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EBSCO_ocm62416571 |
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|q alk. paper)
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|a Carroll, John M.
|q (John Millar),
|d 1950-
|
245 |
1 |
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|a Making use :
|b scenario-based design of human-computer interactions /
|c John M. Carroll.
|
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|a Cambridge, Mass. :
|b MIT Press,
|c ©2000.
|
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|a 1 online resource (xiv, 368 pages) :
|b illustrations
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|a text
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|a computer
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|a text file
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|a Includes bibliographical references (pages 331-349) and index.
|
505 |
0 |
0 |
|g 1.
|t The sorcerer's apprentice --
|g 2.
|t What is design? --
|g 3.
|t Scenario-based design --
|g 4.
|t Example: video information system --
|g 5.
|t Example: programming tutorial and tools --
|g 6.
|t Usability rationale --
|g 7.
|t Cumulative design --
|g 8.
|t Evaluation and theory building --
|g 9.
|t Software development --
|g 10.
|t Finding scenarios and making claims --
|g 11.
|t Getting around the task-artifact cycle --
|g 12.
|t The scenario dilemma.
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3 |
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|a "Difficult to learn and awkward to use, today's information systems often change our activities in ways that we do not need or want. The problem lies in the software development process. In this book John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles. Scenario-based design uses concretization. A scenario is a concrete story about use. For example: "A person turned on a computer; the screen displayed a button labeled Start; the person used the mouse to select the button." Scenarios are a vocabulary for coordinating the central tasks of system development--understanding people's needs, envisioning new activities and technologies, designing effective systems and software, and drawing general lessons from systems as they are developed and used. Instead of designing software by listing requirements, functions, and code modules, the designer focuses first on the activities that need to be supported and then allows descriptions of those activities to drive everything else. In addition to a comprehensive discussion of the principles of scenario-based design, the book includes in-depth examples of its application."
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588 |
0 |
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|a Print version record.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
|
0 |
|a Human-computer interaction.
|
650 |
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2 |
|a Attitude to Computers
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650 |
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6 |
|a Interaction personne-ordinateur.
|
650 |
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7 |
|a COMPUTERS
|x Interactive & Multimedia.
|2 bisacsh
|
650 |
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7 |
|a COMPUTERS
|x Social Aspects
|x Human-Computer Interaction.
|2 bisacsh
|
650 |
|
7 |
|a Human-computer interaction
|2 fast
|
653 |
|
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|a COMPUTER SCIENCE/Human Computer Interaction
|
776 |
0 |
8 |
|i Print version:
|a Carroll, John M. (John Millar), 1950-
|t Making use.
|d Cambridge, Mass. : MIT Press, ©2000
|z 0262032791
|w (DLC) 00021621
|w (OCoLC)43317720
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