Professional Java user interfaces

This book covers the full development life cycle for professional GUI design in Java, from cost estimation and design to coding and testing.Focuses on building high quality industrial strength software in JavaReady-to-use source code is given throughout the text based on industrial-strength projects...

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Detalles Bibliográficos
Autor principal: Marinilli, Mauro (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: The Atrium, Southern Gate, Chichester, England ; Hoboken, NJ : John Wiley & Sons c2006.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009742734506719
Tabla de Contenidos:
  • Professional Java User Interfaces; Brief Contents; Contents; Acknowledgements; Introduction; The interactivity thrill; Usable GUIs and usable books; The organization of the book; Three levels of advice; Conventions used in the book; Source code; Reader feedback; Book readers and personas; Lars, a Java intermediate programmer; Keiichi, a tech lead; Shridhar, a professor in computer science; Melinda (Mellie), a manager; William, a first year student in a Master in CS course; Karole, a business analyst; Juan, an experienced programmer; 1 Putting GUI Development into Context; 1.1 Introduction
  • 1.2 Focusing on users1.3 A functional decomposition for user interfaces; 1.4 Tool selection: the Java singularity; Of running little green men and wrong choices; 1.5 Organizational aspects; People and GUIs; Team composition; 1.6 Early design; Use case diagrams and GUIs; 1.7 Lifecycle models, processes and approaches; Rational Unified Process; Extreme Programming and other Agile approaches; LUCID methodology; Evolutionary Prototyping process; 1.8 UML notation; Class diagrams; Sequence diagrams; State diagrams; 1.9 Summary; 2 Introduction to User Interface Design; 2.1 The human factor
  • A model of interactive systems - seven stages and two gulfsDevelopers are part of the design process; Short term memory and cognitive modeling; Interacting with human beings; User-centered design; Simplified thinking aloud; 2.2 Display organization; Esthetic considerations; Abstract-Augmented Area for GUIs; 2.3 Interaction styles; Menu selection; Form filling; Language-based styles; Direct manipulation; 2.4 Conceptual frameworks for UI design; Entity-based approaches to UI design; Metaphor-based approaches to UI design; Function-based approaches to UI design; 'Null' approach to UI design
  • Object-oriented user interfaces2.5 Assessing the quality of a GUI; Usability heuristics; 2.6 Summary; 3 Java GUI Design; 3.1 Java technology for GUIs; Assembling the components; Three levels of component cost; 3.2 Cost-driven design; Ad-hoc versus custom - the difference between 'run' and 'ride'; When ad-hoc is the only way to go; 3.3 Exploring the design space for a point chooser; Standard designs; Ad-hoc designs; Mixed designs; Conclusions; 3.4 Design guidelines for the Java platform; Introduction to the guidelines; J2SE user interface design guidelines
  • 3.5 The Java look and feel design guidelinesSome definitions; The Java 'look'; The Java 'feel'; Some terminology; An example - applying the guidelines for designing dialogs; 3.6 Summary; 4 Recurring User Interface Designs; 4.1 GUI area organization; Terminology; Main frames; Multiple document interfaces; Wizards; 4.2 Choosers; Chooser activation mechanisms; Chooser interaction styles; Broadening the choice; Conclusions; 4.3 Memory components; Input history; Saving user preferences; 4.4 Lazy initialization; 4.5 Preference dialogs; Preference dialogs styles; 4.6 Waiting strategies
  • 4.7 Flexible layout