1. Structure, Usability, Readership
1.2 How to work on Usability
1.3 Structure and Scope of this book
1.4 What is Usability
1.5 Usability Matters - But how much?
1.6 Reader's Guide
1.7 Key points
2. Intermezzo 1 Three Multimodal Cases
2.1 Contents and Origins
2.2 What's Next?
3. Creating a Model of Use
3.1 AMITUDE - A model of system use
3.2 Application Type
3.3 Users and people
3.4 Tasks and other activities, Domain
3.5 Use Environment
3.7 Key points
4. Modalities and Devices
4.1 What is a Multimodal system?
4.2 Which modalities exist?
4.3 Practical use of modalities
4.4 Multimodal representation
4.5 Input/Output devices
5. Intermezzo 2 Status on Cases and Next Steps
5.1 Case AMITUDE Models of Use
5.2 Case Usability Goals, Requirements and Evaluation Criteria
5.3 Towards a Broader Perspective on Usability Work
6. Common Approaches, Methods, Planning
6.1 Common Usability Approaches
6.2 Methods for Usability
6.3 Writing a usability workplan
6.4 Writinga usability method plan
6.5 Key points
7. Intermezzo 3 Case Usability Workplan, Design
7.1 Case Usability Workplans
7.2 Case Design
8.1 About Interviews
8.2 About questionnaires
8.3 User Survey
8.4 Customer Interviews and Questionnaires
8.5 Expert interviews and questionnaires
8.6 Screening interviews and questionnaires
8.7 Pre-test interviews and questionnaires
8.8 Post-test interviews and questionnaires
9. Meetings with Discussion
9.1 Focus group meetings
9.2 Stakeholder meetings
9.3 Workshops and other meetings with user representatives
10. Observation of Users
10.1 Macro-Behavioural field methods
10.2 Micro-Behavioural field observation
10.3 Category sorting
10.4 Observation of users in real time
10.5 Human data collection in the lab
11.1 Use cases and scenarios
11.3 Cognitive walkthrough
11.4 Guideline-based usability development and evaluation
11.5 Usability standards
12. Interaction with the System
12.2 Wizard of Oz
Multimodal Usability / Edition 1by Niels Ole Berntsen, Laila Dybkjaer
Pub. Date: 10/16/2009
Publisher: Springer London
Multimodal Usability can help make a multimodal interactive system usable no matter if you are building a work tool or a game, and whether
Multimodal Usability demonstrates several major generalisations of human-computer interaction and extends the traditional focus on graphical user interfaces to all input/output modalities accessible to vision, hearing, and touch.
Multimodal Usability can help make a multimodal interactive system usable no matter if you are building a work tool or a game, and whether your system models aspects of people, like a virtual (or robot) companion or friend, or not.
Successful implementation can be achieved using the following usability development steps:
(1) Augment system model specification with an AMITUDE model of use specified in terms of Application type, Modalities, Interaction type, Task, User, Device and Environment of use.
(2) Apply usability methods to collect the usability data needed at any time. A toolbox of 24 key methods are presented in a common format. Methods are of five kinds: question-answering, meetings with discussion, observation, imagination, and interaction with the system.
(3) For each method application, post-process, annotate, analyse, report, and act on the data to improve system model usability.
Three multimodal system Cases are included to illustrate usability development from idea to user test of the implemented prototype.
Multimodal Usability assumes no prior knowledge about usability and human-computer interaction.
Table of Contents
1. Structure, Usability, Readership
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