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E-raamat: Display and Interface Design: Subtle Science, Exact Art [Taylor & Francis e-raamat]

(Wright State University, Dayton, Ohio, USA), (Wright State University, Dayton, Ohio, USA.)
  • Formaat: 510 pages
  • Ilmumisaeg: 30-Sep-2020
  • Kirjastus: CRC Press
  • ISBN-13: 9780429149801
Teised raamatud teemal:
  • Taylor & Francis e-raamat
  • Hind: 240,04 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 342,91 €
  • Säästad 30%
  • Formaat: 510 pages
  • Ilmumisaeg: 30-Sep-2020
  • Kirjastus: CRC Press
  • ISBN-13: 9780429149801
Teised raamatud teemal:
Technological advances in hardware and software provide powerful tools with the potential to design interfaces that are powerful and easy to use. Yet, the frustrations and convoluted "work-arounds" often encountered make it clear that there is substantial room for improvement. Drawn from more than 60 years of combined experience studying, implementing, and teaching about performance in human-technology systems, Display and Interface Design: Subtle Science, Exact Art provides a theoretically-based yet practical guide for ecological display and interface design.





Written from the perspective of cognitive systems engineering and ecological interface design, the book delineates how to design interfaces tailored to specific work demands, leverage the powerful perception-action skills of the human, and use powerful interface technologies wisely. This triadic approach (domain, human, interface) to display and interface design stands in sharp contrast to traditional dyadic (human, interface) approaches. The authors describe general principles and specific strategies at length and include concrete examples and extensive design tutorials that illustrate quite clearly how these principles and strategies can be applied. The coverage spans the entire continuum of interfaces that might need to be developed in today's work places.





The reason that good interfaces are few and far between is really quite simple: they are extremely difficult to design and build properly. While there are many books available that address display design, most of them focus on aesthetic principles but lack scientific rigor, or are descriptive but not prescriptive. Whether you are exploring the principles of interface design or designing and implementing interfaces, this book elucidates an overarching framework for design that can be applied to the broad spectrum of existing domains.
Preface xix
Acknowledgments xxiii
The Authors xxv
1 Introduction to Subtle Science, Exact Art
1(14)
1.1 Introduction
1(1)
1.2 Theoretical Orientation
2(3)
1.2.1 Cognitive Systems Engineering: Ecological Interface Design
3(1)
1.2.2 With a Psychological Twist
4(1)
1.3 Basic versus Applied Science
5(2)
1.3.1 Too Theoretical!
5(1)
1.3.2 Too Applied!
6(1)
1.4 Pasteur's Quadrant
7(3)
1.4.1 The Wright Brothers in the Quadrant
8(1)
1.4.2 This Book and the Quadrant
9(1)
1.5 Overview
10(1)
1.6 Summary
11(4)
References
13(2)
2 A Meaning Processing Approach
15(26)
2.1 Introduction
15(1)
2.2 Two Alternative Paradigms for Interface Design
16(4)
2.2.1 The Dyadic Paradigm
16(1)
2.2.2 The Triadic Paradigm
17(1)
2.2.3 Implications for Interface Design
18(2)
2.3 Two Paths to Meaning
20(10)
2.3.1 Conventional Wisdom: Meaning = Interpretation
20(2)
2.3.2 An Ecological or Situated Perspective: Meaning = Affordance
22(4)
2.3.3 Information versus Meaning
26(4)
2.4 The Dynamics of Meaning Processing
30(4)
2.4.1 The Regulator Paradox
30(1)
2.4.2 Perception and Action in Meaning Processing
31(2)
2.4.3 Inductive, Deductive, and Abductive Forms of Knowing
33(1)
2.5 Conclusion
34(4)
2.6 Summary
38(3)
References
38(3)
3 The Dynamics of Situations
41(26)
3.1 Introduction
41(1)
3.2 The Problem State Space
42(9)
3.2.1 The State Space for the Game of Fifteen
43(3)
3.2.2 The State Space for a Simple Manual Control Task
46(4)
3.2.3 Implications for Interface Design
50(1)
3.3 Levels of Abstraction
51(1)
3.3.1 Two Analytical Frameworks for Modeling Abstraction
52(1)
3.4 Computational Level of Abstraction
52(5)
3.4.1 Functional Purpose
54(1)
3.4.2 Abstract Function
55(1)
3.4.3 Summary
56(1)
3.5 Algorithm or General Function Level of Abstraction
57(1)
3.6 Hardware Implementation
58(1)
3.6.1 Physical Function
58(1)
3.6.2 Physical Form
59(1)
3.7 Putting It All Together
59(5)
3.7.1 Abstraction, Aggregation, and Progressive Deepening
60(1)
3.7.2 Implications for Work Domain Analyses
61(1)
3.7.3 Summary
62(2)
3.8 Conclusion
64(3)
References
65(2)
4 The Dynamics of Awareness
67(26)
4.1 Introduction
67(5)
4.1.1 Zeroing In as a Form of Abduction
68(2)
4.1.2 Chunking of Domain Structure
70(1)
4.1.3 Implications for Interface Design
71(1)
4.2 A Model of Information Processing
72(4)
4.2.1 Decision Ladder: Shortcuts in Information Processing
73(3)
4.3 Automatic Processing
76(4)
4.3.1 Varied and Consistent Mappings
77(1)
4.3.2 Two Modes of Processing
77(1)
4.3.3 Relationship to Decision Ladder
78(1)
4.3.4 Implications for Interface Design
79(1)
4.4 Direct Perception
80(5)
4.4.1 Invariance as a Form of Consistent Mapping
80(2)
4.4.2 Perception and the Role of Inferential Processes
82(2)
4.4.3 Implications for Interface Design
84(1)
4.5 Heuristic Decision Making
85(4)
4.5.1 Optimization under Constraints
85(1)
4.5.2 Cognitive Illusions
86(1)
4.5.3 Ecological Rationality
87(1)
4.5.3.1 Less Is More
87(1)
4.5.3.2 Take the Best
88(1)
4.5.3.3 One-Reason Decision Making
88(1)
4.6 Summary and Conclusions
89(4)
References
90(3)
5 The Dynamics of Situation Awareness
93(16)
5.1 Introduction
93(1)
5.2 Representation Systems and Modes of Behavior
94(5)
5.2.1 Signal Representations/Skill-Based Behavior
95(1)
5.2.2 Sign Representations/Rule-Based Behavior
96(1)
5.2.3 Symbol Representations/Knowledge-Based Behaviors
97(2)
5.3 Representations, Modes, and the Decision Ladder
99(3)
5.3.1 Skill-Based Synchronization
99(2)
5.3.2 Rule-Based Shortcuts
101(1)
5.3.3 Knowledge-Based Reasoning
101(1)
5.3.4 Summary
101(1)
5.4 Ecological Interface Design (EID)
102(3)
5.4.1 Complementary Perspectives on EID
103(1)
5.4.2 Qualifications and Potential Misunderstandings
104(1)
5.5 Summary
105(4)
References
106(3)
6 A Framework for Ecological Interface Design (EID)
109(32)
6.1 Introduction
109(2)
6.2 Fundamental Principles
111(4)
6.2.1 Direct Manipulation/Direct Perception
112(3)
6.3 General Domain Constraints
115(4)
6.3.1 Source of Regularity: Correspondence-Driven Domains
116(1)
6.3.2 Source of Regularity: Coherence-Driven Domains
117(1)
6.3.3 Summary
118(1)
6.4 General Interface Constraints
119(5)
6.4.1 Propositional Representations
119(1)
6.4.2 Metaphors
120(2)
6.4.3 Analogies
122(1)
6.4.4 Metaphor versus Analogy
122(1)
6.4.5 Analog (versus Digital)
123(1)
6.5 Interface Design Strategies
124(2)
6.6 Ecological Interface Design: Correspondence-Driven Domains
126(6)
6.6.1 Nested Hierarchies
127(2)
6.6.2 Nested Hierarchies in the Interface: Analogical Representations
129(3)
6.7 Ecological Interface Design: Coherence-Driven Domains
132(4)
6.7.1 Objective Properties: Effectivities
133(1)
6.7.2 Nested Hierarchies in the Interface: Metaphorical Representations
134(2)
6.8 Summary
136(5)
References
139(2)
7 Display Design: Building a Conceptual Base
141(28)
7.1 Introduction
141(1)
7.2 Psychophysical Approach
142(4)
7.2.1 Elementary Graphical Perception Tasks
143(2)
7.2.2 Limitations
145(1)
7.3 Aesthetic, Graphic Arts Approach
146(6)
7.3.1 Quantitative Graphs
146(3)
7.3.2 Visualizing Information
149(3)
7.3.3 Limitations
152(1)
7.4 Visual Attention
152(1)
7.5 Naturalistic Decision Making
152(3)
7.5.1 Recognition-Primed Decisions
153(1)
7.5.1.1 Stages in RPD
153(2)
7.5.1.2 Implications for Computer-Mediated Decision Support
155(1)
7.6 Problem Solving
155(10)
7.6.1 Gestalt Perspective
156(1)
7.6.1.1 Gestalts and Problem Solving
156(1)
7.6.1.2 Problem Solving as Transformation of Gestalt
157(2)
7.6.2 The Power of Representations
159(1)
7.6.3 Functional Fixedness
160(4)
7.6.4 The Double-Edged Sword of Representations
164(1)
7.7 Summary
165(4)
References
166(3)
8 Visual Attention and Form Perception
169(28)
8.1 Introduction
169(1)
8.2 Experimental Tasks and Representative Results
170(5)
8.2.1 Control Condition
171(2)
8.2.2 Selective Attention
173(1)
8.2.3 Divided Attention
173(1)
8.2.4 Redundant Condition
174(1)
8.2.5 A Representative Experiment
174(1)
8.3 An Interpretation Based on Perceptual Objects and Perceptual Glue
175(5)
8.3.1 Gestalt Laws of Grouping
176(3)
8.3.2 Benefits and Costs for Perceptual Objects
179(1)
8.4 Configural Stimulus Dimensions and Emergent Features
180(9)
8.4.1 The Dimensional Structure of Perceptual Input
181(1)
8.4.1.1 Separable Dimensions
181(1)
8.4.1.2 Integral Dimensions
182(1)
8.4.1.3 Configural Dimensions
183(1)
8.4.2 Emergent Features; Perceptual Salience; Nested Hierarchies
184(1)
8.4.3 Configural Superiority Effect
185(1)
8.4.3.1 Salient Emergent Features
185(2)
8.4.3.2 Inconspicuous Emergent Features
187(1)
8.4.4 The Importance of Being Dynamic
188(1)
8.5 An Interpretation Based on Configurality and Emergent Features
189(3)
8.5.1 Divided Attention
190(1)
8.5.2 Control Condition
191(1)
8.5.3 Selective Condition
191(1)
8.6 Summary
192(5)
References
195(2)
9 Semantic Mapping versus Proximity Compatibility
197(34)
9.1 Introduction
197(1)
9.2 Proximity Compatibility Principle
198(5)
9.2.1 PCP and Divided Attention
198(2)
9.2.2 PCP and Focused Attention
200(1)
9.2.3 Representative PCP Study
201(2)
9.2.4 Summary of PCP
203(1)
9.3 Comparative Literature Review
203(4)
9.3.1 Pattern for Divided Attention
203(1)
9.3.2 Pattern for Focused Attention
203(4)
9.4 Semantic Mapping
207(19)
9.4.1 Semantic Mapping and Divided Attention
208(2)
9.4.1.1 Mappings Matter!
210(2)
9.4.1.2 Configurality, Not Object Integrality: I
212(3)
9.4.1.3 Configurality, Not Object Integrality: II
215(5)
9.4.1.4 Summary
220(1)
9.4.2 Semantic Mapping and Focused Attention
220(1)
9.4.2.1 Design Techniques to Offset Potential Costs
221(2)
9.4.2.2 Visual Structure in Focused Attention
223(3)
9.4.2.3 Revised Perspective on Focused Attention
226(1)
9.5 Design Strategies in Supporting Divided and Focused Attention
226(1)
9.6 PCP Revisited
227(4)
References
229(2)
10 Design Tutorial: Configural Graphics for Process Control
231(34)
10.1 Introduction
231(1)
10.2 A Simple Domain from Process Control
232(2)
10.2.1 Low-Level Data (Process Variables)
232(1)
10.2.2 High-Level Properties (Process Constraints)
232(2)
10.3 An Abstraction Hierarchy Analysis
234(2)
10.4 Direct Perception
236(24)
10.4.1 Mapping Domain Constraints into Geometrical Constraints
236(2)
10.4.1.1 General Work Activities and Functions
238(1)
10.4.1.2 Priority Measures and Abstract Functions
238(1)
10.4.1.3 Goals and Purposes
239(1)
10.4.1.4 Physical Processes
239(1)
10.4.1.5 Physical Appearance, Location, and Configuration
239(1)
10.4.2 Support for Skill-, Rule-, and Knowledge-Based Behaviors
240(1)
10.4.2.1 Skill-Based Behavior/Signals
240(1)
10.4.2.2 Rule-Based Behavior/Signs
240(3)
10.4.2.3 Knowledge-Based Behavior/Symbols
243(6)
10.4.3 Alternative Mappings
249(3)
10.4.3.1 Separable Displays
252(2)
10.4.3.2 Configural Displays
254(1)
10.4.3.3 Integral Displays
255(1)
10.4.3.4 Summary
255(1)
10.4.4 Temporal Information
256(1)
10.4.4.1 The Time Tunnels Technique
257(3)
10.5 Direct Manipulation
260(2)
10.6 Summary
262(3)
References
263(2)
11 Design Tutorial: Flying within the Field of Safe Travel
265(22)
11.1 Introduction
265(5)
11.2 The Challenge of Blind Flight
270(2)
11.3 The Wright Configural Attitude Display (WrightCAD)
272(5)
11.4 The Total Energy Path Display
277(5)
11.5 Summary
282(5)
References
284(3)
12 Metaphor: Leveraging Experience
287(24)
12.1 Introduction
287(1)
12.2 Spatial Metaphors and Iconic Objects
288(2)
12.2.1 The Power of Metaphors
289(1)
12.2.2 The Trouble with Metaphors
289(1)
12.3 Skill Development
290(5)
12.3.1 Assimilation
291(1)
12.3.2 Accommodation
292(1)
12.3.3 Interface Support for Learning by Doing
293(2)
12.4 Shaping Expectations
295(3)
12.4.1 Know Thy User
297(1)
12.5 Abduction: The Dark Side
298(2)
12.5.1 Forms of Abductive Error
299(1)
12.5.2 Minimizing Negative Transfer
300(1)
12.6 Categories of Metaphors
300(5)
12.7 Summary
305(6)
References
309(2)
13 Design Tutorial: Mobile Phones and PDAs
311(24)
13.1 Introduction
311(3)
13.2 Abstraction Hierarchy Analysis
314(2)
13.3 The iPhone Interface
316(8)
13.3.1 Direct Perception
316(1)
13.3.1.1 Forms Level
316(1)
13.3.1.2 Views Level
317(1)
13.3.1.3 Work Space Level
318(2)
13.3.2 Direct Manipulation
320(1)
13.3.2.1 Tap
321(1)
13.3.2.2 Flick
321(1)
13.3.2.3 Double Tap
322(1)
13.3.2.4 Drag
322(2)
13.3.2.5 Pinch In/Pinch Out
324(1)
13.4 Support for Various Modes of Behavior
324(5)
13.4.1 Skill-Based Behavior
324(2)
13.4.2 Rule-Based Behavior
326(2)
13.4.3 Knowledge-Based Behavior
328(1)
13.5 Broader Implications for Interface Design
329(4)
13.5.1 To Menu or Not to Menu? (Is That the Question? Is There a Rub?)
330(3)
13.6 Summary
333(2)
References
333(2)
14 Design Tutorial: Command and Control
335(40)
14.1 Introduction
335(2)
14.2 Abstraction Hierarchy Analysis of Military Command and Control
337(3)
14.2.1 Goals, Purposes, and Constraints
337(2)
14.2.2 Priority Measures and Abstract Functions
339(1)
14.2.3 General Work Activities and Functions
339(1)
14.2.4 Physical Activities in Work; Physical Processes of Equipment
339(1)
14.2.5 Appearance, Location, and Configuration of Material Objects
340(1)
14.2.6 Aggregation Hierarchy
340(1)
14.3 Decision Making
340(5)
14.3.1 Military Decision-Making Process (or Analytical Process)
341(1)
14.3.1.1 Situation Analysis
341(1)
14.3.1.2 Develop Courses of Action
341(2)
14.3.1.3 Planning and Execution
343(1)
14.3.2 Intuitive Decision Making (or Naturalistic Decision Making)
344(1)
14.4 Direct Perception
345(16)
14.4.1 Friendly Combat Resources Display
347(1)
14.4.2 Enemy Combat Resources Display
348(2)
14.4.3 Force Ratio Display
350(2)
14.4.4 Force Ratio Trend Display
352(2)
14.4.4.1 A Brief Digression
354(1)
14.4.5 Spatial Synchronization Matrix Display
355(1)
14.4.6 Temporal Synchronization Matrix Display
356(2)
14.4.7 Plan Review Mode and Displays
358(2)
14.4.8 Alternative Course of Action Display
360(1)
14.5 Direct Manipulation
361(3)
14.5.1 Synchronization Points
362(1)
14.5.2 Levels of Aggregation
362(1)
14.5.2.1 Aggregation Control/Display
362(1)
14.5.2.2 Control of Force Icons
363(1)
14.6 Skill-Based Behavior
364(1)
14.7 Rule-Based Behavior
365(1)
14.8 Knowledge-Based Behavior
365(2)
14.9 Evaluation
367(3)
14.9.1 Direct Perception
367(1)
14.9.2 Situation Assessment; Decision Making
368(2)
14.10 Summary
370(5)
References
371(4)
15 Design Principles: Visual Momentum
375(32)
15.1 Introduction
375(2)
15.2 Visual Momentum
377(5)
15.2.1 Design Strategies
378(1)
15.2.1.1 Fixed Format Data Replacement
378(1)
15.2.1.2 Long Shot
379(1)
15.2.1.3 Perceptual Landmarks
379(1)
15.2.1.4 Display Overlap
380(1)
15.2.1.5 Spatial Structure (Spatial Representation/Cognition)
381(1)
15.2.2 Interface Levels
381(1)
15.3 VM in the Work Space
382(12)
15.3.1 The BookHouse Interface
383(1)
15.3.1.1 Spatial Structure
384(1)
15.3.1.2 Display Overlap
385(1)
15.3.1.3 Perceptual Landmarks
386(1)
15.3.1.4 Fixed Format Data Replacement
386(1)
15.3.2 The iPhone Interface
387(1)
15.3.2.1 Spatial Structure
387(2)
15.3.2.2 Long Shot
389(1)
15.3.2.3 Fixed Format Data Replacement
389(1)
15.3.2.4 Perceptual Landmarks
390(1)
15.3.3 Spatial Cognition/Way-Finding
390(1)
15.3.3.1 Landmark Knowledge
391(1)
15.3.3.2 Route Knowledge
392(1)
15.3.3.3 Survey Knowledge
392(2)
15.4 VM in Views
394(6)
15.4.1 The RAPTOR Interface
395(1)
15.4.1.1 Spatial Dedication; Layering and Separation
395(1)
15.4.1.2 Long Shot
395(2)
15.4.1.3 Perceptual Landmarks
397(1)
15.4.1.4 Fixed Format Data Replacement
398(1)
15.4.1.5 Overlap
399(1)
15.5 VM in Forms
400(4)
15.5.1 A Representative Configural Display
401(1)
15.5.1.1 Fixed Format Data Replacement
402(1)
15.5.1.2 Perceptual Landmarks
402(1)
15.5.1.3 Long Shot
403(1)
15.5.1.4 Overlap
403(1)
15.5.1.5 Section Summary
403(1)
15.6 Summary
404(3)
References
405(2)
16 Measurement
407(20)
16.1 Introduction
407(1)
16.2 Paradigmatic Commitments: Control versus Generalization
408(3)
16.2.1 Dyadic Commitments
408(1)
16.2.2 Triadic Commitments
408(2)
16.2.3 Parsing Complexity
410(1)
16.3 What Is the System?
411(9)
16.3.1 Measuring Situations
413(1)
16.3.1.1 The Abstraction (Measurement) Hierarchy
414(2)
16.3.2 Measuring Awareness
416(1)
16.3.2.1 Decision Ladder; SRK
417(1)
16.3.3 Measuring Performance
417(1)
16.3.3.1 Multiple, Context-Dependent Indices
418(1)
16.3.3.2 Process and Outcome
419(1)
16.3.3.3 Hierarchically Nested
420(1)
16.4 Synthetic Task Environments
420(3)
16.4.1 Not Just Simulation
420(1)
16.4.2 Coupling between Measurement Levels
421(1)
16.4.3 Fidelity
422(1)
16.5 Conclusion
423(4)
References
425(2)
17 Interface Evaluation
427(24)
17.1 Introduction
427(1)
17.2 Cognitive Systems Engineering Evaluative Framework
428(4)
17.2.1 Boundary 1: Controlled Mental Processes
429(1)
17.2.2 Boundary 2: Controlled Cognitive Tasks
430(1)
17.2.3 Boundary 3: Controlled Task Situation
430(1)
17.2.4 Boundary 4: Complex Work Environments
431(1)
17.2.5 Boundary 5: Experiments in Actual Work Environment
432(1)
17.2.6 Summary
432(1)
17.3 Representative Research Program; Multiboundary Results
432(9)
17.3.1 Synthetic Task Environment for Process Control
433(1)
17.3.2 Boundary Level 1 Evaluation
434(2)
17.3.3 Boundary Levels 2 and 3
436(2)
17.3.4 Boundary Levels 1 and 3
438(3)
17.4 Conventional Rules and Experimental Results
441(3)
17.4.1 Match with Dyadic Conventional Rules
441(1)
17.4.2 Match with Triadic Conventional Rules
442(2)
17.5 Broader Concerns Regarding Generalization
444(2)
17.6 Conclusion
446(5)
References
448(3)
18 A New Way of Seeing?
451(14)
18.1 Introduction
451(1)
18.2 A Paradigm Shift and Its Implications
451(3)
18.2.1 Chunking: A Representative Example of Reinterpretation
453(1)
18.2.2 Summary
454(1)
18.3 Interface Design
454(5)
18.3.1 Constraint Mappings for Correspondence-Driven Domains
455(1)
18.3.2 Constraint Mappings for Coherence-Driven Domains
456(2)
18.3.3 The Eco-Logic of Work Domains
458(1)
18.3.4 Productive Thinking in Work Domains
458(1)
18.4 Looking over the Horizon
459(6)
18.4.1 Mind, Matter, and What Matters
460(1)
18.4.2 Information Processing Systems
461(1)
18.4.3 Meaning Processing Systems
461(1)
References
462(3)
Index 465
Kevin B. Bennett