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El. knyga: Theory of User Engineering

(The Open University of Japan, Chiba)
  • Formatas: 144 pages
  • Išleidimo metai: 01-Dec-2016
  • Leidėjas: CRC Press Inc
  • Kalba: eng
  • ISBN-13: 9781315355672
Kitos knygos pagal šią temą:
  • Formatas: 144 pages
  • Išleidimo metai: 01-Dec-2016
  • Leidėjas: CRC Press Inc
  • Kalba: eng
  • ISBN-13: 9781315355672
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This book outlines the new concept of user engineering and covers the diversity of users, along with the business process that includes the design and the users experience processes. Although the concept of user experience (UX) has become popular, the definition and the methodology are still ambiguous. User engineering is similar to the user-centered design, but differs in that its scope is not limited to the design process but concerns the whole manufacturing process and the whole usage process, i.e., the whole lifecycle of an artifact. Users perspective is strongly emphasized in this book, hence, its stance is far from that of the marketing approach that usually fails to notice the life and experiences of users after the purchase of an artifact as consumers.

Theory of User Engineering differentiates between the quality in design and the quality in use, and the objective quality characteristics and the subjective quality characteristics. In addition to the user research using ethnographic methods, the author introduces a new approach based on the artifact evolution theory that can be adopted in the planning stage.

Recenzijos

"Compared to other texts, the breadth of the approach to user experience is commendable. The consideration of both design and evaluation in a meaningful and integrated framework is laudable." Paul van Schaik, Teesside University, United Kingdom

"Professor Masaaki Kurosu has written a clear, authoritative, thoughtful, readable, and complete description and explanation of a complex topic. His book will be of use to professionals, academics, students, and researchers who wish to gain insight into theoretical/philosophical matters as well as practical discussions that are useful for current or next-generation success of product/service development." Aaron Marcus, Aaron Marcus and Associates, USA

Preface xi
Chapter 1 What Is User Engineering?
1(20)
1.1 Who Are the Users?
1(3)
1.1.1 ISO/IEC 25010:2011
1(2)
1.1.2 Stakeholders and Users
3(1)
1.1.3 Users and Consumers
3(1)
1.1.4 Intended Users
4(1)
1.2 Universal Design and Accessibility
4(1)
1.3 Diversity of Users
5(11)
1.3.1 Characteristics
5(1)
1.3.1.1 Age
6(1)
1.3.1.2 Sex and Gender
7(1)
1.3.1.3 Disability
7(2)
1.3.1.4 Temporary Situation
9(1)
1.3.1.5 Physical Traits
9(1)
1.3.1.6 Language
9(1)
1.3.1.7 Knowledge and Skill
10(1)
1.3.2 Inclination
11(1)
1.3.2.1 Taste
11(1)
1.3.2.2 Innovativeness
11(1)
1.3.2.3 Religion
12(1)
1.3.2.4 Culture
12(1)
1.3.2.5 Attitude
13(1)
1.3.3 Situation and Environment
14(1)
1.3.3.1 Emotional State
14(1)
1.3.3.2 Arousal Level
14(1)
1.3.3.3 Physical Environment
15(1)
1.3.3.4 Geographic Environment
16(1)
1.4 User-Centered Design
16(1)
1.4.1 User-Centered Design and Human-Centered Design
17(1)
1.4.2 UI/UX
17(1)
1.5 Core Concept of User Engineering
17(4)
Chapter 2 Usability and User Experiences in the Context of Quality Characteristics
21(26)
2.1 Concept of Usability
22(5)
2.1.1 Shackel and Richardson (1991)
22(1)
2.1.2 Nielsen (1993)
23(1)
2.1.3 ISO 9241-11:1998
24(1)
2.1.4 Kurosu (2005)
25(1)
2.1.5 ISO/IEC 9126-1:2001
25(1)
2.1.6 ISO 9241-210:2010
26(1)
2.1.7 ISO/IEC 25010:2011
26(1)
2.1.8 A Note on ISO Standards in Terms of Usability
27(1)
2.2 Concept of User Experience (UX)
27(3)
2.2.1 Temporal Aspect of UX
28(1)
2.2.2 Subjective Aspect of UX
29(1)
2.3 A Model of Quality Characteristics
30(9)
2.3.1 Quality in Design and Quality in Use
30(1)
2.3.2 Model of Quality Characteristics
31(1)
2.3.3 Four Regions of Quality Characteristics
31(1)
2.3.4 Objective Quality in Design
32(3)
2.3.5 Objective Quality in Use
35(2)
2.3.6 Subjective Quality in Design
37(1)
2.3.7 Subjective Quality in Use
38(1)
2.4 Satisfaction
39(6)
2.4.1 Kansei
40(2)
2.4.2 Jordan (1998)
42(1)
2.4.3 Hassenzahl (2004)
42(1)
2.4.4 Satisfaction as the Ultimate Concept
42(2)
2.4.5 Kano's Theory of Attractive Quality (1984)
44(1)
2.4.6 Satisfaction and Significance
44(1)
2.5 Final Remarks
45(2)
Chapter 3 Users and Artifacts
47(16)
3.1 Artifact Evolution
48(2)
3.2 Artifact Evolution Theory
50(13)
3.2.1 Goal Achievement and Artifacts
51(1)
3.2.2 Process of AET
52(1)
3.2.3 Diversities among Artifacts
52(1)
3.2.4 Spatial Diversity
53(3)
3.2.5 Temporal Change
56(1)
3.2.6 Artifact Evolution and Side Effects
57(1)
3.2.7 Artifact Evolution in Terms of Functionality and Usability
58(1)
3.2.8 Artifact Evolution in Terms of Subjective Aspects
59(4)
Chapter 4 Design Process of User Engineering
63(6)
4.1 Business Process and Design Process
63(2)
4.1.1 Business Process
63(1)
4.1.2 Design Process
64(1)
4.1.3 Innovation
65(1)
4.2 Business Process for a Better User Experience
65(4)
4.2.1 Business Process for Products
65(2)
4.2.2 Business Process for Services
67(2)
Chapter 5 Understanding the User and the Context of Use
69(18)
5.1 The User and the Context of Use
69(1)
5.2 Basic Approach to the User and the Context of Use
69(10)
5.2.1 Focus
69(1)
5.2.2 Sampling
70(1)
5.2.3 Recruiting
71(1)
5.2.4 Remuneration
72(1)
5.2.5 Consent Form
72(1)
5.2.6 Interview and Observation
73(1)
5.2.7 Research Questions
73(1)
5.2.8 Semistructured Interview
74(1)
5.2.9 Contextual Inquiry
74(1)
5.2.10 Setting Up the Environment
75(1)
5.2.11 Remote Interview
75(1)
5.2.12 Cultural Issues
76(1)
5.2.13 Instructions
76(1)
5.2.14 Attitude and Competence
76(1)
5.2.15 Ice-Breaking
77(1)
5.2.16 Multitasking
77(1)
5.2.17 Recording the Session
77(1)
5.2.18 Wrap Up
78(1)
5.2.19 Data Analysis
78(1)
5.2.20 Business Goal and Faithfulness
78(1)
5.3 Understanding and Specifying the Context of Use
79(8)
5.3.1 Grounded Theory Approach
79(1)
5.3.2 Affinity Diagram
80(2)
5.3.3 Work Models
82(3)
5.3.4 SCAT
85(2)
Chapter 6 Specifying Requirements
87(6)
6.1 Plan for the Artifact
87(1)
6.2 Information about the Evolutionary Process of the Artifact
88(1)
6.3 Information about the Actual User
88(1)
6.4 Information about the Real Context of Use
89(1)
6.5 General Scientific Facts on the Nature of Human Beings
89(1)
6.6 Information about State-of-the-Art Technology
90(1)
6.7 Various Constraints
91(1)
6.7.1 Time and Money
91(1)
6.7.2 Sustainability and Ecology
91(1)
6.8 Consolidation
92(1)
Chapter 7 Generating Ideas
93(4)
7.1 Design Thinking
93(1)
7.2 Osborn's Checklist
93(2)
7.3 Power of Visualization
95(1)
7.4 Jump from Reality
95(2)
Chapter 8 Creating the Design Solution
97(2)
8.1 Designing Iteratively
97(1)
8.2 Prototyping the Product
97(1)
8.3 Prototyping the Service
98(1)
8.4 Design and Evaluation
98(1)
Chapter 9 Evaluating Usability
99(6)
9.1 Evaluating Designs against Requirements
99(1)
9.2 Methods for Usability Evaluation
99(1)
9.3 Inspection Method
99(2)
9.3.1 Heuristic Evaluation
100(1)
9.3.2 Expert Review
101(1)
9.4 Usability Test
101(4)
9.4.1 Preparation
102(1)
9.4.2 Testing
103(1)
9.4.3 Summarizing the Test
104(1)
9.4.4 A/B Test
104(1)
Chapter 10 Evaluating User Experience
105(12)
10.1 Evaluation of User Experience (UX) and User Research
105(1)
10.2 Methods for UX Evaluation
105(9)
10.2.1 Real-Time Methods
106(1)
10.2.2 Memory-Based Methods
106(1)
10.2.3 Time Frame Diary (TFD)
107(1)
10.2.4 Experience Recollection Method (ERM)
107(7)
10.3 Long-Term Monitoring
114(3)
Chapter 11 Advanced Technology and User Engineering
117(4)
11.1 Interaction Technology
117(2)
11.1.1 Current Trends in Interaction Technology
117(1)
11.1.2 Technological Approach and User Engineering
118(1)
11.2 Artificial Intelligence, Internet of Things, and Robots
119(2)
11.2.1 Artificial Intelligence, Internet of Things, and Human Beings
119(1)
11.2.2 Robots and Human Beings
119(2)
Chapter 12 Toward the Future
121(4)
12.1 Innovative Prospect
121(1)
12.2 Conservative Prospect
122(3)
Bibliography 125(4)
Index 129
Masaaki Kurosu is a professor at the Open University of Japan. He is also an President Emeritus of HCD-Net (Human Centered Design Network) in Japan. Based on his career as a usability and UX professional in industry and academia, he proposed the concept of user engineering. He also proposed a new academic domain of artifact evolution theory and many methods related to usability and UX including sHEM, TFD, DTM, UX graph, ERM, etc. His work on the apparent usability is well-known.

Before coming to NIME (National Institute of Multimedia Education) that was consolidated to the Open University of Japan in 2009, he was a professor at the faculty of informatics of Shizuoka University. He was formerly working for Hitachi Ltd. at the Design Center for 7 years and the Central Research Institute for 10 years. He graduated the Ph.D. course of psychology at Waseda University.

He was born in Tokyo in 1948. He served as a conference chair of APCHI98, INTERACT2001, 1st and 2nd International Conference on Human-Centered Design, and Thematic Area of HCI in HCI International conferences in 2011, 2013, 2014, 2015 and 2016. He is an author or a contributor of more than 50 books.