your team and sharing common goals Challenge 50 – Educate yourself Diversify your team\'s skills Demonstrating how you care Summary Chapter 12: The Future of HCI Designing software is an awesome responsibility Challenge 51 – SWOT analysis of a software feature Creating solutions that are net positive for culture Evaluating what is off-limits Challenge 52 – Zones of interest and worthwhile pursuits Empowering computers Designing software for the future Education software (embedded systems) Collaboration software systems for work and creativity (ubicomp and seamless interactions) Communication/media software systems (digital affordance and seamless interactions) Automation software systems (ubicomp and embedded systems) Logistics/analytics software systems (knowledge data) Democratic power software systems (ubicomp and security) Challenge 53 – Which software future? Summary Other Books You May Enjoy Index