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019 _a880898172
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020 _a9780124167094
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020 _a0124167098
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020 _a9781306507271
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020 _z9780124081383
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020 _z012408138X
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035 _a(OCoLC)874018255
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082 0 4 _a004.01/9
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084 _aST 278
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100 1 _aBergstrom, Jennifer Romano,
_eauthor.
245 1 0 _aEye tracking in user experience design /
_h[electronic resource]
_cJennifer Romano Bergstrom, Ph. D, Andrew Jonathan Schall.
264 1 _aAmsterdam :
_bElsevier/ Morgan Kaufmann,
_c[2014]
264 4 _c�2014
300 _a1 online resource (xx, 374 pages) :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
520 _aEye Tracking for User Experience Design explores the many applications of eye tracking to better understand how users view and interact with technology. Ten leading experts in eye tracking discuss how they have taken advantage of this new technology to understand, design, and evaluate user experience. Real-world stories are included from these experts who have used eye tracking during the design and development of products ranging from information websites to immersive games. They also explore recent advances in the technology which tracks how users interact with mobile devices, large-screen displays and video game consoles. Methods for combining eye tracking with other research techniques for a more holistic understanding of the user experience are discussed. This is an invaluable resource to those who want to learn how eye tracking can be used to better understand and design for their users. Includes highly relevant examples and information for those who perform user research and design interactive experiencesWritten by numerous experts in user experience and eye tracking. Highly relevant to anyone interested in eye tracking & UX design Features contemporary eye tracking research emphasizing the latest uses of eye tracking technology in the user experience industry.
504 _aIncludes bibliographical references and index.
588 0 _aPrint version record.
505 0 0 _gMachine generated contents note:
_gch. 1
_tIntroduction to Eye Tracking --
_tWhat Is Eye Tracking? --
_tHow Eye Tracking Works --
_tWhat Eye Trackers Can and Cannot Tell Us --
_tLocation --
_tDuration --
_tMovement --
_tEye Tracking Past and Present --
_tMedieval Torture Devices and Early Eye Trackers --
_tMaturity of Eye Tracking into a User Experience Research Tool --
_tHardware Designed for Quick and Easy Data Capture --
_tParticipant Friendly --
_tAnalysis Software Designed for User Experience Researchers --
_tEye Tracking Can Empower Your Design Team --
_tGaining Insights from Eye Gaze --
_tSee Where People Looked, Not Where They Think They Looked --
_tDetermining the Effectiveness of a Visual Hierarchy --
_tConclusion --
_tAcknowledgments --
_tReferences --
_gch. 2
_tVisual Search --
_tIntroduction --
_tHow Do We Visually Search for Information on Web Pages? --
_tWhat Does Visual Search Look Like? --
_tAre There Different Types of Visual Search? --
_tVisual Search Behavior of SERPs --
_tCan Images of Faces Impact Our Search Behavior More Than Other Types of Images? --
_tWhat is Banner Blindness, and Why is it Important? --
_tRoad Ahead for Designing Visual Search Experiences --
_tReferences --
_gch. 3
_tUsability Testing --
_tIntroduction --
_tIncorporating Eye Tracking in Usability Testing --
_tEye-Tracking Data Provides a Comprehensive Picture of Users' Experience and Can Help Inform the Design --
_tFixations and Saccades --
_tAreas of Interest (AO's) --
_tGaze Opacity and Heat Maps --
_tGaze Plots --
_tCommunicating Usability Results More Effectively with Clients --
_tEye Tracking Can Convince Clients to Make Design Changes to Improve Usability --
_tEye Tracking Visuals Can Aid in the Effort for User-Centered Design --
_tConsiderations and Drawbacks with Eye Tracking in Usability Studies --
_tTime --
_tAnalysis Software --
_tThink Aloud, Age, and Eye Tracking --
_tConclusion --
_tAcknowledgments --
_tReferences --
_gch. 4
_tPhysiological Response Measurements --
_tIntroduction --
_tDimensions of Physiological Response Measures --
_tSubjective versus Objective --
_tReal Time versus Delayed --
_tNatural Context versus Artificial Lab --
_tInvasive versus Non-Invasive --
_tPracticality of Incorporating Biometrics --
_tPhysiological Response Measurement in UX --
_tPupil Dilation --
_tFacial Emotion Recognition --
_tSkin Conductance --
_tNeuroimaging: EEG --
_tMeasuring Valence --
_tConclusion --
_tAcknowledgments --
_tReferences --
_gch. 5
_tForms and Surveys --
_tIntroduction --
_tForms and Surveys Have a Lot in Common --
_tSome Examples of What We Can Learn from Eye Tracking Forms and Surveys --
_tPeople Read Pages with Questions on Them Differently from Other Pages --
_tPeople Look for Buttons Near the Response Boxes --
_tPeople Fill in Forms More Quickly if the Labels Are Near the Fields --
_tUsers Get Confused about Whether They Are Supposed to Write Over Existing Text --
_tUsers May Miss Error Messages That Are Too Far from the Error --
_tDouble-Banked Lists of Response Options Appear Shorter --
_tWhen Eye Tracking of Forms and Surveys Works (and When it Does Not) --
_tGaze and Attention Are Different --
_tSlot-In Answers: Gaze and Attention Together Toward Questions --
_tGathered Answers: Gaze and Attention Split --
_tCreated Answers: Gaze Toward Questions, Attention Elsewhere --
_tThird-Party Answers: Gaze and Attention Elsewhere --
_tConclusion --
_tAcknowledgments --
_tReferences --
_gch. 6
_tInformation Architecture and Web Navigation --
_tIntroduction --
_tMethods to Evaluate IA --
_tEye Tracking to Evaluate Navigation in Context --
_tPrimary Navigation --
_tWhy Users Should Not Spend Much Time Looking at Navigation --
_tSubnavigation --
_tBreadcrumb Navigation --
_tContextual Navigation --
_tUtility Navigation --
_tDynamic Menus --
_tVisual Hierarchy and Grouping --
_tEvaluating the Visual Hierarchy of Navigational Elements --
_tMeasuring Navigation Usability --
_tConclusion --
_tReferences --
_gch. 7
_tWeb Content --
_tHunting and Gathering: Information Foraging and Information Scent --
_tHow Many Words Do Users See? --
_tWhat Words Do Users Look At? --
_tSee If Your Content Is Causing Confusion --
_tHow Do Users Read Online? --
_tReading versus Scanning --
_tStandard Scanning Patterns --
_tVertical Attention --
_tHorizontal Attention --
_tChicken and The Egg --
_tMobile Content --
_tWriting for the Way We Read --
_tLead --
_tBody --
_tEnding --
_tDesigning Effective Web Content --
_tVisual Hierarchy --
_tWhite Space --
_tFront Loading --
_tHeadlines --
_tHeadings and Subheadings --
_tParagraph Text --
_tJustifying Text --
_tLists --
_tNumerals --
_tImage Captions --
_tFonts and Typography --
_tColors, Contrast, and Emphasis --
_tConclusion --
_tReferences --
_gch. 8
_tE-commerce Websites --
_tIntroduction --
_tTypes of E-commerce Sites --
_tMeasuring Interactions --
_tCommerce --
_tUser Experience --
_tConceptual Models for Designing, Analyzing, and Interpreting Eye Tracking --
_tUser Types and Models --
_tDesign of Eye-Tracking Studies for E-commerce --
_tConsiderations Prior to Data Collection --
_tApproaches to Data Analysis of E-commerce Websites --
_tVisualizing the Results of an E-commerce Study --
_tSo How Does This Help Me Sell Socks? --
_tConclusion --
_tReferences --
_gch. 9
_tSocial Media --
_tIntroduction --
_tWhy User Experience Testing of Social Media Is Important for Brands --
_tModel of Visual Attention --
_tFacebook --
_tResearch Findings --
_tMaking Elements Work for Their Place on the Page --
_tContent Hot Spots: Maximize Content Exposure Using Attractors, Directors, and Informers --
_tCover Crafting: Getting the Most Out of Cover Photos --
_tOut with the Old In with the ... Timeline? --
_tSummary for Facebook --
_tGoogle+ --
_tSummary for Google+ --
_tYouTube --
_tSummary for YouTube --
_tLinkedIn --
_tSummary for LinkedIn --
_tFuture for Social Media --
_tTen Things Every Community Manager Should Know --
_g1.
_tMake Elements Work for Their Place on the Page --
_g2.
_tContent Hot Spots-Maximize Content Exposure Using Attractors --
_g3.
_tGet the Most Out of Cover Photos --
_g4.
_tGive the Fans What They Want --
_g5.
_tStrategically Position Content --
_g6.
_tUse Constructs That Are Familiar to Users --
_g7.
_tUse Imagery to Highlight Key Information --
_g8.
_tConsider Page Structure --
_g9.
_tPersonalize Elements --
_g10.
_tUse Ads "Right" --
_tConclusion --
_tReferences --
_gch. 10
_tMobile --
_tIntroduction --
_tWhat Can Eye Tracking Tell us About Mobile Design? --
_tMobile User Experience --
_tMobile Device Size Impacts the UX --
_tMobile Device Eye Tracking in Action --
_tEye Tracking when Testing a Log-In Page on Mobile Apps --
_tEye Tracking the Core Features of a Mobile App --
_tEye Tracking Mobile User Experiences across Multiple Devices --
_tEye Tracking When Testing e-Readers --
_tTechnology Behind Eye Tracking Mobile Device Usage --
_tSetting Up a Mobile Eye-Tracking Study --
_tAnalyzing Mobile Eye-Tracking Data --
_tConclusion --
_tReferences --
_gch. 11
_tGaming --
_tIntroduction --
_tTwo Roles of Eye Tracking in Video Games --
_tRelevant Game Design Elements for UX Eye Tracking and Challenges --
_tMenu --
_tCutscenes --
_tOverlays --
_tGameplay --
_tCommon Eye-Tracking Research Questions and Analysis Techniques in Video Games --
_tDefining the Research Questions --
_tConclusion --
_tReferences --
_gch. 12
_tOlder Adults --
_tIntroduction --
_tWebsite Navigation and Search Behavior of Older Adults --
_tConducting UX Research with Older Adults --
_g1.
_tInclude Large Groups of Older and Younger Participants --
_g2.
_tCollect Demographic Data --
_g3.
_tSlow Down --
_tConclusion --
_tReferences --
_gch. 13
_tLow Literacy Users --
_tIntroduction --
_tImpact of Literacy on Web Use --
_tValue of Eye Tracking When Designing for Low Literacy --
_tConclusion --
_tReferences --
_gch.
505 0 0 _t14
_tFuture of Eye Tracking and User Experience --
_tIntegrating Eye Tracking into User-Centered Design Methodology --
_tContinued Improvements to Eye-Tracking Technology --
_tFuture of the Eye-Tracking Technology --
_tUbiquitous Eye Tracking --
_tTaking the Next Step --
_tReferences.
650 0 _aHuman-computer interaction.
650 0 _aVisual perception.
650 0 _aEye
_xMovements.
650 0 _aUser interfaces (Computer systems)
650 7 _aCOMPUTERS
_xComputer Literacy.
_2bisacsh
650 7 _aCOMPUTERS
_xComputer Science.
_2bisacsh
650 7 _aCOMPUTERS
_xData Processing.
_2bisacsh
650 7 _aCOMPUTERS
_xHardware
_xGeneral.
_2bisacsh
650 7 _aCOMPUTERS
_xInformation Technology.
_2bisacsh
650 7 _aCOMPUTERS
_xMachine Theory.
_2bisacsh
650 7 _aCOMPUTERS
_xReference.
_2bisacsh
650 7 _aEye
_xMovements.
_2fast
_0(OCoLC)fst00919174
650 7 _aHuman-computer interaction.
_2fast
_0(OCoLC)fst00963494
650 7 _aUser interfaces (Computer systems)
_2fast
_0(OCoLC)fst01163191
650 7 _aVisual perception.
_2fast
_0(OCoLC)fst01168049
650 7 _aAugenfolgebewegung
_2gnd
_0(DE-588)4301487-2
650 7 _aBewertung
_2gnd
_0(DE-588)4006340-9
650 7 _aMensch-Maschine-Kommunikation
_2gnd
_0(DE-588)4125909-9
650 1 2 _aEye Movement Measurements.
650 1 2 _aUser-Computer Interface.
655 7 _aElectronic books
_xElectronic books.
_2lcgft
655 4 _aElectronic books.
700 1 _aSchall, Andrew Jonathan,
_eauthor.
776 0 8 _iPrint version:
_aBergstrom, Jennifer Romano.
_tEye tracking in user experience design.
_z9780124081383
_z012408138X
_w(DLC) 2013045342
856 4 0 _3ScienceDirect
_uhttp://www.sciencedirect.com/science/book/9780124081383
999 _c246893
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