User interface design and usability Books
The Pragmatic Programmers Modern CSS with Tailwind, 2e
Book SynopsisThis new edition of the book covers Tailwind 3.0, which changes the way Tailwind generates its CSS. Tailwind 3.0 has a large number of new features powered by the new system, including the ability to use arbitrary values with most Tailwind class patterns, and a new syntax for combining color and opacity in a single class. This book also covers the new standalone command-line tools for Tailwind. With CSS, you can do amazing things to the basic text and images on your website, and with just a little bit of client-side code to add and remove CSS classes, you can do exponentially more. In the latest edition of this book, you'll learn how to use Tailwind 3.0 and the new way it generates CSS. You'll code your way through Tailwind's newest features, including the ability to use arbitrary values with most Tailwind class patterns and a new syntax for combining color and opacity in a single class. You'll even dive into the new standalone command-line tools for Tailwind. The Tailwind setup is extremely explicit and makes it possible to understand the display just by looking at the HTML markup. Start by designing the typographic details of the individual elements, then placing and manipulating those elements in the box using a flexbox or grid design. Finally, move those elements around the page with helpful small animations and transitions. With Tailwind, it's easy to prototype, iterate, and customize your display, use prefixes to specify behavior, change defaults, add new behavior, and integrate with legacy CSS. Use Tailwind to make extraordinary web designs without extraordinary effort. What You Need: This book is about Tailwind 3.0. You should have a basic knowledge of CSS and HTML.
£21.59
BCS Learning & Development Limited User Experience Foundations
Book SynopsisUser experience (UX) is about how interaction with a product, service or system is perceived by its users. Are their needs met or exceeded? Do they enjoy the experience? Will they return? Making UX central to development of a product, service or system enhances customer satisfaction, resulting in higher conversion rates and a stronger brand presence. Applying the same techniques to internal business systems brings improved efficiency and job satisfaction. This book provides a reasoned and authoritative description of what UX is, why it works and what tools and techniques are involved, in line with the BCS Foundation Certificate in User Experience, based on ISO 9241-210.Trade ReviewThis book gives all the steps needed to ensure products and services are useful, usable and actually used. Nick de Voil brings his considerable experience to identify what’s both similar and different between user experience and other traditional practices. All this results in a must-read and approachable book. -- Kate Tarling * Director of Digital, Design & Research, Services Work *User Experience Foundations offers a comprehensive and standard-setting syllabus to UX. Its clear and concise explanations of key concepts, step-by-step method guides and practical hands-on tips will help anyone wanting to master the craft of real-world user experience. -- John Knight * Global Service Design Strategy Lead, Avanade *This excellent primer blends theory and practice from a number of sources to provide a practical and accessible overview. Crucial reading! -- Adrian Reed * Principal Consultant, Blackmetric *Nick de Voil is spot on with the details needed to understand the field of human centred design. He clearly explains how user research is integral to good design. This is a great starting point for anyone getting to grips with user experience work. -- Franny Gant * Senior User Researcher, Care Quality Commission *It seems everyone talks about UX, yet it is often misunderstood. Fortunately, there is a recognised standard at the core of UX and Human Centred Design which Nick de Voil uses as a framework in this clear overview of the HCD process and UX activities. I highly recommended this book as a pragmatic, easy to read introduction to this important and fascinating field. -- Chris Rourke * Founder and CEO, User Vision *Nick de Voil has unlocked the foundations of the user experience (UX) discipline to simply describe what UX professionals ought to do, why they do it and why it works. It challenges what UX is in the construct of user-centred design principles that act as guideposts to optimise user experience. -- Milvio DiBartolomeo * ICT Portfolio, Programme and Project Professional *As UX has matured over the last ten years, there is a higher expectation to describe the rationale behind every pixel on the screen. This book helps to tell that vital story of WHY with context and tactics to handle any design situation. Nick de Voil has done a great job condensing the vast subject of UX into this book for those new to the field of UX, current practitioners, experts and those with a vested interest. -- Paul Wilshaw * Head of UX and UI, Blue Prism Ltd *I was so excited to read this book as we often struggle with stakeholders who don't always understand the importance of UX when designing new products and services. This book really hits the nail on the head and is brilliant for anyone wanting to get their head around user experience design and research and its importance. -- Katie Derham * Innovation Manager, Allen & Overy LLP *User experience encompasses many still-emerging practices, making teaching and learning interesting and challenging all at once. This book does well to provide a comprehensive overview of its fundamentals. -- Boon Yew Chew * Principal Designer, Elsevier and Local Leader, IxDA London *A concise and very well-crafted piece of knowledge about UX, Usability and UCD/HCD in general. I wish I had it for my students when I was teaching UX myself. During my career both as a leader of the company and as a consultant in HCD field I found it particularly important to have a common language with all the stakeholders. Among other good things this book does that one particularly well! -- Yuri Vedenin * Founder and President, UXPressia *This book is a good reference for new UX practitioners or anyone who wants to deepen their understanding of user experience. UX is a continuously growing field. This book provides a breadth of information on the subject with practical tips. You’ll get an excellent foundation of knowledge from it. -- Chui Chui Tan * Director & Founder, Beyō Global *Nick de Voil has written an invaluable guide on how UX supports digital product development and how to design experiences which meet people’s needs. This book is a good reference for those starting their career in UX as well as product owners, business analysts and digital marketeers. -- Nichola Musgrove * Senior User Experience Designer, Ordnance Survey *User Experience Foundations is nicely written, easy to digest and covers the fundamentals of UX. Nick has covered all bases, from user testing techniques to where UX fits in with other disciplines. A must read for anybody considering a role in UX or simply looking to gain knowledge in this area. -- Adrian Robinson * Lead Agile Business Analyst, CDL (Cheshire Datasystems Limited) *A business analyst often needs to be a jack of all trades with a foundation-level understanding of many subject areas and a comprehensive toolbox of techniques to draw from. This book succeeds in adding a solid understanding of the professional discipline of UX backed up by a comprehensive set of techniques and recommended practices. -- Mark Ainsworth * Business Analyst, Promising ICT Limited *If you're considering a User Experience's role, there is a lot to learn - guiding principles, context of use, usability evaluation. This book gives a 360-degree view of this fascinating role and how it fits the big picture of a whole software development lifecycle! -- Ahmed Tealeb * Senior Software Development Engineer in Test, Ministry of Interior - State of Qatar *This book provides a good introduction to UX and user-centred design to accompany and prepare for BCS foundation level UX certification. In addition, Nick de Voil shares valuable advice to aid practical application. I particularly enjoyed the easily accessible chapter on ‘illustrating the context of use’ and the advice on designing simplified useful systems. -- Michael Greenhalgh * Director, Business Engagement and Analysis, British Council *This book distils the knowledge of several books and international standards into an easy-to-read form that is accessible for beginners and experts alike. Its comprehensive list of references and engaging exercises make it an invaluable learning resource. I recommend it to everyone who wishes to gain an understanding of user experience. -- Tamer El-Tonsy * HCM Solutions Architect and Business Analyst, Tatonsy Consulting *Nick de Voil has written a superb introduction to the key principles across the user experience landscape. An essential read for anyone who is looking to create user-centred products or services that solve real problems for humans, regardless of their job title. -- Chris Burns * Product Manager, MoteHQ *An informative introduction to UX which will enable the reader to navigate confidently. The book dispels commonly misunderstood terms and provides a practical framework to deliver UX. A must read for the modern digital business analysts. -- Rizwana Qureshi * Business Analysis Capability Lead, Hitachi Vantara *I recommend all business analysts read the book to add a new dimension to their work, maximize their results and improve communication with the user experiences experts. -- Mohamed Zahran * Lead Business Analyst, e-finance and IIBA Egypt Chapter President *Table of Contents 1. Introduction 2. The Context for UX (1): Rationale and Concepts 3. Guiding Principles 4. User Research 5. Illustrating the Context of Use 6. Measuring Usability 7. Information Architecture 8. Interaction Design 9. Visual Design 10. User Interface Prototyping 11. Usability Evaluation 12. The Context for UX (2): Project Processes Appendix: The BCS Foundation Certificate in User Experience
£24.99
Royal Society of Chemistry Recording Science in the Digital Era: From Paper
Book SynopsisFor most of the history of scientific endeavour, science has been recorded on paper. In this digital era, however, there is increasing pressure to abandon paper in favour of digital tools. Despite the benefits, there are barriers to the adoption of such tools, not least their usability. As the relentless development of technology changes the way we work, we need to ensure that the design of technology not only overcomes these barriers, but facilitates us as scientists and supports better practice within science. This book examines the importance of record-keeping in science, current record-keeping practices, and the role of technology for enabling the effective capture, reuse, sharing, and preservation of scientific data. Covering the essential areas of electronic laboratory notebooks (ELNs) and digital tools for recording scientific data, including an overview of the current data management technology available and the benefits and pitfalls of using these technologies, this book is a useful tool for those interested in implementing digital data solutions within their research groups or departments. This book also provides insight into important factors to consider in the design of digital tools such as ELNs for those interested in producing their own tools. Finally, it looks at the role of current technology and then considers how that technology might develop in the future to better support scientists in their work, and in capturing and sharing the scientific record.Table of ContentsIntroduction; Motivations for Record-keeping; Keeping and Managing Records; Digital Tools and Electronic Laboratory Notebooks; Managing and Preserving Digital Research Data; A More In-depth Look at Electronic Laboratory Notebooks; Moving from Paper to Electronic Laboratory Notebooks; Designing the User Experience; Interfaces for Capturing the Experiment Record; Creating Context for the Record Using Metadata; Open Science and Sharing the Research Record; Futures for Technology and Scientific Research; Telling the Story
£66.50
Packt Publishing Limited Learn Human-Computer Interaction: Solve human
Book SynopsisExplore fundamentals, strategies, and emerging techniques in the field of human-computer interaction to enhance how users and computers interactKey Features Explore various HCI techniques and methodologies to enhance the user experience Delve into user behavior analytics to solve common and not-so-common challenges faced while designing user interfaces Learn essential principles, techniques and explore the future of HCI Book DescriptionHuman-Computer Interaction (HCI) is a field of study that researches, designs, and develops software solutions that solve human problems. This book will help you understand various aspects of the software development phase, from planning and data gathering through to the design and development of software solutions. The book guides you through implementing methodologies that will help you build robust software. You will perform data gathering, evaluate user data, and execute data analysis and interpretation techniques. You’ll also understand why human-centered methodologies are successful in software development, and learn how to build effective software solutions through practical research processes. The book will even show you how to translate your human understanding into software solutions through validation methods and rapid prototyping leading to usability testing. Later, you will understand how to use effective storytelling to convey the key aspects of your software to users. Throughout the book, you will learn the key concepts with the help of historical figures, best practices, and references to common challenges faced in the software industry. By the end of this book, you will be well-versed with HCI strategies and methodologies to design effective user interfaces.What you will learn Become well-versed with HCI and UX concepts Evaluate prototypes to understand data gathering, analysis, and interpretation techniques Execute qualitative and quantitative methods for establishing humans as a feedback loop in the software design process Create human-centered solutions and validate these solutions with the help of quantitative testing methods Move ideas from the research and definition phase into the software solution phase Improve your systems by becoming well-versed with the essential design concepts for creating user interfaces Who this book is forThis book is for software engineers, UX designers, entrepreneurs, or anyone who is just getting started with user interface design and looking to gain a solid understanding of human-computer interaction and UX design. No prior HCI knowledge is required to get started.Table of ContentsTable of Contents Introducing HCI and UX Design Human Centered Design Principles Interface Design Values Human Centered Thinking for Design and Development Human Centered Methods for User Research User Insights for Software Solutions Storytelling and Rapid Prototyping Validating Software Solutions Improving Software Systems with Data Human Centered Solutions Extending HCI The Future of HCI
£999.99
ISTE Ltd and John Wiley & Sons Inc Human-Computer Interactions in Transport
Book SynopsisThe human-computer interactions are more and more present in our everyday life, and lead to many conceptual and methodological problems for the designers and evaluators of interactive systems. This book is about Human-Computer Interaction in Transport domain, in which the traveler becomes a user of information systems, particularly before and during the travel(s). This book will focus on traveler information and personalized systems, using a human-centered design approach.Table of ContentsIntroduction xiii Acknowledgements xix Chapter 1. Principles, Issues and Viewpoints of Traveler Information in a Multimodal Context 1 Guillaume USTER 1.1. Introduction 1 1.2. A complexity that must be mastered 2 1.3. Multimodal information 5 1.4. The viatic concept: accompany the traveler 8 1.5. Other traveler information-based representative research projects in a multimodal context 10 1.6. Viewpoints 16 1.7. Bibliography 17 Chapter 2. User Needs Analysis Methodology for the Design of Traveler Information Systems 21 Pierre MORIZET-MAHOUDEAUX, Annette VALENTIN and Assia MOULOUDI 2.1.Introduction 21 2.2. Traveler information: a pluridisciplinary matter 22 2.3. The example of the P@ss-ITS project 23 2.4. RAMSES methodology for the collection, analysis and modeling of user needs 24 2.5. RAMSES in the context of the P@ss-ITS project 35 2.6. Conclusion 45 2.7. Bibliography 46 Chapter 3. A Generic Method for Personalizing Interactive Systems: Application to Traveler Information 51 Mourad ABED, Abdouroihamane ANLI, Christophe KOLSKI and Emmanuelle GRISLIN 3.1.Introduction 51 3.2. Personalization in HCI: examples of existing approaches, at the origin of the approach proposed 52 3.3. PerMet: method for the development of personalized information systems 57 3.4. PerSyst: personalization system supporting the PerMet method 62 3.5. Application to the public transport of people: itinerary search 65 3.6. Discussion about the possibility of generalization relative to personalization 84 3.7. Conclusion 86 3.8. Bibliography 87 Chapter 4. A Formal Framework for Design and Validation of Multimodal Interactive Systems in Transport Domain 93 Linda MOHAND OUSSAÏD, Nadjet KAMEL, Idir AÏT SADOUNE, Yamine AÏT AMEUR, Mohamed AHMED NACER 4.1. Introduction 93 4.2. Concepts of multimodality 94 4.3. Formal design 97 4.4. Use of formal methods for input multimodality 100 4.5. Use of formal methods for output multimodality 109 4.6. Conclusion 124 4.7. Bibliography 125 Chapter 5. From Human-machine Interaction to Cooperation: Towards the Integrated Copilot 129 Thierry BELLET, Jean-Michel HOC, Serge BOVERIE and Guy BOY 5.1. Introduction 129 5.2. Copiloting and human-machine cooperation: context and stakes for the automobile 131 5.3. Three realizations of cooperative devices for the purposes of automobile copiloting 135 5.4. Discussion: towards an “intelligent” and “integrated” copilot 146 5.5. Conclusion 150 5.6. Acknowledgements 151 5.7. Bibliography 152 Chapter 6. ICT and New Human-machine Interactions for Trucks and Buses of the Future: e-Truck and e-Bus Perspectives 157 Bertrand DAVID, René CHALON and Bernard FAVRE 6.1. Introduction 157 6.2. Trucks in the context of ICT 159 6.3. Informational context of the truck 160 6.4. Bus in the context of ICT 161 6.5. Principles of IMERA and HMTD 163 6.6. RAE (real augmented environment) for e-Trucks and e-Buses 163 6.7. HMI (Human-Machine Interface) needs for the e-Truck and e-Bus 165 6.8. Mobile Learning from e-Truck and e-Bus perspectives 168 6.9. ICT in city delivery 171 6.10. ICT in the dynamic management of road networks 178 6.11. Examples of initiatives and projects in direct or indirect link with the e-Truck and e-Bus concepts 183 6.12. Conclusion 196 6.13. Bibliography 198 Chapter 7. User-centered Approach to Design an Adaptive Truck Driving Assistance: Detection of Vulnerable Users in Urban Areas 203 Annick MAINCENT, Hélène TATTEGRAIN, Marie-Pierre BRUYAS and Arnaud BONNARD 7.1. Introduction 203 7.2. Methodological principles for an anthropocentric design 205 7.3. Contextual analyses in natural situations 209 7.4. Specification of the assistance 214 7.5. Development and integration of assistance solutions on a driving simulator 218 7.6. Evaluation of solutions on a driving simulator 224 7.7. Conclusions and viewpoints 229 7.8. Bibliography 230 Chapter 8. Menu Sonification in an Automotive Media Center: Design and Evaluation 233 Nicolas MISDARIIS, Julien TARDIEU, Sabine LANGLOIS and Séverine LOISEAU 8.1. General context 233 8.2. Specifications of the problem: identification of functions 235 8.3. State of the art 239 8.4. Method of sound design: hybrid model for the sonification of a hierarchical menu 250 8.5. Evaluation protocols: general evaluation methods 255 8.6. Methodology adopted for evaluation of the system and initial results 265 8.7. Discussion and perspectives 274 8.8. Bibliography 278 Chapter 9. Consideration of the Travel Time Experience in the Conceptual Models of Personalized Interactive Applications 283 Arnaud BROSSARD, Mourad ABED, Christophe KOLSKI and Guillaume USTER 9.1. Transport: a field with particular needs in terms of personalization of information 283 9.2. The modeling of applications and consideration of the needs of users in the context of personalizing interactive applications 284 9.3. Specificities in the field of transport in the framework of a method of modeling personalized interactive applications 290 9.4. Application of the method 299 9.5. Conclusion 306 9.6. Bibliography 306 Chapter 10. Towards New Interactive Displays in Stations and Airports 311 Christophe JACQUET, Yacine BELLIK and Yolaine BOURDA 10.1. Introduction 311 10.2. Related work 313 10.3. Targeted characteristics of the system 314 10.4. The KUP model 315 10.5. Agent architecture 320 10.6. Allocation and instantiation in KUP 321 10.7. Implementation 324 10.8. Experiments 325 10.9. Conclusions and perspectives 339 10.10. Bibliography 340 Chapter 11. Transport: a Fertile Ground for the Plasticity of User Interfaces 343 Gaëlle CALVARY, Audrey SERNA, Christophe KOLSKI and Joëlle COUTAZ 11.1. Introduction 343 11.2. Evolution of human-computer interaction 344 11.3. User interface plasticity: user viewpoint 352 11.4. User interface plasticity: system viewpoint 355 11.5. Towards a problem space for the implementation of plastic user interfaces 358 11.6. Conclusion and perspectives 363 11.7. Acknowledgements 364 11.8. Bibliography 364 List of Authors 369 Index 373
£135.80
Packt Publishing Limited Wireframing Essentials
Book SynopsisAn easy to follow, examplebased guide introducing you to the world of user experience design through the author's real world experiences Whether you are looking to become a professional UX Designer, or just need to get the job done, the principles and processes discussed in this book will help you understand how to craft reliably effective and successful design solutions.
£23.99
Facet Publishing User Experience (UX) Design for Libraries
Book SynopsisUser experience (UX) characterizes how a person feels about using a product, system or service. UX design incorporates the practical aspects of utility, ease of use and efficiency to make your web design and functionality decisions with patrons in mind. This results in a better design, a more intuitive interface, and a more enjoyable experience. Part of the award-winning TECH SET series, this book shows you how to get there by providing hands-on steps and best practices for UX design principles, practices, and tools to engage with patrons online and build the best web presence for your library. You'll find out how to conduct a usability test, perform a card sort, make decisions on how to build the architecture of your site, create personas as a cornerstone of your website planning process, create a content strategy, and perform an experience-based evaluation of your site.Trade Review"The book offers a good basic introduction to making a website usable. The instructions are easy to follow. The book is recommended to those undertaking a web project." -- Australian Library JournalTable of ContentsForeword - Ellyssa Kroski 1. Types of Solutions Available 2. Planning 3. Social Mechanics 4. Implementation 5. Marketing 6. Best Practices 7. Metrics 8. Developing Trends 9. Recommended Reading
£44.96
Rosenfeld Media Prototyping: A Practitioner's Guide
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£42.74
Rosenfeld Media Conversations with Things: UX Design for Chat and
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£31.34
Rosenfeld Media Designing Interface Animation: Improving the User
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£35.14
Rosenfeld Media Doorbells, Danger, and Dead Batteries: User
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£35.14
Rosenfeld Media Surveys That Work: A Practical Guide for
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£42.74
Rosenfeld Media Designing Agentive Technology: AI That Works for
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£29.59
Rosenfeld Media Product Management for UX People: From Designing
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£42.74
Rosenfeld Media Design Beyond Devices: Creating Multimodal,
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£31.34
Rosenfeld Media Life and Death Design: What Life-Saving
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£24.74
Rosenfeld Media Make It So: Interaction Design Lessons from
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£42.74
Bard Graduate Center, Exhibitions Department The Interface Experience – A User`s Guide
Book SynopsisThe past forty years have seen the rise of the personal computer, a device that has enabled ordinary individuals to access a tool that had been exclusive to laboratories and corporate technology centers. During this time, computers have become smaller, faster, more powerful, and more complex. So much has happened with so many products, in fact, that we often take for granted the uniqueness of our experiences with different machines over time. The Interface Experience, which is a companion to an exhibition in the Focus Gallery of the Bard Graduate Center, surveys some of the landmark devices in the history of personal computing - including the Commodore 64, Apple Macintosh Plus, Palm Pilot Professional, and Microsoft Kinect - and helps us to better understand the historical shifts that have occurred with the design and material experience of each machine. With its spiral - bound design, reminiscent of early computer user manuals, and thorough consideration of the cultural moment represented by each device, The Interface Experience is a one-of-a-kind tour of modern computing technology.
£18.05
Rosenfeld Media Design That Scales: Creating a Sustainable Design
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£38.94
Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor
Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces.This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas.This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.Table of Contents Preface Figure Credits Introduction: Toward the Design, Construction, and Deployment of Multimodal-Multisensor Interfaces MULTIMODAL LANGUAGE AND DIALOGUE PROCESSING Multimodal Integration for Interactive Conversational Systems Multimodal Conversational Interaction with Robots Situated Interaction Software Platforms and Toolkits for Building Multimodal Systems and Applications Challenge Discussion: Advancing Multimodal Dialogue Nonverbal Behavior in Multimodal Performances MULTIMODAL BEHAVIOR Ergonomics for the Design of Multimodal Interfaces Early Integration for Movement Modeling in Latent Spaces Standardized Representations and Markup Languages for Multimodal Interaction Multimodal Databases EMERGING TRENDS AND APPLICATIONS Medical and Health Systems Automotive Multimodal Human-Machine Interface Embedded Multimodal Interfaces in Robotics: Applications, Future Trends, and Societal Implications Multimodal Dialogue Processing for Machine Translation Commercialization of Multimodal Systems Privacy Concerns of Multimodal Sensor Systems Index Biographies Volume 3 Glossary
£95.20
Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor Interfaces, Volume 3: Language Processing, Software, Commercialization, and Emerging Directions
Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces.This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas.This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.Table of Contents Preface Figure Credits Introduction: Toward the Design, Construction, and Deployment of Multimodal-Multisensor Interfaces MULTIMODAL LANGUAGE AND DIALOGUE PROCESSING Multimodal Integration for Interactive Conversational Systems Multimodal Conversational Interaction with Robots Situated Interaction Software Platforms and Toolkits for Building Multimodal Systems and Applications Challenge Discussion: Advancing Multimodal Dialogue Nonverbal Behavior in Multimodal Performances MULTIMODAL BEHAVIOR Ergonomics for the Design of Multimodal Interfaces Early Integration for Movement Modeling in Latent Spaces Standardized Representations and Markup Languages for Multimodal Interaction Multimodal Databases EMERGING TRENDS AND APPLICATIONS Medical and Health Systems Automotive Multimodal Human-Machine Interface Embedded Multimodal Interfaces in Robotics: Applications, Future Trends, and Societal Implications Multimodal Dialogue Processing for Machine Translation Commercialization of Multimodal Systems Privacy Concerns of Multimodal Sensor Systems Index Biographies Volume 3 Glossary
£111.20
Springer Nature Switzerland AG CyberParks – The Interface Between People, Places and Technology: New Approaches and Perspectives
Book SynopsisThis open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies – the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in people’s lifestyles - affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life.Table of ContentsThe Unveiling Potential of Cyberparks.- Socio-Spatial Practices.- Programming and Activating Cyberparks.- Digital Hybrids - Between Tool and Methods.
£42.74
Springer Nature Switzerland AG Virtual, Augmented and Mixed Reality. Applications and Case Studies: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II
Book SynopsisThis two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.Table of ContentsMultimodal interaction in VR.- rendering, layout, visualization and navigation.- avatars, embodiment and empathy in VAMR.- cognitive and health issues in VAMR.- VAMR and robots.- VAMR in learning, training and entertainment.- VAMR in aviation, industry and the military.
£62.99
Springer Nature Switzerland AG Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers
Book SynopsisThis book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.Table of ContentsSimulation gaming in the science space.- A Journey to the Role of Facilitator: Personal stories unfolding alongside world trends.- Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students.- Evaluation of a pilot game to change civil servants’ willingness towards open data policy making.- Structuring game design with active learning benefits: insights from logistical skills training in managing an emergency department.- Playing (in) a Crisis Simulation: What is the playful engagement in a serious simulation made of.- Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security.- The Tacit Knowledge in Games: From Validation to Debriefing.- Educational Escape Room – Challenges and Obstacles.-Simulation gaming design and implementation.- Simulated Construction of State`s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power.- A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal.- Accuracy in Business Simulations.- Group-based learning and group composition on the provision of public goods: Incorporating agent-based simulation and gaming.- Can the Veil of Ignorance Create Consensus? A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game.- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia.- The Trust Game: The influence of Trust on: Collaboration in the light of Technological Innovations.- The funnel of game design - Proposing a new way to address a problem definition using the IDEAS approach.- Little Things Mean a Lot in Simulations.- Impact of Competition in Energy Market on Promotion of Renewables: an Agent-Based Model Approach.- The perception of business wargaming practices among strategic and competitive intelligence professionals.- Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach.- Simulation games as a framework to conduct scientific experiments – the example of prospect theory research.- Study on occurrence mechanism of quality scandal in enterprises by ”Sontaku”, ”air” and ”water” theory using business game.- Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game.- Simulation games for current challenges.- Review of Haptic and Computerized (Simulation) Games on Climate Change.- Food-web modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region.- Unpacking, Overconfidence, and Game Design.- Authentic Learning in Entrepreneurship Education.- Learning from a Business Simulation Game: A Factor-Analytic Study.- Gamification and gaming cultures.- Resolving Migrant Issues in Thailand Using the Framework of ‘Simulation Game – Project PAL’.- Gamification Design Strategies - summary of research project.- Fostering Adaptive Organizations: Some Practical Lessons From Space Pirates.- Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology.- Board perspective on simulation gaming.- Video game monetization mechanisms in triple A (AAA) video games.- Learning with Location-Based Gaming.- Methodological challenges of creating a next-generation machine learning-based game engine for generating maps and vehicle behavior.- Agent-based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model.- Wonders of the World Simulation Program by Virtual Reality.- Framework and application of live video streaming as a virtual reality gaming technology: a study of function and performance.
£71.24
Springer Nature Switzerland AG Design for Flexibility: A Human Systems Integration Approach
Book SynopsisDesign for flexibility requires anticipation, preparation, creativity and experience. Future highly digital sociotechnical systems should contrast with those stemming from technology-centered engineering that produces objects and machines with the immensely codified and rigid practices we know today. Most of the time, current technologies are designed and developed for normal situations, leaving users to manage abnormal and emergency situations themselves, sometimes under unforeseen, extreme and/or dangerous conditions. Putting humans at the center of the design of flexible sociotechnical systems means visualizing possible futures, modeling them, simulating them and leading them down the right paths. This book is for the engineering designers, who seek to better understand the roles of humans and organizations developing complex life-critical systems. It is also for those who train future designers who will have to take into account the well-being, safety, sustainability and efficiency of the actors of future sociotechnical systems. It is about an emergent discipline, human systems integration (HSI). The aim of the flexibility challenge is to put the artificial at the service of the natural, and not the other way around. The author, an aerospace engineering designer, has worked for 40 years in the field of human-centered design (HCD) of complex systems, discovering repeatedly that automation leads to rigidity, especially when things go wrong. It is urgent we had a new paradigm where flexibility is a major asset in human systems integration. HCD is seen here as the combination of practices and technologies to come.Table of ContentsIntroduction.- A framework for flexibility analysis in sociotechnical systems.- A few methodological clarifications.- Articulating human systems integration.- Activity-based design: Scenarios, HSI evolution and innovation.- Model-based human systems integration flexibility.- The unavoidable issue of tangibility.- Conclusion.
£52.24
Springer Nature Switzerland AG Virtual and Augmented Reality (VR/AR):
Book SynopsisThis comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.Table of Contents1 R. Doerner et al., Introduction to Virtual and Augmented Reality.- 2 R. Doerner and F. Steinicke, Perceptual Aspects of VR.- 3 B. Jung and A. Vitzhum, Virtual Worlds.- 4 P. Grimm at al., VR/AR Input Devices and Tracking.- 5 W. Broll et al., VR/AR Output Devices.- 6 R. Doerner et al., Interaction in Virtual Worlds.- 7 M. Buhr et al., Real-time Aspects of VR Systems.- 8 W. Broll, Augmented Reality.- 9 R. Doerner et al., VR/AR Case Studies.- 10 W. Broll et al., Authoring of VR/AR Applications.- 11 R. Doerner, Mathematical Foundations of VR/AR.
£49.49
Springer International Publishing AG Plug-and-Play Visual Subgraph Query Interfaces
Book SynopsisThis book details recent developments in the emerging area of plug-and-play (PnP) visual subgraph query interfaces (VQI). These PnP interfaces are grounded in the principles of human-computer interaction (HCI) and cognitive psychology to address long-standing limitations to bottom-up search capabilities in graph databases using traditional graph query languages, which often require domain experts and specialist programmers. This book explains how PnP interfaces go against the traditional mantra of VQI construction by taking a data-driven approach and giving end users the freedom to easily and quickly construct and maintain a VQI for any data sources without resorting to coding. The book walks readers through the intuitive PnP interface that uses templates where the underlying graph repository represents the socket and user-specified requirements represent the plug. Hence, a PnP interface enables an end user to change the socket (i.e., graph repository) or the plug (i.e., requirements) as necessary to automatically and effortlessly generate VQIs. The book argues that such a data-driven paradigm creates several benefits, including superior support for visual subgraph query construction, significant reduction in the manual cost of constructing and maintaining a VQI for any graph data source, and portability of the interface across diverse sources and querying applications. This book provides a comprehensive introduction to the notion of PnP interfaces, compares it to its classical manual counterpart, and reviews techniques for automatic construction and maintenance of these new interfaces. In synthesizing current research on plug-and-play visual subgraph query interface management, this book gives readers a snapshot of the state of the art in this topic as well as future research directions.Table of ContentsChapter 1 - The Future is Democratized Graphs.- Chapter 2 - Background.- Chapter 3 - The World of Visual Graph Query Interfaces: An Overview.- Chapter 4 - Plug-and-Play Visual Subgraph Query Interfaces.- Chapter 5 - The Building Block of PnP Interfaces: Canned Patterns.- Chapter 6 - Pattern Selection for Graph Databases.- Chapter 7 - Pattern Selection for Large Networks.- Chapter 8 - Maintenance of Patterns.- Chapter 9 - The Road Ahead.
£33.24
Springer International Publishing AG Design Science Research for a New Society:
Book SynopsisThis book constitutes the proceedings of the 18th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2023, which was held in Pretoria, South Africa, from May 31–June 2, 2023.The 29 full papers presented in this volume were carefully reviewed and selected from 81 submissions. The papers are organized in the following topical sections: Design-oriented Research for Society 5.0 (Theme Track); Design of Systems Using Emerging Technologies; Human-Centered Artificial Intelligence (HCAI); Healthcare Systems and Quality of Life; Innovation and Entrepreneurship; Emerging DSR Methods and Processes; Education and DRS; Human Safety and Cybersecurity; Co-Desing and Collective Creativity for Addressing Grand Challenges; and Sustainability and Responsible Design.Table of ContentsDesign-oriented Research for Society 5.0 (Theme Track).- z-Commerce: A data-minimizing one-click checkout solution.- Enabling the Evaluation of Production Scheduling Algorithms in Complex Production Environments using Individually Deployable Scheduling Services.- Toward Cross-company Value Generation from Data: Design Principles for Developing and Operating Data Sharing Communities.- Neuro-Adaptive System to Evaluate Product Recommendations in the Context of E-Commerce.- Measuring the Actual Oce Workspace Utilization in a Desk Sharing Environment based on IoT Sensors.- Design of Systems Using Emerging Technologies.- Introduction to the Design of Systems Using Emerging Technologies Track.- Designing an Augmented Reality Authoring Tool to Support Complex Tasks. A Design Science Study using Cognitive Load Theory.- Human-Centered Artificial Intelligence (HCAI).- Introduction to the Human-Centered Artificial Intelligence (HCAI) Track.- Giving DIAnA more TIME? Guidance for the Design of XAI- Based Medical Decision Support Systems.- A Conceptual Model for Labeling in Reinforcement Learning Systems: A Value Co-Creation Perspective.- Healthcare Systems and Quality of Life.- Introduction to the Healthcare Systems and Quality of Life Track.- Guiding the development of interoperable health information systems: A conceptual IT governance framework.- Persuasive blood donation app design for individualist and collectivist cultures.- Innovation and Entrepreneurship.- Introduction to the Innovation and Entrepreneurship Track.- Scaling Sustainable Entrepreneurship for Impact: Design Knowledge for the Use of Digital Technologies.- Data Product Canvas - A visual inquiry tool supporting data product design.- Design Principles for National Innovation Agencies in Social Market Economies.- How To Invest In The Future Of Food: An Exploration Design Science Project.- Emerging DSR Methods and Processes.- Introduction to the Emerging DSR Methods and Processes Track.- Design Science Research: Progression, Schools of Thought and Research Themes.- Conducting Design Science Research in Society 5.0? An Explainable Artificial Intelligence Research Methodology.- DEKNOWSE { A DEsign KNOWledge SEarch Engine.- Empowering Recommender Systems in ITSM: A Pipeline Reference Model for AI-based Textual Data Quality Enrichment.- Education and DRS.- Introduction to the Education and DSR Track.- Inquiry Frameworks for Research Question Scoping in DSR: A realization for ChatGPT.- Design of an Augmented Reality App for primary school students which visualizes length units to promote the conversion of units.- Know the Knowledge of your Students: A Flexible Analytics Tool for Student Exercises.- Designing Pedagogical Conversational Agents for Achieving Common Ground.- Training Computational Thinking as a Key Skill Set for Design Science Researchers.- Human Safety and Cybersecurity.- Introduction to the Human Safety and Cybersecurity Track.- Designing Business Processes for Comprehensive Industrial IoT Security Management.- Co-Desing and Collective Creativity for Addressing Grand Challenges.- Introduction to the Co-Design and Collective Creativity for Addressing Grand Challenges Track.- What Does The Factory?s Suggestion Box Reveal? An analysis of the design capabilities of a train maintenance centre from its idea management system.- Operationalising Co-design: Development of an ICT platform to Facilitate Stakeholder Engagement in Water Sensitive Design.- Co-Designing a Visual Inquiry Tool.- Sustainability and Responsible Design.- Introduction to the Sustainability and Responsible Design Track.- A Mid-Range Theory for Designing Sustainable Safe Spaces of Immersive Learning Environments: A Design- Science Based Gamification Approach.- Designing User-Centric Explanations for Medical Imaging With Informed Machine Learning.
£61.74
Springer International Publishing AG End-User Development: 9th International
Book SynopsisThis book constitutes the refereed proceedings of the 9th International Symposium on End-User Development, IS-EUD 2023, held in Cagliari, Italy, during June 6–8, 2023.The 17 full papers and 2 (keynote extended abstracts) included in this book were carefully reviewed and selected from 26 submissions. They were organized in topical sections as follows: Artificial Intelligence for End-Users; Internet of Things for End-Users; Privacy; Security and Society; Supporting End-User Development.Table of ContentsArtificial Intelligence for End-Users.- Adaptive and Adaptable Systems: Differentiating and Integrating AI and EUD.- End-User Development for Artificial Intelligence: A Systematic Literature Review.- Human-AI Co-Creation: Evaluating the Impact of Large-scale Text-to- Image Generative Models on the Creative Process.- Leveraging Large Language Models for End User Website Generation.- Internet of Things for End-Users.- Defining Trigger-Action Rules via Voice: a Novel Approach for End-User Development in the IoT.- Language and Temporal Aspects: A Qualitative Study on Trigger Interpretation in Trigger-Action Rules.- Understanding Concepts, Methods and Tools for EndUser Control of Automations in Ecosystems of Smart Objects and Services.- Understanding User Needs in Smart Homes and How to Fulfil Them.- Privacy, Security and Society.- Democratizing Cybersecurity in Smart Environments: Investigating the Mental Models of Novices and Experts.- On the User Perception of Security Risks of Trigger-Action Rules: A User Study.- ConnectivityControl: Providing Smart Home Users with Real Privacy Configuration Options.- Designing for a Sustainable Digital Transformation: The DEA Methodology.- Supporting End-User Development.- Exploring visual languages for prototyping interactive behaviors for Tangible Virtual Reality.- How End Users Develop Point-and-Click Games.- Programming with Minecraft Bedrock Up: Modeling, Coding, and Computational Concepts.- Challenges of Enabling End-Users to Develop Systems with AI.- EUD Strategy in the Education Field for Supporting Teachers in Creating Digital Courses.
£47.49
Springer International Publishing AG Artificial Intelligence and Games
Book SynopsisThis is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.Table of ContentsPart I Background.- Introduction.- AI Methods.- Part II Ways of Using AI in Games.- Playing Games.- Generating Content.- Modeling Players.- Part III, The Road Ahead.- Game AI Panorama.- Frontiers of Game AI Research.- References.- Index.
£26.99
Springer International Publishing AG Social Information Access: Systems and Technologies
Book SynopsisSocial information access is defined as a stream of research that explores methods for organizing the past interactions of users in a community in order to provide future users with better access to information. Social information access covers a wide range of different technologies and strategies that operate on a different scale, which can range from a small closed corpus site to the whole Web.The 16 chapters included in this book provide a broad overview of modern research on social information access. In order to provide a balanced coverage, these chapters are organized by the main types of information access (i.e., social search, social navigation, and recommendation) and main sources of social information. Table of ContentsSocial Information Access: Definition and Classification.- Privacy in Social Information Access.- Social Q&A.- Collaborative Information Search.- Social Navigation.- Tag-Based Navigation and Visualization.- Social Search.- Network-Based Social Search.- Accessing Information with Tags: Search and Ranking.- Rating-Based Collaborative Filtering: Algorithms and Evaluation.- Recommendations Based on Social Links.- Tag-Based Recommendation.- From Opinions to Recommendations.- Recommending Based on Implicit Feedback.- People Recommendation on Social Media.- Location Recommendation with Social Media Data.
£62.99
Springer International Publishing AG Human and Machine Learning: Visible, Explainable, Trustworthy and Transparent
With an evolutionary advancement of Machine Learning (ML) algorithms, a rapid increase of data volumes and a significant improvement of computation powers, machine learning becomes hot in different applications. However, because of the nature of “black-box” in ML methods, ML still needs to be interpreted to link human and machine learning for transparency and user acceptance of delivered solutions. This edited book addresses such links from the perspectives of visualisation, explanation, trustworthiness and transparency. The book establishes the link between human and machine learning by exploring transparency in machine learning, visual explanation of ML processes, algorithmic explanation of ML models, human cognitive responses in ML-based decision making, human evaluation of machine learning and domain knowledge in transparent ML applications. This is the first book of its kind to systematically understand the current active research activities and outcomes related to human and machine learning. The book will not only inspire researchers to passionately develop new algorithms incorporating human for human-centred ML algorithms, resulting in the overall advancement of ML, but also help ML practitioners proactively use ML outputs for informative and trustworthy decision making. This book is intended for researchers and practitioners involved with machine learning and its applications. The book will especially benefit researchers in areas like artificial intelligence, decision support systems and human-computer interaction.
£80.99
Wiley-VCH Verlag GmbH Usability und UX für Dummies
Book SynopsisSie erstellen eine Website und wissen nicht, wie Sie sie sinnvoll aufbauen und designen? Sie möchten Ihre Kunden länger auf Ihrer Website halten? Sie träumen davon, dass mehr Kunden den Kaufen-Button klicken? Steigen Sie mit diesem Buch in das Thema "Benutzerfreundlichkeit" und "Positives Nutzererlebnis" ein. Führen Sie Ihre Kunden schnell und einfach zu ihrem Ziel, vermitteln Sie ihnen ein positives Gefühl und machen Sie ihnen die Kaufentscheidung leicht. Fangen Sie bei der Lesbarkeit der Texte an, achten Sie auf die Auffindbarkeit wichtiger Funktionen und lernen Sie, wie man benutzerfreundliche Formulare entwickelt. Was bei mobilen Websites und Apps anders ist, erfahren Sie natürlich auch.Table of ContentsÜber die Autorin 9 Einleitung 19 Über dieses Buch 20 Was Sie nicht lesen müssen 20 Törichte Annahmen über den Leser 20 Wie dieses Buch aufgebaut ist 21 Symbole, die in diesem Buch verwendet werden 23 Wie es weitergeht 23 Teil I: Usability und User Experience im Überblick 25 Kapitel 1 Grundbegriffe und Kriterien verstehen 27 Usability 27 User Experience 29 Customer Experience oder die Summe aller Berührungspunkte 31 Wo anfangen? Eine Einstiegshilfe 32 Kapitel 2 Websites und Apps bewerten lernen 33 Leitlinien zur Gestaltung von Benutzungsschnittstellen 33 Aufgabenangemessenheit 34 Selbstbeschreibungsfähigkeit 35 Erwartungskonformität 37 Lernförderlichkeit 39 Steuerbarkeit 39 Fehlertoleranz 41 Benutzerbindung 42 Heuristiken nach Nielson und Molich 44 Sichtbarkeit des Systemstatus 45 Übereinstimmung von System und realer Welt 46 Benutzerkontrolle und -freiheit 47 Konsistenz und Standards 47 Fehler vermeiden 48 Erkennen vor Erinnern 49 Flexibilität und effiziente Nutzung 50 Ästhetisches und minimalistisches Design 51 Unterstützen beim Erkennen und Beheben von Fehlern 52 Hilfe und Dokumentation 52 Usability-Regeln anwenden – die heuristische Evaluation 54 Kapitel 3 Die wichtigsten Methoden zur Optimierung von Websites und Apps 59 So führen Sie Usability-Reviews durch 60 Wann sollten Sie Usability-Reviews einsetzen? 62 Was ist bei Usability-Reviews zu beachten? 62 Wann ist ein Usability-Review nicht geeignet? 64 Usability-Tests erfolgreich einsetzen 65 Wann sollten Sie Usability-Tests einsetzen? 66 Wie läuft ein Usability-Test ab? 67 Wer kann Usability-Tests durchführen? 75 Sind Usability-Tests teuer? 77 Wann ist ein Usability-Test nicht sinnvoll? 78 Teil II: Den Nutzer verstehen und sein Verhalten beeinflussen 81 Kapitel 4 So tickt der Nutzer – Informationsverarbeitung und Entscheidungsprozesse 83 Der »Energiespar-Kopf« 83 Was Nutzer wirklich sehen, wenn sie eine Website betrachten 84 Wie sich das Gehirn einen Reim auf Strukturen macht 88 Das Gesetz der Nähe 88 Das Gesetz der Ähnlichkeit 89 Das Gesetz der Geschlossenheit 90 Das Gesetz der Einfachheit 91 Das Gesetz der gemeinsamen Region 92 Das Gesetz der Gleichzeitigkeit 93 Wie Nutzer Informationen verarbeiten und bewerten 93 Wie Nutzer einfacher und besser Entscheidungen treffen 95 Kapitel 5 Wie der Nutzer tut, was Sie gern hätten 99 Das Problem mit dem Entscheiden 99 Besitz schafft Wert 102 Wenn nur das Ergebnis zählt 103 Der Herdentrieb 104 Künstliche Verknappung 104 Wie du mir, so ich dir 105 Warum Ausnahmen keine Regeln bestätigen 106 Die Lotto-Falle 107 Sympathie macht großzügig 108 Der Ankereffekt 109 Bloß nichts abgeben 110 Mehr Schein als Sein? 111 Kapitel 6 So messen und erheben Sie Nutzerverhalten 113 Webtracking – der Klassiker unter den Messmethoden 114 Kontinuierliche Messung und Beobachtung 117 Gezielte Optimierung einer Website mit Web Analytics 119 Dem Nutzer über die Schulter schauen: Teilnehmende Beobachtung 123 Nutzerbeobachtungen vorbereiten 125 So wird die Erhebung ein Erfolg 126 Die Daten auswerten und interpretieren 128 Standardisierte Online- oder Onsite-Befragungen 129 Die Erkenntnisse richtig nutzen 133 Teil III: Methoden zur Bewertung und Optimierung von Usability und UX 135 Kapitel 7 Der nutzerzentrierte Gestaltungsprozess (User Centered Design) 137 Bevor es losgeht: Den Prozess planen 139 Ziele und Wettbewerbsumfeld definieren 140 Den Ablauf festlegen 140 Die Qual der Wahl: Welche Methoden brauche ich? 141 Die Ressourcenplanung 145 Analysephase 145 Konzeptionsphase 147 Evaluationsphase 148 Zeitplanung 148 Eine Checkliste zum Schluss 150 Kapitel 8 Methoden zum Kennenlernen und Verstehen des Nutzers 151 Den Nutzungskontext verstehen und beschreiben (Phase 1) 152 Kontextinterviews 153 Fokusgruppen 158 Personas 167 Customer Journey Mapping 177 Die fertige Nutzungskontextbeschreibung 181 Die Nutzungsanforderungen spezifizieren (Phase 2) 182 Anforderungsanalyse – was nun? 184 Kapitel 9 Methoden zum Entwickeln von benutzerfreundlichen Lösungen 187 Inhalte für die geplante Anwendung festlegen 188 Inhalte strukturieren 189 Skizzen anfertigen 192 Skizzen verfeinern und zu konkreten Entwürfen weiterentwickeln 193 Prototypen erstellen und testen 194 Scribbles werden zu Wireframes 196 Wireframes werden zu Mockups 198 Entwürfe und Prototypen optimieren bis zur finalen Anwendung 200 Remote-Usability-Tests 202 Guerilla-Tests 204 Design-Tests 206 Tree-Tests 209 Erfüllt die Anwendung die Nutzungsanforderungen? 212 Kapitel 10 Methoden zur kontinuierlichen Erfolgskontrolle 215 Variantentests und multivariates Testing 216 Thesen bilden 217 Erfolg definieren 218 Testdauer festlegen 218 Toolauswahl 219 Interpretation und Ableitungen 219 Usability-Fragebögen 220 User Experience Questionnaire (UEQ) 222 System Usability Scale (SUS) 223 Visual Aesthetics of Website Inventory (VisAWI) 224 AttrakDiff 226 Weitere Fragebögen 226 Und noch mehr 227 Regelmäßige Usability-Tests 227 Teil IV: DIY – Usability-Optimierung für den Alltag 229 Kapitel 11 Alles an Ort und Stelle: Der richtige Website-Aufbau 231 Zentrale Elemente richtig platzieren 231 Navigationselemente richtig positionieren 235 Der Aufbau mobiler Websites 237 Kapitel 12 Lesbarkeit und Textgestaltung 241 Verständlich schreiben 242 Schriftarten und Textstrukturierung 245 Welche Schriftarten sind fürs Web geeignet? 245 Wie groß ist groß genug? 245 Form und Struktur 246 Kapitel 13 Links und Buttons richtig gestalten 255 Gut verlinkt ist halb geblinkt 255 Drück mich! Links mit Aufforderungscharakter 257 Positionen und Hierarchien von Buttons 258 Der richtige Text für Buttons 260 Größe und Zustände von Buttons 261 Checkboxen, Radiobuttons und Umschaltflächen 263 Kapitel 14 Formulare, die nicht nerven, sondern abgeschickt werden 265 Struktur und Anordnung 265 Achsen und Leerräume schaffen 266 Davor, darüber, daneben: Wohin mit der Beschriftung? 268 Arten von Eingabefeldern 270 Kennzeichnung von Pflichtfeldern 272 Hilfreiche Fehlermeldungen 273 Kapitel 15 Suchen und Finden: So unterstützen Sie Ihre Nutzer zielgerichtet 275 Das Eingabefeld 275 Positionierung 276 Gestaltung 277 Proaktive Unterstützung: Die Vorschlagsfunktion 278 Die Ergebnisseite: Aufbau und Interaktionsmöglichkeiten 278 Gut gefiltert ist halb gefunden 279 In Reih‘ und Glied 281 Null-Treffer-Seiten 282 Teil V: Spezialwissen für Apps und mobile Websites 285 Kapitel 16 Responsives Design: Die unendliche Vielfalt von Bildschirmgrößen 287 Wie funktioniert responsives Design? 288 Eine responsive Website konzipieren 289 Der Mobile-First-Ansatz 289 Flexible Raster und Bildgrößen 290 Verschiedene Ansichten im Wireframe-Stadium erstellen 292 Navigationsprinzipien für kleine Bildschirme 293 Responsive Websites und Apps optimieren 295 In der Anforderungsanalyse: Wer, wann und wofür? 295 Expertenbewertungen 296 Usability-Tests mit mobilen Anwendungen 296 Kapitel 17 Nicht klicken, sondern tippen: Die speziellen Anforderungen von Touch-Devices 301 Finger statt Maus: Das ist anders 301 So werden Bedienelemente »Touch-freundlich« 303 Die richtige Größe 303 Die richtige Position 304 Die erwartungskonforme Reaktion 307 Teil VI: Der Top-Ten-Teil 309 Kapitel 18 Die 10 besten Link-Tipps rund um Usability und User Experience 311 Usabilityblog 311 Produktbezogen 311 User Experience Blog 312 German UPA 312 Psyconversion 312 YouTube-Kanal »Indra Burkart« 312 Nielsen Norman Group 313 UsabilityGeek 313 UXmatters 313 UX Booth 313 Stichwortverzeichnis 315
£18.04
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Verteilte Führungsinformationssysteme
Book SynopsisBasierend auf ihrer 40-jährigen Erfahrung beschreiben Wissenschaftler Konzepte und Einzelaspekte der Gestaltung von Führungsinformationssystemen – eine der zentralen Aufgaben in der Bundeswehr und bei Organisationen mit Sicherheitsaufgaben (z. B. Polizei, Rettungswesen). In ihren Beiträgen reflektieren die Autoren Probleme bei der Vernetzung unterschiedlicher Systeme. Dazu werden Informationsstrukturen und Prozesse untersucht, Systemarchitekturen ausgewertet und kombiniert sowie Laborstudien und Feldversuche beschrieben.Table of ContentsEinführung.- Softwarearchitektur und übergreifende Aspekte.- Grundlagen der Interoperabilität.- Konzeption verteilter Führungsinformationssysteme.- Management verteilter Führungsinformationssysteme.- Integration von heterogenen Quellen.- Anbindung von Geoinformationssystemen an FüInfoSys.- Dynamische Verteilung von Daten in taktischen Netzen.- Intelligente Daten-Filterung in FüInfoSys.- Assistenzsysteme.- Wissens- und Workflowmanagement.- Auftragsmanagement.- Grafische Aktionsplanung.- Multilinguale Textinhaltserschließung auf militärischen Texten.- Sprachverarbeitung militärisch relevanter Audiodaten.- Interoperabilität, Standards und Projekte.- Überblick über Interoperabilitätsstandards.- Architekturrahmenwerke.- Das Joint Consultation Command and Control Information Exchange Data Model.- Battle Management Language.- Interoperabilität in der Lagebearbeitung.- MAJIIC – ISR-Interoperabilität für weiträumige Bodenaufklärung.- Sichere Kommunikation in heterogenen militärischen Netzen.- Testen der semantischen Interoperabilität von Führungsinformationssystemen.
£108.45
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Kompetenzentwicklung mit humanoiden Computern:
Book SynopsisJohn Erpenbeck und Werner Sauter analysieren die zukünftigen Entwicklungen im Bereich des betrieblichen Lernens und leiten daraus die Anforderungen an die aktuellen Lernkonzeptionen ab. Das Essential enthält praxiserprobte Anwendungsvorschläge für die Kompetenzentwicklung mit innovativen Lernformen. Lernräume und Lernkulturen in Unternehmen müssen sich schrittweise im Hinblick auf die kommenden Veränderungen entwickeln, humanoide Computer werden die Rolle des „Lernpartners Computer“ übernehmen. Kompetenz – die Fähigkeit, Problemstellungen im Prozess der Arbeit selbstorganisiert und kreativ zu lösen – wird zum wichtigsten Lernziel.Table of ContentsDie Revolution des Lernens mit humanoiden Computern.- Aktuelle Entwicklungslinien und Merkmale zukunftsorientierter Lernkonzeptionen.- Auf dem Weg zur Kompetenzentwicklung im Prozess der Arbeit.
£9.99
Springer Fachmedien Wiesbaden Übungsbuch Automaten und formale Sprachen: 117
Book SynopsisDie theoretische Informatik ist – wie der Namen schon sagt – ein höchst abstraktes Teilgebiet der Informatik. Die Übungen in diesem Buch ermöglichen Schülern und Studierenden einen leichteren Zugang zu dem vielschichtigen Themenkomplex "Automaten und formalen Sprachen". Denn "träges", hoch theoretisches Wissen lässt sich oft erst durch praktische Anwendung meistern. Dieses praktische Übungsbuch beinhaltet 117 Aufgaben zu folgenden Themen:- endlichen Automaten- Grammatiken- Kellerautomaten- regulären Ausdrücken und regulären SprachenAlle Übungen in diesem Buch sind darauf ausgelegt, die theoretischen Inhalte zu erproben und zu vertiefen. Die Aufgabenstellungen und die Lösungen werden Schritt für Schritt und durch viele Abbildungen anschaulich gemacht. Dabei sind sämtliche Lösungen detailliert ausgearbeitet und zeigen leicht nachvollziehbare Lösungswege. Doch der Autor geht sogar noch über die konkrete Einübung des Lernstoffs hinaus. Seine Übungen schulen die Leser überdies in wichtigen anderen Fähigkeiten (wie Zeitmanagement, Motivation und Konzentration), die ebenfalls entscheidend für den Prüfungserfolg sein können. Damit ist das Übungsbuch ein idealer Begleiter für alle Schüler und Studierende, die sich effektiv auf Klausuren und Prüfungen vorbereiten möchten. Der Band richtet sich insbesondere an Studierende der Informatik, Mathematik, Informationstechnologie, Elektro- und Medientechnik und an Schüler in der gymnasialen Oberstufe und ihre Lehrer und Dozenten.Table of ContentsEndliche Automaten.- Grammatiken.- Kellerautomaten.- Reguläre Ausdrücke und reguläre Sprachen.
£29.99
Springer Fachmedien Wiesbaden Kollaborierende Roboter anweisen:
Book SynopsisTim Schleicher erarbeitet Empfehlungen zur Gestaltung von Mensch-Roboter-Schnittstellen, die die gebrauchstaugliche Anweisung von kollaborierenden Robotern in variantenreichen Produktionssystemen erlauben. Roboterfähigkeiten können durch eine entsprechende Positionierung an frei wählbaren Positionen an Bauteilen und durch eine entsprechende Parametrierung in verschiedenen Ausprägungen genutzt werden. Die Programmierung erfolgt somit durch die Anweisung des Roboters durch die Übergabe des Arbeitsortes und der Arbeitsparameter, z.B. die Übergabe einer Polieraufgabe an stets anderen Bauteilpositionen und in unterschiedlichen Intensitäten.Table of ContentsMensch-Roboter-Schnittstellen (MRS) zur Anweisung kollaborierender Roboter.- Grundlegende und anwendungsspezifische Anforderungen an die Gestaltung von gebrauchstauglichen MRS.- Iterative Gestaltung und Evaluation von MRS in einer instruktiven Mensch-Roboter-Kollaboration (iMRK).
£44.99
Springer Fachmedien Wiesbaden Sicherheitskritische Mensch-Computer-Interaktion:
Book SynopsisDie zweite, aktualisierte Auflage dieses Lehr- und Fachbuchs gibt eine fundierte und praxisbezogene Einführung sowie einen Überblick über Grundlagen, Methoden und Anwendungen der Mensch-Computer-Interaktion im Kontext von Sicherheit, Notfällen, Krisen, Katastrophen, Krieg und Frieden. Dies adressierend werden interaktive, mobile, ubiquitäre und kooperative Technologien sowie soziale Medien vorgestellt. Hierbei finden klassische Themen wie benutzbare (IT-)Sicherheit, Industrie 4.0, Katastrophenschutz, Medizin und Automobil, aber auch Augmented Reality, Crowdsourcing, Shitstorm Management, Social Media Analytics und Cyberwar ihren Platz. Methodisch wird das Spektrum von Usable Safety bis Usable Security Engineering von Analyse über Design bis Evaluation abgedeckt. Das Buch eignet sich ebenso als Lehrbuch für Studierende wie als Handbuch für Fachleute/Personen aus Wissenschaft, Design, Entwicklung und Anwendung.Table of ContentsGrundlagen und Methoden (Usable Safety; Usable Security; Analyse, Design, Umsetzung, Evaluation; Recht, Ethik und Kultur) - Sicherheitskritische interaktive Systeme (Betriebliche Informationssysteme, Krisenmanagementsysteme, Medizintechnik, Warn- und Assistenzsysteme) - Sicherheitskritische kooperative Systeme (Soziale Medien, Kooperationssysteme, Freiwillige Partizipation, Frieden und Sicherheit)
£33.74
Springer Fachmedien Wiesbaden Technisches Interface Design: Anforderungen,
Book SynopsisZiel dieses Buches ist die Befähigung zur methodischen Entwicklung bedienerfreundlicher Interfacegestaltung, auf der Basis einer ganzheitlichen Usability-Bewertung. Dazu werden gestalterische Freiheitsgrade ermittelt, aus Bedienszenarien wird der Aufbau des zukünftigen Interfacesystems abgeleitet (Makroergonomie). In der Mikroergonomie werden Anforderungen bezüglich der Bedienschritte des jeweiligen Bedienszenarios zur Anordnung und Form der Interfacemodule und –elemente generiert. Der Erprobung für die Praxis dienen Funktionsprototypen für Probandenuntersuchungen. Prototypen können in den Teilgestalten (Farbe, Oberfläche und Grafik) variiert werden.Die Methode basiert auf einer ganzheitlichen Bewertung durch Usability-Faktoren. Als Ergebnis entsteht eine nutzerzentrierte Basisgestalt, mit einer Schnittstelle zu den formal ästhetischen Gestalten.Table of ContentsEinführung.- Grundlagen und Definitionen.- Makroergonomie in der Planungs- und Konzeptphase.- Mikroergonomie in der Konzept- und Entwurfsphase.- Mikroergonomie in der Ausarbeitungsphase.- Die Workflowanalyse als Querschnittsfunktion.- Beispiele aus der Praxis (Best Practice).- Anhang.
£48.74
Springer Fachmedien Wiesbaden Praxis der User Interface-Entwicklung:
Book SynopsisPraxis der User Interface-Entwicklung erklärt das Entwerfen und Umsetzen von Softwareoberflächen anhand typischer Aufgabenstellungen und konkreter Anforderungen. Es ist ein User Interface-Kochbuch für Entwickler, Designer und Projektleiter, das Lösungsmuster für typische Anzeige- und Bedienungssituationen aufzeigt. Übersichtliche Arbeitstafeln des nach Fallbeispielen gegliederten Workbooks veranschaulichen Schritt für Schritt die Lösungen von typischen User Interface-Aufgaben sowie die dahinter liegenden Konzepte. Ein Buch, das konkrete Anweisungen für klare Problemstellungen und eine praxistaugliche Sammlung von Dialogbausteinen für das User Interface des nächsten Softwareprojekts bietet.Table of ContentsVon der Anwendungsidee zum erlebbaren User Interface – Konzipieren von Dialogseiten und Dialogabfolgen – Auswahl und Verwenden von Kontrollelementen – Entwickeln von Anzeige- und Bedienkonzepten für Softwareanwendungen – User Interfaces skizzierren und detailliert spezifizieren – Verifizieren von UI-Anforderungen mit Prototypen – Verwenden von objektorientierten Methoden beim Design von UIs
£31.34
Springer Fachmedien Wiesbaden App4U: Mehrwerte durch Apps im B2B und B2C
Book SynopsisProprietäre und monolithische Softwaresysteme haben die Wirtschaft in den letzten Jahrzehnten geprägt. Ohne die digitale Unterstützung der Geschäftsprozesse ist kein Unternehmen wettbewerbsfähig. Die Revolution wird durch den Consumer Bereich vorangetrieben, die Geschäftsprozesse werden mobil und ubiquitär. Konsumenten im B2C und Unternehmen im B2B werden zukünftig permanent in Kontakt treten können, die one-to-one Kommunikation wird durch einen many-to-many Informationsaustausch ersetzt werden.Trade Review“... Die Zielgruppe ist ambitioniert definiert, vom Unternehmer über den IT-Verantwortlichen und IT-Praktiker bis hin zu Lehrenden und Studierenden der BWL und der WI und all denjenigen, die sich in Politik und Gesellschaft mit dem IT-Sektor beschäftigen. ... Ein noch immer aktuelles Buch, das viele nützliche Informationen enthält ...” (Matthias Knoll, in: HMD Praxis der Wirtschaftsinformatik, Jg. 53, 2016, S. 557 f.)Table of ContentsApp4U: Einführung in die Welt der mobilen Applikationen - Strategische Aspekte, Geschäftsmodelle für App-Projekte, mobile Unternehmensprozesse - Aktuelle Situation am Markt, Umsatz und Nutzung mobiler Datendienste und Applikationen - Vorgehens- und Validierungsmodell für die APP Entwicklung - Die technologischen Grundlagen der App Entwicklung - Mobile Security - Aktuelle Praxisbeispiele - Zusammenfassung und Ausblick
£23.74
£10.58
Amsterdam University Press Open Data and the Knowledge Society
Book SynopsisWhile there is a lot of talk about how we now live in a knowledge society, the reality has been less impressive: We have yet to truly transition to a knowledge society-in part, this book argues, because discussion mostly focuses on a knowledge economy and information society rather than on ways to mobilise to create an actual knowledge society. That all may change, however, with the rise of open data and big data. This book considers the role of the open data movement in fostering transformation, showing that at the heart of any successful mobilisation will be an emerging open data ecosystem and new ways for societal actors to effectively produce and use data.Table of ContentsChapter One: Introduction Chapter Two: Defining a 'Knowledge Society' Chapter Three: Visions of Open Data Chapter Four: Mobilizing Open Data Chapter Five: Institutions in the Data Ecosystem: Actors in the Public Knowledge Domain and in Private Data Companies Chapter Six: Mobilizing Data: Scientific Disciplines, Scientific Practice, and Making Research Data Open Chapter Seven: Mobilizing Data: Environmental Data, Technical and Governance Issues Chapter Eight: Navigating Legal and Ethical Regulatory Frameworks Chapter Nine: Big Data, Open Data, and the Commercial Sector
£35.10