您好,欢迎来到聚文网。 登录 免费注册
人机交互设计/单美贤

人机交互设计/单美贤

  • 字数: 332000
  • 装帧: 平装
  • 出版社: 电子工业出版社
  • 作者: 单美贤
  • 出版日期: 2016-08-01
  • 商品条码: 9787121298479
  • 版次: 1
  • 开本: 16开
  • 页数: 203
  • 出版年份: 2016
定价:¥35 销售价:登录后查看价格  ¥{{selectedSku?.salePrice}} 
库存: {{selectedSku?.stock}} 库存充足
{{item.title}}:
{{its.name}}
精选
内容简介
以计算机为主的现代技术之飞速发展,为用户提供了丰富多样的体验,人机交互设计的研究得到了广泛的关注。本书从人机交互的基本概念入手,以交互设计流程为依据,详细介绍了需求分析、架构设计、开发支持和测试优化过程等方面的知识。本书关注以人为本的用户需求,从可用性和用户体验两个层面上进行分析,引导读者关注交互设计原则、建立以用户为中心的设计理念。
目录
第1 章什么是人机交互技术············································································(1)
1.1 人机交互技术····································································································· (1)
1.1.1 人机交互技术的发展史················································································ (2)
1.1.2 人机交互技术的发展方向············································································· (3)
1.1.3 相关概念的理解························································································· (4)
1.2 交互设计与用户体验···························································································· (6)
1.2.1 拙劣的设计······························································································· (7)
1.2.2 为体验而设计···························································································· (8)
1.2.3 用户体验·································································································· (9)
1.2.4 用户体验的实现方法:UCD·········································································· (9)
1.2.5 以用户为中心的设计的要点········································································ (10)
1.3 交互设计目标··································································································· (11)
1.3.1 可用性目标····························································································· (12)
1.3.2 用户体验目标·························································································· (12)
1.4 交互设计的方法································································································ (13)
1.4.1 以人为本的设计理念················································································· (14)
1.4.2 以活动为中心的设计················································································· (15)
1.4.3 任务、活动和目标的区别··········································································· (15)
1.4.4 以目标为导向的设计················································································· (16)
1.5 交互设计过程概览····························································································· (16)
1.5.1 需求分析阶段·························································································· (17)
1.5.2 框架定义阶段·························································································· (18)
1.5.3 开发支持阶段·························································································· (18)
1.5.4 测试与优化阶段······················································································· (18)
第 2 章交互设计理论基础············································································· (20)
2.1 涉及的相关学科································································································ (20)
2.1.1 心理学··································································································· (21)
2.1.2 人体工程学····························································································· (26)
2.1.3 计算机科学····························································································· (27)
2.1.4 社会学··································································································· (28)
·VI·
2.1.5 美学······································································································ (29)
2.2 交互设计中的认知因素······················································································· (30)
2.2.1 感知因素································································································ (30)
2.2.2 视觉因素································································································ (31)
2.2.3 注意因素································································································ (33)
2.2.4 记忆因素································································································ (34)
2.2.5 思维因素································································································ (34)
2.3 交互设计中的情感因素······················································································· (35)
2.3.1 用户与情感的多样性················································································· (35)
2.3.2 界面(表现力)与情感·············································································· (36)
2.3.3 情感化设计····························································································· (37)
2.4 系统模型和用户模型·························································································· (40)
2.4.1 用户心理模型·························································································· (40)
2.4.2 系统实现模型·························································································· (40)
2.4.3 设计师模型····························································································· (41)
2.4.4 分级设计································································································ (42)
第 3 章用户研究························································································· (44)
3.1 研究用户的目的································································································ (44)
3.1.1 三种用户································································································ (45)
3.1.2 用户特征································································································ (46)
3.2 需求收集和需求分析·························································································· (46)
3.2.1 对需求的理解·························································································· (47)
3.2.2 需求活动过程·························································································· (48)
3.2.3 需求收集:用户试验················································································· (48)
3.2.4 需求的优先权分析···················································································· (49)
3.3 目标分析········································································································· (50)
3.3.1 三种用户目标·························································································· (50)
3.3.2 其他类别的目标······················································································· (51)
3.3.3 系统设计目标·························································································· (53)
第 4 章用户研究方法··················································································· (55)
4.1 用户访谈········································································································· (55)
4.1.1 设计问题和计划访谈················································································· (55)
4.1.2 非结构化访谈·························································································· (56)
4.1.3 结构化访谈····························································································· (57)
4.1.4 半结构化访谈·························································································· (57)
·VII·
4.1.5 集体访谈································································································ (57)
4.1.6 其他形式的访谈······················································································· (58)
4.2 用户观察········································································································· (59)
4.2.1 目标、问题····························································································· (59)
4.2.2 观察什么、何时观察················································································· (60)
4.2.3 观察方法································································································ (61)
4.2.4 如何观察································································································ (62)
4.2.5 间接观察:追踪用户的活动········································································ (69)
4.2.6 分析、解释和表示数据·············································································· (71)
4.3 其他类型的研究································································································ (73)
4.3.1 焦点小组································································································ (74)
4.3.2 市场统计和市场划分················································································· (74)
4.3.3 卡片分类································································································ (75)
4.3.4 任务分析································································································ (75)
第 5 章人物角色的创建与运用······································································· (77)
5.1 人物角色········································································································· (77)
5.1.1 人物角色不是什么···················································································· (77)
5.1.2 使用人物角色的目的················································································· (78)
5.1.3 人物角色的好处······················································································· (79)
5.2 人物角色的创建································································································ (80)
5.2.1 创建人物角色的方法················································································· (80)
5.2.2 人物角色组成元素···················································································· (83)
5.2.3 确定人物角色的优先级别··········································································· (84)
5.2.4 人物角色设计的评价标准··········································································· (86)
5.2.5 如何应用人物角色···················································································· (86)
5.3 场景剧本········································································································· (87)
5.3.1 情境场景剧本·························································································· (87)
5.3.2 场景剧本的经典元素················································································· (89)
第 6 章从需求到设计··················································································· (90)
6.1 定义功能和数据元素·························································································· (90)
6.1.1 什么是功能和数据···················································································· (90)
6.1.2 发散和收敛的过程···················································································· (91)
6.1.3 10 加10:收敛设计漏斗············································································· (92)
6.2 交互设计原则··································································································· (93)
6.2.1 设计价值································································································ (93)
·VIII·
6.2.2 用户体验设计原则···················································································· (95)
6.2.3 好的交互设计评价标准原则········································································ (97)
6.3 交互设计模式··································································································· (99)
6.3.1 什么是交互设计模式················································································· (99)
6.3.2 交互设计模式的类型················································································ (100)
6.3.3 交互设计模式的应用注意·········································································· (101)
第 7 章信息架构 ····················································································· (102)
7.1 初识信息架构·································································································· (102)
7.1.1 架构原则与结构······················································································ (102)
7.1.2 什么是信息架构······················································································ (103)
7.1.3 信息架构梳理························································································· (104)
7.2 信息架构设计方法:卡片分类法·········································································· (104)
7.2.1 层次结构的设计······················································································ (105)
7.2.2 封闭式卡片分类法··················································································· (106)
7.2.3 开放式卡片分类法··················································································· (107)
7.2.4 Delphi 卡片分类法··················································································· (107)
7.3 好的信息架构设计应具备的特点·········································································· (108)
7.3.1 与“产品目标”和“用户需求”相对应························································ (108)
7.3.2 具有一定的延展性··················································································· (108)
7.3.3 保证分类标准的一致性、相关性和独立性····················································· (109)
7.3.4 有效平衡信息架构的“广度”和“深度” ····················································· (109)
7.3.5 使用“用户语言”,同时需避免“语义歧义或不解” ······································ (110)
第 8 章界面设计························································································ (111)
8.1 视觉界面设计概述···························································································· (111)
8.1.1 视觉设计过程························································································· (111)
8.1.2 视觉界面设计的组成要素·········································································· (112)
8.2 交互界面的设计原则························································································· (114)
8.2.1 对齐····································································································· (114)
8.2.2 一致性·································································································· (116)
8.2.3 强调····································································································· (118)
8.2.4 重复····································································································· (120)
8.2.5 映射····································································································· (122)
8.2.6 沉浸····································································································· (123)
8.2.7 功能可见性···························································································· (124)
8.2.8 条件反射······························································································· (125)
·IX·
8.2.9 干扰效应······························································································· (127)
8.2.10 容易识别······························································································ (128)
8.2.11 容易使用······························································································ (130)
8.2.12 美观实用效应························································································ (132)
8.2.13 图像符号······························································································ (134)
8.2.14 图形-背景关系······················································································· (137)
8.2.15 色彩原理······························································································ (139)
8.3 视觉界面设计实践原则······················································································ (142)
8.3.1 模拟····································································································· (142)
8.3.2 80/20 法则······························································································ (143)
8.3.3 费茨定律······························································································· (145)
8.3.4 席克定律······························································································· (146)
8.3.5 神奇数字7±2 法则··················································································· (147)
8.3.6 接近法则······························································································· (147)
8.3.7 泰思勒定律···························································································· (148)
8.3.8 新乡重夫:防错原则················································································ (149)
8.3.9 奥卡姆剃刀···························································································· (149)
8.3.10 图片优势······························································································ (150)
8.3.11 大草原偏爱··························································································· (151)
8.3.12 由上而下光源偏爱·················································································· (152)
8.4 三大设计风格·································································································· (154)
8.4.1 拟物化设计···························································································· (154)
8.4.2 扁平化设计···························································································· (155)
8.4.3 卡片式设计···························································································· (158)
第 9 章设计与制作原型··············································································· (160)
9.1 概念模型········································································································ (161)
9.1.1 基于活动的概念模型················································································ (162)
9.1.2 基于对象的概念模型················································································ (163)
9.1.3 界面比拟······························································································· (164)
9.2 原型·············································································································· (165)
9.2.1 原型的作用和好处··················································································· (166)
9.2.2 低保真与高保真······················································································ (166)
9.3 原型的制作方法······························································································· (167)
9.3.1 草图设计······························································································· (168)
9.3.2 用PPT 设计草图····················································································· (169)
9.4 线框图··········································································································· (169)
·X·
9.4.1 什么是线框图························································································· (169)
9.4.2 为何要用线框图······················································································ (170)
9.4.3 线框图类型···························································································· (170)
9.4.4 线框图、原型和视觉稿的区别···································································· (171)
9.5 Axure RP 介绍·································································································· (172)
9.5.1 Axure RP ······························································································· (172)
9.5.2 Axure 的工作环境···················································································· (173)
9.5.3 初级互动设计························································································· (174)
9.5.4 使用Master 模块····················································································· (176)
9.5.5 输出网站/AP 原型···················································································· (177)
9.5.6 输出规格文件(Word) ············································································ (178)
第 10 章可用性评估··················································································· (179)
10.1 可用性·········································································································· (179)
10.1.1 可用性的定义························································································ (179)
10.1.2 产品失败的原因····················································································· (180)
10.1.3 产品使用背景························································································ (180)
10.1.4 为体验而设计:使用第一········································································· (180)
10.2 可用性评估···································································································· (181)
10.2.1 形成性评估和总结性评估········································································· (181)
10.2.2 分析法和实验法····················································································· (181)
10.3 启发评估法···································································································· (182)
10.3.1 启发式评估十原则·················································································· (182)
10.3.2 启发式评估法的实施步骤········································································· (184)
10.3.3 启发式评估法的局限性············································································ (186)
10.4 用户测试······································································································· (187)
10.4.1 用户测试的基础理论··············································································· (187)
10.4.2 具有代表性的测试方法············································································ (188)
10.4.3 用户测试的实践基础··············································································· (190)
第 11 章实践中的交互设计·········································································· (192)
11.1 敏捷设计:注重协作与交互··············································································· (192)
11.1.1 传统交互设计流程·················································································· (192)
11.1.2 敏捷UX 简史························································································ (193)
11.1.3 敏捷UX 的理论基础··············································································· (193)
11.1.4 敏捷UX 的基本原则··············································································· (194)
11.1.5 敏捷UX 与传统交互设计的区别································································ (195)
·XI·
11.2 精益设计:做事比分析更重要············································································ (195)
11.2.1 精益设计的三大基础··············································································· (195)
11.2.2 精益设计的基本理念··············································································· (197)
11.2.3 实例···································································································· (198)
11.3 通用设计······································································································· (199)
11.3.1 什么是通用设计····················································································· (199)
11.3.2 通用设计的发展过程··············································································· (200)
11.3.3 通用设计的原则····················································································· (200)
11.3.4 作为适配性界面设计的通用设计································································ (201)
11.3.5 未来的交互界面····················································································· (202)

蜀ICP备2024047804号

Copyright 版权所有 © jvwen.com 聚文网