May 21

The location of visual elements in the UI has a huge impact on how the user interprets information

-- Rick Oppedisan, 2002

Featured chapter

Google's founder Sergey Brin is a fan of our author, Steve Mann. Steve is the father of wearable computing.

Read Steve's chapter

Help us help you!

Morgan Kaufmann

No description available of Morgan Kaufmann.

ADD DESCRIPTION
 
 
 

Examples of published books

Fogg, B. J. (2002): Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann

Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers-anyone who wants to leverage or simply understand the persuasive power of interactive technology-will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial-and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide. * Filled with key term definitions in persuasive computing*Provides frameworks for understanding this domain*Describes real examples of persuasive technologies

© All rights reserved Fogg and/or Morgan Kaufmann


Nielsen, Jakob (1993): Usability Engineering. Boston, MA, Morgan Kaufmann

Written by the author of the best-selling HyperText&HyperMedia, this book is an excellent guide to the methods of usability engineering. The book provides the tools needed to avoid usability surprises and improve product quality. Step-by-step information on which method to use at various stages during the development lifecycle are included, along with detailed information on how to run a usability test and the unique issues relating to international usability. * Emphasizes cost-effective methods that developers can implement immediately* Instructs readers about which methods to use when, throughout the development lifecycle, which ultimately helps in cost-benefit analysis. * Shows readers how to avoid the four most frequently listed reasons for delay in software projects.* Includes detailed information on how to run a usability test.* Covers unique issues of international usability.* Features an extensive bibliography allowing readers to find additional information.* Written by an internationally renowned expert in the field and the author of the best-selling HyperText&HyperMedia.

© All rights reserved Nielsen and/or Morgan Kaufmann


Stone, Debbie, Jarrett, Caroline, Woodroffe, Mark and Minocha, Shailey (2005): User Interface Design and Evaluation. Morgan Kaufmann

Greif, Irene (ed.) (1988): Computer-Supported Cooperative Work: A Book of Readings. San Mateo, California, Morgan Kaufmann

Computer-supported cooperative work is a field devoted to understanding group work processes and developing tools to enhance collaborative efforts. This book provides a comprehensive view of this dynamic area through a collection of articles from its diverse contributing fields, with introduction and analysis by the editor.Part 1 provides a concise history of the field, defining its early goals and seminal projects. In Part 2, current projects and their underlying technologies, including hypertext and database technologies for information sharing, are presented and evaluated. Finally, Part 3 outlines the theories and empirical studies guiding system design based on understanding human dynamics as well as system dynamics. Each section includes reprints, attractively re-typeset, of important papers from the seminal conferences and publications laying the foundations for the field.

© All rights reserved Greif and/or Morgan Kaufmann


Buxton, Bill (2007): Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann

Jarrett, Caroline and Gaffney, Gerry (2009): Forms that work: Designing web forms for usability. Boston, Morgan Kaufmann

"The humble form: it may seem boring, but most of your website's value passes through forms. Follow Jarrett&Gaffney's guidelines, and you'll probably double your online profits." - Jakob Nielsen, Principal, Nielsen Norman Group

© All rights reserved Jarrett and Gaffney and/or Morgan Kaufmann


Ware, Colin (2008): Visual Thinking: for Design. Morgan Kaufmann

Increasingly, designers need to present information in ways that aid their audience's thinking process. Fortunately, results from the relatively new science of human visual perception provide valuable guidance. In Visual Thinking for Design, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition - extensions of the viewer's brain in much the same way that a hammer is an extension of the user's hand. Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them. . Presents visual thinking as a complex process that can be supported in every stage using specific design techniques.. Provides practical, task-oriented information for designers and software developers charged with design responsibilities.. Includes hundreds of examples, many in the form of integrated text and full-color diagrams.. Steeped in the principles of "active vision," which views graphic designs as cognitive tools.

© All rights reserved Ware and/or Morgan Kaufmann


Beyer, Hugh R. and Holtzblatt, Karen (1997): Contextual Design: Defining Customer-Centered Systems (Interactive Technologies). Morgan Kaufmann

Holtzblatt, Karen, Wendell, Jessamyn Burns and Wood, Shelley (2004): Rapid Contextual Design: A How-to Guide to Key Techniques for User-Centered Design (Interactive Technologies). Morgan Kaufmann

Snyder, Carolyn (2003): Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces. Morgan Kaufmann

Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work.

© All rights reserved Snyder and/or Morgan Kaufmann


Buxton, Bill (2007): Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies). Morgan Kaufmann

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 TorontoDesign 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 pilgrim's 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 GabrielI 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, NYBooks 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, CambridgeThere is almost a fervor in the way that new products, with their rich and dynamic interfaces, are being released to the public-typically 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 skillsets-each essential, but on their own, none sufficient. In this rich ecology, designers are faced with new challenges-challenges 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 understood-by 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 Buxton's 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 prototypes-without 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 AuthorTrained 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 prototypes-without 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.

© All rights reserved Buxton and/or Morgan Kaufmann


Sherman, William R. and Craig, Alan B. (2002): Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics). Morgan Kaufmann

Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies. * Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom.* Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems.* Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system.

© All rights reserved Sherman and Craig and/or Morgan Kaufmann


Carroll, John M. (2003): HCI Models, Theories, and Frameworks: Toward a Multidisciplinary Science (Interactive Technologies). Morgan Kaufmann

Baecker, Ronald M. (1992): Readings in Groupware and Computer-Supported Cooperative Work: Assisting Human-Human Collaboration (Interactive Technologies). Morgan Kaufmann

This comprehensive introduction to the field represents the best of the published literature on groupware and computer-supported cooperative work (CSCW). The papers were chosen for their breadth of coverage of the field, their clarity of expression and presentation, their excellence in terms of technical innovation or behavioral insight, their historical significance, and their utility as sources for further reading. Taken as a whole, the papers and their introductions are a complete sourcebook to the field. This book will be useful for computer professionals involved in the development or purchase of groupware technology as well as for researchers and managers. It should also serve as a valuable text for university courses on CSCW, groupware, and human-computer interaction.

© All rights reserved Baecker and/or Morgan Kaufmann


 

User-contributed notes

Give us your opinion! Do you have any comments/additions
that you would like other visitors to see?

 
comment You (your email) say: May 21st, 2012
#1
Add a thoughtful commentary or note to this page ! 

your homepage, facebook profile, twitter, or the like
will be spam-protected
How many?
= e.g. "6"
By submitting you agree to the Site Terms
 

Changes to this page (publisher)

21 May 2012: Added
21 May 2012: Added
21 May 2012: Added
25 Mar 2012: Added
13 Mar 2012: Added
06 Mar 2012: Added
27 Oct 2011: Modified
13 Oct 2011: Added
13 Oct 2011: Added
31 Mar 2011: Added
31 Mar 2011: Added
31 Mar 2011: Added
10 Nov 2010: Added
05 Feb 2009: Added
10 Oct 2008: Added
10 Jun 2008: Added
27 Jun 2007: Added

Page Information

Page maintainer: The Editorial Team
How to cite/reference this page
URL: http://www.interaction-design.org/references/publishers/morgan_kaufmann.html
May 21

The location of visual elements in the UI has a huge impact on how the user interprets information

-- Rick Oppedisan, 2002

Featured chapter

Google's founder Sergey Brin is a fan of our author, Steve Mann. Steve is the father of wearable computing.

Read Steve's chapter

Help us help you!