| SECTION Ⅰ USING COMPUTERS Chapter 1 INTERACTION PARADIGMS 1.1. Innovation 1.1.1. Memex 1.1.2. Human Augmentation System 1.1.3. OLIVER 1.1.4. The Ultimate Display 1.2. Computing Environments 1.2.1. Physical Computing Environment 1.2.2. Social Computing Environment 1.2.3. Cognitive Computing Environment 1.3. Analyzing Interaction Paradigms 1.3.1. 5W+H 1.3.2. Terms 1.4. Interaction Paradigms 1.4.1. Large-Scale Computing 1.4.2. Personal Computing 1.4.3. Networked Computing 1.4.4. Mobile Computing 1.4.5. Collaborative Environments 1.4.6. Embodied Virtuality 1.4.7. Contemporary Approaches in Embodied Virtuality 1.4.8. Virtual Reality 1.4.9. Augmented Reality Summory : Resources on the Web Suggested Reoding Chapter 2 INTERACTION FRAMEWORKS AND STYLES 2.1. Frameworks for Understanding Interaction 2.1.1. Execution/Evaluation Action cycle 2.1.2. Interaction Framework 2.2. Coping with Complexity 2.2.1. Mental Models 2.2.2. Mapping 2.2.3. Semantic and Articulatory Distance 2.2.4. Affordances 2.3. Interaction Styles 2.3.1. Command Line 2.3.2. Menu-Based Interface 2.3.3. Form Fill-ln 2.3.4. Question and Answer 2.3.5. Direct Manipulation 2.3.6. Metaphors 2.3.7. Web Navigation 2.3.8. Three-Dimensional Environments 2.3.g. Zoomable Interface 2.3.10. Natural Language Summary Resources on the Web Suggested Reading SECTION Ⅱ DESIGNING NTERACTION Chapter 3 INTERACTION DESIGN PROCESS 3.1. Iterative Design 3.2. User-Centered Design 3.3. Interaction Design Models 3.3.1. Waterfall Model 3.3.2. Spiral Model 3.3.3. Dynamic Systems Development Method 3.3.4. Prototype-Based Models 3.3.5. Discount Usability Engineering 3.3.6. Contextual In.quiry 3.4. Overview of Interaction Design Models 3.4.1. The Design Process Model …… SECTION Ⅲ FACETS OF INTERACTION APPENDIX A APPENDIX B APPENDIX C REFERENCES CREDITS INDEX |
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