Human-Computer Interaction Books
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Not the real cure...Review Date: 2008-05-10
Carpal Tunnel SyndromeReview Date: 2007-10-21
If you want to buy just one bookReview Date: 2007-01-12
Career savingReview Date: 2006-07-13
You can't fix anything just by reading a book. You *can* fix things when you understand the problem and have some ways to combat it. This book can give you both.
Excellent book on RSIReview Date: 2006-11-10

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Recomended book to readReview Date: 2003-07-22
FabulousReview Date: 2006-04-06
The book covers a plethora of topics from simple gradient descent through second order techniques and conjugate gradient, through to the use of 'bayesian techniques' (basically confidence intervals on network outputs), monte carlo techniques etc. Similarly error functions, non-linearities (sigmoids, softmax etc.) and data preparation are all treated.
The extensive bibliography also provides excellent references for further study, (a whos who of the field, as well as actual titles). My copy is now dog earred from frequent reading.
It makes a difficult topic easy to understandReview Date: 2003-09-15
Only for an expertReview Date: 2006-07-20
In summary, this book should only be purchased by someone already familiar with neural networks and their mathematical basis. Anyone else will be wasting their money.
Sheer pleasure.Review Date: 2004-01-28

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Three Threads Of Interactive DesignReview Date: 2005-10-07
Information design changes are easiest at the beginning of a project and create large cost problems at the end.
If you have proceeded with good information design then interactive design and costs are much less difficult and less expensive.
Finally if you have made good information design and interactive design decisions, then you have a vast arrays of how to present the final product. It is at this stage the costs the highest with graphic designers, video producers, web developers, programmers and so on.
Read the book and memorize the process.
A bit too simple!Review Date: 2003-05-11
Sill holds up.Review Date: 2002-01-14
Among the dozens of books I own and read on usability or project management, etc. this one is fantastic - a real stand-out.
The one drawback is that it's not as contemporary/up-to-the-minute as newer books. [shrug]
A great book for teachingReview Date: 2000-08-31
You will not find fancy tricks and designs, but you will get a good overview of multimedia, interface design and project management. It is 'outdated' so it is not suitable for experts but its information is excellent for an intro class, especially for people with little graphics experience.
Simple. Clear. Invaluable.Review Date: 2000-04-23

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An excellent collection of tips, tricks, and explanations about making, publishing, and enjoying podcasts.Review Date: 2007-03-07
Although the book is primarily aimed at people who are creating podcasts, it also contains some info on the tools and techniques for finding and listening to them.
The O'Reilly "Hacks" books are structured as a series of specific projects, "hacks", that you can implement, but most every hack also includes a valuable explanation of the technology or expertise it uses.
The hacks in this book fall into both technical and non-tech categories. There's plenty on microphones, mixers and mp3 files. But also a lot on interviewing, blogging and getting publicity for your 'cast.
The book's first Chapter is the only one specifically for podcast listeners. It talks about sites and directories for finding the podcasts that are of interest to you. It also describes systems for downloading them, and the software for listening. Although the chapter contains much good info, it seems a bit out of place to me, in a book which is mostly of interest to people already looking to produce podcasts.
Chapters 2, 3 and 4 are "Starting Out", "Quality Sound", and "Formats". They dive into the gear and technology of recording and producing your podcasts.
Chapter 5 "Interviewing", and 7 "Publicity", tell about how to collect valuable and useful content, and how to get the word out to your potential audience.
Chapter 6 "Blogging" covers how to use a blog to publicize and distribute your podcast. It covers the most popular blogging systems like Movable Type, WordPress, Drupal and others. It covers using an existing blog, or setting up a new one. Also creating and managing the all-important RSS feed for your podcast. It also talks about internet hosting services which specialize in providing online storage and bandwidth for podcasts, which, because they are larger-sized files, can be a burden on traditional hosting arrangements.
Chapters 8 & 9, "Basic Editing" and "Advanced Audio", expand upon the post-production and audio tech material already covered. And Chapter 10 "On the Go" talks about recording podcasts out in the field.
"Podcasting Hacks" was first published in 2005, before the boom in video on the net, so it is short on info for video-podcasters. Though much of the discussion on interviewing, distribution, publicity, and hosting are directly applicable to video 'casts. Chapter 10 "Videoblogging" touches briefly on what was then an infant medium.
All in all, "Podcasting Hacks" a very useful and informative book, for both new and experienced podcasters.
A Remarkable Breadth of TopicsReview Date: 2007-02-27
From the title, my impression was that this book would provide several specific technically-advanced strategies to maximize efficiency and enjoyment of podcasts. The strategies covered wouldn't necessarily be comprehensive, but rather serve as additional specialized tools one could add to the toolkit. Contrary to my impression, I was pleasantly surprised at the range of topics covered. I assumed from the term "hacks" in the title that the book's focus was going to be on adapting software and hardware for easier podcasting creation and consumption. However, there was plenty of focus on soft-skills as well, like methods of hacking your voice to sound better in a recorded format, or how to hack an experience you've had into a well-told and interesting story for a podcast.
Things I Liked
The book's foreward, believe it or not, contains the most succinct and accurate description of what podcasting is -- and isn't -- that I've read anywhere. I am mistrustful when a technology is advertised as "the hot new thing that everyone is doing!" because it usually seems to be a solution in search of a problem. That the foreward took a realistic tone made me favorably anticipate what would come in the rest of the book. The other thing that set this book apart was its range of contributors. There are hacks supplied by professional newscasters, popular podcasters, technologists of all stripes, and developers of podcasting tools and applications. These wide-ranging perspectives allowed the author to cover everything from writing Perl scripts to understanding basic copyright law to setting up a home studio to marketing your podcast - all in all, having this book is like getting to pick the brains of the top people doing podcasting, and having concise written documentation upon which to refer.
Things I Liked Not So Much
A minor point, but as someone who does not use Macs, PCs AND Linux boxes on a daily basis, I really only care about stuff available for the platform I work on. But the format of the book didn't allow me to easily locate the information relevant to me. When the book discussed software and hardware options, it wasn't clear which platform a hack was for until late into the description. A small addition to the hack title, like "Mac Only", would have remedied this.
In addition, the organization of the hacks was surprising and a little frustrating at times. For example,
Hack #2 is writing a perl script to re-assemble feeds of your choosing from other sites as a customized rebroadcast. As I was reading the hack, I thought about several questions one might be expected to have, such as "What is perl?", "What do I need to utilize this script?", and "How can I tell if this script will work with my web server"? These issues weren't covered until Hack #7. In another example, chapter 3 explores how to get quality sound; , the author uses terms like "condenser microphones" and "phantom power" early on, which he doesn't really explain until later on in the chapter when he discusses the various types of microphones.
THE INVASION OF THE PODCASTING HACKS!Review Date: 2005-12-02
Herrington begins by showing you how to listen to podcasts through your browser and on a variety of different devices. Next, the author takes you through the basic hardware and software setup required to make high-quality podcasts. Then, he covers in depth how to pick the right audio hardware for your podcast; as well as, how to reduce noise to get that elusive clean sound. The author continues by covering the formats of various shows, and provides examples of formats; as well as, case studies of many popular podcasts. In addition, you'll also learn how to interview people, and how to edit the interviews. The author also concentrates on the mechanics of posting your podcasts to the Internet. Next, the author shows you how to market your podcast, make some money off it, and work with the podcasting community. Then, you will learn the basics of audio editing, what applications are available, and how to understand and use audio effects and filters. The author continues by taking things a step further and shows you how to build your own home studio, integrate audio feedback, add sound effects, and more. In addition, the author shows you how to take your show on the road with the hacks. Finally, he covers the basics of videoblogging and shows you how to create a teleprompter to give your videoblogs a professional feel.
So, if you want to get the best sound with the lowest noise, read this most excellent book. Herrington, has gone in great detail in this book, to help you produce a podcast that people will want to listen to, because of what you say and do.
O'Reilly Doesn't DisappointReview Date: 2006-03-01
The only downside is that it may not be a great book for those without some computer skills. But, if you know computers and don't know Podcasting, this is an excellent find.
Absolute Necessity. Complete. Well thought out.Review Date: 2006-01-19

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Superb history of Virtual Worlds developmentReview Date: 2007-06-27
The theory behind Virtual WorldsReview Date: 2007-03-31
I didn't simply believe everything because it was a published book, I beleived it because Richard used examples from real games. With all the experiance Richard has you would expect him to have learnt everything the hard way, he has but he's also smart enough to realise that sometimes you can learn from others mistakes instead of making them yourself.
The book is aimed at the 'Dungeons and Dragons' (and most of his examples are) type of game but there is no reason the information cannot be used in other genres.
The most amusing part is how right he can be.
Richard states that 'you cannot allow players to carry items over from the Beta testing to the online game, even though your players will try to convince you otherwise'; something I didn't really think and didn't really agree with.
My family and I were all about to join 'Pirates of the Caribbean' when it started; when the announcement was made that players form the Beta test would be allowed to keep items my daughters asked what a Beta test was, I explained and now they don't want to play as they consider that to be cheating. We have all decided not to play.
Learn from others (like Richard) or pay the price.
James
Designing Virtual WorldsReview Date: 2007-01-10
Doesn't include indepth technology and the development issues related to designing virtual worlds
Good primer on virtual worlds.
Game theory and design? This is the book you've been looking for!Review Date: 2006-07-17
Rest assured - if you are a game designer, developer, or just love reading about game theory, this book is worth every penny.
I have read many other books on the subject and not one of them are packed with as much depth, knowledge, and wisdom. Bartle covers every avenue that a designer needs to consider in order to be successful. This book will help you and your team create an active, emergent virtual world.
As a game developer, I learned many valuable lessons on what made other games lose subscribers, or worse -- catastrophically fail.
Richard Bartle's writing style is very creative and detailed, and like his games, it gives you the 'just one more page' syndrome. For example, in this book it mentions how often a player must be rewarded in order to retain interest. He uses this same technique for writing by giving you something insightful to read atleast every 10 pages.
Bartle has covered all the bases. Designing Virtual Worlds is a great book, very entertaining. I give it 5 out of 5 stars - a must read.
More than 700 well-written pages packed with valuable insights, and it still leaves you begging for more.
Guide to the philosophy and strategy of designing virtual worldsReview Date: 2006-02-07
The book starts out with chapters on the history of virtual worlds and the cultural influences that affected their characteristics. Next, there is a fly-over view of the "production line" of building a virtual world. Bartle then turns his attention to the players - who they are, what they want, and how a virtual world can meet their needs. World design is examined from the standpoint of virtual geography, virtual world citizens, and finally the physics required to implement your world. Chapter 5 is about the specific sociology and physiology of the virtual world - skill levels, individual characteristics, how virtual inhabitants divide themselves into groups, combat, and even the meaning of death in the virtual world. The final three chapters are very philisophical in nature. Chapter 6 is basically a liberal arts syllabus through the prism of virtual world design. The last chapter, on ethical considerations, talks about censorship, and also looks at the player as a person and how game playing in virtual worlds can hurt more than help some kinds of people, particularly those prone to addiction.
Bartle's social commentaries may be a bit long-winded for some people, although I found them interesting. Some readers may also be somewhat frustrated by the fact that the book talks more about what can go wrong in the design of a virtual world - overly complex and static story arcs, characters that players do not get invested in, characters in which players get too invested, etc - than what can go right. I really enjoyed the book, mainly because it moves the focus of the potential virtual world designer from the artistic and technical viewpoint to the player's viewpoint - why they plays games, and why a player would pick your game versus someone else's game.

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A DEFINITE RECOMMENDATION.Review Date: 1999-04-22
THIS IS A MUST HAVE BOOK!Review Date: 1999-04-17
Best book I've found on repetitive stress injuries.Review Date: 1999-04-29
The authors, both physical therapists, provide guidelines for arranging your workstation and how to sit there once it's arranged. The best part is an extensive list of exercises for your back,neck,jaw,thumbs,wrists,elbows, and shoulders designed specifically to prevent repetitive stress injuries. In addition, each exercise is illustrated so you never have to wonder if your doing the exercises correctly.
Once again, a great book!
THIS IS A MUST HAVE BOOK!Review Date: 1999-04-17
If you spend days working at a computer - read ErgAerobics.Review Date: 1999-04-22

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Plenty of tips and techniquesReview Date: 2007-02-24
Excellent bookReview Date: 2006-09-02
Mike's book won't be gathering dust on your shelf....Review Date: 2006-07-15
Must have for user experience professionals!Review Date: 2006-06-21
A flexible but full set of toolsReview Date: 2005-12-19
Kuniavsky's detailed examples and caveats helped us engage with users respectfully and effectively, leaving both parties feeling they had done something to move the site a step forward.

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Changing Standard Practice?Review Date: 2002-01-25
After reading Ellen and Alan's description of how a UI Designer and a Developer should interact with each other, it just seems so obvious that everyone should work this way. User needs should affect architecture, and technology constrains design--how hard can it be to understand that? But the implications--design and development are iterative, and ongoing user testing is critical to the iterative process--could change the way some people think about programming projects. (The old Specify, Design, Program, Test, Release process seems somewhat naive in retrospect.)
The book has a kind of fun and lively feel to it. It's clear that the authors were having fun telling their various stories, and were excited about illustrating their points. The writing is casual, which made it amazingly easy to read.
On the other hand, once the informal style sold me on the overall approach, I almost immediately wanted a more rigorous treatment. I'd have loved an Appendix that summarized the formats of the various documents, for instance, and perhaps one that reviews the process flow diagram used at the beginning of the later chapters. (As a former academic, I found myself wondering as well about the independence and completeness of the Design Guidelines, too, but that's my quirk. It's probably not an issue most readers would care about.)
I think this book could become one of those that inspires a sort of religious commitment to its vision, and that that would probably be a very good thing.
Excellent UI design book. Programmers should also read it.Review Date: 2002-04-16
This is one of the books that have great impact on me. I agree with the review written by Kevin Mullet (printed on the book's back cover) that the ideas presented in this book are a bit "dangerous". It is dangerous because they are not the common practice yet. If people want to follow these ideas, they need to have changes. Changes are always dangerous to many people.
Those "dangerous" ideas include:
- Build fewer features but build them well. (The current practice is to build as many features as possible so that marketers can list those features for promotion. Is a product easy to use? Everyone can claim that since there are no criteria for such a claim.)
- User interface design should drive the system architecture, not the other way around. (Modifying system architecture is always hard. If we want to support a certain interaction afterwards, the architecture will probably can't support cleanly, if at all.)
- Technology should be used for user needs, but not for technology's own sake. (Visual design should also be treated the same.)
Last but not least, this book shows that user interface design is actually science but not art. We don't need a graphic design degree to be an interaction designer.
A must-read for web developers and designersReview Date: 2003-03-09
A book that wont simply collect dust on your bookshelf!Review Date: 2002-05-22
I have a read many books in this area and they have been a fantastic cure for insomnia. This on the other hand is a compelling read from start to finish. Many of the concepts presented will not be foreign to people that work in this field or in the area of product development. However the logical order and detailed examples work brilliantly to drive home the principles.
Publishers in this area should use this book as a bench mark for design and layout for its susinct and logical passage. Thank you very much Ellen and Allan for such a useful tool!
All web and product designers should read thisReview Date: 2002-02-05
I didn't give it a 5-star only because, to me, the section of their HUBBUB experience and the conclusion was too long and could have been made more concise. Also, it was disappointing to see their product not following their own design goals well enough, which seemed to make the book less effective.

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Frantic world of time travelers on the cyber frontier!Review Date: 1999-10-02
Enchanting, beautifully writtenReview Date: 1999-09-13
First US review, from Kirkus July 1999Review Date: 1999-06-28
True tales from a fantasy ? worldReview Date: 2001-01-27
Wise man's gentle warning to us allReview Date: 2000-01-10

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A little dated now, but funny nonetheless...Review Date: 2004-04-27
Amusing, but not for everyone (not even all geeks :-)Review Date: 2001-12-28
The 3rd USER FRIENDLY collection: strips from 2000Review Date: 2005-06-21
"Umm...what did you have in mind?"
"Am to becomink half computer, half human, like Borg. Then to become super administrator of all Borg functions."
"That means...you'll become..."
"Da. I will becomink root of all evil."
"Don't do it, Pitr! Don't go to the bad place!"
- Pitr the techie and Erwin the AI, in conversation
After opening with a few post-Y2K-bust strips, the Columbia Internet crew having stockpiled lots of soda and pork rinds for the occasion, the book settles into its more usual long-running plot threads.
Stef's been given the title "Manager: S&M." ("It stands for SALES AND MARKETING you depraved monkeys.") In his efforts to sell a line of products the same way that the Pokemon empire does their stuff, he persuades Pitr to make collectible Unix text editors. Pitr, in fact, goes through several evil little anti-Unix projects in the book to keep his hand in as a budding Evil Genius.
Other developments in the continuing story:
- AJ struggles to figure out how to court Miranda properly (badly timed in light of the "I love you" virus).
- Stef (who as a Windows user sees Unix holy wars as an added bonus of his job) makes the mistake of interfering in Miranda's life, which leads to a lot of Matrix crossover references.
- Mike becomes a Sims addict. ("Hey! Are you *allowed* to have four wives?")
- Greg's tech support calls turn into a game-help hotline.
- Pitr has an evil twin brother in Sales who affects the same fake accent.
- Introducing Sid Dabster, the aging ex-HP tech who becomes something of a blood enemy of Pitr's.
And, of course, the fantasy elements, such as:
- Parallels between Steve Case of AOL and Anakin Skywalker.
- Greg's Linux daemons (think "shoulder angel" here).
For computer geeks only, but in that niche excellentReview Date: 2005-10-02
Very funny stuffReview Date: 2004-02-29
Related Subjects: Software Departments Hardware Organizations Companies and Consultants Conferences
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