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Mobile interaction design / Matt Jones and Gary Marsden.

By: Jones, MattContributor(s): Marsden, GaryPublisher: Chichester : John Wiley, 2006Description: xx, 377 p. ill.; 24 cm001: 11772ISBN: 9780470090893; 0470090898Subject(s): Mobile communications | Human-computer interaction | Wireless communication systems | Interactive technologiesDDC classification: 384.5 JON Online resources: Table of contents
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 384.5 JON (Browse shelf(Opens below)) 1 Available 088109

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 (p. [339]-363) and index.

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

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