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Index
Cover image Title page Table of Contents Copyright 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
Abstract Perception Biased by Experience Perception Biased by Current Context Perception Biased by Goals Taking Biased Perception into Account When Designing
Chapter 2. Our Vision is Optimized to See Structure
Abstract 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
Abstract 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 Limited
Abstract How 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
Abstract 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 Periphery
Chapter 6. Reading is Unnatural
Abstract 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
Abstract Short- Versus Long-Term Memory A Modern View of Memory Characteristics of Attention and Working Memory Implications of Working Memory Characteristics for User-Interface Design Characteristics of Long-Term Memory Implications of Long-Term Memory Characteristics for User-Interface Design
Chapter 8. Limits on Attention Shape Our Thought and Action
Abstract 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
Chapter 9. Recognition is Easy; Recall is Hard
Abstract Recognition is Easy Recall is Hard Recognition Versus Recall: Implications for User-Interface Design
Chapter 10. Learning from Experience and Performing Learned Actions are Easy; Novel Actions, Problem Solving, and Calculation are Hard
Abstract We have Three Brains We have Two Minds Learning from Experience is (Usually) Easy Performing Learned Actions is Easy Performing Novel Actions is Hard Problem Solving and Calculation are Hard Implications for User-Interface Design Answers to Puzzles
Chapter 11. Many Factors Affect Learning
Abstract We Learn Faster when Practice is Frequent, Regular, and Precise We Learn Faster when Operation is Task Focused, Simple, and Consistent We Learn Faster when Vocabulary is Task Focused, Familiar, and Consistent When Risk is Low, we Explore More and Learn More
Chapter 12. Human Decision Making is Rarely Rational
Abstract People are Often Irrational Losses Mean More to us Than Gains We are Biased by how Choices are Worded We are Biased by Our Vivid Imaginations and Memories Exploiting Strengths and Weaknesses of Human Cognition
Chapter 13. Our Hand–Eye Coordination Follows Laws
Abstract Fitts’ Law: Pointing at Displayed Targets Steering Law: Moving Pointers Along Constrained Paths
Chapter 14. We Have Time Requirements
Abstract Responsiveness Defined The Many Time Constants of the Human Brain Engineering Approximations of time Constants: Orders of Magnitude Designing to Meet Real-Time Human Interaction Deadlines Additional Guidelines for Achieving Responsive Interactive Systems Achieving Responsiveness is Important
Epilogue
Summary Caveat
Appendix. Well-known User-Interface Design Rules
Norman (1983a) Shneiderman (1987); Shneiderman and Plaisant (2009) Nielsen and Molich (1990) Nielsen and Mack (1994) Stone et al. (2005) Johnson (2007)
Bibliography Index
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