Books about Human computer from Amazon.com



Hole's Essentials of Human Anatomy & Physiology
Designed for the one-semester anatomy and physiology course, Hole's Essentials of Human Anatomy and Physiology assumes no prior science knowledge and supports core topics with clinical applications, making difficult concepts relevant to students pursuing careers in the allied health field. The unparalleled teaching system is highly effective in providing students with a solid understanding of the important concepts in anatomy and physiology..
Price: $87.00 [Notify me when price goes down.]


Designing Interfaces: Patterns for Effective Interaction Design
Designing a good interface isn't easy. Users demand software that is well-behaved, good-looking, and easy to use. Your clients or managers demand originality and a short time to market. Your UI technology -- web applications, desktop software, even mobile devices -- may give you the tools you need, but little guidance on how to use them well.

UI designers over the years have refined the art of interface design, evolving many best practices and reusable ideas. If you learn these, and understand why the best user interfaces work so well, you too can design engaging and usable interfaces with less guesswork and more confidence.

"Designing Interfaces" captures those best practices as design patterns -- solutions to common design problems, tailored to the situation at hand. Each pattern contains practical advice that you can put to use immediately, plus a variety of examples illustrated in full color. You'll get recommendations, design alternatives, and warnings on when not to use them.

Each chapter's introduction describes key design concepts that are often misunderstood, such as affordances, visual hierarchy, navigational distance, and the use of color. These give you a deeper understanding of why the patterns work, and how to apply them with more insight.

A book can't design an interface for you -- no foolproof design process is given here -- but "Designing Interfaces" does give you concrete ideas that you can mix and recombine as you see fit. Experienced designers can use it as a sourcebook of ideas. Novice designers will find a roadmap to the world of interface and interaction design, with enough guidance to start using these patterns immediately..
Price: $28.92 [Notify me when price goes down.]



Information Architecture for the World Wide Web: Designing Large-Scale Web Sites
The post-Ajaxian Web 2.0 world of wikis, folksonomies, and mashups makes well-planned information architecture even more essential How do you present large volumes of information to people who need to find what they're looking for quickly? This classic primer shows information architects, designers, and web site developers how to build large-scale and maintainable web sites that are appealing and easy to navigate.

The new edition is thoroughly updated to address emerging technologies -- with recent examples, new scenarios, and information on best practices -- while maintaining its focus on fundamentals. With topics that range from aesthetics to mechanics, "Information Architecture for the World Wide Web" explains how to create interfaces that users can understand right away. Inside, you'll find: An overview of information architecture for both newcomers and experienced practitioners The fundamental components of an architecture, illustrating the interconnected nature of these systems. Updated, with updates for tagging, folksonomies, social classification, and guided navigation Tools, techniques, and methods that take you from research to strategy and design to implementation. This edition discusses blueprints, wireframes and the role of diagrams in the design phase A series of short essays that provide practical tips and philosophical advice for those who work on information architecture The business context of practicing and promoting information architecture, including recent lessons on how to handle enterprise architecture Case studies on the evolution of two large and very different information architectures, illustrating best practices along the way

How do you documentthe rich interfaces of web applications? How do you design for multiple platforms and mobile devices? With emphasis on goals and approaches over tactics or technologies, this enormously popular book gives you knowledge about information architecture with a framework that allows you to learn new approaches -- and unlearn outmoded ones..
Price: $20.00 [Notify me when price goes down.]



Interaction Design: Beyond Human-Computer Interaction
The classic text, Interaction Design by Sharp, Preece and Rogers is back in a fantastic new 2nd Edition!

New to this edition:

  • Completely updated to include new chapters on Interfaces, Data Gathering and Data Analysis and Interpretation, the latest information from recent research findings and new examples
  • Now in full colour
  • A lively and highly interactive Web site that will enable students to collaborate on experiments, compete in design competitions, collaborate on designs, find resources and communicate with others
  • A new practical and process-oriented approach showing not just what principals ought to apply, but crucially how they can be applied

"The best basis around for user-centered interaction design, both as a primer for students as an introduction to the field, and as a resource for research practitioners to fall back on. It should be labelled 'start here'."
—Pieter Jan Stappers, ID-StudioLab, Delft University of Technology.
Price: $54.12 [Notify me when price goes down.]



Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies)
Bill Buxton and I share a common belief that design leadership together with technical leadership drives innovation Sketching, prototyping, and design are essential parts of the process we use to create new products Bill Buxton brings design leadership and creativity to Microsoft. Through his thought-provoking personal examples he is inspiring others to better understand the role of design in their own companies--Bill Gates, Chairman, Microsoft

Informed design is essential. While it might seem that Bill Buxton is exaggerating or kidding with this bold assertion, neither is the case. In an impeccably argued and sumptuously illustrated book, design star Buxton convinces us that design simply must be integrated into the heart of business--Roger Martin, Dean, Rotman School of Management, University of Toronto

Design is explained, with the means and manner for successes and failures illuminated by engaging stories, true examples and personal anecdotes. In Sketching User Experiences, Bill Buxton clarifies the processes and skills of design from sketching to experience modeling, in a lively and informative style that is rich with stories and full of his own heart and enthusiasm. At the start we are lost in mountain snows and northern seas, but by the end we are equipped with a deep understanding of the tools of creative design.--Bill Moggridge, Cofounder of IDEO and author of Designing Interactions

Like any secret society, the design community has its strange rituals and initiation procedures. Bill opens up the mysteries of the magical process of design, taking us through a land in which story-telling, orange squeezers, the Wizard of Oz, I-pods, avalanche avoidance, bicycle suspension sketching, and faking it are all points on the design pilgrims journey. There are lots of ideas and techniques in this book to feed good design and transform the way we think about creating useful stuff". Peter Gabriel

I love this book. There are very few resources available that see across and through all of the disciplines involved in developing great experiences. This is complex stuff and Buxton's work is both informed and insightful. He shares the work in an intimate manner that engages the reader and you will find yourself nodding with agreement, and smiling at the poignant relevance of his examples.--Alistair Hamilton, Symbol Technologies, NY

Books that have proposed bringing design into HCI are aplenty, though books that propose bringing software in to Design less common. Nevertheless, Bill manages to skilfully steer a course between the excesses of the two approaches and offers something truly in-between. It could be a real boon to the innovation business by bringing the best of both worlds: design and HCI. --Richard Harper, Microsoft Research, Cambridge

There is almost a fervor in the way that new products, with their rich and dynamic interfaces, are being released to the publictypically promising to make lives easier, solve the most difficult of problems, and maybe even make the world a better place. The reality is that few survive, much less deliver on their promise. The folly? An absence of design, and an over-reliance on technology alone as the solution.

We need design. But design as described here depends on different skillsetseach essential, but on their own, none sufficient. In this rich ecology, designers are faced with new challengeschallenges that build on, rather than replace, existing skills and practice.

Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understoodby both designers and the people with whom they need to work in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values.

Grounded in both practice and scientific research, Bill Buxtons engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design.

Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, smart appliances, and things you only imagine in your dreams;
Thorough coverage of the design sketching method which helps easily build experience prototypeswithout the effort of engineering prototypes which are difficult to abandon;
Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others;
Full of case studies, examples, exercises, and projects, and access to video clips (www.mkp.com/sketching) that demonstrate the principles and methods.

About the Author

Trained as a musician, Bill Buxton began using computers over thirty years ago in his art. This early experience, both in the studio an on stage, helped develop a deep appreciation of both the positive and negative aspects of technology and its impact. This increasingly drew him into both design and research, with a very strong emphasis on interaction and the human aspects of technology. He first came to prominence for his work at the University of Toronto on digital musical instruments and the novel interfaces that they employed. This work in the late 70s gained the attention of Xerox PARC, where Buxton participated in pioneering work in collaborative work, interaction techniques and ubiquitous computing. He then went on to become Chief Scientist of SGI and Alias|Wavefront, where he had the opportunity to work with some of the top film makers and industrial designers in the world. He is now a principal researcher at Microsoft Corp., where he splits his time between research and helping make design a fundamental pillar of the corporate culture.

* Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreams;

* Thorough coverage of the design sketching method which helps easily build experience prototypeswithout the effort of engineering prototypes which are difficult to abandon;

* Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others;

* Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods..
Price: $30.54 [Notify me when price goes down.]


Peopleware: Productive Projects and Teams (Second Edition)
Peopleware asserts that most software development projects fail because of failures within the team running them. This strikingly clear, direct book is written for software development-team leaders and managers, but it's filled with enough commonsense wisdom to appeal to anyone working in technology. Authors Tom DeMarco and Timothy Lister include plenty of illustrative, often amusing anecdotes; their writing is light, conversational, and filled with equal portions of humor and wisdom, and there is a refreshing absence of "new age" terms and multistep programs. The advice is presented straightforwardly and ranges from simple issues of prioritization to complex ways of engendering harmony and productivity in your team. Peopleware is a short read that delivers more than many books on the subject twice its size..
Price: $26.99 [Notify me when price goes down.]


About Face 3: The Essentials of Interaction Design
This completely updated volume presents the effective and practical tools you need to design great desktop applications, Web 2.0 sites, and mobile devices You’ll learn the principles of good product behavior and gain an understanding of Cooper’s Goal-Directed Design method, which involves everything from conducting user research to defining your product using personas and scenarios. Ultimately, you’ll acquire the knowledge to design the best possible digital products and services..
Price: $17.29 [Notify me when price goes down.]


The Art of Deception: Controlling the Human Element of Security
The Art of Deception is about gaining someone's trust by lying to them and then abusing that trust for fun and profit. Hackers use the euphemism "social engineering" and hacker-guru Kevin Mitnick examines many example scenarios.

After Mitnick's first dozen examples anyone responsible for organizational security is going to lose the will to live. It's been said before, but people and security are antithetical. Organizations exist to provide a good or service and want helpful, friendly employees to promote the good or service. People are social animals who want to be liked. Controlling the human aspects of security means denying someone something. This circle can't be squared.

Considering Mitnick's reputation as a hacker guru, it's ironic that the last point of attack for hackers using social engineering are computers. Most of the scenarios in The Art of Deception work just as well against computer-free organizations and were probably known to the Phoenicians; technology simply makes it all easier. Phones are faster than letters, after all, and having large organizations means dealing with lots of strangers.

Much of Mitnick's security advice sounds practical until you think about implementation, when you realize that more effective security means reducing organizational efficiency--an impossible trade in competitive business. And anyway, who wants to work in an organization where the rule is "Trust no one"? Mitnick shows how easily security is breached by trust, but without trust people can't live and work together. In the real world, effective organizations have to acknowledge that total security is a chimera--and carry more insurance. --Steve Patient, amazon.co.uk.
Price: $8.88 [Notify me when price goes down.]



Too Human (Prima Official Game Guide)
•Lead Baldur into battle with a complete step-by-step campaign walkthrough.
•Maximize your loot using detailed maps to find every container, obelisk, battle arena, and secret area.
•Dominate the battlefield with class-based anti-monster tactics from the developers.
•Customize your character with detailed breakdowns of the skill and alignment trees for all five classes.
•Breathe in the deep story with complete bios for every character, including their mythological inspirations..
Price: $11.55 [Notify me when price goes down.]


The Elements of User Experience: User-Centered Design for the Web (VOICES)

Smart organizations recognize that Web design is more than just creating clean code and sharp graphics. A site that really works fulfills your strategic objectives while meeting the needs of your users. Even the best content and the most sophisticated technology won't help you balance those goals without a cohesive, consistent user experience to support it.

But creating the user experience can seem overwhelmingly complex. With so many issues involved-usability, brand identity, information architecture, interaction design-it can seem as if the only way to build a successful site is to spend a fortune on specialists who understand all the details.

The Elements of User Experience cuts through the complexity of user-centered design for the Web with clear explanations and vivid illustrations that focus on ideas rather than tools or techniques. Jesse James Garrett gives readers the big picture of Web user experience development, from strategy and requirements to information architecture and visual design. This accessible introduction helps any Web development team, large or small, to create a successful user experience.

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Price: $20.87 [Notify me when price goes down.]


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