Review of

L. Wood
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Abstract

Rosson and Carroll have written the graduate textbook on the design of usable computer interfaces that I dreamed of writing, but had neither the background nor the energy to accomplish. They have brought together relevant research (much of which they produced) and practice into one volume in a very effective way. In that regard, it is gratifying as an instructor to see how they not only discuss principles (based in research), but demonstrate how those principles can be put into practice to produce usable products. There are several excellent features that are carried throughout most of the book. Perhaps the most prominent is the scenario-based approach, on which they have had so much influence over the years. Another feature, an important one from a pedagogical perspective is an example of a real development project, a virtual high school science fair. The authors introduce it in the first chapter and carry it though the remainder of the book, devoting several pages at the end of each chapter to demonstrating how the principles and processes discussed were used in developing the virtual science fair. At least once during each meeting with my interface design course, I find myself discussing one of the many tradeoffs that are manifest during the design process. Thus, I was delighted to find that Rosson and Carrol introduce that notion in the first chapter and then liberally sprinkle tradeoffs throughout the remaining chapters. The authors introduce the scenario-based approach in the first chapter. They define scenarios in general, and discuss their advantages for grounding the actual use of software systems in tasks that potential users need to perform. In chapter two (Requirements Analysis), the authors discuss such issues as identifying various groups of stake-holders, analyzing the relevant characteristics, the context, and the work practices of potential users. Here they also introduce the problem scenario, which tells a story of current practice and attempts to highlight aspects of stakeholders that have implications for design. The topic of chapter three is activity design, which has the goal of specifying system functionality. Here the authors elaborate problem scenarios into activity scenarios , which emphasize what technology can bring to the problem domain, without yet getting into details regarding the specific interface or interactions that will support those activities. In chapter four, Rosson and Carroll review basic principles of visualization, perception, and interpretation. In this context they also elaborate activity scenarios into …
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罗森和卡罗尔写了一本关于可用计算机界面设计的研究生教材,这是我梦寐以求的,但既没有背景也没有精力去完成。他们以一种非常有效的方式将相关的研究(其中大部分是他们自己完成的)和实践汇集到一本书中。在这方面,作为一名讲师,看到他们不仅讨论原则(基于研究),而且展示如何将这些原则付诸实践以产生可用的产品是令人满意的。有几个优秀的特点贯穿全书的大部分内容。也许最突出的是基于场景的方法,多年来他们对这种方法产生了很大的影响。另一个特点,从教学角度来看很重要的一点是一个真实发展项目的例子,一个虚拟的高中科学展览。作者在第一章中介绍了它,并在书的其余部分中继续介绍它,在每章的末尾用几页来展示如何在开发虚拟科学博览会中使用所讨论的原则和过程。在我的界面设计课程的每次会议中,我发现自己至少会讨论设计过程中出现的许多权衡之一。因此,我很高兴地发现罗森和卡罗尔在第一章中介绍了这个概念,然后在其余章节中大量地进行权衡。作者在第一章中介绍了基于场景的方法。他们定义了一般的场景,并讨论了它们在潜在用户需要执行的任务中实际使用软件系统的优势。在第二章(需求分析)中,作者讨论了诸如识别各种涉众群体、分析相关特征、上下文和潜在用户的工作实践等问题。在这里,他们还介绍了问题场景,它讲述了当前实践的故事,并试图突出涉众对设计有影响的方面。第三章的主题是活动设计,其目标是指定系统功能。在这里,作者将问题场景细化为活动场景,强调技术可以为问题领域带来什么,而没有深入到支持这些活动的特定接口或交互的细节。在第四章中,罗森和卡罗尔回顾了可视化、感知和解释的基本原则。在这种情况下,他们还将活动场景细化为……
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