Alistair Sutcliffe - Böcker
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5 produkter
5 produkter
771 kr
Skickas inom 10-15 vardagar
This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering.Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book:*introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas;*explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model;*describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction;*provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein;*covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and*presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement.
1 774 kr
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Is this book about patterns? Yes and no. It is about software reuse and representation of knowledge that can be reapplied in similar situations; however, it does not follow the classic Alexandine conventions of the patterns community--i.e. Problem- solution- forces- context- example, etc. Chapter 6 on claims comes close to classic patterns, and the whole book can be viewed as a patterns language of abstract models for software engineering and HCI. So what sort of patterns does it contain? Specifications, conceptual models, design advice, but sorry not code. Plenty of other C++ code pattern books (see PLOP series). Nearest relative in published patterns books are Fowler's (1995) Analysis Patterns: Reusable object models and Coad, North and Mayfield. What do you mean by a Domain Theory? Not domains in the abstract mathematical sense, but domains in the knowledge--natural language sense, close to the everyday meaning when we talk about the application domain of a computer system, such as car rental, satellite tracking, whatever. The book is an attempt to answer the question ' what are the abstractions behind car rental, satellite tracking' so good design solutions for those problems can be reused. I work in industry, so what's in it for me? A new way of looking at software reuse, ideas for organizing a software and knowledge reuse program, new processes for reusing knowledge in requirements analysis, conceptual modeling and software specification. I am an academic, should I be interested? Yes if your research involves software engineering, reuse, requirements engineering, human computer interaction, knowledge engineering, ontologies and knowledge management. For teaching it may be useful for Master courses on reuse, requirements and knowledge engineering. More generally if you are interested in exploring what the concept of abstraction is when you extend it beyond programming languages, formal specification, abstract data types, etc towards requirements and domain knowledge. ADDITIONAL COPY:Based on more than 10 years of research by the author, this book is about putting software reuse on a firmer footing. Utilizing a multidisciplinary perspective--psychology and management science, as well as software--it describes the Domain Theory as a solution. The domain theory provides an abstract theory that defines a generic, reusable model of domain knowledge. Providing a comprehensive library of reusable models, practice methods for reuse, and theoretical insight, this book: *introduces the subject area of reuse and software engineering and explains a framework for comparing different reuse approaches; *develops a metric-oriented framework to assess the reuse claims of three competing approaches: patterns, ERPs, and the Domain Theory OSMs (object system models); *explains the psychological background for reuse and describes generic tasks and meta-domains; *introduces claims that provide a representation of design knowledge attached to Domain Theory models, as well as being a schema for representing reusable knowledge in nearly any form; *reports research that resulted from the convergence of the two theories; *describes the methods, techniques, and guidelines of design for reuse--the process of abstraction; and *elaborates the framework to investigate the future of reuse by different paradigms, generation of applications from requirements languages, and component-based software engineering via reuse libraries.
178 kr
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536 kr
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User-Centred Requirements Engineering: Theory and Practice reviews requirements engineering research and practice over the past 10 years. In this book, Alistair Sutcliffe introduces the field of Requirements Engineering, and describes a framework for RE research and practice to date. He explains the psychological background behind RE problems - providing some understanding about why RE is difficult and how human understanding can cause the problems we observe in getting requirements right. The book discusses communication and requirements analysis, and gives practical guidance for requirements elicitation, modelling and validation, along with details of a practical RE method for scenario-based requirements analysis and requirements for safety critical systems. Whilst primarily a research text for graduate courses, this book is also intended as a useful reference for practitioners who want an in-depth treatment of the subject to date.
225 kr
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This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions