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In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psycholog… Read more
LIMITED OFFER
Immediately download your ebook while waiting for your print delivery. No promo code needed.
In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow.
Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them.
In this new edition, you'll find new chapters on human choice and decision making, hand-eye coordination and attention, as well as new examples, figures, and explanations throughout.
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
JJ