Designing with the mind in mind : simple guide to understanding user interface design guidelines / / Jeff Johnson |
Autore | Johnson Jeff (Consultant) |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Waltham, MA : , : Morgan Kaufmann, , 2014 |
Descrizione fisica | 1 online resource (xvi, 234 pages) : illustrations (chiefly color) |
Disciplina | 251 |
Collana | Gale eBooks |
Soggetto topico | Graphical user interfaces (Computer systems) |
ISBN | 0-12-411556-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Guidelines; Copyright; Contents; Acknowledgments; Foreword; Introduction; USER-INTERFACE DESIGN RULES: WHERE DO THEY COME FROM AND HOW CAN THEY BE USED EFFECTIVELY?; USER-INTERFACE DESIGN AND EVALUATION REQUIRES UNDERSTANDING AND EXPERIENCE; COMPARING USER-INTERFACE DESIGN GUIDELINES; WHERE DO DESIGN GUIDELINES COME FROM?; INTENDED AUDIENCE OF THIS BOOK; Chapter 1 - Our Perception is Biased; PERCEPTION BIASED BY CURRENT CONTEXT; PERCEPTION BIASED BY GOALS
TAKING BIASED PERCEPTION INTO ACCOUNT WHEN DESIGNINGChapter 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 PRINCIPLE: COMMON FATE; GESTALT PRINCIPLES: COMBINED; Chapter 3 - 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 Chapter 4 - Our Color Vision is LimitedHOW COLOR VISION WORKS; VISION IS OPTIMIZED FOR CONTRAST, NOT BRIGHTNESS; THE ABILITY TO DISCRIMINATE COLORS DEPENDS ON HOW COLORS ARE PRESENTED; COLOR-BLINDNESS; EXTERNAL FACTORS THAT INFLUENCE THE ABILITY TO DISTINGUISH COLORS; GUIDELINES FOR USING COLOR; Chapter 5 - Our Peripheral Vision is Poor; RESOLUTION OF THE FOVEA COMPARED TO 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 VISUAL SEARCH IS LINEAR UNLESS TARGETS "POP" IN THE PERIPHERYChapter 6 - Reading is Unnatural; WE'RE WIRED FOR LANGUAGE, BUT NOT FOR READING; IS READING FEATURE-DRIVEN OR CONTEXT-DRIVEN?; SKILLED AND UNSKILLED READING USE DIFFERENT PARTS OF THE BRAIN; POOR INFORMATION DESIGN CAN DISRUPT READING; MUCH OF THE READING REQUIRED BY SOFTWARE IS UNNECESSARY; TEST ON REAL USERS; Chapter 7 - Our Attention is Limited; Our Memory is Imperfect; SHORT- VERSUS LONG-TERM MEMORY; A MODERN VIEW OF MEMORY; CHARACTERISTICS OF ATTENTION AND WORKING MEMORY IMPLICATIONS OF WORKING MEMORY CHARACTERISTICS FOR USER-INTERFACE DESIGNCHARACTERISTICS OF LONG-TERM MEMORY; IMPLICATIONS OF LONG-TERM MEMORY CHARACTERISTICS FOR USER-INTERFACE DESIGN; Chapter 8 - Limits on Attention Shape Our Thought and Action; WE FOCUS ON OUR GOALS AND PAY LITTLE ATTENTION TO OUR TOOLS; WE NOTICE THINGS MORE WHEN THEY ARE RELATED TO OUR GOALS; WE USE EXTERNAL AIDS TO KEEP TRACK OF WHAT WE ARE DOING; WE FOLLOW THE INFORMATION "SCENT" TOWARD OUR GOAL; WE PREFER FAMILIAR PATHS; OUR THOUGHT CYCLE: GOAL, EXECUTE, EVALUATE AFTER WE ACHIEVE A TASK'S PRIMARY GOAL, WE OFTEN FORGET CLEANUP STEPS |
Record Nr. | UNINA-9910789151103321 |
Johnson Jeff (Consultant) | ||
Waltham, MA : , : Morgan Kaufmann, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Designing with the mind in mind : simple guide to understanding user interface design guidelines / / Jeff Johnson |
Autore | Johnson Jeff (Consultant) |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Waltham, MA : , : Morgan Kaufmann, , 2014 |
Descrizione fisica | 1 online resource (xvi, 234 pages) : illustrations (chiefly color) |
Disciplina | 251 |
Collana | Gale eBooks |
Soggetto topico | Graphical user interfaces (Computer systems) |
ISBN | 0-12-411556-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Guidelines; Copyright; Contents; Acknowledgments; Foreword; Introduction; USER-INTERFACE DESIGN RULES: WHERE DO THEY COME FROM AND HOW CAN THEY BE USED EFFECTIVELY?; USER-INTERFACE DESIGN AND EVALUATION REQUIRES UNDERSTANDING AND EXPERIENCE; COMPARING USER-INTERFACE DESIGN GUIDELINES; WHERE DO DESIGN GUIDELINES COME FROM?; INTENDED AUDIENCE OF THIS BOOK; Chapter 1 - Our Perception is Biased; PERCEPTION BIASED BY CURRENT CONTEXT; PERCEPTION BIASED BY GOALS
TAKING BIASED PERCEPTION INTO ACCOUNT WHEN DESIGNINGChapter 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 PRINCIPLE: COMMON FATE; GESTALT PRINCIPLES: COMBINED; Chapter 3 - 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 Chapter 4 - Our Color Vision is LimitedHOW COLOR VISION WORKS; VISION IS OPTIMIZED FOR CONTRAST, NOT BRIGHTNESS; THE ABILITY TO DISCRIMINATE COLORS DEPENDS ON HOW COLORS ARE PRESENTED; COLOR-BLINDNESS; EXTERNAL FACTORS THAT INFLUENCE THE ABILITY TO DISTINGUISH COLORS; GUIDELINES FOR USING COLOR; Chapter 5 - Our Peripheral Vision is Poor; RESOLUTION OF THE FOVEA COMPARED TO 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 VISUAL SEARCH IS LINEAR UNLESS TARGETS "POP" IN THE PERIPHERYChapter 6 - Reading is Unnatural; WE'RE WIRED FOR LANGUAGE, BUT NOT FOR READING; IS READING FEATURE-DRIVEN OR CONTEXT-DRIVEN?; SKILLED AND UNSKILLED READING USE DIFFERENT PARTS OF THE BRAIN; POOR INFORMATION DESIGN CAN DISRUPT READING; MUCH OF THE READING REQUIRED BY SOFTWARE IS UNNECESSARY; TEST ON REAL USERS; Chapter 7 - Our Attention is Limited; Our Memory is Imperfect; SHORT- VERSUS LONG-TERM MEMORY; A MODERN VIEW OF MEMORY; CHARACTERISTICS OF ATTENTION AND WORKING MEMORY IMPLICATIONS OF WORKING MEMORY CHARACTERISTICS FOR USER-INTERFACE DESIGNCHARACTERISTICS OF LONG-TERM MEMORY; IMPLICATIONS OF LONG-TERM MEMORY CHARACTERISTICS FOR USER-INTERFACE DESIGN; Chapter 8 - Limits on Attention Shape Our Thought and Action; WE FOCUS ON OUR GOALS AND PAY LITTLE ATTENTION TO OUR TOOLS; WE NOTICE THINGS MORE WHEN THEY ARE RELATED TO OUR GOALS; WE USE EXTERNAL AIDS TO KEEP TRACK OF WHAT WE ARE DOING; WE FOLLOW THE INFORMATION "SCENT" TOWARD OUR GOAL; WE PREFER FAMILIAR PATHS; OUR THOUGHT CYCLE: GOAL, EXECUTE, EVALUATE AFTER WE ACHIEVE A TASK'S PRIMARY GOAL, WE OFTEN FORGET CLEANUP STEPS |
Record Nr. | UNINA-9910812073803321 |
Johnson Jeff (Consultant) | ||
Waltham, MA : , : Morgan Kaufmann, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Designing with the mind in mind : simple guide to understanding user interface design rules / / Jeff Johnson |
Autore | Johnson Jeff (Consultant) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Burlington, Massachusetts : , : Morgan Kaufmann Publishers, , 2010 |
Descrizione fisica | 1 online resource (201 p.) |
Disciplina | 005.4/37 |
Soggetto topico | Graphical user interfaces (Computer systems) |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-75554-4
9786612755545 0-08-096302-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front 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
GESTALT 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 VISION 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 A 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 AFTER 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 WE LEARN FASTER WHEN OPERATION IS TASK-FOCUSED, SIMPLE, AND CONSISTENT |
Record Nr. | UNINA-9910458308503321 |
Johnson Jeff (Consultant) | ||
Burlington, Massachusetts : , : Morgan Kaufmann Publishers, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Designing with the mind in mind : simple guide to understanding user interface design rules / / Jeff Johnson |
Autore | Johnson Jeff (Consultant) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Burlington, Massachusetts : , : Morgan Kaufmann Publishers, , 2010 |
Descrizione fisica | 1 online resource (201 p.) |
Disciplina | 005.4/37 |
Soggetto topico | Graphical user interfaces (Computer systems) |
ISBN |
1-282-75554-4
9786612755545 0-08-096302-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front 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
GESTALT 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 VISION 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 A 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 AFTER 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 WE LEARN FASTER WHEN OPERATION IS TASK-FOCUSED, SIMPLE, AND CONSISTENT |
Record Nr. | UNINA-9910791291403321 |
Johnson Jeff (Consultant) | ||
Burlington, Massachusetts : , : Morgan Kaufmann Publishers, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Designing with the mind in mind : simple guide to understanding user interface design rules / / Jeff Johnson |
Autore | Johnson Jeff (Consultant) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Burlington, Massachusetts : , : Morgan Kaufmann Publishers, , 2010 |
Descrizione fisica | 1 online resource (201 p.) |
Disciplina | 005.4/37 |
Soggetto topico | Graphical user interfaces (Computer systems) |
ISBN |
1-282-75554-4
9786612755545 0-08-096302-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front 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
GESTALT 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 VISION 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 A 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 AFTER 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 WE LEARN FASTER WHEN OPERATION IS TASK-FOCUSED, SIMPLE, AND CONSISTENT |
Record Nr. | UNINA-9910815630803321 |
Johnson Jeff (Consultant) | ||
Burlington, Massachusetts : , : Morgan Kaufmann Publishers, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|