LEADER 05409nam 2200649 450 001 9910458308503321 005 20200520144314.0 010 $a1-282-75554-4 010 $a9786612755545 010 $a0-08-096302-1 035 $a(CKB)2560000000004057 035 $a(EBL)535170 035 $a(OCoLC)662258310 035 $a(SSID)ssj0000404250 035 $a(PQKBManifestationID)12128727 035 $a(PQKBTitleCode)TC0000404250 035 $a(PQKBWorkID)10344593 035 $a(PQKB)10471310 035 $a(MiAaPQ)EBC535170 035 $a(CaSebORM)9780123750303 035 $a(Au-PeEL)EBL535170 035 $a(CaPaEBR)ebr10446530 035 $a(CaONFJC)MIL275554 035 $a(EXLCZ)992560000000004057 100 $a20140405h20102010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDesigning with the mind in mind $esimple guide to understanding user interface design rules /$fJeff Johnson 205 $a1st edition 210 1$aBurlington, Massachusetts :$cMorgan Kaufmann Publishers,$d2010. 210 4$dİ2010 215 $a1 online resource (201 p.) 300 $aDescription based upon print version of record. 311 $a0-12-375030-X 320 $aIncludes bibliographical references and index. 327 $aFront Cover; Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules; Copyright Page; Contents; Acknowledgments; Foreword; Introduction; 1 We Perceive What We Expect; PERCEPTION BIASED BY EXPERIENCE; PERCEPTION BIASED BY CURRENT CONTEXT; PERCEPTION BIASED BY GOALS; DESIGN IMPLICATIONS; 2 Our Vision is Optimized to See Structure; GESTALT PRINCIPLE: PROXIMITY; GESTALT PRINCIPLE: SIMILARITY; GESTALT PRINCIPLE: CONTINUITY; GESTALT PRINCIPLE: CLOSURE; GESTALT PRINCIPLE: SYMMETRY; GESTALT PRINCIPLE: FIGURE/GROUND; GESTALT PRINCIPLES: COMMON FATE 327 $aGESTALT PRINCIPLES: COMBINED3 We Seek and Use Visual Structure; STRUCTURE ENHANCES PEOPLE'S ABILITY TO SCAN LONG NUMBERS; DATA-SPECIFIC CONTROLS PROVIDE EVEN MORE STRUCTURE; VISUAL HIERARCHY LETS PEOPLE FOCUS ON THE RELEVANT INFORMATION; 4 Reading is Unnatural; WE'RE WIRED FOR LANGUAGE, BUT NOT FOR READING; IS READING FEATURE-DRIVEN OR CONTEXT-DRIVEN?; SKILLED AND UNSKILLED READING USES DIFFERENT PARTS OF THE BRAIN; POOR INFORMATION DESIGN CAN DISRUPT READING; MUCH OF THE READING REQUIRED BY SOFTWARE IS UNNECESSARY; TEST ON REAL USERS; 5 Our Color Vision is Limited; HOW COLOR VISION WORKS 327 $aVISION IS OPTIMIZED FOR EDGE CONTRAST, NOT BRIGHTNESSABILITY TO DISCRIMINATE COLORS DEPENDS ON HOW COLORS ARE PRESENTED; COLOR-BLINDNESS; EXTERNAL FACTORS THAT INFLUENCE THE ABILITY TO DISTINGUISH COLORS; GUIDELINES FOR USING COLOR; 6 Our Peripheral Vision is Poor; RESOLUTION OF THE FOVEA COMPARED TO THAT OF THE PERIPHERY; IS THE VISUAL PERIPHERY GOOD FOR ANYTHING?; EXAMPLES FROM COMPUTER USER INTERFACES; COMMON METHODS OF MAKING MESSAGES VISIBLE; HEAVY ARTILLERY FOR MAKING USERS NOTICE MESSAGES: USE SPARINGLY; 7 Our Attention is Limited; Our Memory is Imperfect; SHORT VS. LONG-TERM MEMORY 327 $aA MODERN VIEW OF MEMORYCHARACTERISTICS OF SHORT-TERM MEMORY; IMPLICATIONS OF SHORT-TERM MEMORY CHARACTERISTICS FOR USER INTERFACE DESIGN; CHARACTERISTICS OF LONG-TERM MEMORY; IMPLICATIONS OF LONG-TERM MEMORY CHARACTERISTICS FOR USER INTERFACE DESIGN; 8 Limits on Attention, Shape, Thought and Action; WE FOCUS ON OUR GOALS AND PAY LITTLE ATTENTION TO OUR TOOLS; WE USE EXTERNAL AIDS TO KEEP TRACK OF WHAT WE ARE DOING; WE FOLLOW INFORMATION ""SCENT"" TOWARD OUR GOAL; WE PREFER FAMILIAR PATHS; OUR THOUGHT CYCLE: GOAL, EXECUTE, EVALUATE 327 $aAFTER WE ACHIEVE A TASK'S PRIMARY GOAL, WE OFTEN FORGET CLEANUP STEPS9 Recognition are Easy; Recall is Hard; RECOGNITION IS EASY; RECALL IS HARD; RECOGNITION VERSUS RECALL: IMPLICATIONS FOR UI DESIGN; 10 Learning from Experience and Performing Learned Actions are Easy; Problem Solving and Calculation are Hard; WE HAVE THREE BRAINS; LEARNING FROM EXPERIENCE IS (USUALLY) EASY; PERFORMING LEARNED ACTIONS IS EASY; PROBLEM SOLVING AND CALCULATION ARE HARD; IMPLICATIONS FOR USER INTERFACE DESIGN; ANSWERS TO PUZZLES ON PAGES 124 AND 125; 11 Many Factors Affect Learning 327 $aWE LEARN FASTER WHEN OPERATION IS TASK-FOCUSED, SIMPLE, AND CONSISTENT 330 $aUser interface (UI) design rules and guidelines, developed by early HCI gurus and recognized throughout the field, were based on cognitive psychology (study of mental processes such as problem solving, memory, and language), and early practitioners were well informed of its tenants. But today, practitioners with backgrounds in cognitive psychology are a minority, as user interface designers and developers enter the field from a wide array of disciplines. HCI practitioners today have enough experience in UI design that they have been exposed to UI design rules, but it is essential that they un 606 $aGraphical user interfaces (Computer systems) 608 $aElectronic books. 615 0$aGraphical user interfaces (Computer systems) 676 $a005.4/37 700 $aJohnson$b Jeff$c(Consultant),$0865863 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910458308503321 996 $aDesigning with the mind in mind$92010348 997 $aUNINA