Foundations for Designing User-Centered Systems introduces the fundamental human capabilities and characteristics that influence how people use interactive technologies. Organized into four main areasβanthropometrics, behaviour, cognition and social factorsβit covers basic research and considers the
Foundations for Designing User-Centered Systems: What System Designers Need to Know about People
β Scribed by Frank E. Ritter; Gordon D. Baxter; Elizabeth F. Churchill
- Publisher
- Springer Science & Business Media
- Year
- 2014
- Tongue
- English
- Leaves
- 460
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Foundations for Designing User-Centered Systems introduces the fundamental human capabilities and characteristics that influence how people use interactive technologies. Organized into four main areasβanthropometrics, behaviour, cognition and social factorsβit covers basic research and considers the practical implications of that research on system design. Applying what you learn from this book will help you to design interactive systems that are more usable, more useful and more effective. The authors have deliberately developed Foundations for Designing User-Centered Systems to appeal to system designers and developers, as well as to students who are taking courses in system design and HCI. The book reflects the authorsβ backgrounds in computer science, cognitive science, psychology and human factors. The material in the book is based on their collective experience which adds up to almost 90 years of working in academia and both with, and within, industry; covering domains that include aviation, consumer Internet, defense, eCommerce, enterprise system design, health care, and industrial process control.
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Interactive technologies pervade every aspect of modern life. Web sites, mobile devices, household gadgets, automotive controls, aircraft flight decks everywhere you look, people are interacting with technologies. These interactions are governed by a combination of: the users capabilities the things
We design to elicit responses from people. We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combine
Overview We design to elicit responses from people. We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This boo