About: Communication design is a research topic. Over the lifetime, 2591 publications have been published within this topic receiving 40480 citations. The topic is also known as: communication arts.
TL;DR: The human and the design of interactive systems: The myth of the infinitely fast machine, a guide to designing for diversity and the process of design.
Abstract: Contents Foreword Preface to the third edition Preface to the second edition Preface to the first edition Introduction Part 1 Foundations Chapter 1 The human 1.1 Introduction 1.2 Input-output channels Design Focus: Getting noticed Design Focus: Where's the middle? 1.3 Human memory Design Focus: Cashing in Design Focus: 7 +- 2 revisited 1.4 Thinking: reasoning and problem solving Design Focus: Human error and false memories 1.5 Emotion 1.6 Individual differences 1.7 Psychology and the design of interactive systems 1.8 Summary Exercises Recommended reading Chapter 2 The computer 2.1 Introduction Design Focus: Numeric keypads 2.2 Text entry devices 2.3 Positioning, pointing and drawing 2.4 Display devices Design Focus: Hermes: a situated display 2.5 Devices for virtual reality and 3D interaction 2.6 Physical controls, sensors and special devices Design Focus: Feeling the road Design Focus: Smart-Its - making sensors easy 2.7 Paper: printing and scanning Design Focus: Readability of text 2.8 Memory 2.9 Processing and networks Design Focus: The myth of the infinitely fast machine 2.10 Summary Exercises Recommended reading Chapter 3 The interaction 3.1 Introduction 3.2 Models of interaction Design Focus: Video recorder 3.3 Frameworks and HCI 3.4 Ergonomics Design Focus: Industrial interfaces 3.5 Interaction styles Design Focus: Navigation in 3D and 2D 3.6 Elements of the WIMP interface Design Focus: Learning toolbars 3.7 Interactivity 3.8 The context of the interaction Design Focus: Half the picture? 3.9 Experience, engagement and fun 3.10 Summary Exercises Recommended reading Chapter 4 Paradigms 4.1 Introduction 4.2 Paradigms for interaction 4.3 Summary Exercises Recommended reading Part 2 Design process Chapter 5 Interaction design basics 5.1 Introduction 5.2 What is design? 5.3 The process of design 5.4 User focus Design Focus: Cultural probes 5.5 Scenarios 5.6 Navigation design Design Focus: Beware the big button trap Design Focus: Modes 5.7 Screen design and layout Design Focus: Alignment and layout matter Design Focus: Checking screen colors 5.8 Iteration and prototyping 5.9 Summary Exercises Recommended reading Chapter 6 HCI in the software process 6.1 Introduction 6.2 The software life cycle 6.3 Usability engineering 6.4 Iterative design and prototyping Design Focus: Prototyping in practice 6.5 Design rationale 6.6 Summary Exercises Recommended reading Chapter 7 Design rules 7.1 Introduction 7.2 Principles to support usability 7.3 Standards 7.4 Guidelines 7.5 Golden rules and heuristics 7.6 HCI patterns 7.7 Summary Exercises Recommended reading Chapter 8 Implementation support 8.1 Introduction 8.2 Elements of windowing systems 8.3 Programming the application Design Focus: Going with the grain 8.4 Using toolkits Design Focus: Java and AWT 8.5 User interface management systems 8.6 Summary Exercises Recommended reading Chapter 9 Evaluation techniques 9.1 What is evaluation? 9.2 Goals of evaluation 9.3 Evaluation through expert analysis 9.4 Evaluation through user participation 9.5 Choosing an evaluation method 9.6 Summary Exercises Recommended reading Chapter 10 Universal design 10.1 Introduction 10.2 Universal design principles 10.3 Multi-modal interaction Design Focus: Designing websites for screen readers Design Focus: Choosing the right kind of speech Design Focus: Apple Newton 10.4 Designing for diversity Design Focus: Mathematics for the blind 10.5 Summary Exercises Recommended reading Chapter 11 User support 11.1 Introduction 11.2 Requirements of user support 11.3 Approaches to user support 11.4 Adaptive help systems Design Focus: It's good to talk - help from real people 11.5 Designing user support systems 11.6 Summary Exercises Recommended reading Part 3 Models and theories Chapter 12 Cognitive models 12.1 Introduction 12.2 Goal and task hierarchies Design Focus: GOMS saves money 12.3 Linguistic models 12.4 The challenge of display-based systems 12.5 Physical and device models 12.6 Cognitive architectures 12.7 Summary Exercises Recommended reading Chapter 13 Socio-organizational issues and stakeholder requirements 13.1 Introduction 13.2 Organizational issues Design Focus: Implementing workflow in Lotus Notes 13.3 Capturing requirements Design Focus: Tomorrow's hospital - using participatory design 13.4 Summary Exercises Recommended reading Chapter 14 Communication and collaboration models 14.1 Introduction 14.2 Face-to-face communication Design Focus: Looking real - Avatar Conference 14.3 Conversation 14.4 Text-based communication 14.5 Group working 14.6 Summary Exercises Recommended reading Chapter 15 Task analysis 15.1 Introduction 15.2 Differences between task analysis and other techniques 15.3 Task decomposition 15.4 Knowledge-based analysis 15.5 Entity-relationship-based techniques 15.6 Sources of information and data collection 15.7 Uses of task analysis 15.8 Summary Exercises Recommended reading Chapter 16 Dialog notations and design 16.1 What is dialog? 16.2 Dialog design notations 16.3 Diagrammatic notations Design Focus: Using STNs in prototyping Design Focus: Digital watch - documentation and analysis 16.4 Textual dialog notations 16.5 Dialog semantics 16.6 Dialog analysis and design 16.7 Summary Exercises Recommended reading Chapter 17 Models of the system 17.1 Introduction 17.2 Standard formalisms 17.3 Interaction models 17.4 Continuous behavior 17.5 Summary Exercises Recommended reading Chapter 18 Modeling rich interaction 18.1 Introduction 18.2 Status-event analysis 18.3 Rich contexts 18.4 Low intention and sensor-based interaction Design Focus: Designing a car courtesy light 18.5 Summary Exercises Recommended reading Part 4 Outside the box Chapter 19 Groupware 19.1 Introduction 19.2 Groupware systems 19.3 Computer-mediated communication Design Focus: SMS in action 19.4 Meeting and decision support systems 19.5 Shared applications and artifacts 19.6 Frameworks for groupware Design Focus: TOWER - workspace awareness Exercises Recommended reading Chapter 20 Ubiquitous computing and augmented realities 20.1 Introduction 20.2 Ubiquitous computing applications research Design Focus: Ambient Wood - augmenting the physical Design Focus: Classroom 2000/eClass - deploying and evaluating ubicomp 20.3 Virtual and augmented reality Design Focus: Shared experience Design Focus: Applications of augmented reality 20.4 Information and data visualization Design Focus: Getting the size right 20.5 Summary Exercises Recommended reading Chapter 21 Hypertext, multimedia and the world wide web 21.1 Introduction 21.2 Understanding hypertext 21.3 Finding things 21.4 Web technology and issues 21.5 Static web content 21.6 Dynamic web content 21.7 Summary Exercises Recommended reading References Index
TL;DR: In this article, consumer response to product visual form within the context of an integrated conceptual framework is discussed, focusing on the aesthetic, semantic and symbolic aspects of cognitive response to design.
TL;DR: In this paper, the authors introduce the concept of user experience and the five planes of interaction design, interface design, information design, navigation design, and information architecture, and the skeleton plane.
Abstract: Introduction. 1. User Experience and Why It Matters. Everyday Miseries. Introducing User Experience. User Experience and the Web. Competitive Advantage and ROI. Minding Your Users. 2. Meet the Elements. The Five Planes. Building from Bottom to Top. A Basic Duality. The Elements of User Experience. Using the Elements. 3. The Strategy Plane: Site Objectives and User Needs. Defining the Strategy. Site Objectives. User Needs. Team Roles and Process. Further Reading. 4. The Scope Plane: Functional Specifications and Content Requirements. Defining the Scope. Functionality and Content. Gathering Requirements. Functional Specifications. Content Requirements. Prioritizing Requirements. Further Reading. 5. The Structure Plane: Interaction Design and Information Architecture. Defining the Structure. Interaction Design. Information Architecture. Team Roles and Process. Further Reading. 6. The Skeleton Plane: Interface Design, Navigation Design, and Information Design. Defining the Skeleton. Convention and Metaphor. Interface Design. Navigation Design. Information Design. Wireframes. Further Reading. 7. The Surface Plane: Visual Design. Defining the Surface. Follow the Eye. Contrast and Uniformity. Internal and External Consistency. Color Palettes and Typography. Design Comps and Style Guides. Further Reading. 8. The Elements Applied. An Example: Search Engine Implementation. Asking the Right Questions. The Marathon and the Sprint. Index.
TL;DR: The text of this second edition is accompanied by new detailed images, "schemas" that visualize, conceptualize, and structure the authors' understanding of design inquiry, and then discuss these issues from both learner's and practitioner's perspectives.
Abstract: Humans did not discover fire--they designed it. Design is not defined by software programs, blueprints, or font choice. When we create new things--technologies, organizations, processes, systems, environments, ways of thinking--we engage in design. With this expansive view of design as their premise, in The Design Way, Harold Nelson and Erik Stolterman make the case for design as its own culture of inquiry and action. They offer not a recipe for design practice or theorizing but a formulation of design culture's fundamental core of ideas. These ideas--which form "the design way"--are applicable to an infinite variety of design domains, from such traditional fields as architecture and graphic design to such nontraditional design areas as organizational, educational, interaction, and health care design. Nelson and Stolterman present design culture in terms of foundations (first principles), fundamentals (core concepts), and metaphysics, and then discuss these issues from both learner's and practitioner's perspectives. The text of this second edition is accompanied by new detailed images, "schemas" that visualize, conceptualize, and structure the authors' understanding of design inquiry. This text itself has been revised and expanded throughout, in part in response to reader feedback.
TL;DR: Differences are determined for separate country samples concerning whether navigation design, visual design, and information design result in trust, satisfaction, and ultimately loyalty-suggesting design characteristics should be a central consideration in Web site design across cultures.
Abstract: Despite rapidly increasing numbers of diverse online shoppers, the relationship of Web site design to trust, satisfaction, and loyalty has not previously been modeled across cultures. In the current investigation, three components of Web site design (information design, navigation design, and visual design) are considered for their impact on trust and satisfaction. In turn, relationships of trust and satisfaction to online loyalty are evaluated. Utilizing data collected from 571 participants in Canada, Germany, and China, various relationships in the research model are tested using partial least squares analysis for each country separately. In addition, the overall model is tested for all countries combined as a control and verification of earlier research findings, although this time with a mixed country sample. All paths in the overall model are confirmed. Differences are determined for separate country samples concerning whether navigation design, visual design, and information design result in trust, satisfaction, and ultimately loyalty-suggesting design characteristics should be a central consideration in Web site design across cultures.