Description

Book Synopsis
Much has changed since the first edition of human-computer interaction was published. The excitement of these changes is captured in this new edition, which also looks forward to other emerging technologies. However, the book is firmly rooted in strong principles and models independent of the passing technologies of the day.

Table of Contents

Contents
Foreword
Preface to the third edition

Preface to the second edition

Preface to the first edition

Introduction

Part 1 Foundations

Chapter 1 The human

1.1 Introduction

1.2 Input–output channels

Design Focus: Getting noticed

Design Focus: Where's the middle?

1.3 Human memory

Design Focus: Cashing in

Design Focus: 7 ± 2 revisited

1.4 Thinking: reasoning and problem solving

Design Focus: Human error and false memories

1.5 Emotion

1.6 Individual differences

1.7 Psychology and the design of interactive systems

1.8 Summary

Exercises

Recommended reading

Chapter 2 The computer

2.1 Introduction

Design Focus: Numeric keypads

2.2 Text entry devices

2.3 Positioning, pointing and drawing

2.4 Display devices

Design Focus: Hermes: a situated display

2.5 Devices for virtual reality and 3D interaction

2.6 Physical controls, sensors and special devices

Design Focus: Feeling the road

Design Focus: Smart-Its – making sensors easy

2.7 Paper: printing and scanning

Design Focus: Readability of text

2.8 Memory

2.9 Processing and networks

Design Focus: The myth of the infinitely fast machine

2.10 Summary

Exercises

Recommended reading

Chapter 3 The interaction

3.1 Introduction

3.2 Models of interaction

Design Focus: Video recorder

3.3 Frameworks and HCI

3.4 Ergonomics

Design Focus: Industrial interfaces

3.5 Interaction styles

Design Focus: Navigation in 3D and 2D

3.6 Elements of the WIMP interface

Design Focus: Learning toolbars

3.7 Interactivity

3.8 The context of the interaction

Design Focus: Half the picture?

3.9 Experience, engagement and fun

3.10 Summary

Exercises

Recommended reading

Chapter 4 Paradigms

4.1 Introduction

4.2 Paradigms for interaction

4.3 Summary

Exercises

Recommended reading

Part 2 Design process

Chapter 5 Interaction design basics

5.1 Introduction

5.2 What is design?

5.3 The process of design

5.4 User focus

Design Focus: Cultural probes

5.5 Scenarios

5.6 Navigation design

Design Focus: Beware the big button trap

Design Focus: Modes

5.7 Screen design and layout

Design Focus: Alignment and layout matter

Design Focus: Checking screen colors

5.8 Iteration and prototyping

5.9 Summary

Exercises

Recommended reading

Chapter 6 HCI in the software process

6.1 Introduction

6.2 The software life cycle

6.3 Usability engineering

6.4 Iterative design and prototyping

Design Focus: Prototyping in practice

6.5 Design rationale

6.6 Summary

Exercises

Recommended reading

Chapter 7 Design rules

7.1 Introduction

7.2 Principles to support usability

7.3 Standards

7.4 Guidelines

7.5 Golden rules and heuristics

7.6 HCI patterns

7.7 Summary

Exercises

Recommended reading

Chapter 8 Implementation support

8.1 Introduction

8.2 Elements of windowing systems

8.3 Programming the application

Design Focus: Going with the grain

8.4 Using toolkits

Design Focus: Java and AWT

8.5 User interface management systems

8.6 Summary

Exercises

Recommended reading

Chapter 9 Evaluation techniques

9.1 What is evaluation?

9.2 Goals of evaluation

9.3 Evaluation through expert analysis

9.4 Evaluation through user participation

9.5 Choosing an evaluation method<

HumanComputer Interaction

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£78.99

Includes FREE delivery

Order before 4pm tomorrow for delivery by Fri 9 Jan 2026.

A Hardback by Alan Dix, Janet E. Finlay, Gregory D. Abowd

2 in stock


    View other formats and editions of HumanComputer Interaction by Alan Dix

    Publisher: Pearson Education (US)
    Publication Date: 07/10/2003
    ISBN13: 9780130461094, 978-0130461094
    ISBN10: 0130461091

    Description

    Book Synopsis
    Much has changed since the first edition of human-computer interaction was published. The excitement of these changes is captured in this new edition, which also looks forward to other emerging technologies. However, the book is firmly rooted in strong principles and models independent of the passing technologies of the day.

    Table of Contents

    Contents
    Foreword
    Preface to the third edition

    Preface to the second edition

    Preface to the first edition

    Introduction

    Part 1 Foundations

    Chapter 1 The human

    1.1 Introduction

    1.2 Input–output channels

    Design Focus: Getting noticed

    Design Focus: Where's the middle?

    1.3 Human memory

    Design Focus: Cashing in

    Design Focus: 7 ± 2 revisited

    1.4 Thinking: reasoning and problem solving

    Design Focus: Human error and false memories

    1.5 Emotion

    1.6 Individual differences

    1.7 Psychology and the design of interactive systems

    1.8 Summary

    Exercises

    Recommended reading

    Chapter 2 The computer

    2.1 Introduction

    Design Focus: Numeric keypads

    2.2 Text entry devices

    2.3 Positioning, pointing and drawing

    2.4 Display devices

    Design Focus: Hermes: a situated display

    2.5 Devices for virtual reality and 3D interaction

    2.6 Physical controls, sensors and special devices

    Design Focus: Feeling the road

    Design Focus: Smart-Its – making sensors easy

    2.7 Paper: printing and scanning

    Design Focus: Readability of text

    2.8 Memory

    2.9 Processing and networks

    Design Focus: The myth of the infinitely fast machine

    2.10 Summary

    Exercises

    Recommended reading

    Chapter 3 The interaction

    3.1 Introduction

    3.2 Models of interaction

    Design Focus: Video recorder

    3.3 Frameworks and HCI

    3.4 Ergonomics

    Design Focus: Industrial interfaces

    3.5 Interaction styles

    Design Focus: Navigation in 3D and 2D

    3.6 Elements of the WIMP interface

    Design Focus: Learning toolbars

    3.7 Interactivity

    3.8 The context of the interaction

    Design Focus: Half the picture?

    3.9 Experience, engagement and fun

    3.10 Summary

    Exercises

    Recommended reading

    Chapter 4 Paradigms

    4.1 Introduction

    4.2 Paradigms for interaction

    4.3 Summary

    Exercises

    Recommended reading

    Part 2 Design process

    Chapter 5 Interaction design basics

    5.1 Introduction

    5.2 What is design?

    5.3 The process of design

    5.4 User focus

    Design Focus: Cultural probes

    5.5 Scenarios

    5.6 Navigation design

    Design Focus: Beware the big button trap

    Design Focus: Modes

    5.7 Screen design and layout

    Design Focus: Alignment and layout matter

    Design Focus: Checking screen colors

    5.8 Iteration and prototyping

    5.9 Summary

    Exercises

    Recommended reading

    Chapter 6 HCI in the software process

    6.1 Introduction

    6.2 The software life cycle

    6.3 Usability engineering

    6.4 Iterative design and prototyping

    Design Focus: Prototyping in practice

    6.5 Design rationale

    6.6 Summary

    Exercises

    Recommended reading

    Chapter 7 Design rules

    7.1 Introduction

    7.2 Principles to support usability

    7.3 Standards

    7.4 Guidelines

    7.5 Golden rules and heuristics

    7.6 HCI patterns

    7.7 Summary

    Exercises

    Recommended reading

    Chapter 8 Implementation support

    8.1 Introduction

    8.2 Elements of windowing systems

    8.3 Programming the application

    Design Focus: Going with the grain

    8.4 Using toolkits

    Design Focus: Java and AWT

    8.5 User interface management systems

    8.6 Summary

    Exercises

    Recommended reading

    Chapter 9 Evaluation techniques

    9.1 What is evaluation?

    9.2 Goals of evaluation

    9.3 Evaluation through expert analysis

    9.4 Evaluation through user participation

    9.5 Choosing an evaluation method<

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