Mobile interaction design / Matt Jones and Gary Marsden.
By: Jones, Matt
.
Contributor(s): Marsden, Gary
.
Material type:
BookPublisher: Hoboken, NJ : John Wiley, 2005Description: xx, 377 p. ; 24 cm. + pbk.ISBN: 0470090898 .Subject(s): Mobile communication systems -- Design and construction | Human-computer interaction| Item type | Current library | Call number | Copy number | Status | Barcode | |
|---|---|---|---|---|---|---|
| General lending | MTU Bishopstown Library Lending | 621.384 (Browse shelf(Opens below)) | 1 | Available | 00079992 |
Enhanced descriptions from Syndetics:
Mobile Interaction Design covers important issues relating to this ever-changing technology, including, developing interfaces and devices with a great deal of sensitivity to human needs, desires, and capabilities. This book is written to inspire and challenge designers' preconceived notions of this marketplace and to convey lessons learned, and principles involved, in the development and deployment of interactive systems to the mobile environment.
Includes bibliographical references (pages 339-363) and index.
Part I: Introduction -- Possiblities -- Products for people -- Innovating -- Part II: Developing effective mobile applications -- Interaction design -- Watching, asking, probing -- Prototypes -- Evaluation -- Part III: Design gallery - directions and guidelines -- Controlling complex functions -- Information access -- Beyond text - using images on mobile devices -- Impacting the community; impacting the world.
Table of contents provided by Syndetics
- Preface
- Acknowledgements
- Part I Introduction
- Chapter 1 Possibilities
- Key points
- 1.1 Introduction
- 1.2 What are mobile devices?
- 1.2.1 Communication or information device?
- 1.2.2 Appliance or swiss-army knife?
- 1.2.3 Cherished device or commodity tool?
- 1.3 Impoverished or extraordinary interfaces?
- 1.3.1 The Fastap keypad
- 1.3.2 Peephole displays
- 1.3.3 Accommodating human capabilities and limitations
- 1.4 Impoverishing interactions?
- 1.4.1 Reasons for poor design
- 1.4.2 Impacts of poor design
- 1.5 Outline of the rest of this book
- Summary
- Workshop questions
- Designer tips
- Chapter 2 Products for people
- Key points
- 2.1 Introduction
- 2.2 Useful
- 2.2.1 Function before form
- 2.2.2 Evolving uses
- 2.3 Usable
- 2.3.1 Usable in itself
- 2.3.2 Usable in life
- 2.4 User experience
- 2.4.1 Strong identity
- 2.4.2 Interaction as package
- 2.5 Technology acceptance
- Summary
- Workshop questions
- Designer tips
- Chapter 3 Innovating
- Key points
- 3.1 Introduction
- 3.2 Technology-centered approaches
- 3.3 Transferring from the desktop
- 3.3.1 Applications
- 3.3.2 Interface styles
- 3.4 Building on past mobile success
- 3.5 Drama
- 3.6 Frameworks for human-centered thinking
- Summary
- Workshop questions
- Designer tips
- Part II Developing Effective Mobile Applications
- Chapter 4 Interaction design
- Key points
- 4.1 Introduction
- 4.2 Designing what? Designing how?
- 4.3 Understanding users
- 4.3.1 From biology to psychology
- 4.3.2 Field studies
- 4.3.3 Direct questioning
- 4.3.4 Distilling the findings
- 4.4 Developing prototype designs
- 4.4.1 Shaping and managing the design space
- 4.4.2 Prototyping
- 4.5 Evaluation
- 4.5.1 Testing with users
- 4.5.2 Testing in the absence of users
- 4.6 Iterative development
- 4.7 Multiple viewpoints
- 4.7.1 Many techniques and tools
- 4.7.2 Many disciplines
- 4.7.3 Participation and collaboration
- 4.8 From interaction design to deployment
- Summary
- Workshop questions
- Designer tips
- Chapter 5 Watching, asking, probing
- Key points
- 5.1 Introduction
- 5.2 Focusing the study
- 5.2.1 How focused should the study be?
- 5.2.2 Finding people to study
- 5.3 Top techniques for understanding people
- 5.3.1 Observing
- 5.3.2 Enquiring
- 5.3.3 Diary studies
- 5.3.4 Discount methods
- 5.3.5 Focus groups
- 5.3.6 Creatively engaging methods
- 5.4 Making sense of observations
- 5.4.1 Activities
- 5.4.2 Analysis perspectives
- 5.5 Personas and scenarios
- 5.5.1 Personas
- 5.5.2 Scenarios
- Summary
- Workshop questions
- Designer tips
- Chapter 6 Prototypes
- Key points
- 6.1 Introduction
- 6.2 What is a prototype?
- 6.3 Different prototypes for different purposes
- 6.4 Low-fidelity
- 6.4.1 Self-checking
- 6.4.2 Communicating with others
- 6.4.3 Interaction prototyping
- 6.4.4 Empowering users
- 6.5 Higher-fidelity
- 6.5.1 Deciding what to prototype
- 6.5.2 Hardware and software integration
- 6.6 Finishing the process
- 6.6.1 Evolutionary
- 6.6.2 Revolutionary
- 6.6.3 Process
- 6.7 Issues in prototyping
- 6.7.1 Some considerations
- 6.8 A final note on development
- Summary
- Workshop questions
- Designer tips
- Chapter 7 Evaluation
- Key points
- 7.1 Introduction
- 7.2 Classifying evaluation
- 7.3 'Quick And Dirty'
- 7.4 Conceptual model extraction
- 7.5 Direct observation
- 7.5.1 Finding out what users are thinking
- 7.5.2 How to reco
Author notes provided by Syndetics
Matt Jones has been working on novel, emerging interactive technologies for the past 12 years. He is a member of the British Computer Society Ethics Committee, IFIP Social Accountability Committee and is editing an ACM ToCHI journal special issue on social issues. Matt has written for popular magazines (including Wired ) and newspapers, broadcast for the BBC and had work on mobile interaction exhibited in the National Science Museum of the UK.
Gary Marsden has a PhD in Human-Computer Interaction and is associate professor at the University of Cape Town. He has taught several undergraduate and postgraduate courses on interface design and consults privately with various companies such as Orange and Reuters on mobile computing interface design issues.