%M B.ackerman.03 %0 BOOK %T Sharing Expertise : Beyond Knowledge Management %A Ackerman, Mark %A Pipek, Volkmar %A Wulf, Volker %D 2003 %P 426 %I MIT Press %G ISBN 0-262-01195-6 %W http://mitpress.mit.edu/0262011956 %X The field of knowledge management focuses on how organizations can most effectively store, manage, retrieve, and enlarge their intellectual properties. The repository view of knowledge management emphasizes the gathering, providing, and filtering of explicit knowledge. The information in a repository has the advantage of being easily transferable and reusable. But it is not easy to use decontextualized information, and users often need access to human experts. This book describes a more recent approach to knowledge management, which the authors call "expertise sharing." Expertise sharing emphasizes the human aspects--cognitive, social, cultural, and organizational--of knowledge management, in addition to information storage and retrieval. Rather than focusing on the management level of an organization, expertise sharing focuses on the self-organized activities of the organization's members. The book addresses the concerns of both researchers and practitioners, describing current literature and research as well as offering information on implementing systems. It consists of three parts: an introduction to knowledge sharing in large organizations; empirical studies of expertise sharing in different types of settings; and detailed descriptions of computer systems that can route queries, assemble people and work, and augment naturally occurring social networks within organizations. %M B.ACM.90 %0 BOOK %T Resources in Human-Computer Interaction %Q ACM %D 1990 %P 1100 %C New York, NY %I ACM Press %G ISBN 0-89791-373-6; ACM Order number 219901 %M B.Adlin.10 %0 BOOK %T The Essential Persona Lifecycle: Your Guide to Building and Using Personas %A Adlin, Tamara %A Pruitt, John %D 2010 %P 240 %I Morgan Kaufmann Publishers %G ISBN: 0-12-381418-9, 978-0-12-381418-0 %Y Introduction: The Persona Lifecycle Phase 1: Planning a Persona Effort Phase 2: Creating Personas Phase 3: Launching and Communicating Personas Phase 4: Using Personas Phase 5: ROI and Reuse of Personas Conclusion %M B.AERA.85 %0 BOOK %T Standards for Educational and Psychological Testing %Q AERA, APA, and NCEA %D 1985 %P 100 %C Washington, DC %I American Psychological Association %G ISBN 0-912704-95-0 %K EVALUATION Empirical %Y I TECHNICAL STANDARDS FOR TEST CONSTRUCTION AND EVALUATION 1 Validity 2 Reliability and Errors of Measurement 3 Test Development and Revision 4 Scaling, Norming, Score Comparability, and Equating 5 Test Publication: Technical Manuals and User's Guides II PROFESSIONAL STANDARDS FOR TEST USE 6 General Principles of Test Use 7 Clinical Testing 8 Educational Testing and Psychological Testing in the Schools 9 Test Use In Counseling 10 Employment Testing 11 Professional and Occupational Licensure and Certification 12 Program Evaluation III STANDARDS FOR PARTICULAR APPLICATIONS 13 Testing Linguistic Minorities 14 Testing People Who Have Handicapping Conditions IV Standards for Administrative Procedures 15 Test Administration, Scoring, and Reporting 16 Protecting the Rights of Test Takers Glossary %M B.Aftab.97 %0 BOOK %T Parents Guide to the Internet: And How to Protect Your Children in Cyberspace %A Aftab, Parry %D 1997 %P 328 %I Sc Pr Inc %G ISBN 0-96604910-1 %M B.Aiken.96 %0 BOOK %T Rating Scales and Checklists: Evaluating Behavior, Personality, and Attitudes %A Aiken, Lewis R. %D 1996 %P 320 %I John Wiley & Sons %G ISBN 0-471-12787-6 %Y Conceptual and Historical Background Constructing and Scoring Rating Scales and Checklists Item Analysis, Standardization, and Reliability Validity and Statistical Methods for Research Assessment in Business and Industry Educational and Developmental Assessment Personality and Clinical Assessment Assessment of Attitudes and Values Appendices %M B.ATA.2000 %0 BOOK %T Computer and Web Resources for People With Disabilities: A Guide to Exploring Today's Assistive Technology %Q Alliance for Technology Access %D 2000 %P 384 %I Hunter House %G ISBN: 0-89793301-X (spiral) 0-89793300-1 (paper) %O 3rd Edition %Y Introduction Part I: The Search for Solutions A Millennium Vision Real People and Their Success Stories Setting Your Goals A Review of the Technology Tools Current Laws and Legislation Exploring Your Local Resources Building a Circle of Support Developing Your Funding Strategy Selecting Your Equipment Tips on Buying Your Equipment As You Become More Expert Sharing What You Learn More Thoughts about the Future Part II: The Technology Toolbox Using the Technology Toolbox Ask Yourself... Charts to Determine Your Technology Needs Software Features Product Descriptions: Alternate Input Product Descriptions: Processing Aids Product Descriptions: Alternate Output Specialized Products Part III: Helpful Resources and References Alliance for Technology Access Resource Centers State Tech Act Programs Americans with Disabilities Act Organizations National Conferences Publications Internet Resources Technology Vendors %M B.Amiga.91 %0 BOOK %T Amiga User Interface Style Guide %Q Commodore-Amiga, Inc %D 1991 %P 206 %C Reading, Mass. %I Addison-Wesley Publishing %G ISBN 0-201-57757-7 %K Amiga Style Guidelines %M B.Albert.10 %0 BOOK %T Beyond the Usability Lab: Conducting Large-scale Online User Experience Studies %A Albert, William %A Tullis, Thomas %A Tedesco, Donna %D 2010 %P 328 %I Morgan Kaufmann Publishers %G ISBN: 0-12-374892-5, 978-0-12-374892-8 %Y 1. Introduction to online usability methods 2. Planning your study 3. Designing your study 4. Launching your study 5. Data preparation 6. Data analysis and presentation 7. Building your own online study 8. Online solutions %M B.Alesso.01 %0 BOOK %T The Intelligent Wireless Web %A Alesso, H. Peter %A Smith, Craig F. %D 2001 %P 416 %I Addison-Wesley Publishing %G ISBN 0-201-73063-4 %Y Introduction The Purpose of this Book Who Should Read this Book The Organization of this Book I. PEOPLE TO DEVICES 1. Developing a Framework for the Intelligent Wireless Web 2. Speech Recognition & Understanding II. DEVICES TO DEVICES 3. Wireless Personal Area Networks 4. Merging Wired and Wireless Networks 5. Merging Wireless Devices with the Web 6. Artificial Intelligence 7. Merging AI and the Web III. DEVICES TO PEOPLE 8. Speech Synthesis & Translation 9. Technological Revolution 10. Progress Developing the Intelligent Wireless Web IV. APPENDIXES Appendix A. Standards Organizations Appendix B. Mobile Protocol Appendix C. Graphs Appendix D. Dynamic Languages Appendix E. Security Appendix F. Visual Prolog Appendix G. Knowledge Management: A Case Study of Convera Software Appendix H. List of Acronyms Glossary %M B.Andersen.90 %0 BOOK %T A Theory of Computer Semiotics %S Cambridge Series on Human-Computer Interaction %A Andersen, P. B. %D 1990 %P 416 %C Cambridge, UK %I Cambridge University Press %G ISBN 0-521-39336-1 %Y Prologue Introduction: Scope and Setting Part I. Theory Part II. Computers Part III. Language, Work, and Design Epilogue %M B.Andersen.97 %0 BOOK %T The Theory of Computer Semiotics: Semiotic Approaches to Construction and Assessment of Computer Systems %S Cambridge Series on Human-Computer Interaction %A Andersen, Peter Bøgh %D 1997 %P 448 %I Cambridge University Press %G ISBN 0-52144868-9 %O Updated Edition %Y Preface to second edition PART I. THEORY I.1. The structuralist heritage I.1.1. Empirical characteristics of two work languages The car repair shop The Postal Giro Technological and organizational change at the Giro I.1.2. Other work languages I.1.3. Adapting the structuralist framework I.1.3.1. Integrating descriptions of symbolic and non-symbolic acts I.1.3.2. Integrating the context in linguistic description I.1.3.3. Linking linguistic theory with a theory of organizations I.1.3.4. The national language should not be taken as the sole basis of linguistic form I.1.3.5. Situations and registers as the objects of research I.1.3.6. Connect descriptions of language states and language changes I.1.3.7. A materialistic view of language I.2. Adapting and extending structuralist methods I.2.1. Basic concepts for describing symbolic acts I.2.1.1. Functions and functives I.2.1.2. Form/substance, expression/content I.2.1.3. The commutation test I.2.1.4. Parts and wholes I.2.1.5. System and process I.2.1.6. Systemic nets: combining process and system I.2.2. Adapting and extending the concepts I.2.2.1. The work process I.2.2.2. Perspectives -- selection, articulation and role I.2.2.3. Organizational change I.2.2.4. Functions between work context and language I.2.3. Computer systems I.2.3.1. The concept of system in linguistics I.2.3.2. The concept of system in computer science I.2.3.3. Differences between the informatic and linguistic concept of system I.2.4. Interface and register I.2.4.1. Formal and real meaning I.2.4.2. Comparing interface and work language I.2.4.3. Design as language politics I.2.5. Computers as media PART II. COMPUTERS Introduction II.1. The basic means of expression II.1.1. Computer-based signs II.1.1.1. Handling, transient, and permanent features II.1.1.2. Objects as signs II.1.2. Analysis of computer-based signs II.1.2.1. A typology of computer-based signs II.1.2.2. Genres II.1.2.3. Direction and scenography of computer-based signs II.1.2.4. Using the concepts II.1.3. Semiotic aspects of programming II.1.3.1. Programming as a meta-semiology II.1.3.2. Levels of description: handling features II.2. Composite computer-based signs II.2.1. The structure of composite computer-based signs II.2.1.1. The glossematic analytical procedure II.2.1.2. Sequential syntagms II.2.1.3. Concurrent syntagms II.2.2. Styles II.2.2.1. Are objects or actions most important? II.2.2.2. Who controls the work process? II.2.2.3. Cast-iron illusions? II.2.2.4. Computer stylistics. Conclusion PART III. LANGUAGE, WORK, AND DESIGN Introduction III.1. Language as interpretation. Semantic fields in the Postal Giro III.1.1. Perspective differences at the Postal Giro III.1.1.1. C-slips III.1.1.2. Perspective on change and time III.1.2. Definition of semantic fields III.1.3. Using semantic fields for analysis III.1.3.1. Systems specification, interface and work language III.1.3.2. Changes of semantic fields III.1.4. Using semantic fields for design III.2. Language as action. Language games in the Postal Giro III.2.1. A psychological definition of language games III.2.2. A linguistic definition of language games III.2.2.1. Internal structure of language games III.2.2.2. External function of language games III.2.3. Using language games for analysis III.2.3.1. Language games at the Postal Giro III.2.3.2. Language game changes III.2.4. Using language games in design III.2.4.1. Support for problem-solving III.2.4.2. Presence is not enough III.2.4.3. Support for mystery-solving: logging the past III.2.4.4. Support for forecasting: simulating the future III.2.4.5. Support for internal reporting: cooperation and division of labor III.3. Task analysis. Controlling control References %M B.Anderson.83 %0 BOOK %T The Architecture of Cognition %A Anderson, John R. %D 1983 %P 345 %C Cambridge, MA %I Harvard University Press %G ISBN 0-67404425-8 %M B.Anderson.96 %0 BOOK %T The Architecture of Cognition %A Anderson, John R. %D 1996 %P 345 %I Lawrence Erlbaum Associates %G ISBN 0-80582233-X %O Reprint Edition %Y 1. Production Systems and ACT 2. Knowledge Representation 3. Spread of Activation 4. Control of Cognition 5. Memory for Facts 6. Procedural Learning 7. Language Acquisition %M B.Andriole.95 %0 BOOK %T Cognitive Systems Engineering for User-Computer Interface Design, Prototyping, and Evaluation: Interface Design, Prototyping, and Evaluation %A Andriole, Stephen %A Adelman, Leonard %D 1995 %P 272 %I Lawrence Erlbaum Associates %G ISBN 0-80581244-X %Y 1. Cognitive Systems Engineering in Perspective 2. The Cognitive Bases of Design 3. Information Processing Technology for Cognitive Systems Engineering 4. Case Studies in Context 5. Displays and Interaction Routines for Enhanced Weapons Direction 6. Real-Time Expert System Interfaces, Cognitive Processes, and Task Performance + Adelman, Leonard + Cohen, Marvin S. + Bresnick, Terry A. + Chinnis, James O. + Laskey, Kathryn B. 7. Information Order Effects on Expert Judgment + Adelman, Leonard + Bresnick, Terry A. + Black, Paul K. + Marvin, F. Freeman + Sak, Steven G. 8. Cognitive Redesign of Submarine Displays + Gerhardt-Powals, Jill + Iavecchia, Helen + Andriole, Stephen J. + Miller, Ralph, III 9. Issues, Trends, and Opportunities %M B.Angelides.97 %0 BOOK %T Multimedia Information Systems %S Kluwer International Series in EnGineering and Computer Science : Volume 398 %A Angelides, Marios C. %A Dustdar, Schahram %D 1997 %P 224 %I Kluwer Academic Publishers %G ISBN 0-7923-9915-3 %W http://www.wkap.nl/prod/b/0-7923-9915-3 %Y 1. The Multimedia Information Systems Revolution: The Unfolding of a Reality 2. Architectures of Multimedia Information Systems 3. Networked Multimedia Information Systems 4. Multimedia on the Information Superhighway 5. Application Frameworks for Multimedia Information Systems 6. Organisational Impacts of Multimedia Information Systems 7. Multimedia Authoring Systems 8. The Challenge of Multimedia Information Systems to the MIS Manager 9. Epilogue %M B.Anshel.97 %0 BOOK %T Visual Ergonomics in the Workplace %A Anshel, Jeffery %D 1997 %P 160 %I Taylor & Francis %G ISBN 0-7484-0658-1 %Y Introduction 1. Windows to the World 2. The Eye and Visual System 3. Your Workspace and Your Eyes 4. Visual Perception and VDTs 5. Computer Vision Syndrome 6. Vision Examinations 7. Vision in Industry 8. Computing for the Visually Impaired 9. Remedies 10. General Eye Care Tips 11. The Economics of Visual Ergonomics 12. Ergonomic Standards 13. Epilogue A. VDT Workplace Questionnaire B. Occupational Vision Requirements Questionnaire C. Resources for the Blind and Visually Impaired D. Computer Access Products for Blind and Visually Impaired Users E. Anti-Glare Screens F. Additional Resources G. California Ergonomic Standard Glossary %M B.APA.82 %0 BOOK %T Ethical Principles in the Conduct of Research with Human Participants %Q APA %D 1982 %P 76 %C Washington, DC %I American Psychological Association %G ISBN 0-91270482-9 %K EVALUATION Empirical %Y APA Ethical Principle 9: Research with Human Participants I Background and Methodology of the Development of the Ethical Principles II Introduction and Summary Statement III Explication of the Principles %M B.Apple.87 %0 BOOK %T Human Interface Guidelines: The Apple Desktop Interface %Q Apple Computer, Inc. %D 1987 %P 144 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-17753-6, OCLC 17424669 %K DESIGN Guidelines Macintosh %Y 1 Philosophy 2 Elements of the Desktop Interface 3 Specifications A Roots of the Apple Desktop Interface B Software for International Markets C Recommended Reading %M B.Apple.92 %0 BOOK %T Macintosh Human Interface Guidelines %Q Apple Computer, Inc. %D 1992 %P 384 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-62216-5, OCLC 27820109 %Y Preface: About this Book Part 1: Fundamentals 1. Human Interface Principles 2. General Design Considerations 3. Human Interface Design and the Development Process Part 2: The Interface Elements 4. Menus 5. Windows 6. Dialog Boxes 7. Controls 8. Icons 9. Color 10. Behaviors 11. Language Appendixes Appendix A: Resources Appendix B: Bibliography Appendix C: Checklist Glossary Index %M B.Apple.loc.92 %0 BOOK %T Guide to Macintosh Software Localization %Q Apple Computer Inc. %D 1992 %P 330 %C Reading, Massachusetts %I Addison-Wesley Publishing %G ISBN 0-201-60856-1 %K internationalization; software localization %M B.Apple.93 %0 BOOK %T Demystifying Multimedia: A Guide for Multimedia Developers %Q Apple Computer, Inc. %D 1993 %P 288 %C San Francisco, CA %I Apple Computer, Inc. and vivid publishing, inc. %Y Introduction Multimedia Defined Different Markets and Different Processes Multimedia Industry Participants Why This Book? A Call to Arms 1: Prototypical Roles Audience Clients Business and Legal Professionals Project Managers Marketing and Sales Managers Content Experts Writers, Editors, and Researchers Graphics Professionals Sound Professionals Animators Video Professionals Information Designers, Interface Designers, and Programmers 2: Prototypical Projects Electronic Books Electronic Magazines Kiosks Multimedia Databases Corporate Training Interactive Education Interactive Games Interactive Music Interactive Art and Performance Interactive Sales and Marketing Presentation and Communications Productivity and Authoring Tools 3: Management Business Management Project Management Finances People Resources Legal Concerns Working with Clients Marketing and Sales Management Tips 4: Concept and Planning Project Types Development Process Interactivity Target Audience Designing for Reuse Content Experts Content Comparing Media Combining Media Legal Issues Market Research Early Visualization Concept and Planning Tips 5: Design and Prototype Kickoff Meeting Working Content Design Goals Brainstorming Information Design Interface Design Group Interactions Storyboards Prototype Tools and Engines Text Graphics, Illustrations, and Photographs Time-based Media Sound Animation Video Integration Programming User Testing Product Specifications and Standards Design and Prototyping Tips 6: Production Production Methods Organizing the Production Schedule Organizing the Production Personnel Organizing the Production Resources Repurposing Source Materials Generating New Content Text Production Graphic Production Sound Production Animation Production Video Production Programming Production Production Integration Documentation Product Packaging Production Tips 7: Testing Multimedia Testing Issues When to Test When to Stop Testing What to Test User Testing Functional Testing Content Testing Collateral Materials Market Testing Creating a Test Plan Resources for Testing Evaluating Test Results Testing Tips 8: Mastering, Duplication, and Distribution The Importance of Distribution Preparation of Physical Media Choosing Vendors Distribution Options Distribution Channels Marketing Sales Distribution Tips 9: Follow-up Development Wrap-Up Maintenance Training Documentation Customer Relations Repurposing Work Follow-up Tips Resources Books, Periodicals, Pamphlets, Organizations, Foundations, Training and Schools, Conferences, Software and Hardware Tools Glossary/Index %M B.Apple.93 %0 BOOK %T Making it Macintosh %Q Apple Computer, Inc. %D 1993 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-62626-8 %O CD-ROM companion to Macintosh Human Interface Guidelines %W http://developer.apple.com/techpubs/mac/HIGuidelines/HIGuidelines-2.html %Y Figures and Tables Preface - About This Book 1 - Fundamentals 1 - Human Interface Principles 2 - General Design Considerations 3 - Human Interface Design and the Development Process 2 - The Interface Elements 4 - Menus 5 - Windows 6 - Dialog Boxes 7 - Controls 8 - Icons 9 - Color 10 - Behaviors 11 - Language Appendixes A - Resources B - Bibliography C - Checklist Glossary %M B.Apple.96 %0 BOOK %T Newton 2.0 User Interface Guidelines %Q Apple Computer, Inc. %D 1996 %I Addison-Wesley Publishing %G ISBN 0-201-48838-8 %Y Preface: About This Book 1. Newton and Its Users 2. Container Views 3. Controls 4. Pickers 5. Icons 6. Data Input 7. Routing and Communications 8. Newton Services Appendix: Avoiding Common Mistakes Glossary %M B.Arlov.97 %0 BOOK %T GUI Design for Dummies %S For Dummies %A Arlov, Laura %D 1997 %P 392 %I IDG Books %G ISBN 0-76450213-1 %O Includes CD-Rom %Y Introduction I: IDENTIFYING GOALS AND CONSTRAINTS 1: Deciding Where You're Going 2: Asking the Right Questions 3: Organizing the Work II: SURVIVING THE EARLY DESIGN STAGE 4: Choosing Type and Structure 5: Pin Up Those Super Models 6: How Users Get Around: Navigation Models 7: The GUI Standard III: DESIGNING GUIS THAT WORK 8: Learning How Users Work 9: Task-Oriented Application Design 10: Task-Oriented Window Design 11: Making Your GUI Easy to Understand 12: Making Your GUI Effective to Use IV: DESIGNING WINDOWS 13: The ABCs of Visual Design 14: Color Is Communication 15: Icons and Graphics 16: The Right Widget for the Job V: DOING REALITY CHECKS 17: A Cookbook for Testing with Users 18: Testing Stories from True Life 19: Other Paths to Enlightenment VI: THE PART OF TENS 20: Murphy's Laws of GUI Design 21: Ten Ways to Tell Whether Your GUI Is Good 22: Ten Things a Project Leader Can Do 23: Ten Resources for GUI Designers Appendix: About the CD %M B.Arnowitz.06 %0 BOOK %T Effective Prototyping for Software Makers %A Arnowitz, Jonathan %A Arent, Michael %A Berger, Nevin %D 2006 %P 584 %I Morgan Kaufmann Publishers %G ISBN: 0-12-088568-9, 978-0-12-088568-8 %W http://www.elsevierdirect.com/companions/9780120885688 Companion Web Site %Y 0: Preface: Effective Prototyping, why this book? 1: Why Prototyping 2: The effective prototyping process 3: Verify prototype assumptions and requirements 4: Develop Task Flows and Scenarios 5: Define prototype content and fidelity 6: Determine Characteristics 7: Choose a Method 8: Choose a Prototyping Tool 9: Establish the design criteria 10: Create the Design 11: Review the Design: the internal review 12: Validate and iterate the prototype 13: Deploy the design 14: Card sorting 15: Wireframe prototyping 16: Storyboard prototyping 17: Paper prototyping 18: Digital interactive prototyping 19: Blank model prototyping 20: Video prototyping 21: Wizard of Oz prototyping 22: Coded prototyping 23: Prototyping with office suite applications 24: Prototyping with Visio 25: Prototyping with Acrobat 26: Prototyping with Photoshop %M B.Baber.97 %0 BOOK %T Beyond the Desktop: Designing and Using Interaction Devices %S Computers and People %A Baber, Christopher %D 1997 %P 384 %I Academic Press %G ISBN 0-12069550-2 %Y 1. Introduction 2. Keyboards 3. Pointing devices 4. Alternative interaction devices 5. Classifying devices 6. Modeling device use 7. Typing 8. Writing and drawing 9. Pointing 10. Speaking 11. Devices for restricted environments 12. Physical aspects of interaction device use 13. Interaction devices at work 14. Multimodal human-computer interaction %M B.Badre.02 %0 BOOK %T Shaping Web Usability: Interaction Design in Context %A Badre, Albert N. %D 2002 %P 304 %I Addison-Wesley Publishing %G ISBN: 0-201-72993-8 %W http://www.aw.com/cseng/titles/0-201-72993-8/ %Y 1. Human Computer Interaction for the Web From Human Factors to Usability: A Short History of HCI Origins Focus on the User Interface User Interface Software Usability Focusing on the Web HCI Principles for the Web User-Centered Design Early Human Factors Input Task Environment Analysis Iterative Design and Continuous Testing Web Usability Themes Designing for Context Designing for the User Experience 2. Web Usability Strategy Scenarios Context The Userview Process Goals and Requirements User Culture Web Interface Guidelines Specialization Constructing Storyboards and Interactive Prototypes 3. The Web Environment The User Environment The Physical Space The Cognitive Space The Site Environment Scenarios Designing from Scenarios Simple versus Enriched Site Environments 4. The Web User, Part 1: The Audience Understanding the Web User Defining an Audience Individual Differences Cognitive Processing Capabilities and Limits Generating an Audience Profile 5. The Web User, Part 2: Older Adults Older Adults and the World Wide Web Characteristics of Older Users Movement Control Perception Cognition Web Design Features to Avoid Design Guidelines Usability Testing with Older Adults 6. Designing for Web Genres Genre Content Genre Expression Genre Form Genre Evolution Genre Mixing 7. The Web Site Conceptualizing the Site with a Visitor-Centered Focus Positioning the Content Speeding Up the Response Smoothing the Navigation Links Buttons and Controls Site Maps, Content Lists, and Indexes Landmarks and History Trails Keywords and Site Search Engines Assuring Reasonable Confidence in the Site's Privacy and Security Making the Site Visible Maintaining Quality 8. The Web Page General Page Design Issues Consistency Coherence Placement of Information Information Coding Color Text Clarity Home, Content, and Transaction Pages The Home Page The Content Page The Transaction Page 9. The Aesthetic Factor Usability and Aesthetics Simplicity and Enrichment The Use of Graphics 10. From Desktops to Handhelds The Technology of Wireless Devices The Usability of Wireless Devices The Role of Context Small-Size Effects Effective Functionality and Task Preferences Information Presentation Interaction and Navigation Designer's Palette: Guidelines for Hand Web Design 11. The Cultural Context Cultural Usability Culture-Specific Designs Designing for the Localized Web Genre-Localized Attributes Behaviors and Practices Icons, Symbols, Pictorials, and Artifacts Conventions and Formats Intangible Values and Dimensions Preferred Content 12. Evaluating Web Usability Traditional Usability Testing Usability Testing for the Web Web-Focused Issues and Testing Web-Specific Test Plan Issues Web-Specific Evaluation Issues The Process of Web Evaluation Usability Evaluation Goal Setting Early Paper Testing Storyboard Testing Interactive Prototype Testing Frequently Asked Questions about Usability Evaluation %M B.Baker.2000 %0 BOOK %T Virtual reality : experiencing illusion %A Baker, Christopher W. %D 2000 %P 48 %I Millbrook Press %G ISBN: 0-76131350-8 %M B.Baecker.90 %0 BOOK %T Human Factors and Typography for More Readable Programs %A Baecker, Ronald M. %A Marcus, Aaron %D 1990 %P 366 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-10745-7, OCLC 19513113; ACM Order number 706890 %M B.Bailey.82 %0 BOOK %T Human Performance Engineering: A Guide for System Designers %A Bailey, Robert W. %D 1982 %P 656 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-445320-4, OCLC 8399247; TA 166.B33 %K GENERAL DESIGN Task Psych EVALUATION %Y Introduction 1 Psychology and Systems 2 History of Human Performance The Human (User) 3 Human Limits and Differences 4 Sensing 5 The Body and Performance 6 Cognitive Processing and Performance 7 Perception, Problem Solving and Decision Making 8 Memory 9 Motivation The Activity -- Basic Design 10 Designing for People 11 Basic Design The Activity -- Interface Design 12 Displays, Controls, and Workplace Design 13 Speech Communication 14 Human/Computer Interface 15 Forms and CRT Screen Design 16 Code Design The Activity -- Facilitator Design 17 Supporting Human Performance 18 Selection Criteria 19 Printed Instructions 20 Performance Aids 21 Training Development The Context (Environment) 22 Physical and Social Environments Tests and Studies 23 Data Collection 24 Performance Testing 25 Conducting Comparison Studies %M B.Bailey.83 %0 BOOK %T Human Error in Computer Systems %A Bailey, Robert W. %D 1983 %P 146 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13445056-6 %K DESIGN %Y 1 Designing to Reduce Errors 2 Measuring Errors 3 Error Sources 4 Error Prevention 5 System Design Factors 6 Written Instruction 7 Training Factors 8 Human/Computer Interface Factors 9 Environmental Factors 10 Organizational Accuracy Requirements 11 Personal Factors 12 Error Detection 13 Error Correction %M B.Bailey.89 %0 BOOK %T Human Performance Engineering: Using Human Factors/Ergonomics to Achieve Computer System Usability %A Bailey, Robert W. %D 1989 %P 563 %C Englewood-Cliffs, NJ %I Prentice Hall %G ISBN 0-13-445180-5 %O Second edition %M B.Bailey.96 %0 BOOK %T Human Performance Engineering: Designing High Quality, Professional User Interfaces for Computer Products, Applications, and Systems %A Bailey, Robert W. %D 1996 %P 636 %I Prentice Hall %G ISBN 0-13-149634-4 %O 3rd edition %Y 1. Human Engineering Acceptable Performance 2. Human Limits and Differences 3. Sensing and Responding 4. Cognitive Processing and Performance 5. Memory 6. Motivation 7. Iterative Design and Prototyping 8. Usability Studies and Usability Testing 9. Product Analysis and Definition 10. Input and Output Devices 11. Task Analysis 12. Interaction Issues 13. Presentation Issues and User Guidance 14. Written Instructions 15. Training Development 16. Usability Optimization 17. Physical and Social Environment 18. Conducting Comparison Studies Using Statistics A: Human Performance Engineering (Usability) Resources B: Guidelines for Developing Questionnaires C: Guidelines for Designing Forms D: Workplace Design %M B.Banks.92 %0 BOOK %T Effective Computer Display Design %A Banks, William W. %D 1992 %P 219 + %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-401027-2 %M B.Bardini.2000 %0 BOOK %T Bootstrapping : Douglas Engelbart, coevolution, and the origins of personal computing %A Bardini, Thierry %D 2000 %P 284 %I Stanford University Press %G ISBN 0-80473723-1 %Y Introduction: Douglas Engelbart's Crusade for the Augmentation of Human Intellect 1. Language and the Body 2. The Chord Keyset and the QWERTY Keyboard 3. The Invention of the Mouse 4. Inventing the Virtual User 5. SRI and the oN-Line System 6. The Arrival of the Real User and the Beginning of the End 7. "Of Mice and Man": ARPANET, E-mail, and est Coda: Where Hand and Memory Can Meet Again Appendix Personnel at Engelbart's SRI Lab %M B.Barfield.93 %0 BOOK %T The User Interface: Concepts and Design %A Barfield, Lon %D 1993 %P 400 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-54441-5 0-80473871-8 %M B.Barnum.02 %0 BOOK %T Usability testing and research %A Barnum, Carol M. %D 2002 %P 428 %I Longman %G ISBN: 0-20531519-4 %M B.Bass.91 %0 BOOK %T Developing Software for the User Interface %S The SEI Series in Software Engineering %A Bass, Len %A Coutaz, Joelle %D 1991 %P 256 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-51046-4, OCLC %G QA 76.9.U83B37 %Y 1 The Elements of User Interface Development 1.1 The Software Engineering Life Cycle 1.2 Roles 1.3 User Interface Life Cycle 1.3.1 Requirements Definition 1.3.2 Specifications 1.3.3 Implementation 1.4 Mobile Robot Example 1.5 Functional Core of the Mobile Robot Software 2 In Search of a Design Method 2.1 An Overview of the Design Stages 2.2 Define the Problem 2.3 Model the Operator 2.3.1 Semantic and Syntactic Knowledge 2.3.2 Techniques for Identifying the Operator's Characteristics 2.3.3 General Classification of Operators 2.4 Perform Task Analysis 2.4.1 Task Decomposition 2.4.2 Task Decomposition Analysis 2.5 Define Computer Objects and Functions 2.5.1 Making the Task Objects Correspond to Computer Objects 2.5.2 Providing General Services 2.5.3 Deciding Who Drives the Interaction 2.6 Design the User Interface 2.6.1 Choosing Interaction Objects 2.6.2 Making the System State Explicit 2.7 Evaluate the Design 2.8 Engineering Considerations 2.8.1 Cost and Schedule Considerations 2.8.2 Iterative Refinement 2.8.3 Configuration Management 3 Window Systems 3.1 Device Independence and Device Sharing 3.1.1 Device Independence 3.1.2 Window System Events 3.1.3 Device Sharing 3.1.4 Example 3.2 Imaging Model 3.2.1 Color 3.2.2 Pixels as an Imaging Model 3.2.3 PostScript 3.2.4 PHIGS 3.2.5 Fonts 3.3 Resource Management 3.4 Managing a Single Window 3.4.1 Resizing a Window 3.4.2 Shape of Windows 3.5 Managing Multiple Windows 3.5.1 Input Management 3.6 Multimedia 3.6.1 Full Motion Video 3.6.2 Audio 3.7 Human Considerations 3.7.1 Unselected Window Problem 3.7.2 Button Overload Problem 3.7.3 Behavior Consistency Problem 3.7.4 Window Tiling 3.7.5 The Rooms Model 3.8 Engineering Considerations 3.8.1 Software Architecture 3.8.2 Programming Style 3.8.3 Performance Issues 3.8.4 Evaluation Issues 3.9 Window System Used in the Mobile Robot 3.10 Future 4 Interaction Objects 4.1 Interaction Objects as Abstractions 4.1.1 Sample Interaction Objects 4.1.2 Appearance and Behavior of Interaction Objects 4.1.3 Relationship between Interaction Objects and the Underlying Window System 4.2 Interaction Object Architecture 4.2.1 Principles of the Object-Oriented Paradigm 4.2.2 Architecture of the X Toolkit Intrinsics 4.2.3 The Benefits of the Object-Oriented Approach 4.2.4 The Drawbacks of the Object-Oriented Approach 4.2.5 Non-Object-Oriented Construction Models 4.3 Composite Objects 4.3.1 Simple Composition 4.3.2 Geometry Management 4.3.3 Constraints 4.3.4 Garnet 4.3.5 Abstract Imaging 4.4 Multimedia 4.5 Human Considerations 4.5.1 Restrictions Imposed by Toolkits 4.5.2 Combining Different Toolkits 4.6 Engineering Considerations 4.6.1 Standardization 4.6.2 Customization 4.6.3 Application Programming Interface 4.6.4 Evaluation Criteria 4.7 Mobile Robot Example 4.8 Future 5 Dialogue Control 5.1 Definitions 5.1.1 Dialogue Controller 5.1.2 Application Skeletons 5.1.3 User Interface Generators 5.2 Requirements for Dialogue Controllers 5.2.1 Requirements for Interleaving 5.2.2 Requirements for the Protocol with Functional Core: API 5.2.3 Support for General Services 5.3 Abstract Basis of Dialogue Control 5.3.1 Formal Grammar Models 5.3.2 Transition Networks 5.3.3 Production Models 5.4 Architectural Models 5.4.1 Monolithic Sequential Architectures 5.4.2 Multiagent Architectures 5.5 Human Issues 5.6 Engineering Issues 5.5.1 Diversity of Functionality 5.5.2 Run-time Support 5.5.3 From Architectural Models to Implementation 5.7 Future 5.7.1 Cooperative Dialogue 5.7.2 Groupware 5.7.3 Multimodal Interaction 6 User Interface Management Systems 6.1 Types of Services 6.1.1 Design Services 6.1.2 Construction Services 6.1.3 Evaluation Services 6.1.4 Maintenance Services 6.2 User Interface Generators 6.2.1 Presentation Specification Tools 6.2.2 Dialogue Control Specification Tools 6.2.3 Semantic Specification Tools 6.3 An Example: Serpent 6.3.1 Serpent's Dialogue Specification Mechanism 6.3.2 Serpent's Interface with the Functional Core 6.3.3 Serpent and Toolkits 6.3.4 Serpent with the Life Cycle 6.3.5 Serpent and Abstract Models 6.4 Human Issues 6.5 Engineering Issues 6.6 Future 6.6.1 Interdisciplinary Efforts 6.6.2 Improvement of Computer Science Techniques Appendix A: A Simple Draw Program Using Xlib A.1 The User Interface A.2 Comments Appendix B: A Simple Draw Program Using the HP Toolkit B.1 The User Interface B.2 Comments Appendix C: A Simple Draw Program Using HyperCard C.1 The User Interface C.2 Constructing the User Interface Interactively C.3 Scripts Bibliography Index %M B.Bauersfeld.94 %0 BOOK %T Software by Design: Creating People Friendly Software for the MacIntosh %S New Technology Building Blocks %A Bauersfeld, Penny %D 1994 %P 329 %I M&T Books %G ISBN 1-55828296-3 %M B.Beaumont.02 %0 BOOK %T Constructing Usable Web Menus %A Beaumont, Andy %A Gibbons, Dave %A Kerr, Jody %A Stephens, Jon %D 2002 %P 200 %I Wrox Press %G ISBN 1-90415102-7 %M B.Beaumont.02f %0 BOOK %T Usable Forms for the Web %E Beaumont, Andy %E Stephens, Jon %E James, Jon %E Ullman, Chris %D 2002 %P 400 %I glasshaus %G ISBN 1-90415109-4 %Y 1: HTML Forms 2: Designing Usable Forms 3: Flash Forms 4: Using Forms with ASP 5: Using Forms with PHP and MySQL 6: Form Validation Techniques 7: Advanced Client-side Form Scripting 8: Forms in ASP.NET Resources %M B.Becchtti.99 %0 BOOK %T Speech Recognition: Theory and C++ Implementation %A Becchetti, Claudio %A Ricotti, Lucio Prina %D 1999 %P 407 %I John Wiley & Sons %G ISBN 0-471-97730-6 %O Includes CD-ROM %Y 1. Introduction 2. Speech Database 3. Speech Signal Analysis 4. Hidden Markov Models 5. HMM Training 6. Language Model 7. Recognition 8. Evaluation and Parameter Setting Econometric Appendix: The behaviour of Financial Time Series %M B.Benyon.96 %0 BOOK %T Critical Issues in User Interface Systems Engineering %S Applied Computing %A Benyon, David %A Palanque, Philippe %D 1996 %P 294 %I Springer-Verlag %G ISBN 3-54019964-0 %M B.Benyon.99 %0 BOOK %T Conceptual Modeling for User Interface Development %A Benyon, David %A Bental, Diana %A Green, Thomas %D 1999 %P 200 %I Springer-Verlag %G ISBN 1-85233009-0 %M B.Benyon.05 %0 BOOK %T Designing interactive systems : people, activities, contexts, technologies %A Benyon, David %A Turner, Phil %A Turner, Susan %D 2005 %P 789 %I Addison-Wesley %G ISBN 0-32111629-1 %M B.Bergman.2000 %0 BOOK %T Information appliances and beyond : interaction design for consumer products %A Bergman, Eric %D 2000 %P 385 %I Morgan Kaufmann Publishers %G ISBN: 1-55860600-9 %M B.Bernsen.98 %0 BOOK %T Designing Interactive Speech Systems: From First Ideas to User Testing %A Bernsen, Niels Ole %A Dybkjr, Hans %A Dybkjaer, Laila %D 1998 %P 200 %I Springer-Verlag %G ISBN 3-540-76048-2 %Y 1. Interactive Speech Systems 1.1 Introduction 1.2 Background and Scope of This Book 1.3 State of the Art 1.4 Unsolved Problems 2. Speech Interaction Theory 2.1 Introduction 2.2 Elements of Interactive Speech Theory 2.3 Context 2.4 Interaction Control 2.5 Language 2.6 Speech 2.7 Performance 2.8 Characterizing Systems 3. Developing Interactive Speech Systems 3.1 Introduction 3.2 The Development and Evaluation Process 3.3 Supporting Completeness and Consistency of Requirement Specifications 3.4 Representing Design Space and Design Reasoning 3.5 Speech Functionality 4. Interaction Model Analysis and Design 4.1 Introduction 4.2 Guidelines for Co-operative Interaction Design 4.3 Guidelines Illustrated and Explained 4.4 Development and Justification of the Guidelines 5. Wizard of Oz Simulation 5.1 Introduction 5.2 Wizard of Oz for Interaction Model Development 5.3 Planning Wizard of Oz Simulations 5.4 Developing the First Interaction Model 5.5 Iterating the Interaction Model 5.6 Uses of WOZ 6. Implementational Issues 6.1 The Overall Dialogue System 6.2 Dialogue Control 6.3 Debugging 7. Corpus Handling 7.1 Introduction 7.2 Transcription 7.3 Mark-up 7.4 Coding 7.5 Corpus Tools 8. Evaluation 8.1 Introduction 8.2 Performance Evaluation 8.3 Diagnostic Evaluation 8.4 A By-product: User Errors 8.5 Adequacy Evaluation 9. Next Steps in Interactive Speech Systems 9.1 Introduction 9.2 Advanced Mixed Initiative Interactive Speech Systems 9.3 Intelligent Multimodal Systems Using Advanced Interactive Speech %M B.Beyer.98 %0 BOOK %T Contextual Design: Defining Customer-Centered Systems %A Beyer, Hugh %A Holtzblatt, Karen %D 1998 %P 472 %C San Francisco %I Morgan Kaufmann Publishers %G ISBN 1-55860-411-1, OCLC %G QA76.9.S88B493 %Y 1 Introduction 2 Gathering Customer Data 3 Principles of Contextual Inquiry 4 Contextual Inquiry in Practice 5 A Language of Work 6 Work Models 7 The Interpretation Session 8 Consolidation 9 Creating One View of the Customer 10 Communicating to the Organization 11 Work Redesign 12 Using Data to Drive Design 13 Design from Data 14 System Design 15 The User Environment Design 16 Project Planning and Strategy 17 Prototyping as a Design Tool 18 From Structure to User Interface 19 Iterating with a Prototype %M B.Bickford.97 %0 BOOK %T Interface Design: the Art of Developing Easy-to-Use Software %S Professional %A Bickford, Peter %D 1997 %P 306 %I Academic Press %G ISBN 0-12095860-0 %Y Acknowledgments About the Author Introduction A Failure to Communicate Easy to Use Part I Designing for a Complex World Chapter 1 Constraints Designing for a Complex World, Part I Constraints Reduce Complexity Moving from the General to the Specific Chapter 2 Intelligence Designing for a Complex World, Part 2 "Stupid Computer!" Basic Intelligence Delight the User Help the Computer Know Itself Intelligent Agents: Computerized Assistants Be Specific and Don't Go Too Far Chapter 3 In Search of Elegance: Designing for the Mass Market Designing for a Complex World, Part 3 Back to the Feature Everything to All People Feature Creep Carefully The 80/20 Solution Dealing with Offers You Can't Refuse Chapter 4 Details! Details! Designing for a Complex World, Part 4 The Illusion of Interface Design If It's Not All Right, It's All Wrong Chapter 5 Transparency, or Death Comes to Bob the Waiter Designing for a Complex World, Part 5 "Hi, I'm Bob! I'll Be Your Waiter for This Evening!" The Extra HI Design Mile Part II General Design Issues Chapter 6 Error Messages Ban the Bomb Minimize the Damage Prevent Errors Know Your Audience What Do I Do Now? Building a Better Error Message Chapter 7 Preferences Preferences, Persistence, and the Soft Machine Make Your Own Design Decisions Setup Choices Default Settings and the Soft Machine Hard Machines, Persistent Preferences Disappearing Preferences Chapter 8 Toolbars Toolbars On the Strengths of Button-Driven Interfaces But on the Other Hand And the Magic Number Is Some Guidelines Chapter 9 Tabbed Dialogs and Progressive Disclosure Tabs Limiting Complexity Progressive Disclosure in Practice "More Choices"/"Fewer Choices" Buttons, Disclosure Triangles Spring-Loaded Dialog Boxes Pop-Ups Icon Lists And Then There Were Tabs Chapter 10 Icons Comics, Icons, and Interface The Strange Power of Icons Icons Are a Canvas for Your Experience Clear Pictures for Clear Communication Learning from Comics Chapter 11 Speed and Feedback Speed Real Speed and Perceived Speed Maximizing Real Speed Do Visible Work First Faking Out the User Chapter 12 Localization Fluent Interfaces, Part One: Speaking the Language The Tyranny of the Typewriter Growing Up Great Expectations Chapter 13 Cross-Platform Development Fluent Interfaces, Part Two: Ports A Cautionary Tale When in Rome Travel Guides to Foreign Platforms Coding for Cross-Platform Products Beware the Least Common Denominator Chapter 14 Cultural Issues of Cross-Platform Development Culture Clash Cross-Platform/Cross-Culture Understanding the Other Side Avoid the Red Flags Part III Web Design, Networks, and Corporate Computing Welcome to the Wild West of Human Interface Chapter 15 Usability in the Business World A Few Tips on Designing for Enterprise Computing Mainframes and the Menu Bar Designing for Data Entry, Part 1: Keyboard Shortcuts Revisited Designing for Data Entry, Part 2: Return, Enter, and Default Fun with Feedback Chapter 16 Database Interface Design Designing Databases That Don't Torture the User. Saving Your Database's Interface in Eight Easy Steps Design for Data Entry, Revisited Make the Menus Make Sense Design for the User, Not the Database Put a Real, Native Interface on Your Database Feedback and Speed Avoid Toolbar Overkill Practice Good Visual Design Try It Out on Real Users The Rewards of Good Database Design Chapter 17 Menus and Large Systems Menu Bar Madness Menus Are the Map to the Application The File Menu and Documentless Applications Chapter 18 Forms Layout and Status Messages The Eyes Have It Follow the Reading Path Tunnel Vision Warning! Warning! Chapter 19 Information Systems House-hunting in the Information Age Data vs. Information Sins of Omission: Information Arbitrage Data Corruption: When What You See Is Not What You Get Flexible Searching: Getting the Information the User Really Wants Visualizing the Results Chapter 20 Network and Network Applications Network Nirvana Get the User Out of the Network Configuration Business Shopping the 'Net: Three Types of Navigation The Basics Still Apply--They're Just More Advanced Chapter 21 Designing for the World Wide Web If You Build It, Will They Come? Find a Metaphor It's In Here Somewhere Make the Experience Enjoyable Part IV Multimedia Chapter 22 The Role of Multimedia I've Seen the Future State of the Art I've Seen the Future Back at Work--The Shape of Things to Come Chapter 23 Game Design Addictive Interfaces/Building Interfaces Your Users Can't Stop Using Secrets of Successful Games Chapter 24 Sound Sound + Vision, Part 1: Things That Go "Boop!" in the Night Theory and Reality Use Different Sounds to Indicate Different Meanings Use Different Volume Levels for Different Messages Characteristics of "Good" Sounds Calling In the Pros Chapter 25 Animation and Movies Sound + Vision, Part 2: Moving Objects and Motion Pictures Animation Zen Better Than the Real World? Telling Tales with Video Storytelling 101 Text, Hypertext, and Video Chapter 26 Interactivity and Design Philosophy Headhunters and Multimedia The Phone Call The Problem Beauty Isn't Everything Learning from Video Games, Part 2 Make Your Products Usable, Not Just Appealing Part V Beyond the Guidelines: Tips for the Practicing Designer Chapter 27 Guerrilla Usability Testing Usability Testing Testing Code Instead of Software Lab Coat Not Required A Brief Lesson in Conducting a Usability Test Win Friends and Change Minds The All-Important Paradox of Usability Testing Keeping Us Honest Chapter 28 Prototyping Murder Your Children Rapid Prototyping versus Quick-Dry Mental Cement Egoless Programming and the Value of Mistakes It May Be Your Best Idea, But It Won't Be Your Last Idea Chapter 29 Extending the Guidelines Rules for Breaking the Rules Going Beyond the Guidelines Chapter 30 Product Updates This Old Interface Repair, Remodel, or Renovate? Interface Repair--Getting Visible Results for Little Effort Interface Remodeling--Major Attacks on a Few Bad Problems Renovation--Cracks in the Foundation Chapter 31 Avoiding Interface Fads Fad Gadgets 1989: The NeXT Computer, and All Things Dark and Beveled 1990: Tear-Offs 1992: The Rise of the Toolbar 1993: Fade to Gray 1994 and Beyond: Collaboration Building the Next Big Thing Chapter 32 Case Study: Interfaces that Work, and Why A Few of My Favorite Things Adobe Photoshop--Making Novices Look Good MacWrite Pro--Elegance and Attention to Detail Help!--Taking the Terror Out of Errors Norton Utilities--Keeping Problems from Being the User's Problem TouchBase--Making Life Easier for the User SoftPolish--A Power Tool for Getting the Details Right It's Not All Bad Chapter 33 Case Study: %M B.Blundell.06 %0 BOOK %T Creative 3-D display and interaction interfaces : a trans-disciplinary approach %A Blundell, Barry %A Schwarz, Adam J %D 2006 %P 371 %I Wiley-Interscience %G ISBN 0-471-48271-4 (cloth : alk. paper) 0-471-48251-X %Y ONE: THE NATURE OF THE QUEST 1.1 Introduction 1.2 Creative Display and Interaction Paradigms 1.3 A Little History 1.4 The Conventional Interface: Working in Flatlands 1.5 Inhibiting the Human-Computer Interaction Process 1.5.1 Augmented Realism: Suspension of Disbelief 1.5.2 Augmented Information Content 1.5.3 Creative Design 1.6 Graphics Issues 1.6.1 Projection Geometry for a Single View 1.6.2 Surface Rendering 1.6.3 Working with Volumetric Data 1.7 Display Sub-systems 1.8 From the Laboratory to the Application 1.8.1 Development Strategies 1.8.2 Generality of Purpose 1.9 Discussion 1.9 Investigations TWO: THE PERCEPTION OF OUR SPACE: VISION 2.1 Introduction 2.2 Some Facets of Light 2.2.1 Colour 2.2.2 Light Energy 2.2.3 Diffraction in Optical Systems 2.3 The Visual System 2.3.1 The Eye as an Optical instrument 2.3.2 The Retina 2.3.3 Eye Movements and Saccades 2.3.4 The Detection of Colour 2.4 Beyond the Eye 2.4.1 The Lateral Geniculate Nucleus 2.4.2 Reflex Feedback 2.4.3 The Primary Visual Cortex (V1) 2.4.4 The Dorsal and Ventral Pathways 2.4.5 The M and P Pathways 2.4.6 Detection of Binocular Disparity 2.5 Some Visual Characteristics 2.5.1 The Visual Field 2.5.2 Spatial Resolution 2.5.3 Sensitivity and the Impact of Spatial Frequency 2.6 Perception of Space and Form 2.6.1 Pictorial Depth Cues 2.6.2 Oculomotor and Parallax Cues 2.6.3 Absolute and Relative Depth Perception 2.6.4 Consistency and Conflict Between Depth Cues 2.6.5 The Perception of Form 2.6.6 The Gestalt Theory of Visual Perception 2.6.7 The Pulfrich Effect 2.7 Temporal Resolution: Fusion and Motion 2.8 Discussion 2.9 Investigations THREE: THE PERCEPTION OF OUR SPACE: HAPTICS 3.1 Introduction 3.2 Somatosensory Receptors 3.3 Cutaneous Sensitivity 3.4 Propreoception 3.5 Somatosensory and Motor Pathways 3.6 Discussion FOUR: A BACKWARD GLANCE 4.1 Introduction 4.2 The Development of Perspective Techniques 4.3 The Transition to Perspective in Painting 4.4 Mathematical Schemes for Linear Perspective 4.5 Evolving Ideas of Vision and Perception 4.6 The Cameras Obscura and Lucida 4.7 Discussion 4.8 Investigations FIVE: TRADITIONAL INTERACTION MECHANISMS 5.1 Introduction 5.2 An Early Evaluation of some Interaction Tools 5.2.1 Interaction Space and a Tool Set 5.2.2 Interaction Tool Evaluation 5.2.3 Interaction Issues 5.3 Fitts' Model and its Application 5.3.1 An Application of Fitts' Model 5.3.2 Further Aspects of Fitts' Model 5.4 Interaction Paradigms 5.4.1 Transferred Interaction 5.4.2 Direct Interaction 5.4.3 Pointer-based interaction 5.5 Discussion 5.6 Investigations SIX: DEPICTION AND INTERACTION OPPORTUNITIES 6.1 Introduction 6.2 A Traditional Classification of Creative 3-D displays 6.3 Enhancing the Monocular Display 6.3.1 Creating a Stereoscopic Display 6.3.2 Creating an Autostereoscopic Display 6.4 The Geometry of Stereopsis 6.4.1 Stereoscopic Fixation and the Horopter 6.4.2 Horizontal Disparity 6.4.3 Accommodation and Convergence 6.4.4 Vertical Disparity 6.5 Some Classes of Autostereoscopic Display 6.5.1 Virtual Reality Systems 6.5.2 Multi-View Systems: The Lenticular Sheet 6.5.3 AutoQ Systems 6.6 Interaction Paradigms in 3-D Space 6.6.1 Transferred Interaction 6.6.2 Direct Interaction 6.6.3 Pointer Based Interaction 6.7 Working in a 3-D Space 6.7.1 The Application of the Direct Interaction Technique 6.7.2 Assisted Interaction within a 3-D Space 6.7.3 User Mobility Issues 6.8 The 'Free-Space' Image 6.8.1 A Theatrical Illusion 6.8.2 Volumetric Image Projection 6.9 Revisiting the Traditional Classification Scheme 6.9.1 A Multi-Faceted Approach 6.10 Discussion 6.11 Investigations SEVEN: THE HAPTIC CHANNEL 7.1 Introduction 7.2 Physical Contact with Virtual Objects 7.2.1 Some Example Applications of Haptic Interaction 7.2.2 Some Examples of Haptic Interaction Devices 7.3 The Haptic Channel in Multi-Sensory Visualisation 7.3.1 The Haptic Interaction Loop 7.3.2 Force Feedback Refresh Requirements 7.4 Single-Point Haptic Interaction 7.4.1 Collision Detection 7.4.2 The Computation of Reaction Forces 7.4.3 The Virtual Proxy 7.5 Increasing the Realism of Force Feedback 7.5.1 Adding Frictional Forces 7.5.2 Incorporating Haptic Texture 7.5.3 Smoothing Polygon Edges by Force Shading 7.5.4 Intermediate Representations 7.5.4 More Complex Models, Torque and Deformable Objects 7.6 Haptic Interaction with Volumetric Data 7.6.1 Exploration of Volumetric Data 7.6.2 Smoother Force Feedback 7.6.3 Additional Forces 7.6.4 The Impression of Surfaces within Volumetric Images 7.6.5 Modification of Volumetric Data 7.7 Multi-Channel Software Architectures 7.8 Discussion 7.9 Investigations EIGHT: THE VISUAL CHANNEL 8.1 Introduction 8.2 Stereoscopic Display Techniques 8.2.1 Temporally Coded Systems 8.2.2 Chromatically Coded Systems 8.2.3 Spatially Coded Systems 8.2.4 Computation for Stereoscopic Views 8.3 Multi-view Systems and Electro-Holography 8.3.1 Lenticular and Parallax Barrier Techniques 8.3.2 Dynamic Multi-view Systems 8.3.3 Electro-holography 8.4 Virtual Reality Systems 8.4.1 Immersive Virtual Reality 8.4.2 The CAVE and Cybersphere 8.4.3 Mixed Reality Techniques 8.4.4 Pepper's Ghost Revisited 8.5 The Volumetric Approach 8.5.1 Swept Volume Systems 8.5.2 Static Volume Systems 8.5.3 Varifocal Mirror Systems 8.6 Discussion 8.7 Investigations NINE: ADOPTING A CREATIVE APPROACH 9.1 Introduction 9.2 Two-Handed Interaction 9.2.1 Bi-manual Task Performance 9.2.2 The Potential Benefits of Bi-manual Interaction 9.3 Augmenting the Desktop Interface 9.4 Readings on Implementations and Applications 9.5 Discussion APPENDIX A: CHIMENTI'S DRAWINGS APPENDIX B: INTRODUCING HOLOGRAPHY %M B.Braun.02 %0 BOOK %T Usability: The Site Speaks for Itself %A Braun, Kelly %A Gadney, Max %A Haughey, Matthew %A Roselli, Adrian %A Synstelien, Don %A Walter, Tom %A Wertheimer, David %A Holzschlag, Molly E. %A Lawson, Bruce %D 2003 %P 300 %I glasshaus %G ISBN 1-90415103-5 %M B.Brockman.86 %0 BOOK %T Writing Better Computer User Documentation: From Paper to Online %A Brockmann, R. John %D 1986 %P 289 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-88472-3 %M B.Bodker.91 %0 BOOK %T Through the Interface: A Human Activity Approach to User Interface Design %A Bødker, Susanne %D 1991 %P 169+ii+A17 %C Hillsdale, NJ %I Lawrence Erlbaum Associates %G ISBN 0-8058-0570-2, 0-8058-0571-0 (pbk.); QA 76.9 H85 B63 1990 %Y 1. Introduction 2. Human Activity and Human-Computer Interaction 3. User Interface Design: The Empirical Cases 4. User Interfaces 5. Methods for User Interface Design 6 User Interface Design: Advice to the Designer Acknowledgements Bibliography Index Author Index Appendix. A Brief Description of MacWrite and Microsoft WORD %M B.Bolt.84 %0 BOOK %T The Human Interface: Where People and Computers Meet %A Bolt, Richard A. %D 1984 %P 113 %C Belmont, CA %I Lifelong Learning Publications %G ISBN 0-53403380-6 (hdbk) 0-53403387-3 (pbk) %M B.Booth.89 %0 BOOK %T An Introduction to Human-Computer Interaction %A Booth, Paul %D 1989 %P 268 %C Hove, UK %I Lawrence Erlbaum Associates %G ISBN 0-86377-123-8 %O Reviewed in IJHCI, 3:1, 1991, 113-114 %M B.Borchers.01 %0 BOOK %T A Pattern Approach to Interaction Design %A Borchers, Jan %D 2001 %P 268 %I John Wiley & Sons %G ISBN: 0-471-49828-9 %Y Introduction Design Pattern Languages An Interdisciplinary Pattern Framework A Pattern Language for Interactive Music Exhibits Evaluation anf Tool Support Summary and Further Research Bibliography Appendix A: Online Resources Appendix B: WorldBeat Sample Run %M B.Borenstein.92 %0 BOOK %T Programming as if People Mattered: Friendly Programs, Software Engineering, and Other Noble Delusions %A Borenstein, Nathaniel S. %D 1992 %P 200 %C Princeton, New Jersey %I Princeton University Press %G ISBN 0-691-08762-0 %Y PART ONE. The Journey to the East: Can Software Engineers Build User Interfaces? 1. The Hostile Beast PART TWO. The Dark Night of the Soul: The State of the Art in User-Interface Design 2. Who Are All These People? 3. Stopwatches, Videotapes, and Human Nature 4. That Reminds Me of the Time... 5. The Quest for the Perfect Line Editor 6. The Men in Suits 7. Information Wants to Be Free PART THREE. The Ten Commandments: Principles for User-Interface Design 8. Never Underestimate Your Users 9. Pretend That Small is Beautiful, but Don't Believe It 10. Tune Defaults to the Novice 11. Don't Neglect the Experts 12. Your Program Stinks, and So Do You 13. Listen to Your Users, but Ignore What They Say 14. Lie to Your Managers 15. Cut Corners Proudly 16. Remember Your Ignorance 17. Dabble in Mysticism 18. Break All the Rules PART FOUR. The Golden Path: The Road to Human-Oriented Software Engineering 19. The Tools of the Trade 20. The Ivory Tower 21. People Are Perverse: Designing for the Fickle User EPILOGUE. Programming, Humility, and the Eclipse of the Self %M B.Brice.97 %0 BOOK %T Multimedia and Virtual Reality Engineering %A Brice, Richard %D 1997 %P 320 %I Newnes %G ISBN 0-75062987-8 %O Includes CD-Rom %Y Preface PART I Media: Sound, Image and Text 1 Introduction to Multimedia and Virtual Reality 1.1 Multimedia and virtual reality: a brave new world 1.2 Disciplines: the interdisciplinary nature of multimedia and VR development 1.3 The senses 2 Sound 2.1 The physics of sound 2.2 The physiology of hearing 2.3 The psychology of hearing 2.4 Spatial hearing 2.5 Recording technology 2.5.1 Microphones 2.5.2 Microphone pre-amplifiers 2.5.3 Mix amplifiers 2.5.4 Equalizers and tone-controls 2.5.5 Power amplifiers 2.5.6 Loudspeakers and enclosures 3 Waveform Generation and Synthesis 3.1 Function Generation 3.2 Additive synthesis 3.3 FM synthesis 3.4 Sampling 3.5 Wavetable synthesis 3.6 MIDI 3.7 Speech synthesis 4 Image 4.1 The physics of light 4.2 The physiology of the eye 4.3 Psychology of vision 4.3.1 Colour perception 4.3.2 Persistence of vision 4.3.3 Depth 4.4 Film and television 4.4.1 Television signals 4.4.2 Colour television 4.5 Switching and combining of video signals 4.6 Computer video standards 4.7 Vector and bitmap graphics: What's the difference? 4.7.1 Graphics file formats 5 Text, Hypertext 5.1 Text in the electronic world 5.2 Text files and the ASCII standard 5.3 Word processors, their uses, file formats and importability/exportability 5.4 Fonts, typefaces and layout 5.5 Hypertext 6 Digital Audio and Digital Video 6.1 Being Digital 6.2 Sampling theory: A to D and D to A conversion 6.3 Description of digital audio and digital video standard interfaces 6.3.1 Introduction to digital audio interfacing 6.3.2 Practical digital audio interface 6.3.3 Introduction to digital video and the digital video interfaces 6.3.4 Protocol description: general 6.3.5 Serial digital video interface 6.3.6 Embedding digital audio in the digital video interface 6.4 Digital image processing 6.4.1 Point operations 6.4.2 Window operations 6.5 Data compression techniques 6.5.1 Image data compression 6.5.2 Audio data compression 7 Computers 7.1 Hardware platforms 7.2 Capture and playback hardware 7.3 Peripheral hardware and software tools PART II Media Production and Hardware 8 Audio Production 8.1 Production tools and concepts 8.1.1 Multitrack recording and mixers 8.1.2 Delay 8.1.3 Reverb 8.1.4 Stereo panning 8.1.5 Distortion 8.1.6 Noise gates and compressors 8.1.7 Audio enhancers 8.2 Digital audio production 8.2.1 Hard-disk editing 8.2.2 MIDI sequencing 8.2.3 A practical look at sampling rates and audio compromises required for CD-ROM 8.3 A typical mixed-media audio production 9 Video Production 9.1 Stage 1: Pre-production planning 9.1.1 Scripting 9.1.2 Storyboarding 9.1.3 Writing the production schedule 9.2 Stage 2: Production shoot 9.2.1 Camera 9.2.2 Lighting 9.2.3 Sound 9.3 Stage 3: Video post-production 9.3.1 What is a video transition? 9.3.2 The cut 9.3.3 The dissolve 9.3.4 The fade 9.3.5 Wipes and reverse wipes 9.3.6 Keys 9.3.7 Preview 9.4 Working with a computer 9.4.1 Keying-in computer graphics 9.4.2 The computer as editor 9.5 Advanced video production techniques 9.5.1 Introduction 9.5.2 Monochrome 9.5.3 Split-screens 9.5.4 Posterize 9.5.5 Chroma-key 9.6 Notes on audio in video post-production 10 Computer Graphics and Animation 10.1 The role of the computer 10.1.1 Types of animation 10.1.2 Software 10.2 2D graphics and animation 10.2.1 Paint functions 10.2.2 Compositing 10.2.3 Video effects 10.2.4 Rotorscoping 10.3 3D graphics and animation 11 Multimedia Authoring 11.1 Interactive multimedia authoring 11.2 Windows and OLE 11.2.1 WAV files 11.2.2 BMP files 11.2.3 MID files 11.2.4 AVI files 11.3 Macromedia Authorware Professional as an authoring environment 11.3.1 Incorporating files 11.3.2 Design of buttons/hot-spots 11.3.3 Animation 11.3.4 Packaging: generation of EXE files 11.4 Graphical browsers 11.5 HTML files and the Internet PART III Virtual Reality 12 Realistic Auditory Stimulation 12.1 Spatial hearing theory revisited 12.2 Binaural techniques 12.2.1 Binaural microphone technique 12.2.2 Synthetic binaural soundfields 12.2.3 Limitations of binaural technique 12.3 Creation of sound-fields using loudspeakers 12.3.1 Binaural cancellation techniques and their limitations 12.3.2 Blumlein's technique for stereophony 12.3.3 FRANCINSTIEN stereophonic image enhancement technique 12.4 Creation of synthetic, realistic sound fields using loudspeakers 12.4.1 Dolby surround 12.4.2 Ambisonics 12.5 Commercial 3D from two loudspeakers 12.5.1 Roland RSS system and Thorn EMI Sensaura 12.5.2 OM 3D sound processor 13 Realistic Visual Stimulation 13.1 Stereoscopy and display of stereoscopic television images 13.1.1 Colour analglyph displays 13.1.2 Polarized displays 13.1.3 Field sequential displays 13.1.4 Head-mounted displays 13.1.5 Autostereoscopy: stereoscopic displays not requiring glasses 13.2 Depth enhancement techniques 14 Cyberspace 14.1 What is virtual reality? 14.2 The other senses 14.3 Physical interaction 14.4 Practical virtual reality systems 14.5 'Cyberatmosphere' -- stepping stones to cyberspace Appendix 1: The Fourier transform Appendix 2: A top-down, non-linear model of the binaural and monaural signal processing for auditory localization %M B.Bringhurst.97 %0 BOOK %T The Elements of Typographic Style %A Bringhurst, Robert %D 1997 %P 320 %I Hartley & Marks %G ISBN 0-88179132-6 (hdbk) 0-88179133-4 (pbk) %O Second Edition %Y Foreword Historical Synopsis 1 The Grand Design 2 Rhythm & Proportion 3 Harmony & Counterpoint 4 Structural Forms & Devices 5 Analphabetic Symbols 6 Choosing & Combining Type 7 Historical Interlude 8 Shaping the Page 9 The State of the Art 10 Prowling on Specimen Books A: Sorts & Characters B: Glossary of Terms C: Type Designers D: Typefoundries E: Recapitulation F: Further Reading Afterword to the Second Edition %M B.Brinck.01 %0 BOOK %T Usability for the Web: Designing Web Sites that Work %S Interactive Technologies %A Brinck, Tom %A Gergle, Darren %A Wood, Scott D. %D 2001 %P 432 %I Morgan Kaufmann Publishers %G ISBN 1-55860-658-0 %Y Introduction Pervasive Usability Requirements Analysis Task Analysis Principles of Page Layout Envisioning Design - Mockups and Prototypes Writing for the Web Production Launching the Web Site %M B.Brown.88 %0 BOOK %T Human-Computer Interface Design Guidelines %S Human/Computer Interaction Series %A Brown, C. Marlin "Lin" %D 1988 %P 236 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 1-871516-54-4 Intellect; 0-89391-332-4 Ablex, OCLC %K DESIGN Guidelines Dialogue %W http://www.intellectbooks.com/authors/brown/hci.htm %Y 1 General human-Computer Interface Concepts 2 Designing Display Formats 3 Effective Wording 4 Color 5 Graphics 6 Dialogue Design 7 Data Entry 8 Control and Display Devices 9 Error Messages and Online Assistance 10 Implementation of Human-Computer Interface Guidelines 11 References 12 Author Index 13 Subject Index 14 Guideline Checklist %M B.Brown.89 %0 BOOK %T Programming the User Interface: Principles and Examples %A Brown, Judith R. %A Cunningham, Steve %D 1989 %P 371 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-63843-9 %M B.Browne.94 %0 BOOK %T STUDIO: STructured User-interface Design for Interaction Optimization %A Browne, Dermot P. %D 1994 %P 291 %I Prentice Hall %G ISBN 0-13-014721-4 %Y I. Introduction I.1. User interface design: the issue of the 1990s? I.2. STUDIO I.3. User interface development and the software life cycle I.4. Case study I.5. Structure of this book I.6. Summary 1. Project proposing and planning (Stage 1) 1.1. Cost-benefit analysis (Step 101) 1.2. Quality planning (Step 102) 2. User requirements analysis (Stage 2) 2.1. Preparing the groundwork (Step 201) 2.2. Evidence collection (Step 202) 2.3. Task analysis (Step 203) 2.4. Validation (Step 204) 2.5. Reporting of findings (Step 205) 3. Task synthesis (Stage 3) 3.1. Task synthesis (Step 301) 3.2. Style guide (Step 302) 3.3. Design specification (Step 303) 3.4. User support (Step 304) 3.5. Formative evaluation (Step 305) 4. Usability engineering (Stage 4) 4.1. Usability engineering planning (Step 401) 4.2. Prototype build (Step 402) 4.3. Design audit (Step 403) 4.4. Prepare evaluation materials (Step 404) 4.5. Prototype Evaluation (Step 405) 4.6. Impact analysis (Step 406) 4.7. Update specifications (Step 407) 5. User interface development (Stage 5) 5.1. Hand over specification (Step 501) 5.2. Integration/interfacing (Step 502) 5.3. Acceptance testing (Step 503) 5.4. Termination reporting (Step 504) 6. Conclusion Appendix A: Documents produced Appendix B: Quick reference guide Appendix C: Testing/auditing Appendix D: Standards organisations Glossary %M B.Buston.07 %0 BOOK %T Sketching User Experiences: Getting the Design Right and the Right Design %A Buxton, Bill %D 2007 %P 448 %I Morgan Kaufmann Publishers %G ISBN: 0-12-374037-1, 978-0-12-374037-3 %W http://www.elsevierdirect.com/companions/9780123740373 Companion Web Site %Y PART I: DESIGN AS DREAMCATCHER Introduction Case Study: Apple, Design and Business The Bossy Rule A Snapshot of Today The Role of Design A Sketch of the Process The Cycle of Innovation The Question of "Design" The Anatomy of Sketching Clarity is not always the Path to Enlightenment The Larger Family of Renderings Experience Design vs. Interface Design Sketching Interaction Sketches are not Prototypes Where is the User in all of this? You make that Sound like a Negative Thing If Someone Made a Sketch in the Forest and Nobody Saw it? The Object of Sharing Annotation: Sketching on Sketches Design Thinking & Ecology The Second Worst Thing that Can Happen A River Runs Through It PART II: STORIES OF METHODS AND MADNESS Introduction The Wonderful Wizard of Oz Chameleon: From Wizardry to Smoke-and-Mirrors Le Bricolage: Cobbling Things Together It was a Dark and Stormy Night? Visual Story Telling Simple Animation Shoot the Mime Sketch-a-Move Extending Interaction: Real and Illusion The Bifocal Display Video Invisionment Interacting with Paper Are you Talking to me? PART III: RECAPITULATION & CODA Some Final Thoughts PART IV: REFERENCES/BIBLIOGRAPHY %M B.Cakir.80 %0 BOOK %T Visual Display Terminals: A Manual Covering Ergonomics Workplace Design, Health and Safety, Task Organization %A Cakir, A. %A Hart, D. J. %A Stewart, T. F. M. %D 1980 %P 253 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-27793-2, OCLC 5793141 %M B.Campbell.63 %0 BOOK %T Experimental and Quasi-Experimental Designs for Research %A Campbell, D. %A Stanley, J. %D 1963 %P 84 %C Chicago %I Rand-McNally %G ISBN 0-39530787-2 %M B.Campbell.74 %0 BOOK %T Flaws and Fallacies in Statistical Thinking %A Campbell, S. K. %D 1974 %P 200 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-322214-4 %K EVALUATION Empirical %Y 1 Dangers of Statistical Ignorance 2 Some Basic Measurement and Definition Problems 3 Meaningless Statistics 4 Far Fetched Estimates 5 Cheating Charts 6 Accommodating Averages 7 Ignoring Dispersion 8 Puffing up a Point with Percents 9 Improper Comparisons 10 Jumping to Conclusions 11 Faulty Thinking About Probability 12 Faulty Induction 13 Relationships: Causal and Casual 14 Leftovers 15 Assorted Examples to Think About %M B.Card.83 %0 BOOK %T The Psychology of Human-Computer Interaction %A Card, Stuart K. %A Moran, Thomas P. %A Newell, Allen %D 1983 %P 469 %C Hillsdale, NJ %I Lawrence Erlbaum Associates %G ISBN 0-89859243-7 (pbk) 0-89859859-1 (hdbk); OCLC 9042220 %K GENERAL DESIGN Psych EVALUATION Model Theory %Y 1 An Applied Information-Processing Psychology SCIENCE BASE 2 The Human Information-Processor TEXT-EDITING 3 System and User Variability 4 An Exercise in Task Analysis 5 The GOMS Model of Manuscript Editing 6 Extensions of the GOMS Analysis 7 Models of Devices for Text Selection ENGINEERING MODELS 8 The Keystroke-Level Model 9 The Unit-Task Level of Analysis EXTENSIONS AND GENERALIZATIONS 10 An Exploration into Circuit Design 11 Cognitive Skill 12 Applying Psychology to Design 13 Reprise %M B.Carroll.90 %0 BOOK %T The Nurnberg Funnel: Designing Minimalist Instruction for Practical Computer Skill %A Carroll, John M. %D 1990 %P 360 %I MIT Press %G ISBN 0-262-03163-9 %W http://mitpress.mit.edu/book-home.tcl?isbn=0262031639 %M B.Carroll.2000 %0 BOOK %T Making Use: Scenario-Based Design of Human-Computer Interactions %A Carroll, John M. %D 2000 %P 382 %I MIT Press %G ISBN 0-262-03279-1 %W http://mitpress.mit.edu/book-home.tcl?isbn=0262032791 %Y 1 The Sorcerer's Apprentice Example: Designing a Multimedia System Guiding and Coordinating Discovery Example: Designing a Library System Identifying the Real Problem Thriving on Design 2 What is Design? Clarifying the Problem Identifying Design Moves Envisioning the Solution Recognizing Trade-offs and Dependncies Integrating Diverse Knowledge and Skill Anticipating Impacts on Human Activity Design Is Hard 3 Scenario-Based Design What Are Scenarios? Challenge: Design Action Competes with Reflection Scenarios Evoke Reflection in Design Challenge: Design Situations Are Fluid Scenarios Are at Once Concrete and Flexible Challenge: External Factors Constrain Design Scenarios Promote Work Orientation Challenge: Design Moves Have Many Consequences Scenarios Have Many Views Challenge: Technical Knowledge Lags Design Scenarios Can Be Abstracted and Categorized Toward a Scenario-Based Framework for Design 4 Example: Video Information System Raison d'Etre Clarifying Design Concerns and Objectives Envisioning Alternative Situations Managing Consequences and Trade-offs Creating and Using Design Knowledge Staying Focused on People and Use 5 Example: Programming Tutorial and Tools Design Context Design Analysis Environment: Bittitalk Browser Environment: View Matcher Development:MiTTS Deployment and Evaluation 6 Usability Rationale Claims and Requirements for the Touchstone Scenario Designing and Analyzing a New Touchstone Scenario Identifying Appropriate Goals Sustained Learning Consequences for Work Groups The Place of Claims Analysis in Scenario-Based Design 7 Cumulative Design A View Matcher for Reuse Principled Emulation of a View Matcher Activity Modeling in the MoleHill Guru Genre Specialization in the MoleHill Goalposter Envisioning and Refining the Goalposter Design Patterns and Design Models 8 Evaluation and Theory Building Evaluation Goals and Methods Evaluating and Developing Design Genres Attributions to Multiple Theories Remote and Distributed Causes Thread-Level Claims Evaluation-Driven Design 9 Software Development Object-Oriented Software Responsibility-Driven Design Developing Object Models from Scenarios The Scenario Browser The Specification-Implementation Gap 10 Finding Scenarios and Making Claims Where Do Scenarios Come From? How to Make Claims Managing Scenarios and Claims 11 Getting Around the Task-Artifact Cycle Scenario-Based System Development MiTTS Again Requirements Development in LiNC Toward a Scenario-Based Methodology 12 The Scenario Dilemma Some Status on Scenario-Based Design Challenges for the Future No More Sorcerers %X Difficult to learn and awkward to use, today's information systems often change our activities in ways that we do not need or want. The problem lies in the software development process. In this book John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles. Scenario-based design uses concretization. A scenario is a concrete story about use. For example: "A person turned on a computer; the screen displayed a button labeled Start; the person used the mouse to select the button." Scenarios are a vocabulary for coordinating the central tasks of system development--understanding people's needs, envisioning new activities and technologies, designing effective systems and software, and drawing general lessons from systems as they are developed and used. Instead of designing software by listing requirements, functions, and code modules, the designer focuses first on the activities that need to be supported and then allows descriptions of those activities to drive everything else. In addition to a comprehensive discussion of the principles of scenario-based design, the book includes in-depth examples of its application. %M B.Casey.98 %0 BOOK %T Set Phasers on Stun: And Other True Tales of Design, Technology, and Human Error %A Casey, Steven %D 1998 %P 251 %I Aegean Pub Co. %G ISBN 0-96361788-5 %M B.Cassell.2000 %0 BOOK %T Embodied conversational agents %A Cassell, Justine %D 2000 %P 430 %I MIT Press %G ISBN: 0-26203278-3 %M B.Cato.01 %0 BOOK %T User-centered web design %A Cato, John %D 2001 %P 320 %I Addison-Wesley Publishing %G ISBN 0-201-39860-5 %Y 1. Design for Use Awareness, Understanding, Action (AUA) What is Design? What is Useability? Why Design for Use? A Pragmatic Viewpoint 2. Discover, Design, Use Design Frameworks The Iterative Process of Design Overview of the Design Process The Mindset You Bring to Design When to Involve Users 3. Discovery Discovery Foundations The Organization The System The Users -- Roles The Use -- Actions The Information -- Objects 4. Designing the System From Discovery to Design Areas What are the Pages? -- the Action Process What's on a Page? -- the Information Objects Interaction Design -- the AUA Model 5. Visual Design Style Screen Areas What are the Pages? -- the Action Process What's on a Page? -- the Information Objects Action and Interaction Realization -- Making it Work 6. Use Useability Evaluation Use is Design Lessons from Useability Evaluation 7. Side Trips Creativity -- Breaking the Blocks and Thinking Anew Brainstorming Six Hats Technique City Image, Narrative and Interaction Design Designing for WAP Phones %M B.Chapanis.96 %0 BOOK %T Human Factors in Systems Engineering %S Wiley Series in Systems Engineering %A Chapanis, Alphonse %D 1996 %P 332 %I John Wiley & Sons %G ISBN 0-471-13782-0 %Y 1. Introduction 2. Systems and Systems Engineering 3. Standards, Codes, Specifications, and Other Work Products 4. Human-Factors Methods 5. Human Physical Characteristics 6. Human Mental Characteristics 7. Personnel Selection and Training 8. System Requirements 9. Postscript A. Acronyms and Abbreviations B. Some ANSI and International Standards %M B.Chen.2001 %0 BOOK %T Human Computer Interaction: Issues and Challenges %A Chen, Qiyang %D 2001 %P 265 %I Idea Group Publishing %G ISBN: 1-878289-91-8 %W http://www.idea-group.com/Human_Computer_Interaction_Issues_and_Challenges.htm %Y Designing Effective Human-Computer Interaction Interface Design: an Embedded Process User Interface Development Throughout the System Development Lifecycle From HCI to Interaction Design Intelligent Agents Supporting the Social Construction of Knowledge in a Learning Environment A Modeling Methodology for Intelligent Agents: An Electronic Commerce Application Courseware and its Possible Evolution Through the Use of Agent Technology Intelligent Software Agents in Electronic Commerce: A Socio-Technical Perspective Knowledge Engineering in Adaptive Interface and User Modeling Application of a Cognitive Model of Collaboration to a User Interface Structure- and Content-Based Retrieval for XML documents MESH: A Model-Based Approach to Hypermedia Design User Considerations in Electronic Commerce Transactions Computer Supported Social Networking Based on Email Exchange The Cultural Aesthetic of Virtual Reality: Simulation or Transparency? HCI: the Next Step Towards Optimization of Computer Assisted Surgical Planning, Intervention and Training (CASPIT) %M B.Chi.02 %0 BOOK %T A Framework for Visualizing Information %S Human-Computer Interaction Series, Vol. 1 %A Chi, E. H. %D 2002 %P 176 %I Springer-Verlag %G ISBN 1-4020-0589-X %Y 1. Introduction 2. Data State Reference Model 3. Validation of Model 4. Expressiveness of Data State Model 5. Visualization Spreadsheet Illustrated 6. Detailed Case Study: Web Analysis Visualization Spreadsheet 7. Implementation Experience 8. Related Work 9. Conclusion %M B.Choo.2000 %0 BOOK %T Web Work: Information Seeking and Knowledge Work on the World Wide Web %S Information Science & Knowledge Management : Volume 1 %A Choo, Chun Wei %A Detlor, Brian %A Turnbull, Don %D 2000 %P 236 %I Kluwer Academic Publishers %G ISBN 0-7923-6460-0 %W http://www.wkap.nl/prod/b/0-7923-6460-0 %Y SECTION I: INFORMATION SEEKING AND KNOWLEDGE WORK 1. Information Seeking 2. The Structure and Dynamics of Organizational Knowledge SECTION II: KNOWLEDGE WORK ON INTRANETS 3. The Intranet as Infrastructure for Knowledge Work 4. Designing Intranets to Support Knowledge Work SECTION III: INFORMATION SEEKING ON THE WORLD WIDE WEB 5. Models of Information Seeking on the World Wide Web 6. Understanding Organizational Web Use Coda %M B.Clabby.02 %0 BOOK %T Visualize this : collaboration, communication, and commerce in the 21st century %A Clabby, Joe %D 2002 %P 343 %I Prentice Hall %G ISBN: 0-13-066255-0 %Y I The Premise 1 Take a Virtual Journey 2 The Opening Argument 3 Virtual Worlds: Today's State of the Art II Technology Roadmap 4 The Sensor Virtual Internet Roadmap III Human Interfaces 5 Speech Recognition and Artificial Intelligence 6 Navigation/Manipulation 7 Receiving Sensory Data from Your Computer 8 3D Graphics 9 Sound, Scent, Touch, and Taste IV Infrastructure 10 Networking: Overcoming the Biggest Obstacle to Realizing the Sensory Virtual Internet 11 Personal Computing Devices 12 Back-End "Peer-to-Peer" Systems 13 The Role of Data Compression V Web Services 14 Web Services VI Collaboration 15 The New Age Virtual Applications VII Where Do We Go from Here? 16 Summary Observations %M B.Clegg.88 %0 BOOK %T People and Computers -- How to Evaluate Your Company's New Technology %A Clegg, C. W. %A Warr, P. B. %A Green, T. R. G. %A Monk, A. %A Kemp, N. %A Allison, G. %A Lansdale, M. %D 1988 %P 245 %C Chichester, England %I Ellis Horwood %G ISBN 0-470-21207-1 %M B.Cleveland.85 %0 BOOK %T The Elements of Graphing Data %A Cleveland, William S. %D 1985 %P 323 %C Monterey, California %I Wadsworth Publishing %G ISBN 0-534-03730-5; QA 90.C54 %K EVALUATION Empirical %Y 1 Introduction 2 Principles of Graph Construction 3 Graphical Methods 4 Graphical Perception %M B.Cleveland.93 %0 BOOK %T Visualizing Data %A Cleveland, William S. %D 1994 %P 360 %I Hobart Press %G ISBN 0-96348840-6 %M B.Cleveland.94 %0 BOOK %T The Elements of Graphing Data %A Cleveland, William S. %D 1994 %P 297 %I Hobart Press %G ISBN 0-96348841-4 %K EVALUATION Empirical Graph Construction Graphical Methods Graphical Perception %O Revised Edition %M B.Coats.87 %0 BOOK %T Man-Computer Interfaces: An Introduction to Software Design and Implementation %A Coats, R. B. %A Vlaeminke, I. %D 1987 %P 381 %C Oxford, UK %I Blackwell Scientific Publications %G ISBN 0-63201542-X %M B.Coe.96 %0 BOOK %T Human Factors for Technical Communicators %S Wiley Technical Communication Library %A Coe, Marlana %D 1996 %P 350 %I John Wiley & Sons %G ISBN 0-471-03530-0 %Y 1. Introduction 2. Sensation and Perception 3. Learning 4. Memory 5. Problem Solving 6. Accessing Information 7. Actions 8. User Partnerships 9. Choosing a Medium 10. Building the Navigational Infrastructure 11. Presenting Information 12. Designing and Developing Content A: Writing for Other Cultures B: Human Factors Resources Glossary %M B.Cohill.97 %0 BOOK %T Community Networks: Lessons from Blacksburg, Virginia %A Cohill, Andrew %A Kavanaugh, Andrea %D 1997 %D 1997 %P 346 %I Artech House %G ISBN 0-89006-896-8 %Y 1. Welcome to Blacksburg: Just Hook People Up The BEV is Intensely Personal We Write More than Ever in Blacksburg Storytelling Sense and Sensibility Education Blacksburg and the Net About the Book 2. A Brief History of the Blacksburg Electronic Village: Getting Started Unique Features of the BEV Growth of the BEV The Future of the BEV 3. The Architecture of a Community Network: Access and Services A Typical Community Network Summary of Network Services The BEV Software Tools Service Models for Community Networks Why Direct Connections are Important Network Administration 4. Evaluating the Blacksburg Electronic Village: The Assumptions of an Evaluation System A Model for the Evaluation of the BEV Research Activities in the Four Nodes Lessons Learned 5. Town Government in Cyberspace: The Key Players in the Town's Involvement in the BEV Providing Local Government Information in Cyberspace Email Overload? Elements of the Journey into Cyberspace Supporting Economic Development Cyberspace and the Town's Mission of "Citizen First" In Summary -- Lessons Learned 6. Managing the Evolution of a Virtual School: Context for a Virtual School Early Objectives Engaging the Schools Managing the Evolution Integrating Networking into the Community and the Schools Usability Concerns Assessment and Prospects 7. Learning and Teaching in a Virtual School: Technology and Education Constructivist Theory Constructivist Practice -- BEV + MCPS = Constructivist Classroom Can My School System Do This 8. Conducting Business in a Community Network: Engaging the Business Community Examples of Use Local Economic Development Grants Business Needs and Interests Successful Business Practices 9. Community Network Technology: Basic Internet Technology A Concentrated Dose of LAN, WAN, and TCP/IP Fundamentals Bringing the Internet to Your Town Local delivery High-Speed Local Delivery Serving the Public -- Required and Optional Internet Servers What the BEV Used Fiber on Main Street -- New Technology Opportunities Technology Planning Summary Recommended Resources 10. Managing Information in a Community Network: Step 1 - Develop and Distribute the Tools Step 2 - Identify Project Champions Step 3 - Educate, Educate, Educate Step 4: Foster a Rich Information Space Step 5: Deliver the Message Effectively Step 6: Link the Real and Virtual Communities Checklist for Managing Information in a Community Network 11. Building an Online History Database: Overview System Architecture Interface Usage Issues Summary 12. Success Factors of the Blacksburg Electronic Village: Education, Not Technology Low-Cost Direct Connections Show, Don't Tell Find a Project Evangelist The Golden Age of Libraries Breadth and Depth of Content Drive Use Keep Modem Pool Access in the Private Sector Community Support Community, Not Technology %M B.Collins.95 %0 BOOK %T Designing Object-Oriented User Interfaces %S Addison-Wesley Object Technology Series %A Collins, Dave %D 1995 %P 590 %I Addison-Wesley Publishing %G ISBN 0-80535350-X %Y Preface 1. Introduction I. FOUNDATIONS 2. Evolution of the OOUI 3. Two User Interface Styles 4. Applying Object-Orientation to User Interfaces II. EXTERNAL DESIGN 5. Three Domains of OO Design for the User Interface 6. OOUI Design: Process and Team 7. Users, Tasks, and Task Analysis 8. The User's Conceptual Model 9. Information Presentation 10. Interaction and Control Mechanisms III. INTERNAL DESIGN 11. Object-Oriented System Architectures 12. Information Models 13. Presentation and Interaction Objects 14. Tools for Prototyping and Implementation 15. Design Examples 16. Summary and Directions Appendix 1: Fax Case Study Appendix 2: Introduction to Object-Orientation Glossary %M B.Collis.96 %0 BOOK %T Children and Computers in School %A Collis, Betty A. %A Knezek, Gerald A. %A Lai, Kwok-Wing %A Miyahita, Keiko T. %A Pelgrum, Willem J. %A Plomp, Tjeerd %A Sakamoto, Takashi %D 1996 %P 166 %C Mahwah, New Jersey %I Lawrence Erlbaum Associates %G ISBN 0-8058-2074-4 (paper) 0-8058-2073-6 (cloth) %Y Children in the Information Age Three Multinational Studies Information Technology and Children From a Global Perspective Information Technology and Children from a Classroom Perspective Information Technology From the Child's Perspective Reflections %M B.Constantine.99 %0 BOOK %T Software for Use: A Practical Guide to the Models and Methods of Usage-Centered Design %A Constantine, Larry L. %A Lockwood, Lucy A. D. %D 1999 %P 579 %I Addison-Wesley Publishing %I ACM Press %G ISBN 0-201-92478-1 %W http://cseng.aw.com/bookdetail.qry?ISBN=0-201-92478-1&ptype=0 %Y I: TOWARD MORE USABLE SOFTWARE Chapter 1: Software for Use: Usage, Usability, and User Interfaces Upgrading Usability Approaching Usability Changing Contexts Chapter 2: Built-in Usability: A Usage-Centered Design Approach Interfacing with Users Elements of a Usage-Centered Approach Driving Models Coordinated Activity Chapter 3: In Principle: Rules and Principles of Usage-Centered Design Design as Dialogue Rules and Principles Usability Rules User Interface Design Principles Other Rules Details, Details, Details II: ESSENTIAL MODELS FOR USABILITY Chapter 4: Users and Related Species: Understanding Users and User Roles Of Use and Users Real Users and Others User Role Models User Role Maps User Roles in Action Structured Role Models Chapter 5 Working Structures: Task Modeling with Essential Use Cases Work, Work, Work Task Modeling The Use Case Map Building Essential Use Case Models Application Chapter 6: Interface Architecture: Interface Contents and Navigation Workplaces Interface Contents The Context Navigation Map Application III: CREATING THE VISUAL DESIGN Chapter 7: Designing the Dialogue: Layout and Communication From Abstraction to Expression Communication Channels Screen Real Estate Chapter 8: Practical Widgetry: Choosing and Designing Visual Components Buy or Build Iconic Communication Menus Selecting Selection Widgets Chapter 9 Innovative Interfaces: Creative Interface Engineering and Custom Components Creative Engineering The Process of Innovation Instructive Interfaces Applied Innovation IV: COMPLETING THE DESIGN Chapter 10: Expressing Solutions: Implementation Modeling and Prototypes Fun Stuff Prototypes and Prototyping Mapping the Models Implementation Modeling Illustrated Chapter 11: Help Me If You Can: Designing Help and Helpful Messages Even Experts Need a Lift Use Cases for Help Access and Presentation Techniques Special Techniques and Modalities Helpful Writing Helpful Messages Chapter 12: Once a Beginner: Supporting Evolving Usage Patterns Beyond Beginners Skiing the Interface Progressive Usage Supportive Interfaces Designing for Progressive Usage Progressive Usage Applied Chapter 13: In Place: Fitting the Operational Context Unsound Context Operational Modeling Environmental Adaptation Binding Context Environment Profile Putting Context in Place Chapter 14: Same Game, Different Fields: Special Applications, Special Issues Theme and Variation, Again Web Design for Use Web Wisdom Applied Embedded Systems Applications Other Special Interfaces Chapter 15: Usage-Centered Design Applied: The TeleGuida Case Scaling Up Telephone Tag Gathering Requirements TeleGuida Users and Uses Toward a TeleGuida Prototype V: ASSESSMENT AND IMPROVEMENT Chapter 16: Better Next Time: Improvement by Inspection and Review Assessing Usability Inspection Methods Collaborative Usability Inspections Focused Inspections Chapter 17: By the Numbers: Measuring Usability in Practice Comparison Shopping Measured Quality User Interface Design Metrics Essential Usability Metrics Suite Metrics in Practice Chapter 18: Test Scores: Laboratory and Field Testing of Usability History Testing Testing, One, Two Test Protocol Testing Tactics Why Test, Why Not VI: ORGANIZING AND MANAGING THE PROCESS Chapter 19: Code and You're Done: Implementing Interfaces Objects and Interfaces Accelerated Development Visual Development of Visual Designs Chapter 20: Using Your Users: Users in the Development Process Use or Abuse of Users Requirements Dialogue, Requirements Dance Going to the Source Using Users Joint Essential Modeling Chapter 21: Getting Organized: Usability in the Larger Context Organizational Units Standards and Style Guides Competing Constituencies Experts and Expertise Cultural Fit A: Suggested Readings B: Eleven Ways to Make Software More Usable: General Principles of Software Usability C: Glossary D: Forms for Usage-Centered Design E: Subjective Usability Scales for Software (SUSS) %M B.constantine.01 %0 BOOK %T Peopleware Papers, The: Notes on the Human Side of Software %A Constantine, Larry L. %D 2001 %P 300 %I Prentice Hall %G ISBN 0-13-060123-3 %Y I. GROUP DEVELOPMENT 1. Decisions, Decisions 2. Consensus and Compromise 3. Negotiating Consensus 4. The Lowly and Exalted Scribe 5. Official Space 6. Irksome Interruptions II. COWBOYS AND COWGIRLS 7. Cowboy Coders 8. Cowboy Homecoming 9. Unity in Diversity 10. Coding Cowboys and Software Sages III. WORK ORGANIZATION 11. Traditional Tactics 12. Chaos Manners 13. Open Architects 14. Synchronized Swimming 15. Team Politics 16. Having It All 17. Contrarion Conspiracy IV. TOOLS, MODELS AND METHODS 18. CASE and Cognition 19. Modeling Matters 20. Mirror, Mirror 21. Methodical Madness 22. Essentially Speaking 23. Shapes to Come 24. Software Objectives 25. The Seams Are Showing V. PROCESS IMPROVEMENTS 26. The Benefits of Visibility 27. Rewards and Reuse 28. Superlearning 29. Up the Waterfall 30. In-Time Delivery 31. Under Pressure 32. Re: Architecture 33. Quality by Increments VI. SOFTWARE USABILITY 34. Consistency and Conventions 35. Complexity and Creeping Featurism 36. Going to the Source 37. Colorful Language 38. Improving Intermediates 39. Unusable You 40. Editing Interfaces 41. In Service VII. USABLE OBJECTS 42. Objects in Your Face 43. Getting the Message 44. Abstract Objects 45. New Media 46. Useful Cases 47. Efficient Objects 48. Coherent Objects VIII. BRAVE NEW SOFTWARE 49. Arrogant Programming 50. Interfaces Diversified 51. Wizard Widgets 52. Future Faces IX. CULTURE AND QUALITY 53. Culture Change 54. Change Agents 55. Embedded with the Best 56. Columns from an Italian Restaurant 57. Mentored Out 58. In Training 59. Gifted Programmers 60. Industry Icons 61. Impresario Appendix: Registered Peopleware %M B.Cook.95 %0 BOOK %T Assistive Technologies: Principles and Practice %A Cook, Albert M. %A Hussey, Susan M. %D 1995 %P 712 %I Mosby %G ISBN: 0-80161038-9 %Y Introduction and overview A framework for assistive technologies The disabled human user of assistive technologies The assistive technology services to the consumer Seating and positioning systems as extrinsic enablers for assistive technologies Control interfaces for assistive technology Computers as extrinsic enablers for assistive technologies Electronic outputs for assistive technologies : visual displays, printers, auditory indicators, and voice synthesis Augmentative and alternative communication systems Technologies for personal mobility Technologies that aid manipulation and control of the environment Sensory aids for persons with visual, auditory, or tactile impairments %M B.Cook.07 %0 BOOK %T Cook and Hussey's Assistive Technologies: Principles and Practice %A Cook, Albert M. %A Polgar, Jan Miller %A Hussey, Susan M. %D 2007 %P 592 %I Mosby Elsevier %G ISBN: 0-323-03907-3, 978-0-323-03907-9 %O 3rd Edition %Y Introduction and overview Framework for assistive technologies Disabled human user of assistive technologies Delivering assistive technology services to the consumer Funding assistive technology services and systems Seating systems as extrinsic enablers for assistive technologies Human/assistive technology interface Sensory aids for person with visual impairments Sensory aids for person with auditory impairments Assistive technologies for cognitive augmentation Augmentative and alternative communication systems Technologies that enable mobility Technologies that aid transportation Technologies that aid manipulation and control of the environment Assistive technologies in the context of the classroom Assistive technologies in the context of work %M B.Cooper.95 %0 BOOK %T About Face: The Essentials of User Interface Design %A Cooper, Alan %D 1995 %P 580 %C Foster City, CA %I IDG Books %G ISBN 1-56884-322-4, OCLC %W http://www.cooper.com/aboutface/about_about_face.html %Y Foreword, by Andrew Singer Acknowledgments and Dedication Introduction Part I. The Goal; Designing for Users 1: Goal-Directed Design 2: Software Design 3: The Three Models 4: Visual Interface Design Part II. The Form; The March of Paradigms 5: Idioms and Affordances 6: An Irreverent History of Rectangles on the Screen 7: Windows-with-a-Small-w 8: Lord of the Files 9: Storage and Retrieval Systems 10: Choosing Platforms Part III. The Behavior; The Program's Presentation of Self 11: Orchestration and Flow 12: Posture and State 13: Overhead and Idiocy 14: The Secret Weapon of Interface Design Part IV. The Interaction; Pointing and Clicking 15: Elephants, Mice and Minnies 16: Selection 17: Direct Manipulation 18: Drag and Drop Part V. The Cast; The Actors in the Drama 19: The Meaning Of Menus 20: Menus 21: Dialog Boxes 22: Dialog Box Etiquette 23: Toolbars 24: Roll the Credits, Please Part VI. The Gizmos; Canned Visual Design 25: Imperative and Selection Gizmos 26: Entry and Display Gizmos 27: New Gizmos Part VII. The Guardian; Protecting the User 28: The End of Errors 29: Managing Exceptions 30: Undo Part VIII. The Teacher; Education on Demand 31: Good at What You Do 32: Installation, Configuration and Personalization 33: Shouldering the Burden 34: Where Do We Go from Here? List of Axioms Index %M B.Cooper.99 %0 BOOK %T The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity %A Cooper, Alan %D 1999 %P 300 %I Sams %G ISBN 0-67231649-8 %Y I COMPUTER OBLITERACY 1 Riddles for the Information Age 2 Cognitive Friction II IT COSTS YOU BIG TIME 3 Wasting Money 4 The Dancing Bear 5 Customer Disloyalty III EATING SOUP WITH A FORK 6 The Inmates Are Running the Asylum 7 Homo Logicus 8 An Obsolete Culture IV INTERACTION DESIGN IS GOOD BUSINESS 9 Designing for Pleasure 10 Designing for Power 11 Designing for People V GETTING BACK INTO THE DRIVER'S SEAT 12 Desperately Seeking Usability 13 A Managed Process 14 Power and Pleasure %M B.Cox.93 %0 BOOK %T User Interface Design %A Cox, Kevin %A Walter, David %D 1993 %P 362 %I Prentice Hall %G ISBN 0-13-952888-1 %O 2nd Edition %Y 1. What Makes a Good Computer System? 2. Systems Development 3. Usability Testing 4. Objects and Actions 5. Guide-lines for User-Interfaces 6. Designing a Dialogue Model 7. User Documentation 8. Forms of Documentation 9. Implementation %M B.Cozby.89 %0 BOOK %T Methods in Behavioral Research %A Cozby, Paul C. %D 1989 %P 302 + xii %C Mountain View, California %I Mayfield Publishing Company %G ISBN 0-97484-897-0; BF76.5.C67 %O Fourth Edition %Y 1. The Scientific Method 2. Where to Start 3. Studying Behavior 4. Descriptive Methods 5. Experimental Design: Purpose and Pitfalls 6. Types of Experimental Design 7. Complex Experimental Designs 8. Conducting Research 9. Understanding Research Results 10. Correlation Coefficients 11. Generalizing Results 12. Ethical Concerns A. Writing Research Reports B. Statistical Tests C. Statistical Tables Glossary References Index %M B.Czaja.95 %0 BOOK %T Designing Surveys: A Guide to Decisions and Procedures %S Research Methods and Statistics %A Czaja, Ronald %A Blair, Johnny %D 1995 %P 288 %I Pine Forge Press %G ISBN 0-8039-9056-1 %Y 1. An Introduction to Surveys and to This Book 2. Stages of a Survey 3. Selecting the Method of Data Collection 4. Questionnaire Design: Writing the Questions 5. Questionnaire Design: Organizing the Questions 6. Questionnaire Design: Testing the Questions 7. Designing the Sample 8. Selecting a Sample 9. Reducing Sources of Error in Sampling and Data Collection 10. The Methodology Report Appendixes References Glossary/Index %M B.Damer.97 %0 BOOK %T Avatars!: Exploring and Building Virtual Worlds on the Internet %A Damer, Bruce %D 1997 %P 522 %I Addison-Wesley Publishing %G ISBN 0-201-68840-9 %M B.Deitsch.01 %0 BOOK %T Java Internationalization %S Java Series %A Deitsch, Andrew %A Czarnecki, David %D 2001 %P 445 %I O'Reilly & Associates %G ISBN 0-59600019-7 %M B.Dertouzos.97 %0 BOOK %T What Will Be: How the New World of Information Will Change Our Lives %A Dertouzos, Michael L. %D 1997 %P 320 %C San Francisco %I Harper & Row %G ISBN: 0-06251479-2 %Y I. Shaping the Future 1. Vision 2. The Revolution Unfolds 3. Where Person Meets Machine 4. New Tools II. How Your Life Will Change 5. Daily Life 6. Pleasure 7. Health 8. Learning 9. Business and Organizations 10. Government III. Reuniting Technology and Humanity 11. The Value of Information 12. Electronic Bulldozers 13. Electronic Proximity 14. Ancient Humans Appendix. The Five Pillars of the Information Age %M B.Dertouzos.01 %0 BOOK %T The unfinished revolution : human-centered computers and what they can do for us %A Dertouzos, Michael L. %D 2001 %P 224 %I HarperCollins %G ISBN 0-06662067-8 %Y 1. Why Change Charting New Terrain Rise of the Information Marketplace Integrate Computers into Our Lives Give Us a Gas Pedal and Steering Wheel Reach All People 2. Let's Talk Elusive Intelligence Speech and Vision: Different Roles Let's Talk Show Me A New Metaphor Brain Chips 3. Do It for Me The Ascent to Meaning: E-Forms Meaning on the Web: Metadata Bring Things under Control Hundreds of Dumb Servants Start the Ball Rolling Automation and Society 4. Get Me What I Want Organize or Search? Discovering What Your Information Means The Semantic Web Conspiracy A New Information Model Call to Action 5. Help Us Work Together The Challenge Messages and Packages Collaboration Systems Information Work Privacy More Social Consequences Distance Education 6. Adapt to Me A Growing Need Pushing the OS Upward Nomadic Software 7. Applying the New Forces Health Commerce Disaster Control Medicine in the Bush Total Financial Services Play Sundials Why These Five Forces? Dovetailing People with the Forces 8. Oxygen Putting It All Together The Handy 21 The Enviro 21 The N21 Network Speech Automation Individualized Information Access Collaboration Customization The Oxygen Software System Turning on a Dime 9. Finishing the Unfinished Revolution Info Royalty Global Reach Monoculture and Overload The Technology Fountain No Machines beyond This Point Greater Humanity? Beyond the Information Revolution %M B.DeSousa.05 %0 BOOK %T The semiotic engineering of human-computer interaction %A De Souza, Clarisse Sieckenius %D 2005 %P 283 %I MIT Press %G ISBN: 0-26204220-7 %Y I FOUNDATION 1 Introduction 2 Fundamental Concepts in Semiotics 3 Semiotic Engineering II DERIVATION 4 Communicability and the Designer's Deputy Discourse 5 The Semiotic Engineering of Customizable and Extensible Applications 6 The Semiotic Engineering of Multi-User Computer Applications III QUESTIONS 7 Reflection %M B.DeVellis.91 %0 BOOK %T Scale Development: Theory and Applications %S Applied Social Research Methods %A Devellis, Robert F. %D 1991 %N Vol. 26 %P 121 %I Sage Publications %G ISBN 0-8039-3776-8 %M B.Diaper.89 %0 BOOK %T Task Analysis for Human-Computer Interaction %A Diaper, Dan %D 1989 %P 258 %C Chichester, UK %I Ellis Horwood %G ISBN 0-47021606-9 %M B.Dillon.94 %0 BOOK %T Designing Usable Electronic Text: Ergonomic Aspects of Human Information Usage %A Dillon, Andrew %D 1994 %P 220 %I Taylor & Francis %G ISBN 0-7484-0113-X (paper) 0-7484-0112-1 (cloth) %M B.Dittrich.02 %0 BOOK %T Social thinking-software practice %A Dittrich, Yvonne %A Floyd, Christiane %A Klischewski, Ralf %D 2002 %P 481 %I MIT Press %G ISBN: 0-26204204-5 %M B.Dix.93 %0 BOOK %T Human-Computer Interaction %A Dix, Alan %A Finlay, Janet %A Abowd, Gregory %A Beale, Russell %D 1993 %N 15 chapters %P 570 %I Prentice Hall %G ISBN 0-13-458266-7 (hardback); 0-13-437211-5 (paperback) only outside USA %Y Introduction Part 1: Foundations 1: The Human 1.1 Introduction 1.2 Input-Output Channels 1.3 Human Memory 1.4 Thinking: Reasoning and Problem-solving 1.5 Individual Differences 1.6 Psychology and the Design of Interactive Systems 1.7 Summary Exercises Recommended Reading 2: The Computer 2.1 Introduction 2.2 Text Entry Devices 2.3 Positioning and Pointing Devices 2.4 Output Devices 2.5 Alternatives 2.6 Paper: Printing and Scanning 2.7 Memory 2.8 Processing 2.9 Summary Exercises Recommended Reading 3: The Interaction 3.1 Introduction 3.2 Models of Interaction 3.3 Frameworks and HCI 3.4 Ergonomics 3.5 Interaction Styles 3.6 The Context of the Interaction 3.7 Summary Exercises Recommended Reading Part II: Design Practice 4: Usability Paradigms and Principles 4.1 Introduction 4.2 Paradigms for Interaction 4.3 Principles to Support Usability 4.4 Summary Exercises Recommended Reading 5: The Design Process 5.1 Introduction 5.2 The Software Life Cycle 5.3 Using Design Rules 5.4 Usability Engineering 5.5 Iterative Design and Prototyping 5.6 Design Rationale 5.7 Summary Exercises Recommended Reading 6: Models of the User in Design 6.1 Introduction 6.2 Cognitive Models 6.3 Goal and Task Hierarchies 6.4 Linguistic Models 6.5 The Challenge of Display Based Systems 6.6 Physical and Device Models 6.7 Cognitive Architectures 6.8 Summary Exercises Recommended Reading 7: Task Analysis 7.1 Introduction 7.2 Differences between Task Analysis and Other Techniques 7.3 Task Decomposition 7.4 Knowledge Based Analysis 7.5 Entity-Relationship Based Techniques 7.6 Sources of Information and Data Collection 7.7 Uses of Task Analysis 7.8 Summary Exercises Recommended Reading 8: Dialogue Notations and Design 8.1 What is Dialogue? 8.2 Dialogue Design Notations 8.3 Diagrammatic Notations 8.4 Textual Dialogue Notations 8.5 Dialogue Semantics 8.6 Dialogue Analysis and Design 8.7 Summary Exercises Recommended Reading 9: Models of the System 9.1 Introduction 9.2 Standard Formalisms 9.3 Interaction Models 9.4 Status/Event Analysis Exercises Recommended Reading 10: Implementation Support 10.1 Introduction 10.2 Elements of Windowing Systems 10.3 Programming the Application 10.4 Using Toolkits 10.5 User Interface Management Systems 10.6 Summary Exercises Recommended Reading 11: Evaluation Techniques 11.1 What is Evaluation? 11.2 Goals of Evaluation 11.3 Styles of Evaluation 11.4 Evaluating the Design 11.5 Evaluating the Implementation 11.6 Choosing an Evaluation Method 11.7 Summary Exercises Recommended Reading 12: Help and Documentation 12.1 Introduction 12.2 Requirements of User Support 12.3 Approaches to User Support 12.4 Intelligent Help Systems 12.5 Designing User Support Systems 12.6 Summary Exercises Recommended Reading Part III: Advanced Topics 13: Groupware 13.1 Introduction 13.2 Groupware Systems 13.3 Computer-mediated Communication 13.4 Meeting and Decision Support Systems 13.5 Shared Applications and Artefacts 13.6 Frameworks for Groupware 13.7 Implementing Synchronous Groupware 13.8 Summary Exercises Recommended Reading 14: CSCW Issues and Theories 14.1 Introduction 14.2 Face-to-face Communication 14.3 Conversation 14.4 Text Based Communication 14.5 Group Working 14.6 Organizational Issues 14.7 Summary Exercises Recommended Reading 15: Multi-sensory Systems 15.1 Introduction 15.2 Usable Sensory Inputs 15.3 Multi-modal and Multi-media Systems 15.4 Speech in the Interface 15.5 Non-speech Sound 15.6 Handwriting Recognition 15.7 Text, Hypertext and Hypermedia 15.8 Animation and Video 15.9 Gesture Recognition 15.10 Computer Vision 15.11 Applications of Multi-media Systems 15.12 Summary Exercises Recommended Reading References Index %M B.Dix.98 %0 BOOK %T Human-Computer Interaction %A Dix, Alan J. %A Finlay, Janet E. %A Abowd, Gregory D. %A Beale, Russell %D 1998 %P 650 %I Prentice Hall %G ISBN 0-13-239864-8 %O 2nd Edition %W http://www.hcibook.com/ %Y Preface to the second edition Preface to the first edition Introduction I. FOUNDATIONS 1. The human 2. The computer 3. The interaction II. DESIGN PRACTICE 4. Usability paradigms and principles 5. The design process 6. Models of the user in design 7. Task analysis 8. Dialog notations and design 9. Models of the system 10. Implementation support 11. Evaluation techniques 12. Help and documentation III. APPLICATION AREAS 13. Groupware 14. CSCW and social issues 15. Out of the glass box 16. Hypertext, multimedia and the World Wide Web %M B.Dix.04 %0 BOOK %T Human-Computer Interaction %A Dix, Alan J. %A Finlay, Janet E. %A Abowd, Gregory D. %A Beale, Russell %D 2004 %D 2003 %P 834 %I Prentice Hall %G ISBN 0-13-046109-1 %O 3rd Edition %W http://www.hcibook.com/e3/ %Y Introduction Part 1 FOUNDATIONS 1 The human 1.1 Introduction 1.2 Input-output channels 1.3 Human memory 1.4 Thinking: reasoning and problem solving 1.5 Emotion 1.6 Individual differences 1.7 Psychology and the design of interactive systems 1.8 Summary Exercises Recommended reading 2 The computer 2.1 Introduction 2.2 Text entry devices 2.3 Positioning, pointing and drawing 2.4 Display devices 2.5 Devices for virtual reality and 3D interaction 2.6 Physical controls, sensors and special devices 2.7 Paper: printing and scanning 2.8 Memory 2.9 Processing and networks 2.10 Summary Exercises Recommended reading 3 The interaction 3.1 Introduction 3.2 Models of interaction 3.3 Frameworks and HCI 3.4 Ergonomics 3.5 Interaction styles 3.6 Elements of the WIMP interface 3.7 Interactivity 3.8 The context of the interaction 3.9 Experience, engagement and fun 3.10 Summary Exercises Recommended reading 4 Paradigms 4.1 Introduction 4.2 Paradigms for interaction 4.3 Summary Exercises Recommended reading Part 2 DESIGN PROCESS 5 Interaction design basics 5.1 Introduction 5.2 What is design? 5.3 The process of design 5.4 User focus 5.5 Scenarios 5.6 Navigation design 5.7 Screen design and layout 5.8 Iteration and prototyping 5.9 Summary Exercises Recommended reading 6 HCI in the software process 6.1 Introduction 6.2 The software life cycle 6.3 Usability engineering 6.4 Iterative design and prototyping 6.5 Design rationale 6.6 Summary Exercises Recommended reading 7 Design rules 7.1 Introduction 7.2 Principles to support usability 7.3 Standards 7.4 Guidelines 7.5 Golden rules and heuristics 7.6 HCI patterns 7.7 Summary Exercises Recommended reading 8 Implementation support 8.1 Introduction 8.2 Elements of windowing systems 8.3 Programming the application 8.4 Using toolkits 8.5 User interface management systems 8.6 Summary Exercises Recommended reading 9 Evaluation techniques 9.1 What is evaluation? 9.2 Goals of evaluation 9.3 Evaluation through expert analysis 9.4 Evaluation through user participation 9.5 Choosing an evaluation method 9.6 Summary Exercises Recommended reading 10 Universal design 10.1 Introduction 10.2 Universal design principles 10.3 Multi-modal interaction 10.4 Designing for diversity 10.5 Summary Exercises Recommended reading 11 User support 11.1 Introduction 11.2 Requirements of user support 11.3 Approaches to user support 11.4 Adaptive help systems 11.5 Designing user support systems 11.6 Summary Exercises Recommended reading Part 3 MODELS AND THEORIES 12 Cognitive models 12.1 Introduction 12.2 Goal and task hierarchies 12.3 Linguistic models 12.4 The challenge of display-based systems 12.5 Physical and device models 12.6 Cognitive architectures 12.7 Summary Exercises Recommended reading 13 Socio-organizational issues and stakeholder requirements 13.1 Introduction 13.2 Organizational issues 13.3 Capturing requirements 13.4 Summary Exercises Recommended reading 14 Communication and collaboration models 14.1 Introduction 14.2 Face-to-face communication 14.3 Conversation 14.4 Text-based communication 14.5 Group working 14.6 Summary Exercises Recommended reading 15 Task analysis 15.1 Introduction 15.2 Differences between task analysis and other techniques 15.3 Task decomposition 15.4 Knowledge-based analysis 15.5 Entity-relationship-based techniques 15.6 Sources of information and data collection 15.7 Uses of task analysis 15.8 Summary Exercises Recommended reading 16 Dialog notations and design 16.1 What is dialog? 16.2 Dialog design notations 16.3 Diagrammatic notations 16.4 Textual dialog notations 16.5 Dialog semantics 16.6 Dialog analysis and design 16.7 Summary Exercises Recommended reading 17 Models of the system 17.1 Introduction 17.2 Standard formalisms 17.3 Interaction models 17.4 Continuous behavior 17.5 Summary Exercises Recommended reading 18 Modeling rich interaction 18.1 Introduction 18.2 Status-event analysis 18.3 Rich contexts 18.4 Low intention and sensor-based interaction 18.5 Summary Exercises Recommended reading Part 4 OUTSIDE THE BOX 19 Groupware 19.1 Introduction 19.2 Groupware systems 19.3 Computer-mediated communication 19.4 Meeting and decision support systems 19.5 Shared applications and artifacts 19.6 Frameworks for groupware 19.7 Implementing synchronous groupware 19.8 Summary Exercises Recommended reading 20 Ubiquitous computing and augmented realities 20.1 Introduction 20.2 Ubiquitous computing applications research 20.3 Virtual and augmented reality 20.4 Information and data visualization 20.5 Summary Exercises Recommended reading 21 Hypertext, multimedia and the world wide web 21.1 Introduction 21.2 Understanding hypertext 21.3 Finding things 21.4 Web technology and issues 21.5 Static web content 21.6 Dynamic web content 21.7 Summary Exercises Recommended reading %M B.Douglas.97 %0 BOOK %T The Ergonomics of Computer Pointing Devices %S Advanced Perspectives in Applied Computing %A Douglas, Sarah A. %A Mithal, Anant Kartik %D 1997 %P 233 %I Springer-Verlag %G ISBN 3-540-19986-1 %Y 1. Introduction 1.1 Approach 1.2 The Organization of This Book 1.3 Importance and Future of Pointing Device Ergonomics 2. Human Motor Performance 2.1 Fitts' Law 2.2 Psychomotor Models 2.3 Other Aspects of Motor Behavior 2.4 Summary 2.5 Endnotes 3. Factors in Applying Psychomotor Studies to Pointing Devices 3.1 Devices: Operation, Features and Types 3.2 Limb Control 3.3 Tasks 3.4 Summary 4. A Survey of Ergonomic Studies 4.1 Studies by Device 4.2 Comparison Between Devices 4.3 Summary 4.4 Endnotes 5. Evaluating New Devices: A Case Study 5.1 Overview 5.2 Introduction 5.3 Previous Research 5.4 Method 5.5 Results 5.6 Discussion 5.7 Conclusions 5.8 Endnotes 6. Using the Microstructure of Movement to Understand Device Performance 6.1 Introduction 6.2 Research Questions 6.3 Method 6.4 Results 6.5 Discussion 6.6 Summary and Conclusions 6.7 Endnotes 7. Performance Models 7.1 Historical Background 7.2 GOMS 7.3 Keystroke Level Model 7.4 Stochastic Network Models 7.5 Extensions to the GOMS Model Research 7.6 Summary 7.7 Endnotes 8. Challenges of the Present and Future 8.1 Review of Pointing Device Research Findings 8.2 Integrating Ergonomics Research into Design 8.3 Innovations in Pointing Device Technology and Interfaces 8.4 Future Research Directions 8.5 Conclusions 8.6 Endnotes 9. Bibliography %M B.Dourish.01 %0 BOOK %T Where the Action Is: The Foundations of Embodied Interaction %A Dourish, Paul %D 2001 %P 256 %I MIT Press %G ISBN 0-262-04196-0 %W http://mitpress.mit.edu/0262041960 %Y 1 History of Interaction 2 Getting in Touch 3 Social Computing 4 "Being-in-the-World": Embodied Interaction 5 Foundations 6 Moving Toward Design 7 Conclusions and Directions %X Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls "embodied interaction" -- an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality -- reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems. %M B.Downes.05 %0 BOOK %T Interactive realism : the poetics of Cyberspace %A Downes, Daniel M. %D 2005 %P 192 %I McGill-Queen's University Press %G ISBN 0-77352920-9 (pbk.) 0-77352854-7 (bound) %Y Introduction: The Inventio Fortunata xi 1 The Dual Specificity of Cyberspace 3 2 The Magic Mirror: Technology and the Transformative Turn 17 3 Media Ecology, the Prosthetic Other, and the Artifactual Self 37 4 Virtuality and the Bit Republic 70 5 The Iconic Landscapes of Cyberspace 101 6 From Public Image to Public Memory: Building Heterotopia 122 Conclusion: The Fortunes of Invention 139 %M B.Dreyfus.67 %0 BOOK %T The Measure of Man: Human Factors in Design %A Dreyfus, W. %D 1967 %P 54 %C New York, NY %I Whitney Library of Design %G ISBN 0-82307370-X %O Second Edition %M B.Druin.96 %0 BOOK %T Designing Multimedia Environments for Children %A Druin, Allison %A Solomon, Cynthia %D 1996 %P 288 %I John Wiley & Sons %G ISBN 0-471-11688-2 %O Includes CD-ROM %Y An Introduction: The Multimedia Landscape 1. Origins of Educational Multimedia Environments 2. CD-ROM Edutainment 3. Videodisc Problem-Solving Simulations 4. Children's Multimedia Authoring Tools 5. On-Line Multimedia Environments 6. Physical Multimedia Environments 7. The Activity of Innovation 8. Thoughts About Tomorrow %M B.Duffy.93 %0 BOOK %T Online Help: Design and Evaluation %S Human/Computer Interaction Series %A Duffy, Thomas M. %A Palmer, James E. %A Mehlenbacher, Brad %D 1983 %P 272 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-858-X (cloth); 0-89391-848-2 (paper) %W http://www.intellectbooks.com/authors/duffy/online1.htm %Y 1. Online Help in Context 2. Medium of Delivery and the Design Process 3. A Task Model for Online Help 4. Designing Interactive Help Systems 5. Understanding the Design Process 6. An Overview of Evaluation Requirements and Options 7. The Help Design Evaluation Questionnaire (HDEQ) 8. Findings from the Evaluation of Help Systems Appendix: The Help Design Evaluation Questionnaire %M B.Dumas.88 %0 BOOK %T Designing User Interfaces for Software %A Dumas, Joseph S. %D 1988 %P 174 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13201971-X %M B.Dumas.93 %0 BOOK %T A Practical Guide to Usability Testing %A Dumas, Joseph S. %A Redish, Janice C. %D 1993 %P 412 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-990-X (cloth); 0-89391-991-8 (paper) %Y I. CONCERNING USABILITY (1) 1 Introducing Usability (3) 2 Introducing Usability Testing (21) 3 Uncovering Usability Needs Before You Design (39) 4 Basing Designs on Expertise in Human-Computer Interaction (51) 5 Evaluating Usability Throughout Design and Development (63) 6 Establishing a Usability Program in Your Organization (83) II. PLANNING AND PREPARING FOR A USABILITY TEST (97) 7 Planning a Usability Test (99) 8 Defining Goals and Concerns (109) 9 Deciding who Should be Participants (119) 10 Recruiting Participants (135) 11 Selecting and Organizing Tasks to Test (159) 12 Creating Task Scenarios (171) 13 Deciding How to Measure Usability (183) 14 Preparing Test Materials (203) 15 Preparing the Test Environment (221) 16 Preparing the Test Team (233) 17 Conducting a Pilot Test (263) III. CONDUCTING AND USING THE RESULTS OF A USABILITY TEST (271) 18 Caring for the Test Participants (273) 19 Conducting the Test (287) 20 Tabulating and Analyzing Data (309) 21 Recommending Changes (331) 22 Communicating the Results (339) 23 Preparing a Highlight Tape (355) 24 Changing the Product and the Process (367) References (375) Appendix A: Setting Up a Usability Lab (383) Appendix B: Relevant Organizations and Journals (397) Author Index (407) Subject Index (409) %M B.Dumas.99 %0 BOOK %T A Practical Guide to Usability Testing %A Dumas, Joseph S. %A Redish, Janice C. %D 1999 %P 412 %C Norwood, NJ %I Intellect %G ISBN 1-84150-020-8 (1999 revised edition) %O Revised edition. %W http://www.redish.net/content/books/practical_guide.html Author website %Y I. CONCERNING USABILITY (1) 1 Introducing Usability (3) 2 Introducing Usability Testing (21) 3 Uncovering Usability Needs Before You Design (39) 4 Basing Designs on Expertise in Human-Computer Interaction (51) 5 Evaluating Usability Throughout Design and Development (63) 6 Establishing a Usability Program in Your Organization (83) II. PLANNING AND PREPARING FOR A USABILITY TEST (97) 7 Planning a Usability Test (99) 8 Defining Goals and Concerns (109) 9 Deciding who Should be Participants (119) 10 Recruiting Participants (135) 11 Selecting and Organizing Tasks to Test (159) 12 Creating Task Scenarios (171) 13 Deciding How to Measure Usability (183) 14 Preparing Test Materials (203) 15 Preparing the Test Environment (221) 16 Preparing the Test Team (233) 17 Conducting a Pilot Test (263) III. CONDUCTING AND USING THE RESULTS OF A USABILITY TEST (271) 18 Caring for the Test Participants (273) 19 Conducting the Test (287) 20 Tabulating and Analyzing Data (309) 21 Recommending Changes (331) 22 Communicating the Results (339) 23 Preparing a Highlight Tape (355) 24 Changing the Product and the Process (367) References (375) Appendix A: Setting Up a Usability Lab (383) Appendix B: Relevant Organizations and Journals (397) Author Index (407) Subject Index (409) %M B.Dumas.08 %0 BOOK %T Moderating usability tests : principles and practice for interacting %A Dumas, Joseph S. %A Loring, Beth A. %D 2008 %P 185 %I Morgan Kaufmann Publishers %G ISBN 978-0-12373933-9 0-12-373933-0 %Y 1: Introduction 1 2: Getting Started as a Test Moderator 6 3: Golden Rules 1 to 5 20 3.1 Rule 1: Decide how to interact based on the purpose of the test 21 3.2 Rule 2: Respect participants' rights 24 3.3 Rule 3: You have a responsibility to future users 28 3.4 Rule 4: You are in charge but the participants are the experts 29 3.5 Rule 5: Being professional means being genuine 35 4: Golden Rules 6 to 10 42 4.1 Rule 6: Let the participants speak! 42 4.2 Rule 7: Your intuition can hurt and help you 45 4.3 Rule 8: Be unbiased 46 4.4 Rule 9: Don't give away information inadvertently 50 4.5 Rule 10: Watch yourself and keep sharp 51 5: First Contact: Setting the Tone 53 6: Interacting During the Session 75 7: Interacting During Post-Test Activities 99 8: Interacting in a Remote Test Session 114 9: Moderator-Participant Arrangements 134 10: Interacting with Diverse Populations 144 11: Integrating the Videos 168 %M B.Dustin.02 %0 BOOK %T Quality Web systems : performance, security, and usability %A Dustin, Elfriede %A Rashka, Jeff %A McDiarmid, Douglas %D 2002 %P 318 %I Addison-Wesley Publishing %G ISBN 0-201-71936-3 %Y 1. Overview of Web Systems and Technologies Quality Web Systems Success Criteria Assigning Priorities Based on Risks Web System Engineering Web System Architecture 2. Web Engineering Using the RSI Approach Use Cases Analysis Goal Oriented Use Cases Analysis RSI Approach RSI Model Development Non-Functional Requirements Technology Selection Test Procedures From RSI Use Cases Chapter Summary References 3. Security Overview Web and Application Servers Database Server Client Computer Secure Communications Network Security Verifying Site Security TBS Case Study Chapter Summary References 4. Performance Overview Performance and Scalability Requirements Verifying Site Performance and Scalability Verification Phases Interpreting the Test Results Improving Performance and Scalability Analyzing Scalability and Cost TBS Case Study Chapter Summary References 5. Compatibility Client-Side Compatibility Issues Verifying Site Compatibility TBS Case Study Chapter Summary References 6. Usability and Accessibility Usability Engineering Accessibility Usability Evaluation Automating Usability Evaluation TBS Case Study Chapter Summary References 7. Tools Engineering Security Performance and Scalability Compatibility Usability Other Tools Chapter Summary Appendixes A. Evaluation Checklists B. Test Tool Evaluations C. Technology Book Store Case Study %M B.Dyson.97 %0 BOOK %T Release 2.0: A Design for Living in the Digital Age %A Dyson, Esther %D 1997 %P 224 %I Broadway Books %G ISBN: 0-76790011-1 %Y 1. How I got the story and learned to love markets 2. Communities 3. Work 4. Education 5. Governance 6. Intellectual property 7. Content control 8. Privacy 9. Anonymity 10. Security 11. A design for living %M B.Earnshaw.01 %0 BOOK %T Frontiers of human-centered computing, online communities and virtual environments %A Earnshaw, Rae A. %D 2001 %P 482 %I Springer-Verlag %G ISBN: 1-85233238-7 %M B.Eberts.94 %0 BOOK %T User Interface Design %A Eberts, Ray E. %D 1994 %P 649 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-140328-1 %Y I - INTRODUCTION 1. Interacting with Computers 2. Interface Widgets 3. Four Approaches to Human-Computer Interaction II - EMPIRICAL APPROACH 4. Experimental Methodology 5. Experimental Design and Analysis 6. Hazards to Conducting and Interpreting HCI Experiments III - COGNITIVE APPROACH 7. Mental Models 8. Human Information Processing 9. Neural Network Models 10. Metaphors and Analogies 11. Spatial Reasoning and Graphics 12. Workload Assessment IV - PREDICTIVE MODELING APPROACH 13. The Model Human Processor 14. GOMS 15. NGOMSL 16. Production Systems 17. Grammar Representations V - ANTHROPOMORPHIC APPROACH 18. Human-Human Communication 19. Natural Interface Design: Alternative Input Methods 20. Natural Interface Design: Perceptual and Cognitive Mismatches 21. Affordances, Constraints and World Knowledge VI - ISSUES IN HCI (APPLICATION OF APPROACHES) 22. Feedback and Help Messages 23. Menu Displays 24. Database Applications 25. Groupware References Author Index Subject Index %M B.Ericsson.84 %0 BOOK %T Protocol Analysis: Verbal Reports as Data %A Ericsson, K. A. %A Simon, H. A. %D 1984 %P 426 %C Cambridge, MA %I MIT Press %G ISBN 0-262-55012-1; BF 455.E68 %G ISBN 0-262-05029-3, OCLC 10207167 %K EVALUATION Empirical %Y 1 Introduction and Summary 2 Effects of Verbalization 3 Completeness of Reports 4 Inferences From Verbal Data 5 Model of Verbalization 6 Methods for Protocol Analysis 7 Techniques of Protocol Analysis %M B.Ericsson.93 %0 BOOK %T Protocol Analysis: Verbal Reports as Data %A Ericsson, K. Anders %A Simon, Herbert A. %D 1993 %P 496 %C Cambridge, MA %I MIT Press %G ISBN 0-262-55023-7 (paper) 0-262-05047-1 (cloth) %K EVALUATION Empirical %O Revised Edition %W http://mitpress.mit.edu/book-home.tcl?isbn=0262550237 %M B.Esselink.2000 %0 BOOK %T A Practical Guide to Localization %A Esselink, Bert %D 2000 %P 490 %I John Benjamins Publishing %G ISBN 1-58811006-0 paperback; 1-58811005-2 hardcover %M B.farkas.02 %0 BOOK %T Principles of Web Design %S Allyn & Bacon Series in Technical Communication %A Farkas, David K. %A Farkas, Jean B. %D 2002 %P 377 %I Longman %G ISBN: 0-205-30291-2 %W http://www.uwtc.washington.edu/pwd/ Companion Website %W http://www.ablongman.com/catalog/academic/product/1,4096,0205302912,00.html %Y 1. Understanding the Web: A Designer's View 2. Planning the Project 3. Designing and Building the Project 4. Using Content Types Effectively 5. Societal Implications and Ethical Choices 6. Hypertext Theory and Node-Link Diagrams 7. Hierarchies and Organizing Content 8. The Navigational Interface 9. Designing Effective Links 10. Writing for the Web 11. Graphic Design 12. Site Maps, Search, and Indexes 13. Non-Hierarchical Information Structures Appendixes A. Twenty-Five Guidelines for Getting Started B. An Introduction to Copyright Law C. Project Reports D. Implementation Resources %X This is a university-level textbook that teaches Web design skills within a framework of information-design principles, rhetoric, and hypertext theory. The book emphasizes the importance of the underlying node-link structure in designing the navigational interface and creating content. %M B.Faulkner.98 %0 BOOK %T The Essence of Human-Computer Interaction %S Essence of Computing Series %S Computer Books %A Faulkner, Christine %D 1998 %P 240 %I Prentice Hall %G ISBN 0-13-751975-3 %Y Preface 1 An overview of human-computer interaction 1.1 The background to HCI 1.2 The relationship of HCI to other disciplines 1.3 The importance of HCI 1.4 The role of HCI in the development of software 1.5 Summary 1.6 Exercises 1.7 References 1.8 Further reading 1.9 Electronic resources 2 The user's physical capabilities 2.1 Cognition 2.2 The senses 2.3 Vision 2.4 Design considerations 2.5 Hearing 2.6 Touch -- the haptic channel 2.7 Taste and smell 2.8 Summary 2.9 Self test list 2.10 Exercises 2.11 References 2.12 Further reading 2.13 Electronic resources 3 The user's mental capabilities 3.1 Background 3.2 An overview of memory 3.3 Memory in action 3.4 Memory experiments 3.5 Guidelines for interfaces 3.6 Memory and learning 3.7 Computer-human systems? 3.8 Summary 3.9 Self test list 3.10 Exercises 3.11 References 3.12 Further reading 4 The interface 4.1 Background 4.2 The principles of interface design 4.3 The classification of interaction styles 4.4 Direct versus linguistic manipulation 4.5 Some design considerations 4.6 Summary 4.7 Self test list 4.8 Exercises 4.9 References 4.10 Further reading 5 Designing systems for people 5.1 Background 5.2 User classification 5.3 User types 5.4 The design process 5.5 Collection of data about the system 5.6 The purpose of task analysis 5.7 Strategies for representing design 5.8 Conclusions 5.9 Summary 5.10 Self test list 5.11 Exercises 5.12 References 5.13 Further reading 6 Evaluation and testing 6.1 The importance of evaluation 6.2 Problem areas in evaluation 6.3 When and what to evaluate 6.4 Evaluation techniques 6.5 Experiments 6.6 Questionnaires 6.7 Recommendations for questionnaire design 6.8 Questionnaire types 6.9 Interviews 6.10 Observation 6.11 Activity sampling and activity logging 6.12 Co-operative evaluation 6.13 Summary 6.14 Self test list 6.15 Exercises 6.16 References 6.17 Further reading 7 Making systems that people can use 7.1 Usability engineering 7.2 Defining objectives in usability engineering 7.3 Usability engineering as a process 7.4 Extensions to the usability specification 7.5 Checklist for developing a usability specification 7.6 Usability metrics 7.7 Socio-technical design 7.8 Problems caused by the introduction of computers 7.9 Managing computerization using socio-technical design 7.10 Dialogue design guidelines 7.11 General principles for system design 7.12 Summary 7.13 Self test list 7.14 Exercises 7.15 References 7.16 Further reading 8 Ergonomics, health and safety 8.1 Health and safety 8.2 Postural fatigue and repetitive strain injury 8.3 Ergonomics 8.4 The office environment 8.5 Summary 8.6 Self test list 8.7 Exercises 8.8 References 8.9 Further reading 8.10 Electronic resources 9 Social implications and the future of HCI 9.1 The workplace 9.2 The home 9.3 Society 9.4 Hypertext and the Web 9.5 Computer systems and the law 9.6 Summary 9.7 Self test list 9.8 Exercises 9.9 References 9.10 Further reading 9.11 Electronic resources Glossary %M B.Felker.81 %0 BOOK %T Guidelines for Document Designers %A Felker, Daniel B. %A Pickering, Frances %A Charrow, Veda %A Holland, V. Melissa %A Redish, Janice %D 1981 %P 117 %C 1055 Thomas Jefferson Street, NW, Washington, DC 20007 %I American Institutes for Research %G Report CS 207 188 %K IMPLEMENTATION Guidance %Y I Introduction II Document Design Guidelines A Principles of Organizing Text B Principles of Writing Sentences C Typographic Principles D Graphic Principles III Document Design Research %M B.Fernandez.95 %0 BOOK %T Global Interface Design: A Guide to Designing International User Interfaces %S Professional %A Fernandes, Tony %D 1995 %P 191 %C Boston %I Academic Press %G ISBN 0-12-253790-4; QA 76.9.U83F47 %K internationalization, globalization, localization, international user interfaces, cultural differences %O Includes CD-ROM %Y 1 Terminology 2 Globalization: Laying the Groundwork 3 National Language 4 Visual Language 5 National Formats 6 The Physical World 7 Introduction to Culture 8 Symbols and Taboos 9 Cultural Aesthetics 10 Usability Testing 11 Business Justification A Resources B Code C Multimedia %M B.Fink.95 %0 BOOK %T The Survey Handbook (The Survey Kit, Vol 1) %A Fink, Arlene %A Fielder, Eve P. %A Frey, James H. %D 1995 %P 128 %I Sage Publicaitions %G ISBN: 0-8039-5934-6 %M B.Fink.99 %0 BOOK %T Cyberseduction : reality in the age of psychotechnology %A Fink, Jeri %D 1999 %P 308 %I Prometheus Books %G ISBN: 1-57392743-0 %M B.Fisher.94 %0 BOOK %T Multimedia Authoring: Building and Developing Documents %S Professional %A Fisher, Scott %D 1994 %P 286 %I Academic Press %G ISBN 0-12257560-1 0-12784811-8 (pbk) %Y Introduction: Learning to Think Multimedia The Restrictions of Linearity Interactive Documents before Multimedia: Hypertext Goals of This Book Terminology Used in This Book Applicability: Who Needs Multimedia? Is There Anything Multimedia Can't Do? What Makes Multimedia Special? Making Music: How Many Tunes from Only 88 Keys? The Author as Composer Pace, Volume, and Tempo Storyboards: Visual Outlines Storyboard History How Do You Start? Storyboarding for Interactive Media Different Kinds of Stories, Different Kinds of Boards Components: Modules and Links What Is a Module? What Is a Link? Restrictions of Tools and Media How the Brain Retains Information Moving Modules In Our Last Episode... Open-Ended Links Structure: Analyzing the Information in Your Database What Is an Information Database? What Comes First? Profiling User Information The Nature of the Information Database Information Hierarchies Flat Versus Structured Information Layout Assumptions: Right Ones and Wrong Ones The Myth of Prerequisite Information Is There Such a Thing as a Valid Assumption? How Information Is Used Building Assumptions into the Document In the Audience's Shoes Preparing Paper and Online Documents from Common Source Road Maps: How To Get Around In Cyberspace What is Cyberspace, Anyway? Orienting the Reader: The Table of Contents Directory Listings "You Are Here" Is That All There Is? Guided Interactive Navigation Document Structure: Islands and Streams Document Conversion Versus Document Creation From Text to Hypertext From Hypertext to Hypermedia Advantages of Conversion Advantages of Modular Design Creating or Adapting - Common Needs Adapting an Existing Document Creating a New Document Multimedia Projects: Checklists, Issues, and Questions Integrating System Components Using the Checklists Checklist - Document Analysis Checklist - Roles of Development Staff Checklist - Authoring System Analysis Checklist - Delivery System Analysis Checklist - Understanding your Resources Timeline - Project Overview Conclusion - New Technology, New Information, New Aesthetics Appendix A - Online Examples Appendix B - Glossary Appendix C - Bibliography %M B.Fitts.67 %0 BOOK %T Human Performance %A Fitts, Paul %A Posner, Michael I. %D 1967 %P 162 %C Belmont, CA %I Brooks/Cole Publishing %G ISBN 0-31321245-7 %K DESIGN Psych Device %Y 1 Skills of Civilized Man 2 Learning and Skilled Performance 3 Motivation and Performance 4 Component Processes and Performance Capabilities 5 The Measurement of Skills 6 Human Capacities in Perceptual-Motor Skills 7 Language Skills 8 Applications %M B.Flanagan.98 %0 BOOK %T JavaScript: The Definitive Guide %A Flanagan, David %A Shafer, Dan %D 1998 %P 776 %I O'Reilly & Associates %G ISBN 1-56592-392-8 %Y Preface 1. Introduction to JavaScript I. CORE JAVASCRIPT 2. Lexical Structure 3. Data Types and Values 4. Variables 5. Expressions and Operators 6. Statements 7. Functions 8. Objects 9. Arrays 10. Pattern Matching with Regular Expressions 11. Further Topics in JavaScript II. CLIENT-SIDE JAVASCRIPT 12. JavaScript in Web Browsers 13. Windows and Frames 14. The Document Object Model 15. Events and Event Handling 16. Forms and Form Elements 17. Dynamic HTML 18. Saving State with Cookies 19. Compatibility Techniques 20. LiveConnect: JavaScript and Java 21. JavaScript Security III. REFERENCE %M B.Fleishman.84 %0 BOOK %T Taxonomies of Human Performance: The Description of Human Tasks %A Fleishman, E. A. %A Quaintance, M. K. %D 1984 %P 514 %C New York %I Academic Press %G ISBN 0-12-260450-4; OCLC 10737935 %K DESIGN Task %Y 1 The Need for Taxonomic Development in the Field of Human Performance 2 Role of Taxonomics in Scientific Development 3 Conceptual Bases for Classifying Human Task Performance 4 Methodological Issues in Developing and Evaluating Classificatory Systems 5 Classificatory Systems for Describing Human Tasks: Behavior Description 6 Classificatory Systems for Describing Human Tasks: Behavior Requirements 7 Classificatory Systems for Describing Human Tasks: Abilities and Task Characteristics 8 Data Bases and Taxonomic Development 9 The Criterion Measures Approach 10 The Information-Theoretic Approach 11 The Task Strategies Approach 12 The Ability Requirements Approach 13 The Task Characteristics Approach 14 Taxonomic Developments in Related Areas 15 Conclusions A Miller's Terminology: Definitions for the 25 Task Functions Involved in a Generalized Information-Processing System B Updated Definitions for the Ability Categories in Recent Forms of the Manual for the Ability Requirements Scales (MARS) C Tasks Representing Different Ability Categories D Task Characteristic Rating Scales %M B.Fleming.98 %0 BOOK %T Web Navigation: Designing the User Experience %A Fleming, Jennifer %D 1998 %P 253 %I O'Reilly & Associates %G ISBN 1-56592-351-0 %O includes CD-Rom %Y 1. Getting Started 2. Ten Qualities of Successful Navigation 3. Designing for Users 4. Site Architecture 5. Interface and Interaction Design 6. Looking at Process 7. Navigation Design for Shopping Sites 8. Navigation Design for Community Sites 9. Navigation Design for Entertainment Sites 10. Navigation Design for Identity Sites 11. Navigation Design for Learning Sites 12. Navigation Design for Information Sites A Technical Tips B Glossary C Netography D Bibliography %M B.Foley.82 %0 BOOK %T Fundamentals of Interactive Computer Graphics %A Foley, James D. %A Van Dam, Andries %D 1982 %P 664 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-14468-9; T 385.F63 %K DESIGN IMPLEMENTATION %Y 1 What is Interactive Graphics? 2 Basic Interactive Graphics Programming 3 Graphics Hardware 4 Implementation of a Simple Graphics Package 5 Interaction Devices and Techniques 6 The Design of User-Computer Graphic Conversations 7 Geometrical Transformations 8 Viewing in Three Dimensions 9 Modeling and Object Hierarchy 10 Advanced Display Architecture 11 Raster Algorithms and Software 12 Display Architecture 13 Representation of 3D Shapes 14 The Quest for Visual Realism 15 Algorithms for Removing Hidden Edges and Surfaces 16 Shading Models 17 Intensity and Color %M B.Foley.90 %0 BOOK %T Computer Graphics: Principles and Practice %A Foley, James D. %A van Dam, Andries %A Feiner, Steven K. %A Hughes, John F. %D 1990 %P 1174 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-12110-7; T 385.C587 %O 2nd Edition %Y 1 Introduction 2 Programming in the Simple Raster Graphics Package (SRGP) 3 Basic Raster Graphics Algorithms for Drawing 2D Primitives 4 Graphics Hardware 4.1 Hardcopy Technologies 4.2 Display Technologies 4.3 Raster-Scan Display Systems 4.4 The Video Controller 4.5 Random-Scan Display Processor 4.6 Input Devices for Operator Interaction 4.7 Image Scanners Exercises 5 Geometrical Transformations 6 Viewing in 3D 7 Object Hierarchy and Simple PHIGS (SPHIGS) 8 Input Devices, Interaction Techniques, and Interaction Tasks 8.1 Interaction Hardware 8.2 Basic Interaction Tasks 8.3 Composite Interaction Tasks Exercises 9 Dialogue Design 9.1 The Form and Content of User-Computer Dialogues 9.2 User-Interface Styles 9.3 Important Design Considerations 9.4 Modes and Syntax 9.5 Visual Design 9.6 The Design Methodology Exercises 10 User Interface Software 10.1 Basic Interaction-Handling Models 10.2 Window-Management Systems 10.3 Output Handling in Window Systems 10.4 Input Handling in Window Systems 10.5 Interaction-Technique Toolkits 10.6 User-Interface Management Systems Exercises 11 Representing Curves and Surfaces 12 Solid Modeling 13 Achromatic and Colored Light 14 The Quest for Visual Realism 15 Visible-Surface Determination 16 Illumination and Shading 17 Image Manipulation and Storage 18 Advanced Raster Graphics Architecture 19 Advanced Geometric and Raster Algorithms 20 Advanced Modeling Techniques 21 Animation Appendix: Mathematics for Computer Graphics %M B.Fowler.97 %0 BOOK %T GUI Design Handbook %A Fowler, Susan L. %D 1997 %P 320 %I McGraw-Hill %G ISBN 0-07-059274-8 %Y Preface GUI Design from A to Z Check Box Combo Box Command Line Cursor Dialog Box, Expanding Dialog Box, Standard Dialog Box, Tabbed Drop-Down List Box Field, Entry Field, Protected Field, Required Graph Icon, Desktop Iconic Label Keyboard Shortcuts: Mnemonic, Accelerator Label List Box, Multiple-Selection List Box, Single-Selection Menubar Menu, Drop-Down Menu, Pop-Up Message Box Online Help, Context-Sensitive Online Help, Procedural Online Help, Reference Palette Pointer Progress Indicator Pushbutton Radio Button Scroll Bar Slide Bar Slider Spin Box Status Bar Table Toolbar Tooltip Window Wizard Appendix A: How to Design a Good GUI Appendix B: Usability Tests Bibliography %M B.Frascara.97 %0 BOOK %T User-Centred Graphic Design: Mass Communication and Social Change %A Frascara, Jorge %D 1997 %P 176 %I Taylor & Francis %G ISBN 0-7484-0672-7 %Y 1 Mapping the terrain 1.1 Visual communication design: a working profile 1.2 Discipline and interdiscipline 1.3 The audience 1.4 The designer 1.5 Design, meaning, order and freedom 1.6 Summary 2 Design methods 2.1 The quantifiable and the human dimension 2.2 The insufficiency of semiotics 2.3 Some markers in the field 2.4 The visualization of strategies 2.5 Sorting requirements 2.6 The question of validity in data collection Zoe Strickler 3 Targeting communications: traffic safety project report 3.1 Introduction 3.2 Creating a background 3.3 Profile of the target group 3.4 The focus group sessions 3.5 Narrowing down the target group 3.6 Recommendations for a communication campaign strategy 3.7 Future action 3.8 The campaign concept: focus and choices 3.9 Visualizing ideas 4 Case histories 4.1 Introduction 4.2 Australia's Transport Accident Commission Campaign 4.3 Britain's Health and Social Security forms 4.4 Australia's Capita Insurance Company forms 4.5 British Telecom: the telephone book project 5 Profiling the communication designer 5.1 Introduction 5.2 The transformation of design Bernd Meurer 5.3 Deschooling and learning in design education Jan van Toorn 5.4 Design practice and education: moving beyond the Bauhaus model Dietmar Winkler %M B.Galitz.80 %0 BOOK %T Human Factors in Office Automation %A Galitz, Wilbert O. %D 1980 %P 237 %C 100 Colony Square, Atlanta, GA 30361 %I Life Office Management Association %G OCLC 7366628 %M B.Galitz.85 %0 BOOK %T Handbook of Screen Format Design %A Galitz, Wilbert O. %D 1985 %P 250 %C P. O. Box 181, Wellesley, MA 02181 %I Q. E. D. Information Sciences Inc. %G ISBN 0-89435-119-2 %K DESIGN Display Prototype %O Revised Edition %O Superseded by "User-Interface Screen Design," 1993 %Y 1 Introduction 2 Important General Considerations 3 Considerations in Screen Design 4 Data Entry Screens 5 Inquiry Screens 6 Interactive Screens 7 Menu Screens 8 Color in Screen Design 9 Source Documents 10 Screen Design Steps %M B.Galitz.93 %0 BOOK %T User-Interface Screen Design %A Galitz, Wilbert O. %D 1993 %P 532 %I John Wiley & Sons %I Q. E. D. Information Sciences Inc. %G ISBN 0-471-56156-8; OCLC 30742052 %G ISBN 0-89435-406-X; OCLC 24954590; paper %K DESIGN Display Prototype %Y 1 Introduction (1) 2 The System User (9) 3 System Considerations (21) 4 Considerations in Screen Design (59) 5 Data Entry Screens (129) 6 Inquiry Screens (183) 7 Multipurpose Screens (203) 8 Question and Answer Screens (205) 9 Menu Screens (209) 10 Graphical Screens (243) 11 Iconic Screens (387) 12 Statistical Graphics (403) 13 Color in Screen Design (425) 14 Source Documents (453) 15 Screen Design Steps (475) References (503) Index (521-532) %M B.Galitz.94 %0 BOOK %T It's Time to Clean Your Windows: Designing GUIs That Work %A Galitz, Wilbert O. %D 1994 %P 477 %I Q. E. D. Information Sciences Inc. %G ISBN: 0-47160668-5; 0-89435469-8 %Y Foreword Preface 1. Introduction 2. Characteristics of the Graphical User Interface 3. Principles of Graphical User Interface Design 4. The Graphical User Interface Screen Design Process - Overview 5. User Considerations 6. General Screen Design Considerations 7. Application Considerations 8. Windows 9. Menus 10. Device-Based Controls 11. Screen-Based Controls 12. Organizing and Layout Out Windows 13. Color 14. Icons 15. Other Screen Design Considerations 16. Testing %M B.Galitz.96 %0 BOOK %T The Essential Guide to User Interface Design: An Introduction to GUI Design Principles and Techniques %A Galitz, Wilbert O. %D 1996 %P 626 %I John Wiley & Sons %G ISBN 0-471-15755-4 %Y Preface I. INTRODUCTION TO SCREEN DESIGN FOR THE GRAPHICAL USER INTERFACE 1. The Importance of Good Screen Design 2. Characteristics of a Graphical User Interface II. THE GUI SCREEN DESIGN PROCESS Step 1. Know Your User or Client Step 2. Understand the Business Function Step 3. Understand the Principles of Good Screen Design Step 4. Select the Proper Kinds of Windows Step 5. Develop System Menus Step 6. Select the Proper Device-Based Controls Step 7. Choose the Proper Screen-Based Controls Step 8. Organize and Lay Out Windows Step 9. Choose the Proper Colors Step 10. Create Meaningful Icons Step 11. Provide Effective Messages, Feedback, Guidance, and Language Translation Step 12. Test, Test, and Retest %M B.Garlock.99 %0 BOOK %T Designing Web interfaces to library services and resources %A Garlock, Kristen L. %A Piontek, Sherry %D 1999 %P 103 %I American Library Association %G ISBN: 0-83890742-3 %Y PREFACE 1 Web Interface Design for Libraries What Is Web Design? What Do Web Users Want? Creating a Good User Interface in the Web Environment 2 Content Ideas for a Content-Rich Site Presenting Content Format Access Delivery User Assistance Presenting Services 3 The Display of Your Library Web Site Why Using Color Is Important Plan Your Color Scheme Monitors and Browsers How to Use Color in Your Pages 4 Library Web Page Layout Tables As Design Tools Frames As Design Tools Navigation HTML Editors and Validators 5 Accessible Design Accessible Design and Assistive Technology Future Developments 6 Incorporating User Feedback into Design Iterative Design Gathering User Feedback Making Use of Web Statistics Things to Keep in Mind 7 Looking Ahead New Developments APPENDIX Online Resources INDEX %M B.Gilmore.89 %0 BOOK %T User-Computer Interface in Process Control: A Human Factors Engineering Handbook %A Gilmore, Walter E. %A Gertman, David I. %A Blackman, Harold S. %D 1989 %P 436 %C San Diego, CA %I Academic Press %G ISBN 0-12283965-X %M B.Gloor.96 %0 BOOK %T Elements of Hypermedia Design: Techniques for Navigation & Visualization in Cyberspace %A Gloor, Peter A. %D 1996 %P 400 %I Springer-Verlag %G ISBN 0-81763911-X %M B.GO.92 %0 BOOK %T PenPoint User Interface Design Reference %Q GO Corporation %D 1992 %P 310 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-60858-8 %K PenPoint Style Guidelines %M B.Goodman.87 %0 BOOK %T The Complete HyperCard Handbook %A Goodman, Danny %D 1987 %P 720 %C New York %I Bantam %G ISBN 0-553-34391-2 %K DESIGN IMPLEMENTATION TOOL Prototype Macintosh %Y I Browsing Through HyperCard II HyperCard's Authoring Environment III HyperCard's Programming Environment IV Applying HyperCard and HyperTalk %M B.Graham.2000 %0 BOOK %T Unicode: A Primer %A Graham, Tony %D 2000 %P 528 %I John Wiley & Sons %G ISBN 0-76454625-2 %M B.Grantham.93 %0 BOOK %T The Digital Workplace: Designing Groupware %A Grantham, Charles E. %A Nichols, Larry %D 1993 %P 248 %C New York, New York %I Van Nostrand-Reinhold %G ISBN 0-442-01123-7 %Y 1. Introduction (Development of appreciation for why you need to plan for introduction of new technologies) The Future of Work: Prologue Decreasing Organizational Size Return of Work to the Home and Community The Purpose of this Book Increased Decision Effectiveness Technology Diffusion Creates Change The Plan of this Book The Enneagram Model: History and Applications Difference Between Thinking and Doing Processes 2. Communication: The Matrix of Interaction (Interpersonal Communication) Theories of Communication Temporal Aspects Levels of Communication Pragmatics Flow versus Particle Perspectives: The Competing World Views Creation of Shared Realities Social Construction of Realities Technology Impacts on Mediated Communication Communication Patterns and Affect Role Relationships and Organizational Behavior CASE STUDY Computer Supported Cooperative Work: The Phenomenological Approach 3. Designing the Organization (How to plan the design process) Principles of Design Design as Opposed to Engineering History of Technology Design Six Principles for Organizational Technology Design A Model of Organizational Health: The Six Factors Relationship of Elements to Information Flows Function--Information Flow--Diagnostics Organizational Intervention Strategies and Evolution How to Correct Imbalances in Organizational Process 4. Customer Service and Quality: External Relationships (Building teams with technology) Strategic Customer Service Elements of Customer Satisfaction Assessment Where you are? Your Business Issues Partnerships External-Internal Permeable Boundaries Customers-End-Users-and Customer's Customer's CASE STUDY Development and Operating Functions: Strategic Customer Service 5. Engineering Your Business: Internal Influences (Getting More Effective with Less) Business Process Analysis The Methodology of Analysis Social Roles and Business Functions Technology, Teamwork and Business Process Relationships Between Employee Attitude, Customer Satisfaction and Business Success The Six Steps of Process Management Quality Improvement and Technology 6. Organizational Structure and Technology Impacts (Re-Engineering your Business Enterprise) Theories of Organizations and Technology The Structural Approach Socio-Technical Systems Matrix of System Complexity and Issues of Managerial Concern The Relationship of Information Technologies and Organizational Issues Managing the Change Process: Practical Advice CASE STUDY Integrating Customer Service Support: What Went Wrong 7. New Models of Thinking (Taking a Larger View) Systems: Closed, Open and Evolving Viable Systems Model Generative Rationality Visual Thinking and Information Flows Systems Through Time: Simulation Models: The Dialectic Model Technology Integration: Computers-Telecommunications and Education-Entertainment 8. Continuous Learning as an Institution (Getting Better at Getting Better) Difference between Learning and Training "Just in Time Learning" Managing Value Shifts Systems to Support Learning The Emerging Technologies of Learning: Multimedia and Virtual Reality CASE STUDY Video and Computer Arts and Organizational Learning 9. Epilogue: Improving the Self (Guiding the Process) Self-Knowledge: Opening the Door Moving Beyond Right and Left Brain Thinking Blending Mind, Body and Spirit Metamorphosis Meetings with Yourself The Quest Index %M B.Green.01 %0 BOOK %T Pleasure With Products: Beyond Usability %A Green, William S. %A Jordan, Patrick W. %D 2001 %P 392 %I Taylor & Francis %G ISBN 0-41523704-1 %Y Introduction. Pleasure with Products: Beyond Usability 'Human Factors and Design' 1. Beauty in Usability: Forget Ease of Use 2. The Personalities of Products 3. Beyond Usability, Computer Playfulness 4. The Basis of Product Emotions 5. Product Appearance and Consumer Pleasure 6. Product Design for Consumer Taste 7. Pleasure versus Efficiency in User Interfaces: Towards an Involvement Framework 8. The Scenario of Sensory Encounter: Cultural Factors in Sensory-Aesthetic Experience 9. Emergence of Pleasure: Communities of Interest and New Luxury Products 10. Carrying the Pleasure of Books into the Design of the Electronic Book 11. Difficulties and Pleasure? 12. Envisioning Future Needs: from Pragmatics to Pleasure 13. Designing Experience: Whether to Measure Pleasure of Just Tune In? 14. Using Video Ethnography to Inform and Inspire User Centred Design 15. Linking Product Properties to Pleasure. The Sensorial Quality Assessment Method 16. Design Based on Kansei 17. Participative Image-based Research as a Basis for New Product Development 18. Emotional Responses to Virtual Prototypes in the Design Evaluation of a Product Design 19. Understanding Attributes that Contribute to Pleasure in Product Use 20. Measuring Experience of Interactive Characters 21. Understanding People and Pleasure-Based Human Factors 22. Mapping the User-Product-Relationship (in Product Design) 23. Cooking Up Pleasurable Products: Understanding Designers 24. Prolonging the Pleasure 25. Comfort and Pleasure 26. Collecting Stories on User Experiences to Inspire Design - A Pilot 27. Usability Perception 28. Applying Evaluation Methods to Future Digital TV Services 29. Activity and Designing Pleasurable Interaction with Everyday Artifacts Conclusion %M B.Greenbaum.91 %0 BOOK %T Design at Work: Cooperative Design of Computer Systems %A Greenbaum, J. %A Kyng, M. %D 1991 %P 294 %C Hillsdale, New Jersey %I Lawrence Erlbaum Associates %G ISBN 0-80580611-3 (hdbk) 0-80580612-1 (pbk) %M B.Greenberg.93 %0 BOOK %T The Computer User as Toolsmith: The Use, Reuse, and Organization of Computer-Based Tools %S Cambridge Series on Human-Computer Interaction %A Greenberg, Saul %D 1993 %P 187 %I Cambridge University Press %G ISBN 0-521-40430-4; QA76.9H85G73 %Y 1. Introduction 1.1. Using physical tools 1.2. Soft tools in general-purpose computing environments 1.3. Outline 2. Studying UNIX 2.1. Choosing UNIX 2.2. Techniques for analyzing activities of UNIX users 2.3. Data collection for the current study 3. Using commands in UNIX 3.1. Frequency distributions of commands for large groups 3.2. Usage frequency of particular commands between groups 3.3. Frequency distributions and command overlap between individuals 3.4. Growth of the command vocabulary 3.5. Relations in command sequences 4. Techniques for reusing activities 4.1. History mechanisms 4.2. Adaptive systems 4.3. Reuse through programming by example 5. Recurrent systems 5.1. A definition of recurrent systems 5.2. Recurrent systems in the non-computer world 5.3. Recurrent systems in information retrieval 5.4. UNIX csh as a recurrent system 6. Reuse opportunities in UNIX csh - potential and actual 6.1. Conditioning the distribution 6.2. Actual use of UNIX history 7. Principles, corroboration, and justification 7.1. Principles and guidelines 7.2. Corroboration 7.3. Stepping back 7.4. Concluding remarks 8. Organizing activities through workspaces 8.1. Relating activities 8.2. Implications: suggestions workspaces 8.3. Implementations 9. A workspace system: description and issues 9.1. The WORKBENCH system 9.2. Pragmatic concerns and research questions 10. Conclusion 10.1. Argument of the book 10.2. Contributions 10.3. Looking to the future Appendix A: A sample trace Appendix B: Summary statistics for each subject %M B.Grossman.98 %0 BOOK %T Information Retrieval: Algorithms and Heuristics %A Grossman, David A. %A Frieder, Ophir %D 1998 %P 272 %I Kluwer Academic Publishers %G ISBN 0-7923-8271-4 %Y 1. Introduction 2. Retrieval Strategies 3. Retrieval Utilities 4. Efficiency Issues pertaining to Sequential IR Systems 5. Integrating Structured Data and Text 6. Parallel Information Retrieval Systems 7. Distributed Information Retrieval 8. The Text Retrieval Conference (TREC) 9. Future Directions %M B.Guilford.78 %0 BOOK %T Fundamental Statistics in Psychology and Education %A Guilford, J. P. %A Fruchter, B. %D 1978 %P 545 %C New York %I McGraw-Hill %G ISBN 0-07-125150-9; HA 29.G9 %K EVALUATION Empirical %O 6th Edition %Y 1 Introduction for Students BASIC DESCRIPTIVE STATISTICS 2 Counting and Measuring 3 Frequency Distributions 4 Measures of Central Value 5 Measures of Variability 6 Correlation STATISTICAL TESTS AND DECISIONS 7 Probability and Mathematical Distributions 8 Statistical Estimations and Inferences 9 Significance of Differences 10 Hypothesis Testing 11 Chi Square 12 Nonparametric, or Distribution Free, Statistics 13 Analysis of Variance RELATIONS AND PREDICTIONS 14 Special Correlation Methods and Problems 15 Prediction and Accuracy of Prediction 16 Multiple Prediction PSYCHOLOGICAL MEASUREMENTS 17 Reliability of Measurements 18 Validity of Measurements 19 Test Scales and Norms %M B.Hafner.01 %0 BOOK %T The Well : a story of love, death, and real life in the seminal online community %A Hafner, Katie %D 2001 %P 196 %I Carroll & Graf %G ISBN 0-78670846-8 %M B.Hackos.94 %0 BOOK %T Managing Your Documentation Projects %S Wiley Technical Communication Library %A Hackos, JoAnn T. %D 1994 %P 656 %I John Wiley & Sons %G ISBN 0-471-59099-1 %Y 1. Managing for Quality - An Introduction to Publications Project Management 1. Managing for Quality - A Process Model 2. A Model of the Publications-Development Life Cycle 3. A Process-Maturity Model for Publications Organizations 4. The Roles of the Project Manager 2. Starting the Project - The Information-Planning Phase 5. Starting Projects on Time 6. Defining the Need for Information 7. Creating the Information Plan 8. Creating the Project Plan 9. Managing the Phase 1 Review Process 3. Establishing the Specifics - The Content-Specification Phase 10. Creating the Content Specifications 11. Revising the Project Plan 12. Creating a Tracking System 13. Creating Project Standards 14. Conducting the Content-Specification Reviews 4. Keeping the Project Running - The Implementation Phase 15. Managing Phase 3: Implementation Activities 16. Keeping the Project Operating Smoothly 17. Tracking Progress 18. Managing Change 19. Developing Prototypes 20. Introducing Usability Assessment 21. Anticipating Changes in the Development Life Cycle 5. Managing the Production Phase 22. Managing Production Activities 23. Managing Indexing 24. Scheduling Copyediting 25. Managing the Translation and Localization Process 6. Ending the Project - The Evaluation Phase 26. Evaluating the Publications Project 27. Evaluating the Publications Process 28. Evaluating the Publications Team 29. Preparing for the Project's Future Appendix A Information-Plan Template Appendix B Audience-Analysis Checklist Appendix C Environment-Analysis Checklist Appendix D Content-Specifications Template Appendix E Project Wrap-Up Report %M B.Hackos.97 %0 BOOK %T Standards for Online Communication: Publishing Information for the Internet/World Wide Web/Help Systems/Corporate Intranets %A Hackos, JoAnn T. %A Stevens, Dawn M. %D 1997 %P 380 %I John Wiley & Sons %G ISBN 0-471-15695-7 %O Includes CD-ROM %Y 1. Defining the Process 2. Learning About Your Users' Information Needs 3. Determining the Stages of Use 4. Categorizing Information Needs 5. Recognizing the Implications of Design Research 6. Structuring Your Online System 7. Adding Hypertext Links 8. Structuring Your Topics 9. Testing Your Design and Implementation 10. the Right Tools 11. Designing the Information Interface 12. Ensuring Accessibility 13. Providing Navigation Aids 14. Composing Your Topics 15. Writing for Readability 16. Adding Graphics 17. Moving Forward with Multimedia A List of Guidelines B Bibliography C Using the CD-ROM %M B.Hackos.98 %0 BOOK %T User and Task Analysis for Interface Design %A Hackos, JoAnn T. %A Redish, Janice C. %D 1998 %P 488 %I John Wiley & Sons %G ISBN 0-471-17831-4 %Y Preface 1. Introducing User and Task Analysis for Interface Design What is this book about? What is interface design? What makes an interface usable? What is user and task analysis? When should you do user and task analysis? Why do user and task analysis at all? Why isn't this done all the time already? Where does user and task analysis come from? PART 1. UNDERSTANDING THE CONTEXT OF USER AND TASK ANALYSIS 2. Thinking About Users Why study users? Who are your users? Starting a user and task analysis What do you want to know about your users? Jobs, tasks, tools, and mental models: How users define themselves Individual differences What are the trade-offs? 3. Thinking About Tasks What is task analysis? Starting with users' goals Identifying different types and levels of task analysis Combining workflow analysis and job analysis Task analysis to develop a task list or task inventory Process analysis, task sequences Task hierarchies Procedural analysis Thinking of users according to their stages of use 4. Thinking About the Users' Environment Why is environment important? What aspects of the environment are important? What should you look for in the physical environment? What should you look for in the social and cultural environment? What are the trade-offs? 5. Making the Business Case for Site Visits Challenging or verifying your assumptions Countering objections to doing user and task analysis Preparing a business proposal PART 2. GETTING READY FOR SITE VISITS 6. Selecting Techniques Observing, listening to, and talking with users Interviewing users and others Working with users away from their work sites Using more traditional market research techniques Using more traditional systems development techniques 7. Setting Up Site Visits Issues and objectives Participants Locations Schedule Recruiting Data collection techniques 8. Preparing for the Site Visits Issues to consider as you prepare Organizing the team Training the team Materials for the site visits What materials will you need for the team to use during the site visits? What materials will you need to facilitate information gathering? Will you videotape? Audiotape? Deciding what you will do with the data Staying organized (building in record keeping) Site Visit Plan Site visit plan for SuperSales PART 3. CONDUCTING THE SITE VISIT 9. Conducting the Site Visit-Honing Your Observation Skills Handling the site visit Learning more about the user Taking notes on the user's environment Understanding the users' goals Understanding the users' tasks Asking the user to talk to you and to think aloud Noting where the user starts the task Noting what triggers the task Taking down the level of detail you need for your issues Capturing interactions with other resources: people, paper, programs Separating observations and inferences as you watch users Noting where the user ends the task (what happens next) Noting whether the user successfully met the goal Going on to the next observation or the next part of the site visit Thanking the user, distributing presents, and taking your leave 10. Conducting the Site Visit-Honing Your Interviewing Skills Listening-the most important part of interviewing Setting expectations about roles and knowledge Planning the questions or issues for site visit interviews Knowing what you are trying to learn Realizing the power of different types of questions Asking neutral questions Respecting silence Watching body language and other signals from users Capturing exactly what the user says Staying close to your site visit plan Being flexible Giving users opportunities to answer the questions you didn't ask Handling questions from users PART 4. MAKING THE TRANSITION FROM ANALYSIS TO DESIGN 11. Analyzing and Presenting the Data You Have Collected Methods for organizing and analyzing your data Other methods for analyzing your data Methods of enhancing your presentations Selecting the best methods for your analysis Selecting the right methods for analysis depends on team issues 12. Working toward the Interface Design Designing from what you've learned Qualitative usability goals and measurable objectives Objects/Actions: Nouns/Verbs Metaphors for the interface design Use scenarios Use sequences Use flow diagrams Use workflows Use hierarchies Storyboarding and sketching Video dramatizations 13. Prototyping the Interface Design Setting the background Building prototypes Evaluating prototypes Continuing the process 14. User and Task Analysis for Documentation and Training What types of documents and training materials need user and task analysis? What counts as documentation or training in a software application? Why are there so many types of communication in software? Who should prepare documentation and training materials? Why should you do user and task analysis for documentation and training? What might you do during site visits if your focus is documentation or training? What can you do with the information you gather during site visits? How do you move from decisions to prototypes? User's manuals: Why is organizing by users' tasks so important? Getting started manuals: What is minimalism? Online help: What do people want to know? On the screen: What is an embedded performance support system? What about the Web? What about computer-based and Web-based training? Appendix A. Template for a Site Visit Plan Issues and objectives Participants Locations Schedule for the field study project Recruiting Data collection techniques and schedule for each site visit Teams Materials Media Data analysis and reporting Appendix B. Resources Appendix C. Guidelines for User-Interface Design %M B.Harter.86 %0 BOOK %T Online Information Retrieval: Concepts, Principles, and Techniques %A Harter, Stephen P. %D 1986 %P 259 %C San Diego, CA %I Academic Press %G ISBN 0-12-328456-2 %M B.Head.99 %0 BOOK %T Design Wise: A Guide to Evaluating the Interface Design of Information Resources %A Head, Alison J. %D 1999 %P 196 %I CyberAge Books %G ISBN 0-91096531-5 (paperback) 0-91096539-0 (hardcover) %Y 1 Interface Design Basics 1 Why Design Matters 2 Secret Shame 3 Deconstructing Evaluation 2 Interface Design Analyses 4 CD-ROMs: Treasure Trove or Wasteland? 5 Web Sites: Weaving Deceit? 6 Online Commercial Databases: Power Tools Unplugged? 7 Four Predictions %M B.Heckel.84 %0 BOOK %T The Elements of Friendly Software Design %A Heckel, Paul %D 1984 %P 205 %C New York %I Warner Books %G ISBN 0-44638040-7 %M B.Heckel.91 %0 BOOK %T The Elements of Friendly Software Design: The New Edition %A Heckel, Paul %D 1991 %P 319 %C Alameda, CA %I Sybex Inc. %G ISBN 0-89588-768-1, OCLC 23997264 %Y 1 An Historical Perspective 2 Our Counterproductive Instincts 3 The Elements of Friendly Software Design 4 Designing for Innovation Acceptance 5 Seeing and Friendly Software Design 6 Prototype, Revise, and Rewrite 7 Advice to the Beginning Designer 8 The Craft of Friendly Software Design 9 The Moment of Truth 10 Works in Progress 11 Roses and Cabbages: Familiarizing and Transporting User Interface Metaphors 12 Animation, Imagination, and Friendly Software Design 13 Final Words Afterword Epilogue The Wright Brothers and Software Invention Bibliography Index %M B.Heim.93 %0 BOOK %T The metaphysics of virtual reality %A Heim, Michael %D 1993 %P 175 %I Oxford University Press %G ISBN: 0-19508178-1, OCLC 26855275 %Y 1 Infomania 2 Logic and intuition 3 Hypertext heaven 4 Thought processing 5 Heidegger and McLuhan: the computer as component 6 From interface to cyberspace 7 The erotic ontology of cyberspace 8 The essence of VR 9 Virtual-reality check 10 The electronic cafe lecture %M B.Heinle.97 %0 BOOK %T Designing With JavaScript: Creating Dynamic Web Pages (Web Review Studio Series) %A Heinle, Nick %D 1997 %P 256 %I O'Reilly & Associates %G ISBN 1-56592-300-6 %Y Foreword Preface 1. Diving into JavaScript 2. Doing Windows 3. Controlling Frames 4. Forms and Functions 5. Getting in Line with Arrays 6. Too Many Browsers? Not Really 7. Dynamic Images 8. Customizing a Site with Cookies 9. Dynamic HTML 10. Getting Acquainted with Layers 11. The Show: Dynamic HTML Applied 12. Advanced Applications Epilogue A. The Document Object Model B. Event Handlers C. Which Browser Supports What? D. JavaScript Syntax %M B.Helander.05 %0 BOOK %T A Guide to Human Factors and Ergonomics %A Helander, Martin %D 2005 %P 408 %I CRC Press %G iSBN 0-415-28248-9; 9780415282482 %O Second Edition %Y INFORMATION-CENTERED Introduction to Human Factors and Ergonomics Cost Benefit Analysis of Improvements in the Human Factor Design Conducting a Human Factor Investigation Vision and Illumination Design Human Information Processing Design of Controls, Displays, and Symbols Design of Human Computer Interaction HUMAN-BODY-CENTERED Anthropometry in Workstation Design Work Posture Manual Materials Handling Repetitive Motion Injury and Design of Hand Tools Physical Workload and Heat Stress Noise and Vibration ORGANIZATION/MANAGEMENT-CENTERED Ergonomics of Computer Workstations Training, Skills, and Cognitive Task Analysis Shift Work Design for Manufacture and Maintenance Accidents, Human Errors and Safety References Appendix: The Use of Human Factors/ Ergonomics Checklists Index %M B.henderson.98 %0 BOOK %T On Line and on Paper: Visual Representations, Visual Culture, and Computer Graphics in Design Engineering %S Inside Technology Series %A Henderson, Kathryn %D 1998 %P 256 %I MIT Press %G ISBN 0-262-08269-1 %W http://mitpress.mit.edu/book-home.tcl?isbn=0262082691 %M B.Hendler.88 %0 BOOK %T Expert Systems: The User Interface %S Human/Computer Interaction Series %A Hendler, James A. %D 1988 %P 336 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-429-0 %W http://www.intellectbooks.com/authors/hendler/expert.htm %M B.Henry.98 %0 BOOK %T User-Centered Information Design for Improved Software Usability %S Artech House Computer Science Library %A Henry, Pradeep %D 1998 %P 254 %I Artech House %G ISBN 0-89006-946-8 %Y 1. Information: Its Role in Software Usability 2. What is UCID? 3. The UCID Process 4. Managing UCID 5. Analyzing Users and Tasks 6. Goal Setting for Software Usability and Information Quality 7. Designing the Information Architecture 8. Designing the Specifications and Prototypes 9. Designing Labels 10. Designing Messages 11. Designing Online Support Elements 12. Designing Printed Support Elements 13. Achieving Information Design Goals 14. Evaluating Information: Two-Level Approach Glossary %M B.Hills.96 %0 BOOK %T Intranet As Groupware %A Hills, Mellanie %D 1996 %P 308 %I John Wiley & Sons %G ISBN 0-471-16373-2 %Y Introduction 1. What Is an Intranet? 2. What Have Organizations Created Intranets and What Are the Advantages and Disadvantages? 3. How Will Intranets Change You and Your Organization? 4. What Is Groupware and Why Do You Need It? 5. How Do You Use Groupware? 6. Intranet Groupware and Workflow Products 7. How Do You Choose Intranet Groupware and What Are the Advantages and Disadvantages? 8. Building Your Intranet 9. What's So Hard about Groupware? 10. Two Approaches to Implementing Groupware 11. The Impact of Groupware and Workflow Appendix. Groupware and Intranet Resources %M B.Hillis.99 %0 BOOK %T Digital sensations : space, identity, and embodiment in virtual reality %A Hillis, Ken %D 1999 %P 271 %I University of Minnesota Press %G ISBN: 0-81663250-2 (hc) 0-81663251-0 (pb) %Y Introduction: Digital Relations 1. A Critical History of Virtual Reality 2. Precursive Cultural and Material Technologies Informing Contemporary Virtual Reality 3. The Sensation of Ritual Space 4. Sight and Space 5. Space, Language, and Metaphor 6. Identity, Embodiment, and Place--VR as Postmodern Technology Epilogue: Digital Sensations %M B.Hiltz.78 %0 BOOK %T The Network Nation: Human Communication via Computer %A Hiltz, Starr Roxanne %A Turoff, Murray %D 1978 %P 528 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-20103140-X 0-20103141-8 %M B.Hiltz.84 %0 BOOK %T Online Communities: A Case Study of the Office of the Future %S Human/Computer Interaction Series %A Hiltz, Starr Roxanne %D 1984 %P 256 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-145-3 (cloth); 0-89391-374-X (paper) %W http://www.intellectbooks.com/authors/hiltz/online2.htm %M B.Hiltz.93 %0 BOOK %T The Virtual Classroom: Learning Without Limits via Computer Networks %S Human/Computer Interaction Series %A Hiltz, Starr Roxanne %D 1993 %P 304 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-928-4 (cloth); 1-56750-055-2 (paper) %W http://www.intellectbooks.com/authors/hiltz/virtual.htm %M B.Hiltz.93b %0 BOOK %T The Network Nation: Human Communication via Computer %A Hiltz, Starr Roxanne %A Turoff, Murray %D 1993 %P 557 %I MIT Press %G ISBN 0-262-58120-5 (pbk) %O Revised Edition %W http://mitpress.mit.edu/book-home.tcl?isbn=0262581205 %M B.Hix.93 %0 BOOK %T Developing User Interfaces: Ensuring Usability Through Product and Process %A Hix, Deborah %A Hartson, H. Rex %D 1993 %P 381 %C New York, New York %I John Wiley & Sons %G ISBN 0-471-57813-4, OCLC %G QA 76.9 U83 H59 %Y INTRODUCTION What is this book about? Who should read this book? Why is this book different? What are the objectives of this book? What are the organization and content of this book? How do you use the exercises? Where did this book come from? 1. ENSURING USABILITY IN HUMAN-COMPUTER INTERACTION (1) 1.1 The Ubiquitous User Interface 1.2 What Is Usability? 1.3 Everyone Is An Expert 1.4 Developing Human-Computer Interaction 1.5 Behavioral and Constructional Domains 1.6 Roles in User Interface Development 1.7 Design Versus Development 1.8 The Value of Usability I: THE PRODUCT (13) 2. USER INTERACTION DESIGN GUIDANCE: STANDARDS, GUIDELINES, & STYLE GUIDES (15) 2.1 What Is Human Factors? 2.2 Kinds of Human Factors Information 2.3 Guidelines 3. INTERACTION STYLES (57) 3.1 What Are Interaction Styles? 3.2 Windows 3.3 Menus 3.4 Forms 3.5 Boxes 3.6 Typed-command Languages 3.7 Graphical Interfaces 3.8 Other Interaction Styles II: THE PROCESS 4. ITERATIVE EVALUATION-CENTERED USER INTERACTION DEVELOPMENT (95) 4.1 Principles for the Process of User Interaction Development and Its Management 4.2 Life Cycle Concepts for Software Development 4.3 Observing How Developers Work: Alternating Waves of Activity 4.4 A Life Cycle for User Interaction Development 4.5 Usability Management 4.6 Connections to Software Engineering 4.7 Summary 5. AN OVERVIEW OF SYSTEMS ANALYSIS & DESIGN (117) 5.1 Early Analysis Activities 5.2 Design 5.3 Summary 6. TECHNIQUES FOR REPRESENTING USER INTERACTION DESIGN (147) 6.1 Design Representation as a Development Activity 6.2 The Need for Behavioral Representation 6.3 Some Existing Representation Techniques 6.4 Introducing the User Action Notation (UAN) 6.5 Introducing a Simple Example 6.6 Devices and Primitive User Actions 6.7 Objects and Their Contexts 6.8 Interface Feedback 6.9 State Information 6.10 Conditions of Viability 6.11 Extensibility of the UAN 6.12 Task Repetition 6.13 More Exercises 6.14 Conclusions about Use of the UAN 7. MORE ON USING THE USER ACTION NOTATION (185) 7.1 Introducing Temporal Relations 7.2 Sequence 7.3 Combining Smaller Tasks into Larger Ones 7.4 Task Names, Macros, and Levels of Abstraction 7.5 Choice 7.6 Repeating Choice 7.7 Order Independence 7.8 Interruption 7.9 Interleavability 7.10 Concurrency 7.11 Intervals and Waiting 7.12 Summary of UAN Symbols 7.13 Exercises on Using UAN 7.14 Supplementary Representation Techniques 7.15 Final UAN Exercise 7.16 Extensions to the UAN 7.17 Software Tools for UAN Support 7.18 Experiences with the UAN 8. USABILITY SPECIFICATION TECHNIQUES (221) 8.1 What Are Usability Specifications? 8.2 Example of a Usability Specification Table 8.3 Setting Levels in the Usability Specification Table 8.4 Another Example 8.5 Hints to Help Create Usability Specification Tables 8.6 Cautions on Use of Usability Specifications 8.7 Summary 8.8 Exercise on Usability Specifications 9. RAPID PROTOTYPING OF INTERACTION DESIGN (249) 9.1 What is Rapid Prototyping? 9.2 Types of Prototyping 9.3 Weighing Rapid Prototyping 9.4 What to Put in a Prototype 9.5 Rapid Prototyping Tools 9.6 Examples From a Development Project 9.7 Summary and Future 9.8 Exercise on Rapid Prototyping 10. FORMATIVE EVALUATION (283) 10.1 What is Formative Evaluation? 10.2 Developing the Experiment 10.3 Directing the Evaluation Session 10.4 Generating and Collecting the Data 10.5 Analyzing the Data 10.6 Drawing Conclusions to Form a Resolution for Each Problem 10.7 Redesigning and Implementing the Revised Interface 10.8 Setting Up a Usability Lab 10.9 Conclusions 10.10 Exercise on Formative Evaluation 11. USER INTERFACE DEVELOPMENT TOOLS (341) 11.1 Classes of User Interface Development Tools 11.2 About User Interface Development Tools 11.3 Interaction Style Support Tools 11.4 Toolkits 11.5 User Interface Management Systems 11.6 Status of User Interface Development Tools 11.7 Evaluation of User Interface Development Tools 12. MAKING IT WORK: ENSURING USABILITY IN YOUR DEVELOPMENT ENVIRONMENT (361) 12.1 What Have We Covered in This Book? 12.2 But I Can't Possibly Do All This... 12.3 So Where Do I Begin? 12.4 Where Should Responsibility for Ensuring Usability Reside? 12.5 Developing a Plan to Ensure Usability 12.6 Parting Words INDEX %M B.Hollands.99 %0 BOOK %T Engineering Psychology and Human Performance %A Hollands, Justin %A Wickens, Christopher D. %D 1999 %P 573 %I Prentice Hall %G ISBN 0-32-104711-7 %O 3rd Edition %Y 1. Introduction to Engineering Psychology and Human Performance 2. Signal Detection, Information Theory, and Absolute Judgment 3. Attention in Perception and Display Space 4. Spatial Displays 5. Navigation and Interaction in Real and Virtual Environments 6. Language and Communications 7. Memory and Training 8. Decision Making 9. Selection of Action 10. Manual Control 11. Attention, Time-Sharing, and Workload 12. Stress and Human Error 13. Complex Systems, Process Control, and Automation %M B.Horn.89 %0 BOOK %T Mapping Hypertext: Analysis, Linking and Display of Knowledge for the Next Generation of On-line Text and Graphics %A Horn, Robert E. %D 1989 %P 289 %C Lexington, MA %I Lexington Institute %G ISBN: 0-96255650-5 %M B.Horton.90 %0 BOOK %T Designing and Writing Online Documentation: Help Files to Hypertext %A Horton, William K. %D 1990 %P 372 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-51399-7 0-471-50772-5 (pbk), OCLC %M B.Horton.91 %0 BOOK %T Illustrating Computer Documentation: The Art of Presenting Information Graphically on Paper and Online %A Horton, William K. %D 1991 %P 336 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-53845-0 %Y The Need to Show Visual Thinking and Creativity Language of Graphics Planning Graphics Good Graphics Showing What Things Look Like Showing Processes and Procedures Showing Organization Labeling with Icons and Visual Symbols Displaying Graphics Online The Affective Effect of Graphics Global Graphics Color Enriching Graphics Page as Picture %M B.Horton.94b %0 BOOK %T The Icon Book: Visual Symbols for Computer Systems and Documentation %A Horton, William K. %D 1994 %P 432 %I John Wiley & Sons %G ISBN 0-471-59901-8, OCLC 28962614 %O Book and Disk %Y Icons in Perspective How Icons Work Representing Ideas Graphically Showing Relationships Designing an Iconic Language Drawing Icons Color in Icons Standard Parts of the Icon Icons for Specific Purposes Icons for International Products Managing Development Testing Icons Editing Icons Forms, Formulas, and Checklists Case Study in Icon Design Icon Starter Set %M B.Horton.94 %0 BOOK %T Designing and Writing Online Documentation: Hypermedia for Self-Supporting Products %S Wiley Technical Communication Library %A Horton, William K. %D 1994 %P 464 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-30635-5 %Y 1. Going Online The Deluge ... and the Trickle What Is Online Documentation? Should Your Document Go Online? Myths About Online Documentation Types of Online Documentation 2. Planning Develop Documents Systematically Learn Who Uses the Product and Why Set Clear Objectives Observe What Questions Users Ask Use State-Of-The-Art Peopleware Select Software Carefully Wean Users from Paper Documents Convert Or Redesign? Design for Efficient Production 3. Access Access Uber Alles Automatic Access Semiautomatic Access Manual Access Combining Access Strategies Improving Context Sensitivity Improving Search Systems 4. Topics What Are Topics? Why Discrete Topics? How to Create a Good Topic Chunking Strategies What Goes Into a Topic? 5. Links Why Create Links? Links in Paper Documents Scope of Links Direction of Links Actions Triggered by Links Transitions Introduce the Destination Link Triggers Define Specific Types of Links Ways of Creating Links Before You Link... 6. Organization Standard Organizational Structures What Organization Is Best? Organize to Meet Users' Needs Layer Documents Avoid Common Organizational Problems Engineer a Reading Sequence Standardize Common Topic Clusters 7. Dialog Engineer Effective Dialogs Let Users Do More Than Read Use Familiar Metaphors Answer Questions Quickly The "Lost in Hyperspace" Problem Maps in Online Documents Touchscreen-Kiosk Design 8. Display A Screen Is Not a Page Design Screens Methodically Decide Where Documents Appear Do Not Pack Information Too Tightly Arrange the Display Logically Use Color to Communicate Make Text Legible Size Type for Prominence and Legibility Emphasize Scanning Targets 9. Words Use Short, Simple, Familiar Words Ensure Accurate Reading Speak Simply, Directly, and Accurately Apply a Consistent Style Throughout Assume Nonsequential Scanning Write Globally Indexing Large Documents 10. Pictures Use Pictures to Show Rather Than Tell Include Graphics in All Documents Design for the Screen, Not Paper Keep Pictures Simple Handle Large Graphics With Care Electronically Link Text and Graphics 11. New Media Onward to Multimedia Sound Music Voice Interactive Pictures Visual Transitions Mixing Media 12. Help What Is Help? Types of Help Facilities Make It Easy to Get Help Include Information the User Needs Fit Smoothly Into the User's Work Flow Integrate Help With Other Documents 13. Computer-Based Training Where to Use Computer-Based Training Types of Computer-Based Training Learn from Learning Theory Design Complete Learning Programs Provide Helpful Feedback Share Control With the Learner Design Standard Lesson Sequences 14. The Future Barriers Remain More Study Is Needed Authoring Will Never Be the Same Will Online Documents Replace Paper? Out of the Old Invent the New %M B.Horton.05 %0 BOOK %T Access by Design: A Guide to Universal Usability for Web Designers %A Horton, Sarah %D 2005 %P 288 %I New Riders Press %G ISBN 0-32131140-X %W http://universalusability.com/access_by_design/ %Y Fundamentals Introduction Design simply Build well Favor HTML over other formats Design for keyboard access Design for tansformation Allow users to control their environment Document Structure Introduction Separate content and presentation Mark up document structure Use style sheets for presentation Design pages that function without style sheets Write valid code Use linked style sheets Text Introduction Use plain text for text Use CSS for styling text Allow user settings to define base text size Size other text elements relative to the user-defined text size Design pages that can accommodate different text sizes Maintain contrast between text and background Use style sheets for setting text color Do not use text color alone to convey information Mark up text using structural tags Use structural markup appropriately Images Introduction Use images purposefully Do not use graphic text Avoid animated images Provide alt-text for all relevant images Provide a full text description for content images Provide blank alt-text for irrelevant or redundant images Maintain a catalog of image content Keep image dimensions as small as possible Use thumbnails for large images Data Tables Introduction Use table markup for data Simplify data table layouts Identify data table row and column headings Use CAPTION and SUMMARY to describe data tables Layout Tables Introduction Use tables for layout only when necessary Use simple layout tables Use only basic table tags Design layout tables for linear access Use flexible cell widths Frames Introduction Avoid using frames Use frame titles to identify the function of each frame Provide an alternative to frames Lists Introduction Use list markup for lists Avoid compound lists Forms Introduction Design simple and clear forms Provide an alternate to forms Label form fields Associate related form fields Design forms for keyboard accessibility Apply a logical sequence to form elements Don't auto-populate form fields with text Use form elements correctly Links Introduction Use text for links Use descriptive link text Underline links that are not otherwise identifiable as links Differentiate visited and unvisited links Provide "you are here" orientation cues Use alt-text for image links Color Introduction Select contrasting colors for greatest legibility Don't use color alone to convey meaning Allow users to override color settings Audio and Video Introduction Provide text for audio content Provide descriptions for video content Provide alternate formats for media-based content Make media keyboard accessible Allow users to control media playback Interactivity Introduction Use add-ons for interactivity only when necessary Allow users to control the user interface Make interactivity keyboard-accessible Provide an accessible alternate when using a nonstandard format Editorial Style Introduction Break up text into segments Start sentences, headings, and links with keywords Adopt a writing style that is clear and to the point Use appropriate language and terminology Keep content current and links functional Mark up language changes within a document Identify and describe abbreviations and acronyms Provide a print option for lengthy documents Page Layout Introduction Design pages for linear access Communicate visual information to nonvisual users Apply a consistent design Balance content and navigation Provide navigation tools Design flexible page layouts Use style sheets for layout whenever possible Provide direct access to page content %M B.Howard.10 %0 BOOK %T Design to Thrive: Creating Social Networks and Online Communities that Last %A Howard, Tharon %D 2010 %P 248 %I Morgan Kaufmann Publishers %G ISBN: 0-12-374921-2, 978-0-12-374921-5 %Y Chapter 1: Introduction 2: What are the factors needed for sustainable online communities? 3: Remuneration 4: Influence 5: Belonging 6: Significance 7: Conclusion %M B.Howlett.96 %0 BOOK %T Visual Interface Design for Windows: Effective User Interfaces for Windows 95, Windows Nt, and Windows 3.1 %A Howlett, Virginia %D 1996 %P 230 %I John Wiley & Sons %G ISBN 0-471-13419-8, OCLC 33898004 %Y Preface 1. An Introduction to Visual Interface Design 2. The Effects of Visual Impact 3. The Process for Designing Visual Interfaces 4. Developing a Visual Interface Design Strategy 5. Universal Design Principles 6. Graphic Information Design Principles 7. An Introduction to the Psychology of Perception 8. Affordances, Realism, and Dimensions 9. Design for the Screen 10. Color 11. Icons and Imagery 12. Fonts 13. Interface Makeovers 14. Great Windows Interfaces I Have Met 15. Common Pitfalls and How to Avoid Them %M B.HP.93 %0 BOOK %T Common Desktop Environment: Functional Specification %Q Hewlett-Packard %Q IBM %Q Sunsoft Inc. %Q USL %D 1993 %N X/Open document no: S306 %P 79 %I X/Open Company Ltd. %G ISBN 1-85912-001-6 %K X/Open Style Guidelines %O Preliminary Draft %W ftp://XOPEN.CO.UK/pub/cdespec1/cde1_ps.Z %M B.Huff.54 %0 BOOK %T How to Lie with Statistics %A Huff, Darrell %D 1954 %P 142 %C New York %I Norton %G ISBN 0-39309426-X 0-39331072-8 (reissue) %K EVALUATION Empirical %Y 1 The Sample with the Built-in Bias 2 The Well-Chosen Average 3 The Little Figures That Are Not There 4 Much Ado about Practically Nothing 5 The Gee-Whiz Graph 6 The One-Dimensional Picture 7 The Semiattached Figure 8 Post Hoc Rides Again 9 How to Statisticulate 10 How to Talk Back to a Statistic %M B.IBM.92 %0 BOOK %T Object-Oriented Interface Design: IBM Common User Access Guidelines %Q IBM %D 1992 %N SC34-4399 %P 708 %C Carmel, Indiana %I Que %G ISBN 1-56529-170-0; OCLC 28166156 %K SAA/CUA, Systems application architecture, Common user access, Style Guidelines %O Supersedes the original CUA 91 books: The SAA CUA Guide to User Interface Design (SC34-4289) The SAA CUA Advanced Interface Design Reference (SC34-4290) %X Brochure and Diskette: The CUA Vision: Bringing the Future Into Focus (G242-0215). The diskette has an animation of how IBM sees some of the future of user interface. There are some non-IBM systems that also hold copies of this. The known places are: * hobbes.nmsu.edu (128.123.35.151) pub/os2/info directory. (IBMCUA-1.ZOO and IBMCUA-2.ZOO) * BIX: IBM.OS2/LISTINGS (CUAVD.TXT AND CUAVDn.ZIP:n=1 to 7) * Compuserv: IBM FILES data library of the IBMOS2 forum. * Icaro BBS, in Madrid, Spain. Phone 34-1-519-4645. (8,n,1, speed up to V32bis) * The Hub BBS (203-663-1147). File area 55 ... OS/2 - Text (IBMCUAn.LZH n=1 to 5) VHS Videocassette: The CUA Vision: Bringing the Future Into Focus. The video talks about the CUA interface, why it is the way it is and how it might develop. * GV26-1003-00 Tape: VHS Signal: NTSC * GV26-1004-00 Tape: VHS Signal: PAL * GV26-1005-00 Tape: VHS Signal: SECAM %M B.International.02 %0 BOOK %T Developing International Software %A International, Dr. %D 2002 %P 1040 %I Microsoft Press %G ISBN 0-7356-1583-7 %W http://www.microsoft.com/MSPress/books/5717.asp %Y PART I INTRODUCTION 1 Understanding Internationalization 2 Designing a World-Ready Program PART II GLOBALIZATION 3 Unicode 4 Locale and Cultural Awareness 5 Text Input, Output, and Display 6 Multilingual User Interface (MUI) PART III LOCALIZABILITY 7 Software Localizability Guidelines 8 Mirroring 9 Content Localizability Guidelines PART IV LOCALIZATION 10 Localization PART V TESTING 11 Testing for World-Readiness 12 Testing Localizability with Pseudo-Localization PART VI TOOLS AND TECHNOLOGY 13 Graphics Device Interface Plus (GDI+) 14 Hypertext Markup Language (HTML) 15 Microsoft Internet Information Services (IIS) and Microsoft Active Server Pages (ASP) 16 Microsoft Office 17 MLang 18 Microsoft Layer for Unicode (MSLU) 19 The Microsoft .NET Framework 20 OpenType Fonts 21 Rich Edit 22 Microsoft SQL Server 23 Microsoft Windows Text Services Framework (TSF) 24 Uniscribe 25 Microsoft Visual Studio .NET 26 Extensible Markup Language (XML) %M B.Isaacs.02 %0 BOOK %T Designing from both sides of the screen : how designers and engineers can collaborate to build cooperative technology %A Isaacs, Ellen %A Walendowski, Alan %D 2002 %P 336 %I New Riders Publishing %G ISBN: 0-67232151-3 %Y The Goal 1 On Being a Butler 2 Don't Impose: Respect Physical Effort 3 Don't Impose: Respect Mental Effort 4 Be Helpful The Process 5 Setting Up: Understanding Users' Needs 6 Structuring the User Interface 7 Laying Out the User Interface 8 Architecting with the UI in Mind 9 Initial Development 10 Iterative Development: Observing Use 11 Conclusion Appendixes A Guidelines B Recommended Readings %M B.Isensee.96 %0 BOOK %T The Art of Rapid Prototyping: User Interface Design for Windows and OS/2 %A Isensee, Scott %A Rudd, James %A Heck, Michael %D 1996 %P 243 %I International Thomson Publishing %G ISBN 1-85032215-5 %Y Preface 1. What Is Rapid Prototyping? 2. Why Prototype? 3. The Rapid Prototyping Process 4. Secrets of Success 5. Tools for Rapid Prototyping 6. Prototyping Examples %M B.Ivory.04 %0 BOOK %T Automated Web Site Evaluation - Researchers' and Practitioners' Perspectives %S Human-Computer Interaction Series, Vol. 4 %A Ivory, M. Y. %D 2004 %P 225 %I Springer-Verlag %G ISBN 1-4020-1672-7 %M B.Jackson.94 %0 BOOK %T Computer Generated Colour: A Practical Guide to Presentation and Display %A Jackson, Richard %A MacDonald, Lindsay %A Freeman, Ken %D 1994 %P 256 %I John Wiley & Sons %G ISBN 0-471-93378-3 %Y Light and Vision Colour Response and Modelling Colour Displays Generating the Image Designing Coloured Text Colour in Graphics and Visualization From Display to Print Glossary %M B.Johnson.93 %0 BOOK %T Human-Computer Interaction %A Johnson, Peter %D 1992 %P 217 %C Maidenhead, Berkshire, UK %I McGraw-Hill %G ISBN 0-07-707235-9 %M B.Johnson.97 %0 BOOK %T Interface Culture: How New Technology Transforms the Way We Create and Communicate %A Johnson, Steven A. %D 1997 %P 272 %C San Francisco %I Harper & Row %G ISBN: 0-06251482-2 %Y Preface: Electric Speed 1 Bitmapping: An Introduction 2 The Desktop 3 Windows 4 Links 5 Text 6 Agents Conclusion: Infinity Imagined %M B.Johnson.2000 %0 BOOK %T GUI Bloopers Don'ts and Do's for Software Developers and Web Designers %A Johnson, Jeff %D 2000 %P 584 %I Morgan Kaufmann Publishers %G ISBN 1-55860-582-7 %Y 1: First Principles 2: GUI Component Bloopers 3: Layout and Appearance Bloopers 4: Textual Bloopers 5: Interaction Bloopers 6: Web Bloopers 7: Responsiveness Bloopers 8: Management Bloopers 9: Software Reviews 10: War Stories of a User-Interface Consultant %M B.Johnson.10 %0 BOOK %T Designing with the Mind in Mind: A Simple Guide to Understanding User Interface Design Rules %A Johnson, Jeff %D 2010 %P 256 %I Morgan Kaufmann Publishers %G ISBN 0-12-375030-X, 978-0-12-375030-3 %W http://www.elsevierdirect.com/companion.jsp?ISBN=9780123750303 Companion Site %M B.Jonassen.91 %0 BOOK %T Hypertext/Hypermedia %A Jonassen, David H. %D 1989 %P 91 %C Englewood Cliffs, NJ %I Educational Technology Publications %G ISBN 0-87778-217-2 %M B.Jones.89 %0 BOOK %T Human-Computer Interaction: A Design Guide %A Jones, Mark S. %D 1989 %P 150 %C Englewood Cliffs, NJ %I Educational Technology Publications %G ISBN 0-87778-207-5 %M B.Jones.06 %0 BOOK %T Mobile interaction design %A Jones, Matt %A Marsden, Gary %D 2006 %P 377 %I John Wiley & Sons %G ISBN 0-470-09089-8 %Y 1. POSSIBILITIES Key Points 1.1. Introduction 1.2. What are mobile devices? 1.2.1. Communication or information device? 1.2.2. Appliance or Swiss-Army knife? 1.2.3. Cherished device or commodity tool? 1.3. Impoverished or extraordinary interfaces? 1.3.1. The Fast-tap keypad 1.3.2. Peephole displays 1.3.3. Accommodating human capabilities and limitations 1.4. Impoverishing interactions? 1.4.1. Reasons for poor design 1.4.2. Impacts of poor design 1.5. The rest of this book Summary Workshop Questions Designer Tips 2. Products for People Key Points 2.1 Introduction 2.2 Useful 2.2.1 Function before form 2.2.2 Evolving uses 2.3 Useable 2.3.1 Usable in itself 2.3.2 Usable in the world 2.4 User experience 2.4.1 Interaction as brand 2.4.2 Interaction as package 2.5 Technology Acceptance Summary Workshop Questions Designer Tips 3. Innovation Key Points 3.1 Introduction 3.2 Technology-centred approaches 3.3 Transferring from the desktop 3.3.1 Applications 3.3.2 Interface styles 3.4 Building on past mobile successes 3.5 Drama 3.6 Human-centred frameworks Summary Workshop Questions Designer Tips 4. Interaction design Key Points 4.1 Introduction 4.2 Designing what? Designing how? 4.3 Understanding users 4.3.1 From biology to psychology 4.3.2 Field studies 4.3.3 Direct questioning 4.3.4 Distilling the findings 4.4 Developing prototype designs 4.4.1 Shaping and managing the design space 4.4.2 Prototyping 4.5 Evaluation 4.5.1 Testing with users 4.5.2 Testing in the absence of users 4.6 Iterative development 4.7 Multiple viewpoints 4.7.1 Many techniques & tools 4.7.2 Many disciplines 4.8 From interaction design to deployment Summary Workshop Questions Designer Tips 5. Watching, asking, probing Key Points 5.1 Introduction 5.2 Focusing the study 5.2.1 How focused should you be? 5.2.2 Finding people to watch 5.3 Top people-understanding techniques 5.3.1 Observing 5.3.2 Enquiring 5.3.3 Diary studies 5.3.4 'Discount' field methods 5.3.5 Focus-groups 5.3.6 Creatively engaging approaches 5.4 Making sense of observations 5.4.1 Activities 5.4.2 Analysis perspectives 5.5 Personas and scenarios Summary Workshop Questions Designer Tips 6. PROTOTYPES Key Points 6.1 Introduction 6.2 What is a prototype? 6.3 Different prototypes for different purposes 6.4 Low-fidelity 6.4.1 Self-checking 6.4.2 Communicating with others 6.4.3 Interaction Prototyping 6.4.4 Empowering Users 6.5 Higher-fidelity 6.5.1 Deciding what to prototype 6.5.2 Hardware and Software Integration 6.6 Finishing the process 6.6.1 Evolutionary 6.6.2 Revolutionary 6.6.3 Process 6.7 Issues in prototyping 6.7.1 Some considerations 6.8 A final note on development 6.9 Summary Workshop Questions Designer Tips 7. EVALUATION Key Points 7.1 Overview 7.2 Classifying Evaluation 7.3 Quick and Dirty 7.4 Conceptual Model Extraction 7.5 Direct Observation 7.5.1 Finding out what users are thinking 7.5.2 How to record observations. 7.5.3 How to not bias the experiment 7.5.4 Happy users 7.6 Interviews 7.7 Questionnaires 7.8 Non-user methods 7.8.1 Heuristic Evaluation 7.8.2 No people whatsoever 7.9 Experimental evaluation Experimental process 7.9.1 Hypothesis 7.9.2 The Users 7.9.3 Tasks 7.9.4 Experiment Design 7.9.5 Conducting Experiments 7.9.6 Experimental results. 7.10 Considering context - evaluating mobile systems. 7.10.1 Physical Context 7.10.2 Technology Context 7.10.3 Social Context 7.10.4 Other Contexts 7.11 Complimentary Evaluation 7.12 Conclusion Summary Workshop Questions Designer Tips 8. CONTROLLING COMPLEX FUNCTIONS Key Points 8.1 Introduction 8.2 Menus and Memory 8.3 Hierarchical Menus 8.3.1 Learning Structure 8.3.2 Improving Classification 8.3.3 Context Information 8.4 Icons 8.5 Manuals 8.5.1 On-line manuals 8.5.2 Web site manuals 8.6 No menus? 8.6.1 Data Structures 8.6.2 Alternatives 8.6.3 Design Ideas - Data Structures 8.6.3 Evaluation via Experiment 8.7 More complex menus 8.8 Some concluding thoughts Summary Workshop Questions Designer tips References 9. Information Access Key Points 9.1 Introduction 9.2 Small Screen Impacts 9.2.1 Lessons from the past 9.2.2 Browsing problems 9.2.3 Searching issues 9.3 Designs for browsing 9.3.1 General guidelines 9.3.2 Simplifying access 9.3.3 Packaging content 9.4 Improving search 9.4.1 Assessing sets of results 9.4.2 Judging the value of individual results 9.5 Mobile information ecologies 9.5.1 Fitting-in 9.5.2 Case-study: the laid-back search system 9.5.3 Peer-to-peer approaches Summary Workshop Questions Designer tips References 10. BEYOND TEXT - USING IMAGES ON MOBILE DEVICES Key Points 10.1 Introduction 10.2 Ethnography 10.2.1 Where have all the photographs gone? 10.2.2 Digital ethnography 10.3 Finding photos 10.3.1 Metadata 10.3.2 Meta-data management 10.4 Photo Browsing 10.4.1 Timeline 10.4.2 Treemaps 10.4.3 RSVP 10.4.4 Speed Dependent Automatic Zooming 10.5 Downscaling case study 10.5.1 Arranging photos 10.5.2 Screen size 10.5.3 Write once, run anywhere 10.5.4 Meanwhile, back with the users 10.5.5 AutoZoom GestureZoom 10.5.6 User Testing 10.5.7 Platform 10.6 Advanced technology 10.7 What are photos for? 10.7.1 What are we sharing? 10.7.2 Using audio with photographs 10.7.3 Video 11. IMPACTING THE COMMUNITY; IMPACTING THE WORLD Key Points 11.1 Introduction 11.2 The Digital Divide 11.3 Mobiles work 11.3.1 The rise and rise of mobile technology 11.4 Planning a project Real Access: 11.5 That Culture Thing 11.5 Case Studies 11.5.1 Empowering people - Cybertracker 11.5.2 Education 11.5.3 Communitization 11.6 Call to arms Summary Workshop Questions Designer Tips REFERENCES RESOURCES %M B.Jones.08 %0 BOOK %T Keeping found things found : the study and practice of personal information management %A Jones, William P. %D 2008 %P 430 %I Morgan Kaufmann Publishers %G ISBN 978-0-12370866-3 0-12-370866-4 %Y I. Foundations 1. A study and a practice 2. A personal space of information 3. A framework for personal information management II: Activities 4. Finding and re-finding: From need to information 5. Keeping and organizing: From information to need 6. Maintaining information for now and for later 7. Managing privacy and the flow of information 8. Measuring and evaluating 9. Making sense of things III: Solutions 10. Email disappears? 11. Search gets personal 12. PIM on the go; 13. PIM on the Web; IV: Conclusions 14. Bringing the pieces together 15. Finding our way in/to the future %M B.Jordan.98 %0 BOOK %T An Introduction to Usability %A Jordan, Patrick W. %D 1998 %P 120 %I Taylor & Francis %G ISBN 0-7484-0762-6 (paper) 0-7484-0794-4 (cloth) %Y 1 Introduction 2 What is Usability? 3 Principles of Usable Design 4 Designing for Usability 5 Methods for Usability Evaluation 6 Conducting a Usability Evaluation 7 Conclusions %M B.Kaasgaard.01 %0 BOOK %T Software Design & Usability : Talks with Bonnie Nardi, Jakob Nielsen, David Smith, Austin Henderson & Jed Harris, Terry Winograd and Stephanie Rosenbaum %A Kaasgaard, Klaus %D 2000 %P 188 %I Copenhagen Business School Press %G ISBN 8-71613495-8 %Y Introduction: Designing for Use The Professional Stranger - A Talk with Bonnie Nardi The Unbearable Lightness of Web Design - A Talk with Jakob Nielsen The Art of Programming - A Talk with David Smith Beyond Formalisms - A Talk with Austin Henderson and Jed Harris On Hermeneutics and Software Design - A Talk with Terry Winograd Making Usability Research Usable - A Talk with Stephanie Rosenbaum %M B.Kantowitz.83 %0 BOOK %T Human Factors: Understanding People-System Relationships %A Kantowitz, Barry H. %A Sorkin, Robert D. %D 1983 %P 699 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-09594-X; TA 166.K365; OCLC 8866672 %K GENERAL Task DESIGN Psych EVALUATION %Y INTRODUCTION 1 Systems and People 2 Error and Reliability HUMAN CAPABILITIES 3 Hearing and Signal Detection Theory 4 Vision 5 Psychomotor Skill 6 Human Information Processing HUMAN-MACHINE INTERFACES 7 Visual Displays (by J. R. Buck) 8 Auditory and Tactile Displays 9 Speech Communication 10 Controls and Tools 11 Data Entry (by H. E. Dunsmore) HUMAN-MACHINE SYSTEM PROPERTIES 12 Feedback and Control (by B. H. Kantowitz and J. R. Buck) 13 Human Factors in Computer Programming (by H. E. Dunsmore) 14 Decision Making with Applications to Inspection and Maintainability (by J. R. Buck and B. H. Kantowitz) 15 Workspace Design ENVIRONMENT 16 Noise 17 Microenvironments 18 Macroenvironments 19 Environmental Stressors 20 Legal Aspects of Human Factors %M B.Kaplan.2000 %0 BOOK %T Internationalization With Visual Basic %S Sams White Book Series %A Kaplan, Michael S. %D 2000 %P 650 %I Sams %G ISBN 0-67231977-2 %M B.Kearsley.88 %0 BOOK %T Online Help Systems: Design and Implementation %S Human/Computer Interaction Series %A Kearsley, Greg %D 1988 %P 128 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-472-X %W http://www.intellectbooks.com/authors/kearsley/online3.htm %M B.Kearsley.93 %0 BOOK %T Public Access Systems: Bringing Computer Power to the People %S Human/Computer Interaction Series %A Kearsley, Greg %D 1993 %P 192 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-947-0 (cloth); 0-89391-948-9 (paper) %W http://www.intellectbooks.com/authors/kearsley/public.htm %M B.Keates.06 %0 BOOK %T Designing for Accessibility: A Business Guide to Countering Design Exclusion %A Keates, Simeon %D 2006 %P 184 %I CRC Press %G ISBN 0-8058-6096-7 9780805860962 (cloth) 0-8058-6097-5 9780805860979 (paper) %Y An Introduction to Designing for Accessibility Making the Business Case for Accessibility Implementing Design for Accessibility in Industry The Role of Senior Management The Role of Project Management Filling the Skills Gap Case Study: Making Expertise Available Within a Company Putting Accessibility Into the Design Process Case Study: Designing for Accessibility in Practice Involving Users in the Design Process Conducting Sessions With Users Case Study: Investigating the Accessibility of Digital Television for Older Adults %M B.Khosla.2000 %0 BOOK %T Intelligent multimedia multi-agent systems : a human-centered approach %A Khosla, Rajiv %A Sethi, Ishwar K. %A Damiani, Ernesto %D 2001 %P 333 %I Kluwer Academic Publishers %G ISBN 0-7923-7979-9 %O Kluwer International Series in Engineering and Computer Science : Volume 582 %W http://www.wkap.nl/prod/b/0-7923-7979-9 %Y Part I: Motivation, Technologies, Enabling Theories and Human Centered Virtual Machine 1. Successful Systems or Successful Technologies? 2. Technologies 3. Pragmatic Considerations and Enabling Theories 4. Human-Centered System Development Framework 5. Human-Centered Virtual Machine Part II: HCVM Applications in Health Informatics, Face Detection, Net Euchre and Sales Recruitment 6. Intelligent Multimedia Multi-Agent Clinical Diagnosis and Treatment Support System 7. A Multi-Agent System for Face Detection and Annotation 8. Modeling Human Dynamics and Breakdowns - Intelligent Agents for Internet Games and Recruitment Part III: HCVM Applications in Internet and E-Commerce 9. Intelligent Multimedia Information Management 10. Brokerage System for Electronic Commerce Based on HCVM 11. User-Centered Approach to Content-Based Retrieval of medical Images 12. HCVM Revisited %M B.King.98 %0 BOOK %T Assistive Technology: Essential Human Factors %A King, Thomas W. %D 1998 %P 305 %I Allyn & Bacon %G ISBN: 0-20527326-2 %Y 1. Why a Book on Human Factors in Assistive Technology? "Jim" -- A Case Example to Begin The Importance of Human Factors Resources in Human Factors 2. Tools, Transparency, and Assistive Technology Who Are Tool Users? Transparent, Translucent, and Opaque Assistive Technologies Assistive Technology: Special Tools for Special People? A Brief History of Assistive Technology Component Areas of Assistive Technology Who Are the Primary Users of Assistive Technology? The Professionals and Others Who Work with Assistive Technology Who Uses Assistive Technology? Case Examples 3. What Are Human Factors? Background Human Factors in Assistive Technology Human Factors in Daily Life A Quick Human Factors Quiz -- Some Practical Realities Essential Areas of Human Factors in AT: Details and Case Examples A Framework for Understanding Human Factors in AT: Baker's Basic Ergonomic Equation 4. Human Factors and Assistive Technology Goals Human Factors and Intents of Assistive Technology Details and Applications of Baker's Basic Ergonomic Equation 5. Essential Human Factors in Assistive Technology Specific Human Factors is AT 6. Switches and Controls: The Pass Keys to Assistive Technology Switches and Controls: Definitions and Examples Specific Human Factors Regarding Switches and Controls A Brief International Perspective on Switches and Controls Assistive Technology and Fitts' Law 7. CRT, LCD, and LED Screens: The Gateways to Assistive Technology How Screens Work -- A Brief Overview Screens in Everyday Life Essential Human Factors Related to Screens 8. AT Levels, Technological Literacy, and Life Span Issues Levels of Assistive Technology Toward Technological Literacy Components of AT Diagnosis and Intervention Technology Issues Across the Life Span 9. Why AT Fails: A Human Factors Perspective Factors Related to the People Who Surround the AT User Factors Related to the AT User Factors Related to the AT Device Itself Appendix: Resources for More Information on Human Factors and Assistive Technology Glossary References %M B.King.03 %0 BOOK %T Speed Up Your Site: Web Site Optimization %A King, Andrew B. %A Balashov, Konstantin %A Wolf, Jason %D 2003 %P 496 %I New Riders Publishing %G ISBN 0-7357-1324-3 %W http://www.websiteoptimization.com/ %Y Part I - The Psychology of Performance Chapter 1 - Response Time: Eight Seconds, Plus or Minus Two Chapter 2 - Flow in Web Design (PDF) Part II - Optimizing Markup: HTML and XHTML Chapter 3 - HTML Optimization Chapter 4 - Advanced HTML Optimization Chapter 5 - Extreme XHTML Chapter 6 - Case Study: PopularMechanics.com Part III - DHTML Optimization: CSS and JavaScript Chapter 7 - CSS Optimization Chapter 8 - Advanced CSS Optimization Chapter 9 - Optimizing JavaScript for Download Speed Chapter 10 - Optimizing JavaScript for Execution Speed (HTML) Chapter 11 - Case Study: DHTML.com Part IV - Graphics and Multimedia Optimization Chapter 12 - Optimizing Web Graphics Chapter 13 - Minimizing Multimedia Chapter 14 - Case Study: Apple.com Part V - Search Engine Optimization Chapter 15 - Keyword Optimization Chapter 16 - Case Studies: PopularMechanics.com and iProspect.com Part VI - Advanced Optimization Techniques Chapter 17 - Server-Side Techniques Chapter 18 - Compressing the Web Chapter 19 - Case Studies: Yahoo.com and WebReference.com %M B.King.08 %0 BOOK %T Website Optimization: Speed, Search Engine & Conversion Rate Secrets %A King, Andrew B. %D 2008 %P 394 %I O'Reilly Media, Inc %G ISBN: 0-59-651508-1 %Y Part I - Search Engine Marketing Optimization SEM Introduction 1 - Natural Search Engine Optimization 2 - SEO Case Study: PhillyDentistry.com 3 - Pay Per Click Optimization 4 - PPC Case Study: BodyGlove.com 5 - Conversion Rate Optimization summary Part II - Web Performance Optimization Web Performance Introduction 6 - Web Page Optimization 7 - CSS Optimization 8 - Ajax Optimization 9 - Advanced Web Performance Optimization 10 - Website Optimization Metrics %M B.Kirakowski.90 %0 BOOK %T Effective Methodology for the Study of HCI %S Human Factors in Information Technology, 5 %A Kirakowski, Jurek %A Corbett, Mary %D 1990 %P 363 %C Amsterdam %I North-Holland %I Elsevier Science Publishers %G ISBN 0-444-88447-5 %Y 1: THE PROBLEM OF METHODOLOGY (1) 1: What is Effective Methodology? (5) 2: CONCEPTUALISING THE INTERFACE (37) 2: Studying the User (41) 3: User to Interface (83) 3: INFORMED CHOICES (123) 4: Structural Framework (127) 5: Towards an Informed Choice of Method (167) 4: TECHNIQUES FOR HCI RESEARCH (201) 6: The Questionnaire (205) 7: Content Analysis (245) 8: Analysing the Data (275) 5: EMPIRICAL HCI (311) 9: The Way Forward (315) %M B.Kletz.95 %0 BOOK %T Computer Control and Human Error %A Kletz, Trevor A. %D 1995 %P 125 %I Gulf Pub Co. %G ISBN 0-88415269-3 %M B.Kommers.96 %0 BOOK %T Hypermedia learning environments : instructional design and integration %A Kommers, Piet A. M. %A Grabinger, R. Scott %A Dunlap, Joanna C. %D 1996 %P 276 %I Lawrence Erlbaum Associates %G ISBN: 0-8058-1828-6 (paperback) 0-8058-1828-6 (hardcover) %Y Preface Purpose Goals Audience Content and Parts Limitations How to Use this Book Acknowledgments Software Examples Contributors Part I: Hypermedia and Multimedia Concepts 1. Definitions Piet A. M. Kommers New Media: Are they Essential to Learning and Teaching Definitions The Family of New Media References 2. Multimedia Environments Piet A.M. Kommers Hypermedia as Information Resources for Learning Three Metaphors underlying Hypermedia Learning Through CD-ROM-based Hypermedia Conclusion References 3. Research on the Use of Hypermedia Piet A.M. Kommers Multimedia in the Landscape of Teaching and Learning Didactic, Physical, and Epistemic Navigation in Hypertext Research Line 1: Can hypertext essentially assist in complex mental tasks, such as learning and knowledge acquisition? Research Line 2: Which is the best way of interacting between users and a hypertext system? Research Line 3: What user interfaces are appropriate for navigation and collaboration in hypertext? Research Line 4: Which Is the right granularity to represent knowledge beyond the level of associative links? Conclusion References Part II: Developing Hypermedia and Multimedia Applications 4. Nodes and Organization Joanna C. Dunlap Scott Grabinger Node Characteristics Guidelines Conclusion 5. Links Scott Grabinger Joanna C. Dunlap Characteristics of Links Kinds of Links: Contextual Links Kinds of Links: Support Links Guidelines Conclusion 6. Human-Computer Interface Design Rose Marra HCI Definition Basic HCI Principles Production Bias Assimilation Bias Intuitiveness Computer as Tool Conclusion References 7. Screen Design Scott Grabinger Legibility Aesthetic Quality Guidelines Basic Typography Guidelines Macrolevel Design Guidelines Microlevel Design Guidelines Conclusion References 8. User Support Strategies Joanna C. Dunlap Orienting Users to the Application Facilitating Navigation Feedback to Keep Users Informed General User Support Conclusion 9. Evolution and Maintenance Rose Marra Definitions Rationale for Evolution and Maintenance Creating Procedures Guidelines Conclusion References 10. Formative Evaluation Martin Tessmer Front-end and Formative Evaluation Purposes Multimedia Evaluation Needs Front-end Evaluation Questions Formative Evaluation Questions Evaluating the Multimedia Experience and Outcomes Conclusion References Part III: Rich Environments for Active Learning 11. Encourage Student Responsibility Scott Grabinger Joanna C. Dunlap REALs Guidelines Conclusion References 12. Make Learning Meaningful Joanna C. Dunlap Scott Grabinger Generative Learning Anchored Instruction Cooperative Learning and Generativity Guidelines Conclusion References 13. Active Knowledge Construction Joanna C. Dunlap Scott Grabinger Guidelines Conclusion References 14. Learner Assessment Thomas A. Cyr Tests versus Assessment Basic Premises Assessment Guidelines Lifelong Learning Competencies and Assessment Conclusion References Index %M B.Kolko.2010 %0 BOOK %T Thoughts on Interaction Design %A Kolko, Jon %D 2010 %P 168 %I Morgan Kaufmann Publishers %G ISBN: 0-12-378624-X, 978-0-12-378624-1 %Y Introduction Section One / Understanding Interaction Design Chapter One: Multiple Roots, and an Uncertain Future Chapter Two: Computing and Human Computer Interaction Interaction Design in an Engineering Centric World Section Two / Connecting People, Emotions and Technology Chapter Three: A process for Thinking about People Chapter Four: Managing Complexity Chapter Five: Shaping Aesthetics to Inform Experience Interaction Design as Business Lubricant Section Three / The Rhetorical Nature of Interaction Design Chapter Six: Interaction Design and Communication On the Nature of Interaction as Language Section Four / Challenges Facing Interaction Design in Industry Chapter Seven: The Political Dynamics of Product Development Getting Design Done In Summary %M B.Korghage.97 %0 BOOK %T Information Storage and Retrieval %A Korfhage, Robert R. %D 1997 %P 349 %I John Wiley & Sons %G ISBN 0-471-14338-3 %Y Overview Document and Query Forms Query Structures The Matching Process Text Analysis User Profiles and Their Use Multiple Reference Point Systems Retrieval Effectiveness Measures Effectiveness Improvement Techniques Alternative Retrieval Techniques Output Presentation Document Access The Ectosystem and Policy Issues Appendices Glossary %M B.Kosslyn.93 %0 BOOK %T Elements of Graph Design %A Kosslyn, Stephen Michael %D 1993 %P 309 %I W H Freeman & Co. %G ISBN 0-71672362-X %M B.Kowalski.97 %0 BOOK %T Information Retrieval Systems %S Kluwer International Series on Information Retrieval %A Kowalski, Gerald %D 1979 %P 296 %I Kluwer Academic Publishers %G ISBN 0-7923-9926-9 %Y 1 Introduction to Information Processing Systems 1.1 Definition of Information Retrieval System 1.2 Objectives of Information Retrieval Systems 1.3 Functional Overview 1.3.1 Item Normalization 1.3.2 Selective Dissemination of Information 1.3.3 Document Database Search 1.3.4 Index Database Search 1.4 Relationship to Database: Management System 1.5 Digital Libraries and Data Warehouses 1.6 Summary 2 Information Retrieval System Capabilities 2.1 Search Capabilities 2.1.1 Boolean Logic 2.1.2 Proximity 2.1.3 Contiguous Word Phrases 2.1.4 Fuzzy Searches 2.1.5 Term Masking 2.1.6 Numeric and Date Ranges 2.1.7 Concept and Thesaurus Expansions 2.1.8 Natural Language Queries 2.2 Browse Capabilities 2.2.1 Ranking 2.2.2 Zoning 2.2.3 Highlighting 2.3 Miscellaneous Capabilities 2.3.1 Vocabulary Browse 2.3.2 Iterative Search and Search History Logs 2.3.3 Canned Query 2.4 Standards 2.4.1 Z39.50 Standard and WAIS 2.4.2 Architecture Standards 2.5 Summary 3. Cataloging and Indexing 3.1 History and Objectives of Indexing 3.1.1 History 3.1.2 Objectives 3.2 Indexing Process 3.2.1 Scope of Indexing 3.2.2 Precoordination and Linkages 3.3 Automatic Indexing 3.3.1 Indexing by Term 3.3.2 Indexing by Concept 3.4 Information Extraction 3.5 Summary 4. Data Structures 4.1 Introduction to Data Structure 4.2 Stemming Algorithms 4.1.1 Introduction to the Stemming Process 4.1.2 Porter Algorithm 4.1.3 Dictionary Look-up Stemmers 4.1.4 Successor Stemmers 4.1.5 Conclusions 4.3 Inverted File Structure 4.4 N-Gram Data Structure 4.4.1 History 4.4.2 N-Gram Architecture 4.5 PAT Data Structure 4.6 Signature File Structure 4.7 Hypertext Data Structure 4.7.1 Definition of Hypertext Structure 4.7.2 Hypertext History 4.8 Summary 5. Automatic Indexing 5.1 Classes of Automatic Indexing 5.2 Statistical Indexing 5.2.1 Probabilistic Weighting 5.2.2 Vector Weighting 5.2.2.1 Simple Term Frequency Algorithm 5.2.2.2 Inverse Document Frequency 5.2.2.3 Signal Weighting 5.2.2.4 Discrimination Value 5.2.2.5 Problems With Weighting Schemes 5.2.2.6 Problems With the Vector Model 5.2.3 Baysean Model 5.3 Natural Language 5.3.1 Index Phrase Generation 5.3.2 Natural Language Processing 5.4 Concept Indexing 5.5 Hypertext Linkages 5.6 Summary 6. Document and Term Clustering 6.1 Introduction to Clustering 6.2 Thesaurus Generation 6.2.1 Manual Clustering 6.2.2 Automatic Term Clustering 6.2.2.1 Complete Term Relation Method 6.2.2.2 Clustering Using Existing Clusters 6.2.2.3 One Pass Assignments 6.3 Item Clustering 6.4 Hierarchy of Clusters 6.5 Summary 7. User Search Techniques 7.1 Search Statements and Binding 7.2 Similarity Measures and Ranking 7.2.1 Similarity Measures 7.2.2 Ranking Algorithms 7.3 Relevance Feedback 7.4 Selective Dissemination of Information Search 7.5 Weighted Searches of Boolean Systems 7.6 Searching the Internet and Hypertext 7.7 Summary 8. Information Visualization 8.1 Introduction to Information Visualization 8.2 Cognition and Perception 8.2.1 Background 8.2.2 Aspects of Visualization Process 8.3 Information Visualization Technologies 8.4 Summary 9. Text Search Algorithms 9.1 Introduction to Text Search Techniques 9.2 Software Text Search Algorithms 9.3 Hardware Text Search Systems 9.4 Summary 10. Information System Evaluation 10.1 Introduction to Information System Evaluation 10.2 Measures Used in System Evaluations 10.3 Measurement Example - TREC Results 10.4 Summary %M B.Kress.95 %0 BOOK %T Reading Images: The Grammar of Visual Design %A Kress, Gunther R. %A Van Leeuwen, Theo %A Gress, Gunther R. %D 1995 %P 288 %I Routledge %G ISBN 0-41510600-1 (pbk) 0-41510599-4 (hdbk) %M B.Kristof.95 %0 BOOK %T Interactivity By Design %A Kristof, Ray %A Satran, Amy %D 1995 %P 144 %I Pearson Education %G ISBN 1-56830221-5 %M B.Krug.2000 %0 BOOK %T Don't Make Me Think! A Common Sense Approach to Web Usability %A Krug, Steve %D 2000 %P 224 %I Que %I Circle.com Library %G ISBN 0-7897-2310-7 %Y I. GUIDING PRINCIPLES 1. Don't Make Me Think! 2. How We Really Use the Web 3. Billboard Design 101 4. Animal, Vegetable, or Mineral? 5. Omit Needless Words II. THINGS YOU NEED TO GET RIGHT 6. Street Signs and Breadcrumbs 7. The First Step in Recovery is Admitting That the Home Page is Beyond Your Control III. MAKING SURE YOU GOT THEM RIGHT 8. "The Farmer and the Cowman Should Be Friends" 9. Usability Testing on 10 Cents a Day 10. Usability Testing: The Movie 11. On Not Throwing the Baby out With the Dishes APPENDIXES Recommended Reading %M B.Krueger.91 %0 BOOK %T Artificial Reality II %A Krueger, Myron W. %D 1991 %P 288 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-52260-8; NX 180 T4 K7 1990 %Y 1 Antecedents in Art and Technology (1-10) 2 Early Work: GLOWFLOW, METAPLAY, and PSYCHIC SPACE (11-32) 3 VIDEOPLACE (33-64) 4 Goggles and Gloves (65-82) 5 Artificial Reality: A New Aesthetic Medium (83-100) 6 Perception (101-122) 7 Reality Responds (123-150) 8 Controlling the Experience (151-168) 9 Applications (169-208) 10 Artificial Reality and the Arts (209-228) 11 Cybernetic Society (229-260) Conclusion (261-266) Glossary (267-280) Index %M B.Kukulska.99 %0 BOOK %T Language and Communication : Essential Concepts for User Interface and Documentation Design %A Kukulska-Hulme, Agnes %D 1999 %P 162 %G ISBN: 0-19510838-8 %Y Part I. Introduction and Foundation 1. Introduction 2. Foundation Concepts Part II. Essential Language Concepts and the User Interface 3. Language Varieties 4. Language Changes 5. Language Correspondences 6. The Effect of Context 7. The Effect of Medium and Interaction Part III. Languages for Special Purposes and Functions 8. Labeling and Abbreviation 9. Explanation and Assistance Part IV. Summary and Recommendations 10. Making It Work Appendix: Language Resources and Further Readings %M B.Landauer.96 %0 BOOK %T The Trouble With Computers: Usefulness, Usability, and Productivity %A Landauer, Thomas K. %D 1996 %P 440 %I MIT Press %G ISBN 0-262-62108-8 (paper) 0-262-12186-7 (cloth) %W http://mitpress.mit.edu/book-home.tcl?isbn=0262621088 %M B.Lansdale.94 %0 BOOK %T Understanding Interfaces: A Handbook of Human-Computer Dialogue %S Computer and People Series %A Lansdale, Mark W. %A Ormerod, Thomas C. %D 1994 %P 289 %I Academic Press %G ISBN 0-12-528390-3 %Y 1. INTERFACES IN CONTEXT 1. The context of interface use 2. UNDERSTANDING DIALOGUE 2. Fitting dialogues to the task 3. Fitting dialogues to the medium 4. The structure of dialogues 5. Maintaining dialogues 3. UNDERSTANDING USER SKILLS 6. Skill as procedures 7. Skill as understanding 8. Skill as exploration 4. UNDERSTANDING INTERFACE DESIGN 9. Designing interfaces 10. Evaluating interfaces %M B.Lazar.2006 %M B.Lazar.2005 %0 BOOK %T Web Usability: A User-Centered Design Approach %A Lazar, Jonathan %D 2006 %P 394 %I Addison-Wesley Publishing %I Pearson Addison Wesley %G ISBN 0-321-32135-9 %Y Introduction to Web usability Defining the mission and target user population Requirements gathering: what information is needed? Methods for requirements gathering Information architecture and site navigation Page design Designing for universal usability Physical design Usability testing Implementation and marketing Maintaining and evaluating Web sites %M B.Lazar.10 %0 BOOK %T Research Methods in Human-Computer Interaction %A Lazar, Jonathan %A Feng, Jinjuan Heidi %A Hochheiser, Harry %D 2009 %P 446 %I Wiley %G ISBN: 0-470-72337-8, 978-0-470-72337-1 %Y Preface 1 Introduction 2 Experimental Research 3 Experimental Design Methods 4 Statistical Analysis 5 Surveys 6 Time Diaries 7 Case Studies 8 Interviews and focus groups 9 Ethnography 10 Usability Testing 11 Analyzing qualitative data 12 Automated computer data collection methods 13 Measuring the human 14 Working with human subjects 15 Working with users with disabilities in research Index %M B.Laurel.91 %0 BOOK %T Computers as Theatre %A Laurel, Brenda %D 1991 %P 256 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-51048-0, OCLC 30699099; QA 76.9 H85 L38 %Y 1 The Nature of the Beast (1-33) Representing Action Interface Evolution Interface Interdisciplines Throw the Baggage Out A Definitional Digression Models of the Interface The World's a Stage Theatre as an Interface Metaphor Interactivity and Human Activity Is Drama Serious Enough? An Artistic Perspective 2 Dramatic Foundations, Part I: Elements of Qualitative Structure (35-65) Delayed Gratification Hoary Poetics The Cultural Backdrop The Four Causes, or Why Things Are the Way They Are The Four Causes of Human-Computer Activity The Six Elements and Causal Relations Among Them 3 Dramatic Foundations, Part II: Orchestrating Action (67-92) Dramatic Potential: The "Flying" Wedge Dramatic Anatomy 4 Dramatic Techniques for Orchestrating Human Response (93-123) Form and Experience Constraints Engagement: The First-Person Imperative 5 Design Principles for Human-Computer Activity (125-165) Designing Action Designing Character and Thought Designing Language and Communication Designing Enactment 6 New Directions in Human-Computer Activity (167-198) Building a Better Mousetrap An Environment for Writing The Smart House: Actions in Search of Characters Multimedia Virtual Reality Beyond the Yellow Brick Road A New Opposable Thumb References (199-206) Index %M B.Lazar.2001 %0 BOOK %T User-Centered Web Development %A Lazar, Jonathan %D 2001 %P 224 %I Jones & Bartelett Publishers %G ISBN: 0-7637-1431-3 %W http://catalog.jbpub.com/detail.cfm?i=1431-3 %Y 1: Introduction 2: User-Centered Web Development Lifecycle 3: Defining the Site Mission and the Target User Population 4: What Information Need to be Collected from Users? 5: Methods of Gathering Requirements 6: Conceptual Design of the Web Site- Site Architecture and Navigation 7: Conceptual Design and the Web Site-Page Layout 8: Conceptual Design- Designing for Multiple Browsers 9: Physical Design 10: Usability Design 11: Implementation and Marketing 12: Maintenance and Evaluation %X Frequently, web sites are designed without considering the needs of the users. As a result, the web site often fails to fulfill its intended purpose. User-Centered Web Development guides readers through the process of designing web-based resources based on the needs of the user. This text will take the reader from the initial idea of developing a web site, through determining the mission of the web site, collecting the requirements, designing the pages, performing usability testing, and implementing and managing a web site. Further, large case studies will assist readers in comprehending how these user-centered design concepts can be applied to real-world settings. %M B.Lazzaro.93 %0 BOOK %T Adaptive Technologies for Learning and Work Environments %A Lazzaro, Joseph J. %D 1993 %P 251 %I The American Library Association 50 East Huron Street Chicago, IL 60611 Phone: 312-280-5108, 800-545-2433 %G ISBN 0-8389-0615-x %Y Figures Preface Introduction 1 Breaking Barriers with Adaptive Technology Blindness and Visual Impairment Deafness and Hearing Impairment Motor and/or Speech Impairment The Americans with Disabilities Act Conclusion 2 The Personal Computer From Abacus to Apple Computer Hardware Software Personal Computer Manufacturers Selecting a Personal Computer 3 Technology for Persons with Vision Impairments Speech Synthesis Magnification Systems Braille Systems Optical Character Recognition Systems Products for Persons with Vision Impairments 4 Technology for Persons with Hearing Impairments Text Telephones Facsimile Communication Computer-Assisted Access Signaling Systems Captioning Systems Electronic Amplification Systems Products for Persons Who Are Deaf or Hearing Impaired 5 Technology for Persons with Motor and/or Speech Impairments Adapted Keyboards Keyboard Modification Software Alternative Input Systems Voice Recognition Systems Alternative Communications Devices Environmental Control Systems Products for Persons with Motor and/or Speech Impairments 6 Applications for Adaptive Technology Local Area Networks The Online World Compact Disks Telecommunications Services and CD-ROM Products 7 Rehabilitation Engineering and Training Rehabilitation Engineering Training Technical Support 8 Funding Adaptive Technology Cost-Savings Ideas Personal Funding Sources Government-Sponsored Funding Sources Private-Sector Funding Sources Financial Aid Resources Appendixes A Organizational Resources for Persons with Disabilities B Assistive Technology Conferences C Journals and Newsletters on Assistive Technology D Technology Assistance States Index Figures 1 Personal Computer Checklist 2 Rehabilitation Engineering Checklist %M B.Lee.93 %0 BOOK %T Object-Oriented GUI Application Development %A Lee, Geoff %D 1993 %P 180 paperback %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-363086-2 %Y 1 Introduction Overview of graphical user interface applications and this book PART I Software Development Life Cycle 2 Software Development Life Cycle Activities Structured Software Development Life Cycle Structured Rapid Prototyping Approach Object-Oriented Software Development 3 Life Cycle Activities of GUI Application Development GUI Application Development Preliminary Requirements Specification GUI Application Analysis GUI Design GUI Prototyping GUI Evaluation GUI Application Integration PART II Analysis Activities of GUI Application Development 4 Analyzing Users Overview User Analysis Factors Procedure for Conducting User Analysis Case Study: A Personnel Recruiting Application 5 Analyzing User Tasks Modeling Human-Computer Interaction Simplified Task Model Task Modeling for Multiple User-Role Applications A Textual Notation for Task Modeling Case Study: A Personnel Recruiting Application 6 Constructing User Interface Object Model Object Model User-Interface Level Object-Modeling Procedure Notation for User Interface Level Object Model Case Study: A Personnel Recruiting Application PART III Graphical User Interface Design Activities 7 User Interface System-Level Design System Partitioning on User-Group Boundaries Dynamic Behavior in a Task Model Prioritizing Object-Model Elements Logical Grouping of Object-Model Elements Error-Prevention and -Recovery Behavior Case Study: A Personnel Recruiting Application 8 User Interface Metaphor Design Why User Interface Metaphors? Criteria of User Interface Metaphors Limitations of User Interface Metaphors User Interface Metaphor Design Procedure Notation for Metaphor-Mapped Object Model GUI Representation of Metaphors Case Study: A Personnel Recruiting Application 9 Object-Oriented Graphical User Interface Design GUI Design Mapping of the Object Model GUI Design Mapping of User Interface Metaphor User Interaction Models Style-Specific GUI Interaction Components User Interface Design Guidelines Presenting Application Objects Presenting the Relationships Presenting the Operations, Attributes, and Facets 10 Contextual Graphical User Interface Design States and Their Dependencies in GUI Temporal and Spatial Modes Visual Cues in Various Style Guides Contextual Messages in Style Guides PART IV Graphical User Interface Software Implementation 11 Software Architectural Design of GUI Applications Decomposing a Software System Subsystem Interfacing Mechanisms Dialog-Independent Software Architecture Software Mapping of the Object-Oriented Design Software Mapping of the Contextual GUI Design Integrating the Application Style-Independent Architecture Toolkit-Independent Software Architecture Locale-Independent Architecture 12 Implementing Graphical User Interface Software with Reusable Toolkits Graphical User Interface Environments User Interface Software Development Environments Object-Oriented Graphical User Interface Toolkits User Interface Rapid-Prototyping Tools Bibliography %X MindFrame for Windows 1.0 Release Note (November 17, 1993) * INTERNET ACCESS: mndframe.zip (MindFrame for Windows) is available for anonymous ftp ftp://ftp.cica.indiana.edu/pub/pc/win3/programr and its mirror sites. * CompuServe ACCESS: It is also in the library of the following forums: IBMAPP, WINUSER, and RELIGION. Do a search on user ID 76460,2760 to locate the file (different file names in different forum library). Please send any comment or suggestion to Geoff Lee ("gcl@netcom.com" on Internet, or 76460,2760 on CompuServe). "MindFrame for Windows" is a freeware application developed to teach an object modeling approach presented in the book: "Object-Oriented GUI Application Development" Geoff Lee, Prentice Hall, 1993, ISBN 0-13-363086-2. This application is useful in many other areas as well, for example, in Bible studying (metaphors, parables, prophecies, types), neural modeling, ecological modeling, and task modeling. There are 20 sample applications covering these areas. There are also description of each of the sample application in the on-line Help. Read "About MindFrame..." help topic for more information. This is a copyrighted software, but you can freely redistribute if you keep the release intact. The following is the content of mdnframe.txt file in the .zip file: 1 Installation Procedure: DOS> mkdir MndFrame DOS> cd MndFrame DOS> copy b:MndFrame.zip (or where you kept the mndframe.zip file) DOS> unzip -d mndframe.zip (extract files into subdirectories) DOS> copy grid.vbx \windows\systems (your local Windows system directory) 2 Running the application: . In Windows, open your "File Manager" . Go to \MndFrame directory . Find the MndFrame.exe file . Drag the MndFrame.exe file icon into a "Program Manager" window . Open the MndFrame.exe program 3 Sample applications: Once you are in the MindFrame application, open files in the \MndFrame\Samples subdirectories. There are 20 sample files organized according to areas of application (e.g., object modeling, neural modeling, bible studying). You can also find description of each of these samples in the On-Line Help file. 4 On-line help: Use the "About MindFrame..." menu item in the "Help" menu to learn more about this application. There is an on-line help provided for this application. Read through the help topics to learn about using this application. 5 Files in this release: mndframe.txt: this file mdnframe.exe: the executable file of "MindFrame for Windows" freeware mndframe.hlp: the on-line help file for "MindFrame for Windows" biblnote.ps: the PostScript file of help text on using this application to study metaphors, parables, types, and prophecies in the Holy Bible. grid.vbx: the visual basic grid control that is necessary to run this application. It must be copied into your local "system" directory for Windows (\windows\system in most cases). samples\*: in this directory, there are 20 samples (*.frm files) in the subdirectories for each application area (e.g., objmodel, ecology, neural, parable). %X Software programmers developing GUI applications across a variety of platforms face a number of challenges. "Object-oriented GUI Application Development" addresses these challenges by presenting an object-oriented life-cycle methodology that integrates the process of developing an application with the development of the application's graphical user interface. Rather than focusing on the API level, Lee shows how the high level abstractions of user task model, application object model, and metaphor mental model can be used to guide the development of graphical user interfaces for a variety of graphical environments. The first part of the book examines various software development approaches and their life-cycle activities. The second part focuses on analysis activities, including analyzing users and construct the user task model and application object model. The third part presents user interface metaphor design, as well as object-oriented and contextual GUI design following Apple Macintosh, Microsoft Windows, Motif, OPEN LOOK, and NeXTSTEP styles. The fourth part examines GUI implementation on a number of graphical environments with various object-oriented toolkits or application frameworks. Key Features: * Presents an object-oriented life-cycle approach universally applicable to various standard style guides and windowing environments. * Examines GUI application development from the perspective of the higher level abstractions of user task model, application object model, and metaphor mental model. * Deals specifically with object-oriented GUI applications, and covers a number of object-oriented toolkits and application frameworks. %M B.Lehto.07 %0 BOOK %T Introduction to Human Factors and Ergonomics for Engineers %A Lehto, Mark R. %A Buck, James R. %D 2007 %P 1000 %I CRC Press %G ISBN 0-8058-5308-1; 9780805853087 %Y A GUIDED TOUR OF ERGONOMIC DESIGN About This Chapter Introduction What Is Ergonomic Design? Human-Centered Design Military Equipment Design Ergonomic Criteria Models of Human Performance Macroergonomics Carrots and Sticks Trends in Industry That Impact Ergonomic Design Organizations and Additional Information on Ergonomic Design Ergonomic Methods Final Remarks References Discussion Questions and Exercises THE HUMAN SYSTEM About This Chapter Introduction The Skeletal Subsystem The Muscles Body Movement The Sensory Subsystems Support Subsystems Final Remarks References Discussion Questions and Exercises DESIGN TO FIT TASKS, PROCESSES, AND PEOPLE About The Chapter Introduction Ergonomic Design Principles Visual Graphics of Operations Analysis of Tasks and Jobs Final Remarks References Discussion Questions and Exercises ASSESSMENT AND DESIGN OF THE PHYSICAL ENVIRONMENT About the Chapter Introduction Cleanliness, Clutter, and Disorder Temperature and Humidity Lightening and Illumination Noise Final Remarks References Discussion Questions and Exercises DESIGN OF WORK AREAS, TOOLS, AND EQUIPMENT About the Chapter Introduction Applied Anthropometry Design of Work Areas and Stations Office Design Design of Tools and Equipment Protective Equipment for the Operator Accommodating Handicapped People Final Remarks References Discussion Questions and Exercises METHODS IMPROVEMENT & MOTION ANALYSIS OF PHYSICAL TASKS About the Chapter Introduction Methods Improvement Motion and Micromotion Study Manual Materials Handling Final Remarks References Discussion Questions and Exercises MEASUREMENT OF HUMAN PERFORMANCE About the Chapter Introduction Some Probabilistic Assumptions Time Study Performance Leveling Determining Allowances Maintaining Standards Indirect Performance Measurement Criteria Other Than Time Final Remarks References Discussion Questions and Exercises PREDICTING HUMAN PERFORMANCE About the Chapter Introduction Synthetic Data Systems Standard Data Systems Cognitive Modeling Final Comments References Discussion Questions and Exercises MEASUREMENT OF LEARNING AND FORGETTING About This Chapter Introduction Performance Criteria and Experience Units Some Learning Curve Models Comparing Alternatives for Learnability The Correct Learning Curve Model Forgetting Curves Final Comments References Discussion Questions and Exercises SAMPLING METHODS IN INDUSTRIAL ERGONOMICS About This Chapter Introduction Activity Sampling Sampling Strategies Sequential Bayesian Work Sampling Final Comments References Discussion Questions and Exercises QUESTIONNAIRES AND INTERVIEW About the Chapter Introduction Questionnaire Design Interviews Final Remarks References Discussion Questions and Exercises SIMULATION IN ERGONOMIC DESIGN About the Chapter Introduction Essential Elements of Computer Simulation Cognitive Simulation Operator-in-the-Loop Simulation A Simulation Strategy Design of Simulation Experiments Final Remarks References Discussion Questions and Exercises DESIGN FOR CREW-TEAM OPERATIONS About the Chapter Introduction Industrial Work Teams Simulating Industrial Crews Research, Development, and Design Teams Final Remarks References Discussion Questions and Exercises ERGONOMICS IN MAINTENANCE AND REPAIR About the Chapter Introduction System Reliability and Availability Maintenance Programs Reducing Maintenance Effort Final Remarks References Discussion Questions and Exercises ERGONOMICS OF PRODUCT QUALITY AND USABILITY About the Chapter Introduction Quality Management & Customer Driven Design Usability Analysis & Testing Designed Experiments Final Remarks References Exercises and Discussion Questions INSPECTION & QUALITY CONTROL About the Chapter Introduction Some Common Types of Inspection Human Inspection Signal Detection Theory (SDT) Inspection Economics Improvement & Correction Strategies Final Comments References Discussion Questions and Exercises MACROERGONOMICS OF OCCUPATIONAL SAFETY AND HEALTH About This Chapter Introduction Some Historical Background Fundamental Concepts of Industrial Safety and Health Contemporary Occupational Health and Safety Management Hazards and Control Measures Warnings and Safety Programs Final Remarks References Discussion Questions and Exercises COMMUNICATION AND DISPLAY DESIGN About the Chapter Introduction Communication Theory Human Information Processing Display Design Final Comments References Discussion Questions and Exercises ERGONOMICS OF CONTROL About this Chapter Introduction Control Systems Manual Control Design of Controls Fuzzy Control Supervisory Control Final Comments References Some Discussion Questions DECISION MAKING & DECISION SUPPORT About This Chapter Introduction Classical or Normative Decision Theory Behavioral Decision Theory Naturalistic Decision Theory Group Decision Making Decision Support Final Remarks References PERSONNEL SELECTION, PLACEMENT, AND TRAINING About the Chapter Introduction Personnel Selection and Placement Training Job Aids Economic Considerations in Training Final Comments References Discussion and Exercise Questions Suggested Solutions DESIGN FOR COMPENSATION AND ACCOMMODATION About This Chapter Introduction Job Evaluation Measuring Productivity Wage Administration Job Design for Sub-Populations Final Remarks References Some Discussion Questions Some Exercises Solutions to Exercises Appendix A: Selling Ergonomics to Management Appendix B: Economic Analysis of Projects in Ergonomic Design and Management Appendix C: Some Probability Distributions Appendix D: Tables of Statistical Distributions Appendix E: Some Fundamentals of Statistical Regression and Correlation Appendix F: Fundamentals of Analysis of Variance %M B.Lesk.97 %0 BOOK %T Practical Digital Libraries: Books, Bytes, and Bucks %S Multimedia Information and Systems %D 1997 %P 300 %I Morgan Kaufmann Publishers %G ISBN 1-55860459-6 %Y 1 Evolution of Libraries 1.1 Why Digital Libraries? 1.2 History and Change 1.3 Advantages of Digital Libraries 1.4 Rise of Printing and Libraries 1.5 Vannevar Bush 1.6 Computer Technology 1.6.1 Processors 1.6.2 Memory Technology 1.6.3 Software 1.7 Information and Software 1.8 Summary 2 Text Access Methods 2.1 Computer Typesetting and Online Databases 2.2 Text Formats 2.3 Linear Text Searching 2.4 Inverted Files 2.5 Hash Coding 2.6 Other Text Search Issues 2.7 Thesauri 2.8 Document Conversion 2.9 Summary 3 Images of Pages 3.1 Scanning and Fax Machines 3.2 Image Formats for Scanned Printed Pages 3.3 Display Requirements 3.4 PostScript, Acrobat, and Reprinting 3.5 Indexing Images of Pages 3.6 Shared Text/Image Systems 3.7 Image Storage vs. Book Storage 3.8 Summary 4 Multimedia Storage and Access 4.1 Sound Formats: Vinyl, Tape, and CD 4.2 Pictures: GIF and JPEG 4.3 Automatic Speech Recognition 4.4 Moving Images: MPEG and Motion JPEG 4.5 Indexing Images: Motion Segmentation 4.6 Summary 5 Knowledge Representation Methods 5.1 Library Classification 5.2 Indexing Words and Thesauri 5.3 Artificial Intelligence Structures 5.4 Hypertext 5.5 Vector Models 5.6 History-Based Information Resources 5.7 New Information Techniques 5.8 Summary 6 Distribution 6.1 Physical Objects: Books and CD-ROMs 6.2 Computer Network Technologies 6.2.1 Packets vs. Circuits 6.2.2 Stars vs. Buses 6.2.3 Ethernet 6.2.4 Arpanet and Addressing 6.3 Security on the Net 6.4 Cryptography 6.5 Summary 7 Usability and Retrieval Evaluation 7.1 General Human Factors Considerations 7.2 Text Displays: Fonts and Highlighting 7.3 Image Displays and Compression Systems 7.3.1 Text 7.3.2 Speech 7.3.3 Images 7.4 Interface Controls: Menus and Keywords 7.5 Access Methods 7.6 Retrieval Evaluation 7.7 Summary 8 Collections and Preservation 8.1 Traditional Paper Collections 8.2 Traditional Preservation Problems: Acid Paper and Perfect Binding 8.3 Digitizing Special Collections and Archives 8.4 Sharing of Collections among Libraries 8.5 New Kinds of Material and Their Durability 8.6 Summary and Responsibilities to the Future 9 Economics 9.1 Traditional Economics and Economies of Scale 9.2 Scholarly Publications Today 9.3 Models for Library Funding 9.4 Paying for Electronic Information 9.5 Access versus Ownership 9.6 Importance of Administrative Costs 9.7 Electronic Commerce 9.8 The Future of Quality Information 9.9 Summary 10 Intellectual Property Rights 10.1 History of Copyright Law 10.2 History of Patent Law 10.3 Other Legal Risks 10.4 National Information Infrastructure Dangers 10.5 Intellectual Property Protection 10.5.1 Fractional Access 10.5.2 Control of Interface 10.5.3 Hardware Locks ("Dongles") 10.5.4 Repositories 10.5.5 Steganography 10.5.6 Cryptolopes, or Secret Envelopes 10.5.7 Special Hardware 10.5.8 Economic Approaches 10.5.9 Flickering 10.6 Summary: Future Research and Law 11 International Activities 11.1 Information Policy, Not Industrial Policy 11.2 United States 11.2.1 University of California at Berkeley 11.2.2 University of Michigan 11.2.3 University of Illinois 11.2.4 Stanford University 11.2.5 University of California at Santa Barbara 11.2.6 Carnegie Mellon University 11.2.7 Other U.S. Projects 11.3 United Kingdom 11.4 France 11.5 Other EU Efforts 11.6 Japan 11.7 Australia 11.8 Elsewhere 11.9 International Cooperation 11.10 Summary 12 Future: Ubiquity, Diversity, Creativity, and Public Policy 12.1 Dream to Be Realized 12.2 Future Roles in Information Handling 12.3 Effect of Digital Technology on Universities 12.4 Society and Creativity 12.5 Public Policy Questions 12.6 Projections %M B.Levenson.08 %0 BOOK %T Usability engineering : process, products, and examples %A Leventhal, Laura M. %A Barnes, Julie A. %D 2008 %P 314 %I Pearson/Prentice Hall %G ISBN 0-13-157008-0, 9780131570085 %K User interfaces (Computer systems); Computer software -- Development; System design %W http://www.loc.gov/catdir/toc/ecip0711/2007007126.html Table of Contents %Y SECTION 1 - INTRODUCTION TO USABILITY Chapter 1 - What is a user interface? Chapter 2 - What do we mean by HCI, usability and user interfaces? Chapter 3 - Defining usability and models of usability SECTION 2 - THE PROCESS OF USABILITY ENGINEERING Chapter 4 - The process of usability engineering SECTION 3 - DEFINING AND DOCUMENTING THE USER'S NEEDS Chapter 5 - Understanding and documenting the UI that the user has in mind Chapter 6 - Large-scale example of analysis and specification of user context, tasks and characteristics SECTION 4 - DESIGNING A USER INTERFACE TO MATCH THE USER NEEDS Chapter 7 - Designing the interaction and designing a solution Chapter 8 - Interaction styles and how they relate to project situations Chapter 9 - More guidelines, some standards and generally some more ideas to improve your design of interaction SECTION 5 - REVISITING THE PROCESS Chapter 10 - Revisiting the process: Prototyping your interaction Chapter 11 - Usability assessment SECTION 6 - A LITTLE MORE ABOUT DESIGN Chapter 12 - Interaction design and evaluation example Chapter 13 - Specifying and analyzing your (quality) software design SECTION 7 - CONTEXT, CONSTRAINTS AND RESPONSIBILITIES FOR USER INTERFACE DESIGN Chapter 14 - The "H" in HCI Chapter 15 - Usability for everyone %M B.Lidwell.94 %0 BOOK %T Universal Principles of Design: 100 ways to enhance usability, influence perception, increase appeal, make better design decisions, and teach through design %A Lidwell, William %A Holden, Kritina %A Butler, Jill %D 2003 %P 216 %I Rockport Publishers %G ISBN: 1-59253-007-9 %W http://www.stuffcreators.com/UPOD.html %M B.Lindgaard.94 %0 BOOK %T Usability Testing and System Evaluation: A Guide for Designing Useful Computing Systems %S Chapman & Hall Computing %A Lindgaard, Gitte %D 1994 %P 393 %I Chapman & Hall %G ISBN 0-41246100-5 %M B.Lindsay.77 %0 BOOK %T Human Information Processing: An Introduction to Psychology %A Lindsay, P. H. %A Norman, D. A. %D 1977 %P 777 %C New York %I Academic Press %G ISBN 0-12-540960-6; BF 455.L494 %K DESIGN Psych %O 2nd Edition %Y PERCEPTION 1 Human Perception 2 The Visual System 3 The Dimensions of Vision 4 The Auditory System 5 The Dimensions of Sound 6 Neural Information Processing 7 Pattern Recognition and Attention MEMORY 8 The Memory Systems 9 Using Memory 10 The Representation of Knowledge 11 The Neural Basis of Memory THINKING 12 Language 13 Learning and Cognitive Development 14 Problem Solving and Decision Making 15 The Mechanisms of Thought SOCIAL & PERSONALITY 16 Social Interactions 17 Stress and Emotion A Measuring Psychological Variables B Operating Characteristics %M B.Liungman.91 %0 BOOK %T Dictionary of Symbols %A Liungman, Carl G. %D 1991 %P 596 %I Abc-Clio %G ISBN 0-87436610-0 %K icons graphics %Y Ideographic dictionary Word index Graphic index Graphic search index %M B.Liungman.94 %0 BOOK %T Dictionary of Symbols %A Liungman, Carl G. %D 1994 %P 596 %I W.W. Norton & Company %G ISBN 0-39331236-4 %K icons graphics %O Reprint Edition %M B.Longoria.04 %0 BOOK %T Designing Software for the Mobile Context : A Practitioner's Guide %A Longoria, Roman %D 2004 %P 152 %I Springer %G ISBN 1-85233785-0 %Y 1. Designing applications for 3G mobile devices 2. Designing voice applications 3. Designing J2ME applications: MIDP and UI design 4. Designing multimodel applications 5. Heurisitcs for designing mobile applications 6. A development process for advanced user interfaces of wireless mobile devices %M B.Losee.98 %0 BOOK %T Text Retrieval and Filtering: Analytic Models of Performance %S Kluwer International Series on Information Retrieval %A Losee, Robert M. %D 1998 %P 356 %I Kluwer Academic Publishers %G ISBN 0-7923-8177-7 %Y 1. Introduction 2. Quantitative Reasoning 3. Similarity and Retrieval Decisions 4. Measuring Performance 5. The Quality of A Ranking Method 6. Performance with One Term 7. Multivariate Probabilities 8. Performance with Multiple Terms 9. Logics and Rules 10. Linguistic Knowledge %M B.Love.05 %0 BOOK %T Understanding mobile human-computer interaction %A Love, Steve %D 2005 %P 203 %I Elsevier Butterworth-Heinmann %G ISBN 0-75066352-9 %Y Introduction to Mobile Human--Computer Interaction User Characteristics Research Methods HCI Research Methods Design Issues for Mobile Systems Social Usability Research Guidelines for Projects Data Analysis Conclusions %M B.Lowgren.04 %0 BOOK %T Thoughtful Interaction Design: A Design Perspective on Information Technology %A Lowgren, Jonas %A Stolterman, Erik %D 2004 %P 240 %I MIT Press %G ISBN: 0-262-12271-5; 0-262-62209-2 (2007 paper) %Y 1 Introduction (1) 2 The Process (15) 3 The Designer (43) 4 Methods and Techniques (63) 5 The Product and Its Use Qualities (101) 6 Conditions for Interaction Design (141) 7 Thoughtful Design (165) %M B.Lunde.99 %0 BOOK %T CJKV Information Processing %A Lunde, Ken %D 1999 %P 1001 %I O'Reilly & Associates %G ISBN 1-56592224-7 %K Chinese, Japanese, Korean, Vietnamese, China, Japan, Korea, Vietnam, East Asian Language %M B.Luong.95 %0 BOOK %T Internationalization Developing Software for Global Markets %A Luong, Tuoc V. %A Lok, James S. H. %A Lok, S. H. %A Driscoll, Kevin %D 1995 %P 293 %I John Wiley & Sons %G ISBN 0-471-07661-9 %Y Foreword 1. What Is Internationalization? 2. Components of Internationalization 3. Corporate Support for Internationalization 4. Internationalization and Development 5. Internationalization and Documentation 6. International Enabling Quality Assurance 7. Defining a Locale 8. Localization Decisions 9. Localization Enabling 10. Managing Localization 11. Performing Localization 12. European Localization QA 13. Asian Localization 14. Asian QA Appendix A: International Tables Appendix B: International Date Formats Appendix C: Internationalizing Microsoft Windows 3.X Applications Appendix D: International Functional Requirements Document (IFRD) Appendix E: Sample Locale Appendix F: Sample Character Map %M B.MacAulay.99 %0 BOOK %T Web Style Guide: Basic Design Principles for Creating Web Sites %A Lynch, Patrick J. %A Horton, Sarah %D 1999 %P 164 %I Yale University Press %G ISBN 0-30007675-4 %W http://info.med.yale.edu/caim/manual/ %Y Process Interface Design Site Design Page Design Typography Editorial Style Web Graphics Multimedia %M B.MacAulay.95 %0 BOOK %T Human-Computer Interaction for Software Designers %S Tutorial Gudies in Computing and Information Systems %A MacAulay, Linda %D 1995 %P 222 %I International Thomson Publishing %G ISBN 1-85032177-9 %Y Preface and acknowledgements 1. HCI and the software designer 2. Understanding user needs and requirements 3. Designing the user interface 4. Designing graphical user interfaces 5. Designing user interfaces to CSCW systems 6. Usability 7. HCI standards Appendix A: Answers to exercises %M B.Mandel.97 %0 BOOK %T The Elements of User Interface Design %A Mandel, Theo %D 1997 %P 440 %I John Wiley & Sons %G ISBN 0-471-16267-1 %Y 1. Designing Quality Software User Interfaces 2. What Is a User Interface? 3. User Interface Models 4. The Psychology of Humans and Computers 5. The Golden Rules of User Interface Design 6. Computer Standards and User Interface Guidelines 7. Software Usability Testing 8. User Interface Evolution: Command-Lines and Menus 9. User Interface Evolution: Graphical User Interfaces 10. Object-Oriented User Interfaces: The New World 11. Object-Oriented User Interfaces: Meeting User Needs 12. An Iterative User Interface Design Process 13. The Interface Designer's Toolkit 14. Help, Advisors, Wizards, and Multimedia 15. Social User Interfaces and Intelligent Agents 16. The New World of PC-Internet User Interfaces %M B.Mander.02 %0 BOOK %T Web usability for dummies %A Mander, Richard %A Smith, Bud E. %D 2002 %P 318 %I Hungry Minds %G ISBN 0-76451546-2 %M B.Marca.92 %0 BOOK %T Groupware: Software for Computer Supported Cooperative Work %A Marca, David %A Bock, Geoffrey %D 1992 %P 575 %C Los Alamitos, California %I IEEE Computer Society Press %G ISBN 0-81862637-2 %M B.Marcus.92 %0 BOOK %T Graphic Design for Electronic Documents and User Interfaces %A Marcus, Aaron %D 1992 %P 266 %C Reading, MA %I Addison-Wesley Publishing %I ACM Press %G ISBN 0-201-54364-8, OCLC 23462016; ACM Order number 703900 %Y 1 Layout 1.1 Proportion and Grids: Invisible Keys to Successful Layout 1.2 Graphic Design of Spatial Metaphors, Displays, and Tools 1.3 An Annotated Bibliography for Graphic Design of Spatial Displays 2 Typography 2.1 Making Type Decisions 2.2 Forms Design 2.3 The Typography of Complex Documentation: Computer Programs 3 Symbolism 3.1 Clarity and Consistency in Icon Design 3.2 Icon Design Tips 3.3 Icon Design in a CAD/CAM Graphical User Interface: A Case Study 3.4 An Annotated Bibliography of Signs, Icons, and Symbols 4 Color 4.1 The Ten Commandments of Color 4.2 An Annotated Bibliography of Color 5 Visualizing Knowledge: Charts, Diagrams, and Maps 5.1 Chart Design 5.2 An Annotated Bibliography of Chart and Diagram Design 5.3 An Annotated Bibliography of Map Design 6 Screen Design for User Interfaces 6.1 Common User-Interface Design 6.2 The User-Interface Standards Manual as a Tool for Effective Management 7 A Comparison of Graphical User Interfaces 7.1 Windowing Systems 7.2 Windowing-System Overview 7.3 Windows 7.4 Menus 7.5 Controls and Control Panels 7.6 Query and Message Boxes 7.7 Mouse/Keyboard Interface 7.8 Analysis of Common Tasks 7.9 Advantages and Disadvantages A Windowing-System Dependent Terminology B Detailed System Descriptions and Comparisons %M B.Markopoulos.08 %0 BOOK %T Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers %A Markopoulos, Panos %A Read, Janet C %A MacFarlane, Stuart %A Hoysniemi, Johanna %D 2008 %P 400 %I Morgan Kaufmann Publishers %G ISBN: 0-12-374111-4, 978-0-12-374111-0 %Y PART 1 CHILDREN AND TECHNOLOGY 1 What is a Child 2 Children and Interactive Technology 3 The Interactive Product Lifecycle PART 2 EVALUATING WITH AND FOR CHILDREN 4 Ethical Practice in Evaluations 5 Planning the Evaluation Study 6 Before the Evaluation 7 During the Evaluation 8 After the Evaluation PART 3 METHODS OF EVALUATION 9 Recording and Logging 10 Observation Methods 11 Verbalization Methods 12 The Wizard of Oz Method 13 Survey Methods 14 Diaries 15 Inspection Methods PART 4 CASE STUDIES 16 Case Study 1: Game-controlling Gestures in Interactive Games 17 Case Study 2: Embedding Evaluation in the Design of a Pervasive Game Concept 18 Case Study 3: Using Survey Methods and Efficiency Metrics %M B.Martin.73 %0 BOOK %T Design of Man-Computer Dialogues %A Martin, James %D 1973 %P 559 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-201251-0 %Y I. INTRODUCTION 1. The Information Windows 2. Design Methodology 3. Categories of Terminal Operators II. ALPHANUMERIC DIALOGUES 4. Natural Language Dialogue 5. Dialogue with Programming 6. Man-Machine Dialogues on Commercial Systems 7. Twenty-Three Techniques for Alphanumeric Keyboard Displays 8. Control Functions 9. Should it be Built into the Hardware? 10. Dialogue with a Light Pen 11. Computer Data Entry III. DIALOGUES WITH SOUND AND GRAPHICS 12. The Use of Pictures 13. Interactive Graphics 14. Graphics for Design Work 15. Symbolic Representation in Graphics 16. Voice Answerback Systems IV. PSYCHOLOGICAL CONSIDERATIONS 17. User Psychology 18. Response Time Requirements 19. Human Channel and Buffer Capacity 20. The Creative Operator 21. Display Encoding V. OPERATORS WITHOUT TRAINING 22. The Totally Naive Operator 23. The Untrained Operator 24. Computer Assisted Instruction 25. Information Control Rooms 26. Terminals for Management VI. IMPLEMENTATION CONSIDERATIONS 27. Control of User Errors 28. When Failures Occur 29. Severity and Privacy 30. Dialogue Program Generators 31. Bullet-Proofing 32. Simulation of the Man-Machine Interface Appendix. A Psychiatrist Talks to Eliza Class Problems Index %M B.Martin.91 %0 BOOK %T Doing Psychology Experiments %A Martin, David W. %D 1991 %P 288 + xiv %C Pacific Grove, California %I Brooks/Cole Publishing %G ISBN 0-534-14490-X; BF181.M315 1990 %O Third Edition %Y 1. How to Make Observations 2. How to Get an Experimental Idea 3. How to Find Out What's Been Done 4. How to Decide Which Variables to Manipulate and Measure 5. How to Decide on a Within-Subject versus Between-Subjects Design 6. How to Plan a Single-Variable Experiment 7. How to Plan a Multiple-Variable Experiment 8. How to Plan Quasi-Experiments 9. How to Interpret Experimental Results 10. How to Report Experimental Results 11. How to Use Theory 12. How to Tell When You are Ready to Begin 13. How to Be Fair with Subjects 14. How to Be Fair with Science A. How to Do Basic Statistics B. Statistical Tables Glossary Index %M B.Martin.91 %0 BOOK %T Systems Application Architecture: Common User Access %A Martin, James %A Chapman, Kathleen Kavanagh %A Leben, Joe %D 1991 %P 352 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-785023-9 %K IBM SAA/CUA Style Guidelines %M B.Martin.96 %0 BOOK %T The User Interface Design Book for the Applications Programmer %A Martin, Alexander %A Eastman, David %D 1996 %P 316 %I John Wiley & Sons %G ISBN 0-471-95371-7 %Y How to find your way around this book 1. First Steps 1. Introduction to Design 2. How to Start the Design 3. Tools For the Job 4. The Design Specification 2. Designed to Use 1. Computer Literate versus The Rest 2. GUI versus Text 3. The Fundamentals of Input 4. WIMP and Controls 5. Context Switching 6. Graphics, Animation and Screen Presentation 7. Sound 8. Presenting Text 9. Being Intelligent 10. Learning Curve 11. Little Helpers 12. Documentation and Support Materials 3. Development Issues 1. Basic Program Structure 2. Program versus Data 3. Tools and Productivity 4. List Processing Further Reading %M B.Mates.2000 %0 BOOK %T Adaptive Technology for the Internet : Making Electronic Resources Accessible to All %A Mates, Barbara T. %A Wakefield, Doug %A Dixon, Judith M. %D 2000 %P 192 %I American Library Association %G ISBN: 0-83890752-0 %Y Could Helen Keller Use Your Library? Click (W) Here(?)!---Basic Document Design Large-Print Access to the Internet Hearing the Internet Touching the Internet with Braille Adaptive Technology for Hearing Impairments Surfing the Internet with a ``Different'' Board Computers Reading and Speaking---``Stand-Alone'' Systems Funding Adaptive Technology Making It All Work---Staff Training Announcing Improved Access Working in the Real World APPENDIXES A Websites Helpful for Information on Accessibility B Selected Vendors, Manufacturers, and Consultants C Special Libraries with Adaptive Technology Programs Glossary Bibliography and Reading Resources %M B.Mayhew.92 %0 BOOK %T Principles and Guidelines in Software User Interface Design %A Mayhew, Deborah J. %D 1992 %P 619 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-721929-6 %Y 1. Introduction 2. The User Profile 3. Conceptual Models 4. Menus 5. Fill-in Forms 6. Question and Answer 7. Command Languages 8. Function Keys 9. Direct Manipulation 10. Natural Language 11. Dialog Styles Summary 12. Input and Output Devices 13. Organization of Functionality 14. Screen Layout and Design 15. Response Time 16. Error Handling 17. User Documentation 18. Summary and Conclusions %M B.Mayhew.99 %0 BOOK %T The Usability Engineering Lifecycle: A Practitioner's Guide to User Interface Design %A Mayhew, Deborah J. %D 1999 %P 560 %I Morgan Kaufmann Publishers %G ISBN 1-55860-561-4 %Y Preface 1: Introduction REQUIREMENTS ANALYSIS 2: User Profiles 3: Contextual Task Analysis 4: Usability Goal Setting 5: Platform Capabilities and Constraints 6: General Design Principles DESIGN/TESTING/DEVELOPMENT Design Level 1 7: Work Reengineering 8: Conceptual Model Design 9: Conceptual Model Mockups 10: Iterative Conceptual Model Evaluation Design Level 2 11: Screen Design Standards 12: Screen Design Standards Prototyping 13: Iterative Screen Design Standards Evaluation 14: Style Guide Development Design Level 3 15: Detailed User Interface Design 16: Iterative Detailed User Interface Design Evaluation INSTALLATION 17: User Feedback ORGANIZATIONAL ISSUES 18: Promoting and Implementing The Usability Engineering Lifecycle 19: Usability Project Planning 20: Cost-Justification 21: Organizational Roles and Structures %M B.McAlester.02 %0 BOOK %T Skip Intro: Flash Usability and Interface Design %A McAlester, Duncan %A Capraro, Michelangelo %D 2002 %P 272 %I New Riders Publishing %G ISBN 0-7357-1178-X %Y 1 Bad Flashers Anonymous 2 Basic Training Section I: Hopart Bothur Exhibit Site 3 Overview -- A Comfortable Situation 4 A Good Experience from the Start 5 Scrolling Without Boundaries 6 Less Cluttered and More Usable 7 A Point of Flexibility Section II: GroceryClick.com Site Design 8 Overview -- Convenience in a Flash 9 Tabbed Windows -- Convenient Access to Supplementary Information 10 Needles and Haystacks -- Site Searches Section III: Wind-Automata Developer Site 11 Overview -- A Familiar Setting 12 A Simple Hierarchy 13 Tool Tips -- Know Before You Go 14 The End... Appendixes A What Every Interface Designer Should Know B Usability Resources C Flash and Design Resources %M B.McCormick.82 %0 BOOK %T Human Factors in Engineering and Design %A McCormick, Ernest J. %A Sanders, M. S. %D 1982 %P 615 %C New York, NY %I McGraw-Hill %G ISBN 0-07044902-3 %O Superseded by Sanders & McCormick, 1993 %M B.McCracken.03 %0 BOOK %T User-Centered Website Development: A Human-Computer Interaction Approach %A McCracken, Daniel D. %A Wolfe, Rosalee J. %A Spool, Jared M. %D 2003 %P 336 %I Prentice Hall %G ISBN 0-13-041161-2 %M B.McGraw.97 %0 BOOK %T User-Centered Requirements: The Scenario-Based Engineering Process Approach %A McGraw, Karen L. %A Harbison, Karan %D 1997 %P 392 %I Lawrence Erlbaum Associates %G ISBN 0-8058-2064-7 [cloth] 0-8058-2065-5 %Y Part I: Introduction to the Scenario-based Engineering Process Engineering Activities and Artifacts Part II: Process & Techniques Planning and Managing Effective Requirements Activities Selecting the Right Techniques Scenario Elicitation, Analysis, and Generation Conducting and Analyzing Interactive Observation Sessions Conducting and Using the Interview Effectively Defining Work Processes and Conducting Task Analysis Eliciting and Analyzing Domain Concepts Using Process Tracing to Analyze the Problem-Solving Process Conducting and Analyzing Group Sessions Evaluating and Refining Requirements %M B.McKay.99 %0 BOOK %T Developing User Interfaces for Microsoft Windows %A McKay, Everett N. %D 1999 %P 640 %I Microsoft Press %G ISBN 0-7356-0586-6, OCLC %O Includes CD-ROM %W http://mspress.microsoft.com/books/2493.htm %Y Part I - The Basics 1 - Know the Standards 2 - Read Other User Interface Design Books 3 - Establish Consistent Terminology 4 - Establish a Consistent User Interface Style 5 - Pay Attention to Other Programs Part II - Understanding Users 6 - Beginning vs. Advanced Users 7 - Using Applications vs. Utilities 8 - Users Aren't Designers 9 - Users Aren't You Part III - Design Concepts 10 - Good User Interfaces Are Visible 11 - Good User Interfaces Are Invisible 12 - Learn from The Design of Everyday Things 13 - Learn from the Web 14 - Prototype with Caution 15 - Keep It Simple Part IV - Design Details 16 - Prefer the Standard Controls 17 - Direct Manipulation Is Cool 18 - Appropriate Defaults Are Cool 19 - Configurability Is Cool 20 - Previews Are Cool 21 - Tooltips Are Cool 22 - Unnecessary Dialog Boxes Are Evil 23 - Unnecessary Message Boxes Are Pure Evil 24 - Unnecessary Repetitive Tasks Are Evil 25 - Speed Is a User Interface Issue Part V - Testing and QA 26 - Programmer Testing 27 - User Testing 28 - Talk to Your Other Team Members 29 - Check Your Dialog Boxes 30 - Check Your Error Messages 31 - Check Your Printing 32 - Check Your Help System and Documentation 33 - Check Your Setup Program 34 - Use System Colors 35 - Handle All Video Modes 36 - Learn How to Play QA Gefahren 37 - Keep Looking for Improvements Appendix %M B.McKnight.91 %0 BOOK %T Hypertext in Context %S Cambridge Series on Electronic Publishing %A McKnight, Cliff %A Dillon, Andrew %A Richardson, John %D 1991 %P 166 %I Cambridge University Press %G ISBN 0-52137488-X %M B.Meadow.92 %0 BOOK %T Text Information Retrieval Systems %A Meadow, Charles T. %D 1992 %P 302 %C San Diego, California %I Academic Press %G ISBN 0-12-487410-X; Z699 M413 1991 %Y 1 Introduction 2 Data, Information, and Knowledge 3 Representation of Information 4 Attribute Content and Values 5 Logical Models of Data Structure 6 The Physical Structure of Data 7 Querying the Information Retrieval System 8 Interpretation and Execution of Query Statements 9 Text Searching 10 Multi-Database Searching and Mapping 11 Search Feedback and Iteration 12 Search Strategy 13 The Information Retrieval System Interface 14 Measurement and Evaluation Index (295-302) %M B.Mehlmann.81 %0 BOOK %T When People Use Computers: An Approach to Developing an Interface %A Mehlmann, Marilyn %D 1981 %P 142 %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-956219-2 %M B.Meister.85 %0 BOOK %T Behavioral Analysis and Measurement Methods %A Meister, D. %D 1985 %P 509 %C New York %I John Wiley & Sons %G ISBN 0-471-89640-3 %M B.Meister.86 %0 BOOK %T Human Factors Evaluation and Testing %A Meister, D. %D 1986 %P 424 %C Amsterdam %I Elsevier Science Publishers %G ISBN 0-44442701-5 %M B.Meister.01 %0 BOOK %T Human Factors in System Design, Development, and Testing %S Human Factors and Ergonomics %A Meister, David %A Enderwick, Thomas P. %D 2001 %P 264 %I CRC Press %G ISBN 0-8058-3206-8; 9780805832068 %Y An Overview of System Development The Design Process Design Methods Design Practice Information Resources Software Design The User A Behavioral Theory of System Design %M B.Meister.03 %0 BOOK %T Conceptual Foundations of Human Factors Measurement %A Meister, David %D 2003 %P 256 %I CRC Press %G ISBN 0-8058-4135-0 %Y Basic Premises and Principles Measurement Problems The Conceptual Structure of the HF Professional Unmanaged Performance Measurement The Experiment and Other Objective Methods Subjective and Related Methods Measures Research Users Final Thoughts %M B.Menzel.2000 %0 BOOK %T Robo sapiens -- Evolution of a New Species %A Menzel, Peter %A D'Aluisio, Faith %D 2000 %P 240 %I MIT Press %G ISBN 0-262-13382-2 %W http://mitpress.mit.edu/book-home.tcl?isbn=0262133822 %Y Introduction Peter Menzel Electric dreams Robo sapiens Bio logical Remote possibilities Work mates Serious fun Methodology Faith D'Aluisio Glossary %X Around the world, scientists and engineers are participating in a high-stakes race to build the first intelligent robot. Many robots already exist--automobile factories are full of them. But the new generation of robots will be something else: smart machines that act like living creatures. When they are brought into existence, science fiction will have become fact. What will happen then? With our prosthetic limbs, titanium hips, and artificial eyes, we are already beginning to resemble our machines. Equally important, our machines are beginning to resemble us. Robots already walk, talk, and dance; they can react to our facial expressions and obey verbal commands. When they take the next step and become fully autonomous, what will they do? Will we be partners or rivals? Could we meld into a single species--Robo sapiens? In Robo sapiens, Peter Menzel and Faith D'Aluisio present the next generation of intelligent robots and their makers. Accompanying brilliant photographs of more than one hundred robots is an account of the little-known, yet vitally important scientific competition to build an autonomous robot. Containing extensive interviews with robotics pioneers, anecdotal "field notes" with behind-the-scenes information, and easy-to-understand technical data about the machines, Robo sapiens is a field guide to our mechanical future. %M B.Microsoft.92 %0 BOOK %T The Windows Interface: An Application Design Guide %Q Microsoft Corporation %D 1992 %P 228 %C Redmond, WA %I Microsoft Press %G ISBN 1-55615-439-9, OCLC 27148664 %K Microsoft Windows Style Guidelines %M B.Microsoft.92 %0 BOOK %T The GUI Guide: International Terminology for the Windows Interface %Q Microsoft Corporation %D 1993 %P 239 %C Redmond, WA %I Microsoft Press %G ISBN 1-55615-538-7 %K Microsoft Windows Style Guidelines %K internationalization, localization, globalization %M B.Microsoft.95 %0 BOOK %T The Windows Interface Guidelines for Software Design %A Trower, Tandy %Q Microsoft Corporation %D 1995 %P 556 %C Redmond, WA %I Microsoft Press %G ISBN 1-55615-679-0; OCLC 32590068 %Y Introduction PT. I. FUNDAMENTALS OF DESIGNING USER INTERACTION Ch. 1. Principles and Methodology Ch. 2. Basic Concepts Ch. 3. The Windows Environment Ch. 4. Input Basics Ch. 5. General Interaction Techniques PT. II. WINDOWS INTERFACE COMPONENTS Ch. 6. Windows Ch. 7. Menus, Controls, and Toolbars Ch. 8. Secondary Windows PT. III. DESIGN SPECIFICATIONS AND GUIDELINES Ch. 9. Window Management Ch. 10. Integrating with the System Ch. 11. Working with OLE Embedded and OLE Linked Objects Ch. 12. User Assistance Ch. 13. Visual Design Ch. 14. Special Design Considerations IV. APPENDIXES Appendix A Mouse Interface Summary Appendix B Keyboard Interface Summary Appendix C Guidelines Summary Appendix D Supporting Specific Versions of Microsoft Windows Appendix E International Word Lists Glossary %M B.Microsoft.95 %0 BOOK %T Developing International Software for Windows 95 and Windows NT %A Kano, Nadine %Q Microsoft Corporation %D 1995 %P 743 %C Redmond, WA %I Microsoft Press %G ISBN 1-55615-840-8, OCLC %W http://www.microsoft.com/globaldev/dis_v1/disv1.asp %Y Preface 1. Understanding Internationalization 2. Designing a Global Program 3. Encoding Character Sets 4. Preparing the User Interface for Localization 5. Supporting Local Conventions 6. Accommodating Multilingual I/O on Microsoft Windows 7. Processing Far Eastern Writing Systems Appendix A: Glossary Appendix B: Common Latin Diacritics and Ligatures Appendix C: Selected International Punctuation Symbols Appendix D: Sort Order for Selected Languages Appendix E: Code-Page Support in Microsoft Windows Appendix F: Locale-Specific Code-Page Information Appendix G: DBCS/Unicode Mapping Tables Appendix H: Code Pages Appendix I: Microsoft Win32 Country-Specific and Language-Specific Information Appendix J: Platform Support for the Win32 NLSAPI Appendix K: Locale Support in Microsoft Windows Appendix L: Multilingual API Functions and Structures Appendix M: Font Signature Bit-Field Assignments Appendix N: Windows 95 Input Method Manager API Functions Appendix O: Windows 95 Input Method Manager API Messages and Parameters Appendix P: Localized Editions of Microsoft Windows Appendix Q: International Keyboard Layouts Appendix R: Dead-Key Combinations on International Keyboard Layouts Appendix S: Weights and Measures Appendix T: International Currency, Date, and Time Formats Appendix U: Paper and Envelope Types and Sizes Appendix V: International Address Formats Appendix W: Microsoft Subsidiaries Additional Reading %M B.Microsoft.99 %0 BOOK %T Microsoft Windows User Experience %S Microsoft Professional Series %Q Microsoft Corp %D 1999 %P 594 %I Microsoft Press %G ISBN 0-7356-0566-1 %W http://mspress.microsoft.com/books/2466.htm %W http://msdn.microsoft.com/library/books/winguide/welcome.htm %Y PART 1 FUNDAMENTALS OF DESIGNING USER INTERACTION 1 Getting Started 2 Design Principles and Methodology 3 Basic Concepts 4 The Windows Environment 5 Input Basics 6 General Interaction Techniques PART 2 WINDOWS INTERFACE COMPONENTS 7 Windows 8 Menus, Controls, and Toolbars 9 Secondary Windows PART 3 DESIGN SPECIFICATIONS AND GUIDELINES 10 Window Management 11 Integrating with the System 12 Working with OLE Embedded and Linked Objects 13 User Assistance 14 Visual Design 15 Special Design Considerations PART 4 APPENDIXES AND REFERENCES APPENDIX A Mouse Interface Summary APPENDIX B Keyboard Interface Summary Glossary Bibliography %M B.Mijksenaar.97 %0 BOOK %T Visual Function: An Introduction to Information Design %A Mijksenaar, Paul %D 1997 %P 56 %I Princeton Architectural Press %G ISBN 1-56898-118-X %M B.Minasi.94 %0 BOOK %T Secrets of Effective GUI Design %A Minasi, Mark %D 1994 %P 225 %I SYBEX %G ISBN 0-78211495-4 %M B.MorrisAnne.98 %0 BOOK %T Human aspects of library automation %A Morris, Anne %A Dyer, Hilary %D 1998 %P 400 %I Gower %G ISBN: 0056607504-0 %O 2nd ed. %Y PART I HUMAN CHARACTERISTICS 1 Human Characteristics PART II HEALTH AND SAFETY CHARACTERISTICS 2 The Importance of Health and Safety 3 Musculoskeletal and Postural Problems 4 Work-related Upper Limb Disorders 5 Eye and Vision Problems 6 Stress 7 Reproductive Hazards 8 Other Alleged Health Hazards PART III WORKPLACE DESIGN: WORKSTATION CONSIDERATIONS 9 Basic Considerations 10 Workstation Components PART IV WORKPLACE DESIGN: ENVIRONMENTAL CONSIDERATIONS 11 Lighting 12 Noise 13 Heating and Ventilation PART V WORKPLACE DESIGN: WORKSTATION DESIGN 14 Workstation Layout and Design 15 Workstation Layouts for Library Functions PART VI THE HUMAN -- COMPUTER INTERFACE 16 The Software Interface 17 User Needs 18 Dialogue Design 19 Screen Design 20 Interaction 21 Software Evaluation PART VII JOB DESIGN 22 Job Design PART VIII PLANNING AUTOMATED SYSTEMS 23 Technological Change 24 Training References Subject Index %M B.Morris.98 %0 BOOK %T Web Page Design: A Different Multimedia %A Morris, Mary E. S. %A Hinrichs, Randy J. %D 1998 %P 306 %I Prentice Hall %G ISBN 0-13-239880-X %Y 1. Web - A Different Multimedia 2. Content Design 3. Cognitive Design 4. Audience Considerations 5. Navigational Design 6. Layout 7. Designing Graphical Elements 8. Adding Meta-Information 9. Interactivity Design 10. Designing for Time 11. Experiential Design 12. Testing the Design 13. Sun and Java, Case Study No. 1 14. Point Communications, Case Study No. 2 15. GolfWeb, Case Study No. 3 %M B.Moulton.02 %0 BOOK %T Accessible technology in today's business : case studies for success %A Moulton, Gary %D 2002 %P 235 %I Microsoft Press %G ISBN: 0-73561501-2 %M B.Mullet.95 %0 BOOK %T Designing Visual Interfaces: Communication Oriented Techniques %A Mullet, Kevin %A Sano, Darrell %D 1995 %P 273 %I Sunsoft Press %G ISBN 0-13-303389-9 %Y Introduction The Mess We're In What Visual Designers Do Art and Design Functional vs. Aesthetic Concerns Form, Function, and the Question of a Universal Aesthetic Design and Rationality Elegance and Simplicity Principles Unity Refinement Fitness Common Errors Clutter and Visual Noise Interference Between Competing Elements Using Explicit Structure as a Crutch Belaboring the Obvious Overly Literal Translation Excessive Detail and Embellishment Gratuitous Dimensionality All of the Above Techniques Reducing a Design to Its Essence Regularizing the Elements of a Design Combining Elements for Maximum Leverage Scale, Contrast, and Proportion Background: Visual Variables Principles Clarity Harmony Activity Restraint Common Errors Insufficient Contrast Excessive Contrast Visual Interference Spatial Tension Overextension Awkward Dimensions Techniques The Squint Test Establishing Perceptual Layers Sharpening Visual Distinctions Integrating Figure and Ground Organization and Visual Structure Background: Perceptual Organization Principles Grouping Hierarchy Relationship Balance Common Errors Haphazard Layout Conflicting Symmetries Ambiguous Internal Relationships Aligning Labels but not Controls Alignment Within but not Across Controls False Structure Excessive Display Density All of the Above Techniques Using Symmetry to Ensure Balance Using Alignment to Establish Visual Relationships Optical Adjustment for Human Vision Shaping the Display with Negative Space Module and Program Background: Grid-Based Design Principles Focus Flexibility Consistent Application Common Errors Arbitrary Component Positions Arbitrary Component Dimensions Random Window Sizes and Layouts Unrelated Icon Sizes and Imagery Inconsistent Control Presentations Inconsistent Visual Language Techniques Reinforcing Structure through Repetition Establishing Modular Units Creating Grid-Based Layout Programs Image and Representation Background: Semiotics Principles Immediacy Generality Cohesiveness Characterization Communicability Common Errors Misleading Syntax Poorly Integrated Structure Dominant Secondary Elements Using Type as Image Using Images for Abstract Concepts Images Based on Obscure Allusions Culture or Language Dependencies Offensive or Suggestive Imagery Techniques Selecting the Right Vehicle Refinement through Progressive Abstraction Coordination to Ensure Visual Consistency So What About Style? Principles Distinctiveness Integrity Comprehensiveness Appropriateness Common Errors Unwarranted Innovation Combining Unrelated Elements Partial Fulfillment Internal and External Inconsistency Incompatible Concepts Techniques Mastering the Style Working Across Styles Extending and Evolving the Style Conclusion Further Information %M B.Mumford.83 %0 BOOK %T Designing Human Systems for New Technology %A Mumford, Enid %D 1983 %P 108 %C Booth Street West, Manchester M15 6PB, England %I Manchester Business School %G ISBN 0-90380828-5 %M B.Musciano.98 %0 BOOK %T HTML: The Definitive Guide %A Musciano, Chuck %A Kennedy, Bill %D 1998 %P 500 %I O'Reilly & Associates %G ISBN 1-56592-492-4 %O 3rd Edition %M B.Myers.88 %0 BOOK %T Creating User Interfaces by Demonstration %A Myers, Brad A. %D 1988 %P 320 %C New York %I Academic Press %G ISBN 0-12512305-1 %M B.Nardi.93 %0 BOOK %T A Small Matter of Programming: Perspectives on End User Computing %A Nardi, Bonnie A. %D 1993 %P 184 + 16 illus. %C Cambridge, Massachusetts %I MIT Press %G ISBN 0-262-14053-5 NARSH %W http://mitpress.mit.edu/book-home.tcl?isbn=0262140535 %Y 1. Introduction 2. Conversation and Computers 3. Task-specific Programming Languages 4. Interaction Techniques for End User Application Development 5. Application Frameworks 6. Collaborative Work Practices 7. Scenarios of End User Programming %X A SMALL MATTER OF PROGRAMMING asks why it has been so difficult for end users to command programming power and explores the problems of end user-driven application development that must be solved to afford end users greater computational power. Drawing on empirical research on existing end user systems, A SMALL MATTER OF PROGRAMMING analyzes cognitive, social, and technical issues of end user programming. In particular, it examines the importance of task-specific programming languages, visual application frameworks, and collaborative work practices for end user computing, with the goal of helping designers and programmers understand and better satisfy the needs of end users who want the capability to create, customize, and extend their applications software. The ideas in the book are based on the author's research on two successful end user programming systems -- spreadsheets and CAD systems -- as well as other empirical research. Nardi concentrates on broad issues in end user programming, especially end users' strengths and problems, introducing tools and techniques as they are related to higher-level user issues. %M B.Nardi.99 %0 BOOK %T Information Ecologies: Using Technology with Heart %A Nardi, Bonnie A. %A O'Day, Vicki %D 1999 %P 246 %I MIT Press %G ISBN 0-262-14066-7 %W http://mitpress.mit.edu/book-home.tcl?isbn=0262140667 %Y I Information Ecologies: Concepts and Reflections 1. Rotwang the Inventor 2. Framing Conversations about Technology 3. A Matter of Metaphor: Technology as Tool, Text, System, Ecology 4. Information Ecologies 5. Values and Technology 6. How to Evolve Information Ecologies II Case Studies 7. Librarians: A Keystone Species 8. Wolf, Batgirl, and Starlight: Finding a Real Community in a Virtual World 9. Cultivating Gardeners: The Importance of Homegrown Expertise 10. Digital Photography at Lincoln High School 11. A Dysfunctional Ecology: Privacy Issues at a Teaching Hospital 12. Diversity on the Internet 13. Conclusion %M B.NASA.88 %0 BOOK %T Space Station Freedom Program: Human-Computer Interface Guide %Q NASA %D 1988-12 %P 261 %C Houston, TX %I Johnson Space Center %G OCLC 1734585021 %O Version 2.1 %M B.Newman.95 %0 BOOK %T Interactive System Design %A Newman, William M. %A Lamming, Michael G. %D 1995 %P 468 %C Wokingham, England %I Addison-Wesley Publishing %G ISBN 0-201-63162-8, OCLC 31971415 %W http://www.rxrc.xerox.com/publis/isd/home.htm %Y The Framework 1: Introduction 2: Defining the problem 3: The Human Virtual Machine 4: Design processes and representations System design 5: User study methods 6: Systems analysis and design 7: Requirements definition System evaluation 8: Usability analysis and inspection 9: Prototyping and evaluation 10: Experiments in support of design Case Study A: Evaluation and analysis of a telephone operator's workstation User interface design 11: User interface notations 12: Interaction styles 13: Conceptual design: The user's mental model 14: Conceptual design: Methods 15: Designing to guidelines Case Study B: Designing a human memory aid %M B.Newman.2000 %0 BOOK %T Talk to your computer : speech recognition made easy %A Newman, Dan %D 2000 %P 191 %I Waveside %G ISBN: 0-96703893-6 %M B.NeXT.92 %0 BOOK %T NeXTSTEP User Interface Guidelines %Q NeXT Computer, Inc. %D 1992 %P 184 %I Addison-Wesley Publishing %G ISBN 0-201-63250-0 %K NeXT Style Guidelines %O Release 3 %Y Introduction 1. A Visual Guide to the User Interface An Application's Windows Controls 2. Design Philosophy Basic Principles Action Paradigms Extensions Testing User Interfaces 3. User Actions: The Keyboard and Mouse How the Keyboard and Mouse Work Implementing Special Keys Implementing Mouse Actions Managing the Cursor Implementing Selection 4. The Window Interface to Applications How Windows Work Implementing Windows Implementing Standard Windows Implementing Window and Application Status 5. Panels How Panels Work Implementing Ordinary Panels Implementing Attention Panels Standard Panels 6. Menus How Menus Work Implementing Menus Standard Menus and Commands 7. Controls Buttons Text Fields Sliders Color Wells Scrollers Browsers and Selection Lists Choosing the Appropriate Control 8. The Interface to the File System How the File System Is Organized Using Paths Using File Name Extensions Using File Packages Creating Unrequested Files and Folders Displaying File Names Suggested Reading Glossary %M B.Nickerson.87 %0 BOOK %T Using Computers: Human Factors in Information Systems %A Nickerson, Raymond S. %D 1987 %P 434 %C Cambridge, MA %I MIT Press %G ISBN 0-262-64022-8 (paper) 0-262-14040-3 (cloth), 12692789; QA 76.N497 %K GENERAL DESIGN %O A Bradford Book %W http://mitpress.mit.edu/book-home.tcl?isbn=0262640228 %Y 1 Introduction 2 Backdrop 3 Uses and Users of Information Systems 4 Anticipated Developments 5 The Study of Person-Computer Interaction 6 The Physical Interface 7 The Cognitive Interface 8 Software Tools 9 Communication and Information Services 10 Information Technology and Jobs 11 Information Systems in the Office 12 Designing Interactive Systems 13 Some User Issues 14 Programming 15 Artificial Intelligence and Expert Systems 16 Some Research Challenges 17 Quality of Life: The Fundamental Issue 18 A Perspective %M B.Nicolle.01 %0 BOOK %T Inclusive design guidelines for HCI %A Nicolle, Colette %A Abascal, Julio %D 2001 %P 285 %I Taylor & Francis %G ISBN: 0-74840948-3 %M B.Nielsen.90 %0 BOOK %T Hypertext and Hypermedia %A Nielsen, Jakob %D 1990 %P 263 %C San Diego, CA %I Academic Press %G ISBN 0-12-518410-7; 0-12-518411-5 (pbk), OCLC 28148201; 4-8337-8583-8 (Japanese translation) %K Hypertext Hypermedia %W http://www.useit.com/jakob/hthmbook.html %Y Preface 1. Defining Hypertext and Hypermedia 2. An Example of a Hypertext System 3. The History of Hypertext 4. Applications of Hypertext 5. Major Current Hypertext Systems 6. The Architecture of Hypertext Systems 7. Hardware Support for Hypertext 8. Navigating Large Information Spaces 9. Hypertext Usability 10. Writing Hypertexts 11. Converting Existing Text to Hypertext 12. The Future of Hypertext Appendix A. Some Hypertext Products and Vendors Appendix B. Annotated Bibliography Index %M B.Nielsen.93 %0 BOOK %T Usability Engineering %A Nielsen, Jakob %D 1993 %P 358 + xiv %C Boston, MA %I Academic Press %G ISBN 0-12-518405-0 (hardcover), OCLC 27640655; 0-12-518406-9 (paperback) %W http://www.useit.com/jakob/useengbook.html %Y Preface Audience Teaching Usability Engineering 1 Executive Summary 1.1 Cost Savings 1.2 Usability Now! 1.3 Usability Slogans Your Best Guess Is Not Good Enough The User Is Always Right The User Is Not Always Right Users Are Not Designers Designers Are Not Users Vice Presidents Are Not Users Less Is More Details Matter Help Doesn't Usability Engineering Is Process 1.4 Discount Usability Engineering Scenarios Simplified Thinking Aloud Heuristic Evaluation 1.5 Recipe For Action 2 What Is Usability? 2.1 Usability and Other Considerations 2.2 Definition of Usability Learnability Efficiency of Use Memorability Few and Noncatastrophic Errors Subjective Satisfaction 2.3 Example: Measuring the Usability of Icons 2.4 Usability Trade-Offs 2.5 Categories of Users and Individual User Differences 3 Generations of User Interfaces 3.1 Batch Systems 3.2 Line-Oriented Interfaces 3.3 Full-Screen Interfaces Menu Hierarchies 3.4 Graphical User Interfaces 3.5 Next-Generation Interfaces 3.6 Long-Term Trends in Usability 4 The Usability Engineering Lifecycle 4.1 Know the User Individual User Characteristics Task Analysis Functional Analysis The Evolution of the User 4.2 Competitive Analysis 4.3 Goal Setting Financial Impact Analysis 4.4 Parallel Design 4.5 Participatory Design 4.6 Coordinating the Total Interface 4.7 Guidelines and Heuristic Evaluation 4.8 Prototyping Scenarios 4.9 Interface Evaluation Severity Ratings 4.10 Iterative Design Capture the Design Rationale 4.11 Follow-Up Studies of Installed Systems 4.12 Meta-Methods 4.13 Prioritizing Usability Activities 4.14 Be Prepared 5 Usability Heuristics 5.1 Simple and Natural Dialogue Graphic Design and Color Less Is More 5.2 Speak the Users' Language Mappings and Metaphors 5.3 Minimize User Memory Load 5.4 Consistency 5.5 Feedback Response Time System Failure 5.6 Clearly Marked Exits 5.7 Shortcuts 5.8 Good Error Messages Multiple-Level Messages 5.9 Prevent Errors Avoid Modes 5.10 Help and Documentation A Model of Documentation Use The Minimal Manual 5.11 Heuristic Evaluation Effect of Evaluator Expertise 6 Usability Testing Reliability Validity 6.1 Test Goals and Test Plans Test Plans Test Budget Pilot Tests 6.2 Getting Test Users Novice versus Expert Users Between-Subjects versus Within-Subjects Testing 6.3 Choosing Experimenters 6.4 Ethical Aspects of Tests with Human Subjects 6.5 Test Tasks 6.6 Stages of a Test Preparation Introduction Running the Test Debriefing 6.7 Performance Measurement 6.8 Thinking Aloud Constructive Interaction Retrospective Testing Coaching Method 6.9 Usability Laboratories To Videotape or Not Cameraless Videotaping Portable Usability Laboratories Usability Kiosks 7 Usability Assessment Methods beyond Testing 7.1 Observation 7.2 Questionnaires and Interviews 7.3 Focus Groups 7.4 Logging Actual Use Combining Logging with Follow-Up Interviews 7.5 User Feedback 7.6 Choosing Usability Methods Combining Usability Methods 8 Interface Standards User Benefits from Consistency and Standards Vendor Benefits from Consistency and Standards The Dangers of Standards 8.1 National, International and Vendor Standards 8.2 Producing Usable In-House Standards 9 International User Interfaces 9.1 International Graphical Interfaces Gestural Interfaces 9.2 International Usability Engineering 9.3 Guidelines for Internationalization Characters Numbers and Currency Time and Measurement Units Don't Despair 9.4 Resource Separation 9.5 Multilocale Interfaces 10 Future Developments 10.1 Theoretical Solutions 10.2 Technological Solutions 10.3 CAUSE Tools: Computer-Aided Usability Engineering 10.4 Technology Transfer Appendix A Exercises Hints Appendix B Bibliography B.1 Conference Proceedings B.2 Journals B.3 Introductions and Textbooks B.4 Handbook B.5 Reprint Collections B.6 Important Monographs and Collections of Original Papers B.7 Guidelines Style Guides B.8 Videotapes B.9 Other Bibliographies Bibliographic Databases %M B.Nielsen.95 %0 BOOK %T Multimedia and Hypertext: The Internet and Beyond %S Professional %A Nielsen, Jakob %D 1995 %P 480 %I Academic Press %G ISBN 0-12518408-5 %W http://www.useit.com/jakob/mmhtbook.html %Y Preface 1. Defining Hypertext, Hypermedia, and Multimedia 2. An Example of a Hypertext System 3. The History of Hypertext 4. Applications of Hypertext 5. The Architecture of Hypertext Systems 6. Hardware Support for Hypertext 7. Hypertext on the Internet 8. Coping with Information Overload 9. Navigating Large Information Spaces 10. Hypertext Usability 11. Multimedia Authoring 12. Repurposing Existing Content 13. The Future of Multimedia and Hypertext Appendix: Annotated Bibliography %M B.Nielsen.99 %0 BOOK %T Designing Web Usability: The Practice of Simplicity %A Nielsen, Jakob %D 1999 %P 432 %I New Riders Publishing %G ISBN 1-56205-810-X %W http://www.useit.com/jakob/webusability/ %Y Introduction: Why Web Usability? Page Design Content Design Site Design Intranet Design Accessibility for Users with Disabilities International Use: Serving a Global Audience Future Predictions: The Only Web Constant Is Change Conclusion: Simplicity in Web Design Recommended Readings %M B.Nielsen.02 %0 BOOK %T Homepage usability : 50 websites deconstructed %A Nielsen, Jakob %A Tahir, Marie %D 2002 %P 315 %I New Riders %G ISBN 0-7357-1102-X %W http://www.useit.com/homepageusability/ %M B.Nielsen.06 %0 BOOK %T Prioritizing Web Usability %A Nielsen, Jakob %A Loranger, Hoa %D 2006 %P 406 %I New Riders Press %G ISBN: 0-321-35031-6, 978-0-321-35031-2 %W http://www.useit.com/prioritizing/ %Y 0.Preface What is Usability? Where to Find Detailed User Research Usability Then and Now Who Should Read This Book? 1.Introduction: Nothing To Hide Where We Got Our Data Tell Me Again: Why Do I Need to Do User Testing? 2.The Web User Experience How Well Do People Use the Web? User Satisfaction with Web Sites How People Use Sites Search Dominance Scrolling Complying With Design Conventions and Usability Guidelines Information Foraging 3.Revisiting Early Web Usability Findings Problems That Haven't Changed Technological Change: Its Impact on Usability Adaptation: How Users Have Influenced Usability Restraint: How Designers Have Alleviated Usability Problems Assessing the Fate of the Early Findings 4.Prioritizing Your Usability Problems How Severe Is the Problem? Scoring Severity What Makes Problems Severe The Scale of Misery Why Users Fail Is It Enough to Focus on the Worst Problems? 5.Search How to Know if You Need Search The State of Search How Search Should Work Search Interface Search Engine Results Pages Search Engine Optimization 6.Navigation and Information Architecture Am I There Yet? Match the Site Structure to User Expectations Navigation: Be Consistent Navigation: Beware the Coolness Factor Reduce Clutter and Avoid Redundancy Links and Label Names: Be Specific Vertical Dropdown Menus: Short Is Sweet Multilevel Menus: Less is More Can I Click on It? Direct Access From the Homepage 7.Typography: Readability & Legibility The Downside of Dummy Type Four Top Guidelines for Type Body Text: The Ten-Point Rule Relative Specifications Mixing Fonts and Colors Text Images Moving Text 8.Writing for the Web How Poor Writing Makes Web Sites Fail Understanding How Web Users Read Writing for Your Reader Formatting Text for Readability 9.Providing Good Product Information Where To Display Prices Show Me the Money Win Customer Confidence Support Comparison Shopping Support Sales with Quality Content 10.Presenting Page Elements When the "Three-Click Rule" Wreaks Havoc Should You Design for Scrolling? Guiding Users, Step by Step Keep Like with Like Satisfy Your Users' Expectations Using White Space 11.Balancing Technology with People's Needs Flashback to 2000 Use Multimedia When It Benefits Your Audience Overcoming Barriers to Multimedia Stick to Familiar Interface Conventions Avoid Multimedia Excesses Make Videos for the Web The Practice of Simplicity Toward a More Elegant Design 12.Final Thoughts: Design That Works 13.Index %M B.Ninness.2000 %0 BOOK %T School and Behavioral Psychology : Applied Research in Human-Computer Interactions, Functional Assessment and Treatment %A Ninness, H. A. Chris %A McCuller, Glen %A Ozenne, Lisa %D 2000 %P 199 %I Kluwer Academic Publishers %G ISBN 0-7923-7975-6 %W http://www.wkap.nl/prod/b/0-7923-7975-6 %Y 1. Autonomic Learning 2. Lucy in the Sky: Learning Without Language 3. The Evolution of Language and Rule-Governed Behavior 4. An Experimental Analysis of Rule-Governed Behavior and Human-Computer Interactions 5. Computer-Interactive Functional Assessments 6. Learning to Behave Yourself %M B.Nogier.01 %0 BOOK %T De l'ergonomie du logiciel au design des sites web (Software ergonomics for the design of Web sites) %A Nogier, Jean-Francois %D 2001 %P 250 %I Dunod %G ISBN 2-10005833-9 %O French language book %Y 1 : Critiques Ergonomiques 2 : L'Ecran 3 : Le dialogue homme-machine 4 : Les erreurs et l'aide en ligne 5 : Conception des sites web 6 : La navigation web 7 : La page web 8 : Pratique de l'utilisabilie Conclusion Annexes A. L'etre humain en situation de travail B. Check-list de conception d'un site web %M B.Norlin.02 %0 BOOK %T Usability testing for library websites : a hands-on guide %A Norlin, Elaina %A Winters, C. M. %D 2002 %P 112 %I American Library Association %G ISBN 0-83893511-7 %M B.Norman.88 %0 BOOK %T The Psychology of Everyday Things %A Norman, Donald A. %D 1988 %P 257 %C New York %I Basic Books %G ISBN 0-465-06709-3, OCLC %G TS 171.4.N67 %O Reissued as The Design of Everyday Things, 1990, Doubleday ISBN 0-385-26774-6 (paperback) %Y 1 The Psychopathology of Everyday Things 2 The Psychology of Everyday Actions 3 Knowledge in the Head and in the World 4 Knowing What to Do 5 To Err Is Human 6 The Design Challenge 7 User-Centered Design Notes Suggested Readings %M B.Norman.90 %0 BOOK %T The Design of Everyday Things %A Norman, Donald A. %D 1990 %P 257 %C New York %I Doubleday %G ISBN 0-385-26774-6 %O Previously published as The Psychology of Everyday Things, 1988. %Y 1 The Psychopathology of Everyday Things 2 The Psychology of Everyday Actions 3 Knowledge in the Head and in the World 4 Knowing What to Do 5 To Err Is Human 6 The Design Challenge 7 User-Centered Design Notes Suggested Readings %M B.Norman.91 %0 BOOK %T The Psychology of Menu Selection: Designing Cognitive Control of the Human/Computer Interface %S Human/Computer Interaction Series %A Norman, Kent L. %D 1991 %P 352 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-553-X, OCLC 22275113 %K hci-sites:books %W http://lap.umd.edu/POMSfolder/pomsHome.html %W http://www.intellectbooks.com/authors/norman/menu.htm %Y I: THE THEORY AND IMPLEMENTATION OF MENU SELECTION SYSTEMS (1) 1. Introduction to the Theory of Control at the Human/Computer Interface (3) 2. Types of Menus and Cognitive Structures (25) 3. Tasks and Flow of Control (47) 4. Cognitive Elements of Menu Selection (77) II. DESIGN GUIDELINES FROM EMPIRICAL RESEARCH (113) 5. Research Issues and Methods in Menu Selection (115) 6. Formatting and Phrasing the Menu (126) 7. Performance, Acquisition, and Training Methods (159) 8. Depth versus Breadth in Hierarchical Menu Trees (189) 9. Search Behavior in Hierarchical Menu Structures (214) 10. Rapid Access Menus (237) III: IMPLEMENTATION AND EVALUATION OF MENU SYSTEMS (259) 11. Clustering of Menus (261) 12. Prototyping and Evaluation of Menu Selection Systems (281) 13. The Future of Menu Selection (305) References (323) Appendix: Checklist for Menu Design with Cross-References to Sections in the Text (334) Author Index (341) Subject Index (345) %M B.Norman.92 %0 BOOK %T Turn Signals Are the Facial Expressions of Automobiles %A Norman, Donald A. %D 1992 %P 205 %C Reading, Massachusetts %I Addison-Wesley Publishing %G ISBN 0-201-58124-8 hdbk; 0-201-62236-X ppbk, OCLC 24671087 %Y 1. I Go to a Sixth Grade Play 2. Design Follies 3. The Home Magazine Kitchen 4. Refrigerator Doors and Message Centers 5. High-Technology Gadgets 6. The Teddy 7. How Long is Noon? 8. Real Time 9. Nature's Packaging 10. Evolution versus Design 11. Turn Signals are the Facial Expressions of Automobiles 12. Book Jackets and Science 13. Brain Power 14. Hofstadter's Law 15. One Chance in a Million 16. Coffee Cups in the Cockpit 17. Writing as Design, Design as Writing %M B.Norman.93 %0 BOOK %T Things That Make Us Smart: Defending Human Attributes in the Age of the Machine %A Norman, Donald A. %D 1993 %P 290 %C Reading, Massachusetts %I Addison-Wesley Publishing %I Perseus %G ISBN 0-201-58129-9 %G ISBN 0-201-62695-0 %Y 1. A Human Centered Technology 2. Experiencing the World 3. The Power of Representation 4. Fitting the Artifact to the Person 5. The Human Mind 6. Distributed Cognition 7. A Place for Everything, and Everything in Its Place 8. Predicting the Future 9. Soft and Hard Technology 10. Technology is Not Neutral %M B.Norman.98 %0 BOOK %T The Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex and Information Appliances Are the Solution %A Norman, Donald A. %D 1998 %P 340 %I MIT Press %G ISBN 0-26214065-9 %W http://mitpress.mit.edu/book-home.tcl?isbn=0262140659 %Y 1 Drop Everything You're Doing 2 Growing Up: Moving from Technology-Centered to Human-Centered Products 3 The Move to Information Appliances 4 What's Wrong with the PC? 5 There Is No Magical Cure 6 The Power of Infrastructure 7 Being Analog 8 Why Is Everything So Difficult to Use? 9 Human-Centered Development 10 Want Human-Centered Development? Reorganize the Company 11 Disruptive Technologies 12 A World of Information Appliances Appendix Examples of Information Appliances %M B.Norman.04 %0 BOOK %T Emotional design : why we love (or hate) everyday things %A Norman, Donald A. %D 2004 %P 256 %I Basic Books %G ISBN 0-465-05135-9 %Y Prologue: Three Teapots Part I. The meaning of things I. ATTRACTIVE THINGS WORK BETTER The multiple faces of emotion and design PART II: DESIGN IN PRACTICE 3. Three levels of design : visceral, behavioral, and reflective 4. Fun and games 5. People, places and things 6. Emotional machines 7. The future of robots Epilogue: we are all designers Personal Reflections and Acknowledgments %M B.Noyes.99 %0 BOOK %T User-centered design of systems %A Noyes, Janet M. %A Baber, Christopher %D 1999 %P 222 %I Springer-Verlag %G ISBN: 3-54076007-5 %M B.Noyes.01 %0 BOOK %T Designing for humans %A Noyes, Janet M. %D 2001 %P 215 %I Psychology Press %G ISBN: 0-41522721-6; 0-41522722-4 (pbk.) %M B.NRC.83 %0 BOOK %T Research Needs for Human Factors %Q National Research Council, Committee on Human Factors %D 1983 %P 160 %C Washington, DC %I National Academy Press %M B.Oborne.85 %0 BOOK %T Computers at Work: A Behavioural Approach %A Oborne, David J. %D 1985 %P 420 %C Chichester, England %I John Wiley & Sons %G ISBN 0-47190410-4 %M B.ODonnell.94 %0 BOOK %T Programming for the World: A guide to Internationalization %A O'Donnell, Sandra Martin %D 1994 %P 440 %C Englewood Cliffs, NJ %I PTR Prentice Hall %G ISBN 0-13-722190-8 %K software localization; internationalization; globalization %Y 1. Introducing the World 2. A World of Differences 3. Designing for the World 4. Encoding Characters 5. Locales 6. Supporting Multiple Encodings 7. Input and Output 8. Processing International Data 9. Program Messages 10. What Doesn't Change 11. Documenting the World 12. Multilingual and Distributed Computing Appendix A: Defining a Locale Appendix B: Input Methods Appendix C: For More Information Appendix D: Acronyms Appendix E: Standard Control Characters %M B.Olsen.92 %0 BOOK %T User Interface Management Systems: Models and Algorithms %A Olsen, Dan R., Jr. %D 1992 %P 231 %C Mountain View, CA %I Morgan Kaufmann Publishers %G ISBN 1-55860-220-8, OCLC 24701052 %Y 1. Introduction 2. UIMS Architectures 3. State Machine UIMSs 4. Grammar UIMSs 5. Event-based UIMSs 6. Production Systems 7. Dialog Trees 8. Language UIMS Models 9. Constraint Systems for Visual Presentation 10. Editing Dialog Models 11. Interface Quality %M B.Olsen.98 %0 BOOK %T Developing User Interfaces %A Olsen, Dan R., Jr. %D 1998 %P 414 %C Mountain View, California %I Morgan Kaufmann Publishers %G ISBN 1-55860-418-9, OCLC %Y 1 Introduction 2 Designing the Functional Model 3 Basic Computer Graphics 4 Basics of Event Handling 5 Basic Interaction 6 Widget Tool Kits 7 Interfaces from Widgets 8 Input Syntax 9 Geometry of Shapes 10 Geometric Transformations 11 Interacting with Geometry 12 Drawing Architectures 13 Cut, Copy, Paste 14 Monitoring the Interface: Undo, Groupware, and Macros %M B.Oravec.96 %0 BOOK %T Virtual Individuals, Virtual Groups: Human Dimensions of Groupware and Computer Networking %S Cambridge Series on Human-Computer Interaction, 11 %A Oravec, Jo Ann %D 1996 %P 389 %I Cambridge University Press %G ISBN 0-52145493-X %Y Introduction 1. Evolution of computer application genres: Groupware and other network-based system applications 2. On the infinite variety of virtual entities 3. The shape of groups to come: Efforts to define, label, explain, and model collaborative activity 4. Shaped resources and spaces: Lessons from the use of desks, tables, whiteboards, office settings, and video 5. Cultural objects and technological dreams: Dependence, autonomy, and intellectual augmentation 6. Privacy, anonymity, and agency: Applications of computer networking and the development of social analogues 7. Toward a genre-responsive design approach for computing applications %M B.OSF.91 %0 BOOK %T OSF/Motif Style Guide %Q Open Software Foundation %D 1991 %N revision 1.1 (for OSF/Motif release 1.1) %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-640616-5 %K OFS/Motif Style Guidelines %O Superseded by revision 1.2 %M B.OSF.93 %0 BOOK %T OSF/Motif Style Guide %Q Open Software Foundation %D 1993 %N revision 1.2 (for OSF/Motif release 1.2) %C Englewood Cliffs, NJ %I Prentice Hall %G ISBN 0-13-643123-2, OCLC 27405726 %K OFS/Motif Style Guidelines %M B.Paciello.2000 %0 BOOK %T Web Accessibility for People With Disabilities %A Paciello, Michael G. %D 2000 %P 392 %I CMP Books %G ISBN: 1-92962908-7 %M B.Paterno.99 %0 BOOK %T Model-Based Design and Evaluation of Interactive Applications %S Applied Computing %A Paterno, Fabio %D 1999 %P 208 %I Springer-Verlag %G ISBN 1-85233-155-0 %K User Interfaces; Software Engineering; System Performance and Evaluation %W http://www.springer.co.uk/com_pubs/ct_mbde.htm %W http://giove.cnuce.cnr.it/~fabio/mbde.html %Y 1. Introduction: Why Model-Based Design and Evaluation of Interactive Applications? Basic Concepts Structure of the book and intended audience Other sources of information 2. Model-Based Approaches: Task-Oriented Approaches GOMS The cycle of Norman Task Analysis methods UAN Petri Nets UML Exercises 3. Task Elicitation: Scenarios Use Cases Task Analysis Support for task identification in informal scenarios Task and errors Exercises 4. The ConcurTaskTrees Notation: Introduction to ConcurTaskTrees Task Allocation Temporal Relationships Task Types Additional Information Associated with Tasks Structuring the Task Model Example of ConcurTaskTrees Specification Tool Support Task Models for Co-operative Applications Exercises 5. Task-Based Design: Approaches to Designing Presentations Criteria for Designing User Interfaces Criteria to Group Tasks to be Supported by the Same Presentation Designing User Interfaces with the Support of the Task Model An Example Tasks for Accessing Databases Task-Oriented Help Adaptability Adaptivity Concluding Remarks Exercises 6. Architectural Models of Interactive Applications: Software Architectures for User Interfaces The Interactor Model Composition Operators for Interactors From the Task Model to the User Interface Architecture Model The Transformation Algorithm Creations of Connections among Interactors to Support the Information Flow Example of Application of the Transformation Exercises 7. Patterns in Interactive Applications: Introduction Patterns How to Represent a Task Pattern An Example of Task Pattern Architectural Patterns An Example of Architectural Pattern Relationships between Tasks and Architectural Patterns Tool Support for Patterns Comments on Patterns Exercises 8. Usability Evaluation: Criteria for User Interface Evaluation Introduction to Approaches to Usability Evaluation Examples of Methods for Usability Evaluation Remote Usability Evaluation The RemUsine Method Evaluation of RemUsine Exercises 9. Conclusions: Summarising the Results described Suggestions for Open Areas of Interest References Index %M B.Parker.96 %0 BOOK %T Looking Good in Print %A Parker, Roger C. %A Beverly, Carrie %D 1996 %P 376 %I Ventana Communications Group Inc. %G ISBN: 1-566044-71-5 %O Includes CD-ROM %Y Introduction 1. Getting Started 2. Tools of Organization 3. The Architecture of Type 4. Building Blocks of Design 5. The Art of Illustration 6. Information Graphics 7. Communicating With Photographs 8. Working With Color 9. Working With Service Bureaus 10. Distribution Media: Newsletters, Tabloids & Newspapers 11. Sales Materials 12. Business Communication 13. Advertising Materials: Response & Collection 14. Common Design Pitfalls 15. Redesign A. About the Companion CD-ROM B. Clip Art, Photographs & Font Resources C. Resources for Desktop Publishers %M B.Pearrow.2000 %0 BOOK %T Web Site Usability Handbook %A Pearrow, Mark %D 2000 %P 350 %I Charles River Media %G ISBN: 1-58450026-3 %O with CD-ROM %Y Getting Started Introduction to Usability Human Factors User Centered Design Usability and the Web Usability Toolbox Usability Tools and Techniques Heuristic Evaluation Scientific Approach Usability Testing Putting It All Together Creating a Usability Program Transforming Data into Change Web Site Usability Lifecycle %M B.Peters.99 %0 BOOK %T Computerized monitoring and online privacy %A Peters, Thomas A. %D 1999 %P 402 %I McFarland & Co. %G ISBN: 0-78640706-9 %M B.Pfaffenberger.97 %0 BOOK %T The Elements of Hypertext Style %S Professional %A Pfaffenberger, Bryan %D 1997 %P 297 %I Academic Press %G ISBN 0-12553142-7 %M B.Picard.97 %0 BOOK %T Affective Computing %A Picard, Rosalind W. %D 1997 %P 275 %I MIT Press %G ISBN 0-262-16170-2 %W http://mitpress.mit.edu/book-home.tcl?isbn=0262161702 %Y Introduction I ENVISIONING AFFECTIVE COMPUTING 1 Emotions Are Physical and Cognitive 2 Affective Computers 3 Applications of Affective Computing 4 Potential Concerns II BUILDING AFFECTIVE COMPUTING 5 Affective Signals and Systems 6 Recognizing and Expressing Affect 7 Emotion Synthesis 8 Affective Wearables Summary %M B.Powazek.01 %0 BOOK %T Design for Community: The Art of Connecting Real People in Virtual Places %A Powazek, Derek M. %D 2001 %P 336 %I New Riders Publishing %G ISBN 0-7357-1075-9 %Y 1. Is This Trip Really Necessary? ... What to Know Before You Begin 2. Content Comes First ... Give Your Community Something to Talk About 3. Design Matters ... Architectural and Visual Design for Successful Communities 4. Tools for Doing the Heavy Lifting ... How to Power Your Community 5. Policies and Policing ... Setting, Communicating, and Enforcing the Rules 6. Moderation, Karma, and Flame Bait ... How to Survive Your Own Users 7. Chat, Cams, and Virtual Intimacy ... Seeing Computers as Intimacy Devices 8. Barriers to Entry ... Making Them Work for It 9. Email Keeps the Conversation Alive ... Community That Comes to You 10. Commerce Communities ... How to Keep Money from Screwing Everything Up 11. Killing Your Community ... Nothing Gold Can Stay 12. What's Next? ... Back to the Future Postscript. Where Do We Go from Here? %M B.Powell.90 %0 BOOK %T Designing user interfaces %A Powell, James E. %D 1990 %P 390 %I Microtrend Books %G ISBN 0-915391-40-6, OCLC 22382313 %M B.Preece.94 %0 BOOK %T Human-Computer Interaction %A Preece, Jenny %A Rogers, Yvonne %A Sharp, Helen %A Benyon, David %A Holland, Simon %A Carey, Tom %D 1994 %P 773 %C Reading, Mass. %I Addison-Wesley Publishing %G ISBN 0-201-62769-8, OCLC 35598754 %W http://www.acm.org/perlman/preece.html Review from SIGCHI Bulletin %Y I. INTRODUCTION (1) 1. What is HCI? (3) 2. Components of HCI (29) Interview with Terry Winograd (53) II. HUMANS AND TECHNOLOGY: HUMANS (55) Interview with Donald Norman (59) 3. Cognitive Frameworks for HCI (61) 4. Perception and Representation (75) 5. Attention and Memory Constraints (99) 6. Knowledge and Mental Models (123) 7. Interface Metaphors and Conceptual Models (141) 8. Learning in Context (155) 9. Social Aspects (173) 10. Organizational Aspects (185) Interview with Marilyn Mantei (201) III. HUMANS AND TECHNOLOGY: TECHNOLOGY (203) Interview with Ben Shneiderman (207) 11. Input (211) 12. Output (237) 13. Interaction Styles (261) 14. Designing Window Systems (285) 15. User Support and On-Line Information (307) 16. Designing for Collaborative Work and Virtual Environments (325) Interview with Roy Kalawsky (343) IV. INTERACTION DESIGN: METHODS AND TECHNIQUES (345) Interview with Tom Moran (349) 17. Principles of User-Centred Design (351) 18. Methods for User-Centred Design (371) 19. Requirements Gathering (383) 20. Task Analysis (409) 21. Structured HCI Design (431) 22. Envisioning Design (451) V. INTERACTION DESIGN: SUPPORT FOR DESIGNERS (465) Interview with Bill Verplank (467) 23. Supporting Design (469) 24. Guidelines: Principles and Rules (487) 25. Standards and Metrics (501) 26. Design Rationale (523) 27. Prototyping (537) 28. Software Support (565) Interview with Deborah Hix (593) VI. INTERACTION DESIGN: EVALUATION (595) Interview with Brian Shackel (599) 29. The Role of Evaluation (601) 30. Usage Data: Observations, Monitoring, Users' Opinions (615) 31. Experiments and Benchmarking (641) 32. Interpretive Evaluation (657) 33. Predictive Evaluation (671) 34. Comparing Methods (691) Glossary (709) Solutions to Questions (725) References (745) Index (761) %M B.Preece.2000 %0 BOOK %T Online Communities: Designing Usability and Supporting Sociability %A Preece, Jenny %D 2000 %P 464 %I John Wiley & Sons %G ISBN 0-471-80599-8 %W http://www.ifsm.umbc.edu/onlinecommunities/ %Y PART ONE: GETTING ACQUAINTED 1 Introduction 2 Community Tours 3 Sociability: Purpose, People and Polices 4 Usability: Tasks, Users, Software 5 Research Speaks to Practice: Interpersonal Communication 6 Research Speaks to Practice: Groups PART TWO: DEVELOPING ONLINE COMMUNITIES 7 Community-Centered Development 8 Selecting Software 9 Guidelines: Sociability and Usability 10 Assessing Needs and Evaluating Communities 11 Development Case Studies 12 Looking to the Future %M B.Price.84 %0 BOOK %T How to Write a Computer Manual %A Price, Jonathan %D 1984 %P 295 %C Menlo Park, CA %I Benjamin/Cummings Publishing %G ISBN 0-80536870-1 %M B.Preece.02 %0 BOOK %T Interaction Design: Beyond Human-Computer Interaction %A Preece, Jenny %A Rogers, Yvonne %A Sharp, Helen %D 2002 %P 544 %I John Wiley & Sons %G ISBN 0-471-49278-7, OCLC 48265540 %W http://www.wiley.co.uk/interactiondesign/ Publisher Information %W http://www.ID-Book.com/ Companion Website (February 2002) %Y Preface + Perlman, Gary 1. What is interaction design? Interview with Gitta Saloman 2. Understanding conceptualizing interaction Interview with Terry Winograd 3. Understanding users 4. Designing for collaboration and communication Interview with Abigail Sellen 5. Understanding how interfaces affect users 6. The process of interaction design Interview with Gillian Crampton Smith 7. Identifying needs and establishing requirements Interview with Suzanne Robertson 8. Design, prototyping and construction 9. User-centred approaches to interaction design Interview with Karen Holtzblatt 10. Introducing evaluation 11. An evaluation framework 12. Observing users Interview with Sara Bly 13. Asking users and experts Interview with Jakob Nielsen 14. Testing and modeling users Interview with Ben Shneiderman 15. Doing design and evaluation in the real world: communicators and advisory systems %M B.Price.93 %0 BOOK %T How to Communicate Technical Information: A Handbook of Software and Hardware Documentation %A Price, Jonathan %A Korman, Henry %D 1993 %P 325 %I Addison-Wesley Publishing %I Benjamin/Cummings Publishing %G ISBN 0-80536829-9 (pbk) %O Second Edition %Y 1. PLANNING 1. The Project Cycle - What You Do at Each Stage 2. Gathering Information 3. Understanding Your Audience and Their Work 4. Learning the Product 5. Planning the Documentation 6. Developing a Schedule and Estimating Costs 7. As You Work 2. WRITING 8. Openers - Tables of Contents and Introductions 9. Getting Users Started 10. Tutorials 11. Computer-Based Training 12. Procedures 13. Reference Materials 14. Indexes and Glossaries 15. Job Aids or Quick Reference Cards 16. Online Help 3. REVISING 17. Getting feedback 18. Rewriting Drafts 19. Refining Your Style 20. Updating a Manual 21. Reviewing Someone Else's Manual %M B.Proctor.94 %0 BOOK %T Human Factors in Simple and Complex Systems %A Proctor, Robert W. %A Van Zandt, Trisha %D 1994 %P 550 %C Boston, MA %I Allyn & Bacon %G ISBN 0-205-13999-X; OCLC 27814490 %Y Foreword 1. FOUNDATIONS OF HUMAN FACTORS 1. Historical Foundations of Human Factors 2. Research Methods in Human Factors 3. Reliability and Human Error in Systems 4. Human Information Processing 2. PERCEPTUAL FACTORS AND THEIR APPLICATIONS 5. Sensory Input 6. Perception of Basic Properties 7. Perception of Objects in the World 8. The Display of Visual, Auditory, and Tactile Information 3. COGNITIVE FACTORS AND THEIR APPLICATIONS 9. Attention and the Assessment of Mental Workload 10. Retention and Comprehension of Information 11. Solving Problems and Making Decisions 12. Experts and Expert Systems 4. MOVEMENT FACTORS AND THEIR APPLICATIONS 13. Response Selection and Principles of Compatibility 14. Control of Movement 15. The Acquisition of Motor Skill 16. Controls and Controlling Actions 5. ENVIRONMENTAL FACTORS AND THEIR APPLICATIONS 17. Anthropometrics and Workspace Design 18. The Physical Environment 19. Human Resource Management 20. Human-Computer Interaction 21. The Practice of Human Factors Appendix 1 Areas under the Standard Normal Curve from the z to Infinity Appendix 2 Values of log{sub:2}n and -p log{sub:2}p Glossary %M B.Rada.95 %0 BOOK %T Interactive Media %A Rada, Roy %D 1995 %P 242 %I Springer-Verlag %G ISBN 0-38794485-0 %Y Preface 1. Introduction 2. Human-Computer Interaction 3. Hypertext 4. Multimedia 5. Hypermedia 6. Group and Groupware Principles 7. Groupware Applications 8. The Organization 9. Networks and their Applications 10. Organizational Case Studies 11. Conclusion 12. Exercises 13. Selected Abbreviations %M B.Raman.97 %0 BOOK %T Auditory User Interfaces: Toward the Speaking Computer %A Raman, T. V. %D 1997 %P 168 %I Kluwer Academic Publishers %G ISBN 0-7923-9984-6 %W http://www.wkap.nl/prod/b/0-7923-9984-6 %Y Preface Acknowledgements 1. SPEECH-ENABLED APPLICATIONS 1.1 Introduction 1.2 What Is UI? 1.3 Alternative Modes of Interaction 1.4 Retrofitting Spoken Interaction 1.5 The Speech-enabling Approach 1.6 Separating Computation From User Interface 2. NUTS AND BOLTS OF AUDITORY INTERFACES 2.1 Introduction 2.2 Speech Synthesis 2.3 Speech Recognition 2.4 Digital Signal Processing Techniques 2.5 Auditory Displays And Audio Formatting 2.6 Interactive User Interface Development 3. THE AUDIO DESKTOP 3.1 Introduction 3.2 The Visual Desktop 3.3 Conversational Gestures 3.4 Choosing Abstractions For The Audio Desktop 4. CONCRETE IMPLEMENTATION OF AN AUDIO DESKTOP 4.1 Introduction 4.2 Basic Services For Speech-enabling The Desktop 4.3 The Emacspeak Desktop 4.4 Speech-enabled Editing Tools 4.5 Structured Editing And Templates 4.6 Browsing Structured Information 4.7 Information Management On The Audio Desktop 4.8 Speech-enabled Messaging Tools 4.9 Editing Program Source 4.10 Software Development Environment 4.11 Technique Used To Speech-enable Emacs 4.12 Thanking The Emacs Community 5. SPEECH-ENABLING THE WWW 5.1 Introduction 5.2 Aural Information Access 5.3 Web Surfing Without A Monitor %M B.raskin.2000 %0 BOOK %T Humane Interface: New Directions for Designing Interactive Systems %A Raskin, Jef %D 2000 %P 256 %I Addison-Wesley Publishing %G ISBN 0-201-37937-6 %W http://www.awl.com/product/0,2627,0201379376,00.html %Y Cognetics and the Locus of Attention Meanings, Modes, Monotony, and Myths Quantification Unification Navigation and Other Aspects of Humane Interfaces Interface Issues Outside the User Interface Appendix A: The One-Button Mouse History Appendix B: SwyftCard Interface Theory of Operation %M B.Ravden.89 %0 BOOK %T Evaluating Usability of Human-Computer Interfaces: A Practical Method %A Ravden, Susannah J. %A Johnson, Graham I. %D 1989 %P 126 %C Chichester, England %I John Wiley & Sons %G ISBN 0-47021496-1; 0-74580614-7 %Y I INTRODUCTION AND BACKGROUND TO THE METHOD 1 The Ideas Behind the Method 2 Overview of the Method II THE EVALUATION CHECKLIST IN DETAIL 3 The Evaluation Checklist 4 Detailed Explanations of Criterion-Based Sections III HOW TO EVALUATE A USER INTERFACE USING THE METHOD 5 How to Construct Tasks for the Evaluation 6 How to Conduct the Evaluation 7 How to Analyse the Results of the Evaluation Appendix: Case Studies %M B.Ray.85 %0 BOOK %T Methods Toward a Science of Behavior and Experience %A Ray, W. J. %A Ravizza, R. %D 1985 %P 414 %C Belmont, California %I Wadsworth Publishing %G ISBN 0-53404041-1 %O Second Edition %M B.Ray.88 %0 BOOK %T Methods Toward a Science of Behavior and Experience %A Ray, William J. %A Ravizza, Richard %D 1988 %P 373 %C Belmont, California %I Wadsworth Publishing %G ISBN 0-53408778-7 %O Third Edition %M B.Ray.93 %0 BOOK %T Methods Toward a Science of Behavior and Experience %A Ray, William J. %D 1993 %P 471 %C Pacific Grove, California %I Brooks/Cole Publishing Company %G ISBN 0-53417838-3 %O Fourth Edition %M B.Ray.97 %0 BOOK %T Methods Toward a Science of Behavior and Experience %A Ray, William J. %D 1997 %P 476 %C Pacific Grove, California %I Brooks/Cole Publishing Company %G ISBN 0-53420346-9 %O Fifth Edition %M B.Ray.99 %0 BOOK %T Methods Toward a Science of Behavior and Experience %A Ray, William J. %D 1999 %P 496 %C Belmont, California %I Wadsworth %G ISBN 0-53435721-0 %O Sixth Edition %M B.Ray.95 %0 BOOK %T Technology, Computers, and the Special Needs Learner %A Ray, John R. %A Warden, M. Kathleen %A Warden, Kathleen %D 1995 %P 240 %I Delmar Pub %G ISBN 0-82736476-8 %M B.Reason.90 %0 BOOK %T Human Error %A Reason, James %D 1990 %P 302 %C New York, NY %I Cambridge University Press %G ISBN 0-521-31419-4 %Y 1 The Nature of Error (1-18) 2 Studies of Human Error (19-52) 3 Performance Levels and Error Types (53-96) 4 Cognitive Underspecification and Error Forms (97-124) 5 A Design for a Fallible Machine (125-147) 6 The Detection of Errors (148-172) 7 Latent Errors and Systems Disasters (173-216) 8 Assessing and Reducing the Human Error Risk (217-250) Appendix (251-257) References (258-290) Name Index Subject Index %M B.Redish.07 %0 BOOK %T Letting Go of the Words: Writing Web Content that Works %A Redish, Janice (Ginny) %D 2007 %P 384 %I Morgan Kaufmann Publishers %G ISBN: 0-12-369486-8, 978-0-12-369486-7 %Y 1 Content! Content! Content! 2 People! People! People! 3 Starting Well: Home Pages 4 Getting There: Pathway Pages 5 Writing Information, Not Documents 6 Giving Just the Essential Messages 7 Designing Web Pages for Ease of Use Interlude: The New Life of Press Releases 8 Tuning Up Your Sentences 9 Using Lists and Tables 10 Breaking Up Your Text with Headings Interlude: Legal Information Can Be Understandable, Too 11 Using Illustrations Effectively 12 Writing Meaningful Links 13 Getting From First Draft to Final Web Page Interlude: Creating An Organic Style Guide For More Information -- The Bibliography %M B.Redmill.97 %0 BOOK %T Human Factors in Safety-Critical Systems %A Redmill, Felix %A Rajan, Jane %D 1997 %P 354 %I Butterworth-Heinemann %G ISBN 0-75062715-8 %Y Preface PART 1 SAFETY-CRITICAL SYSTEMS AND HUMAN RELIABILITY 1 Introducing Safety-critical Systems Felix Redmill 1.1 Introduction 1.2 Safety and Safety-critical Systems 1.3 The Human Element in Failure 1.4 A Consideration of Risk 1.5 Hazard and Risk Analysis 1.6 Designing for Safety 1.7 The Safety Case 1.8 Safety Culture 1.9 The Right Questions 2 The Causes of Human Error Deborah Lucas 2.1 The Aim of this Chapter 2.2 Human Error and Major Accidents 2.3 What Causes Human Errors? 2.4 Some Key Concepts and Distinctions 2.5 Cognitive Models of Human Error 2.6 Practical Use of Models of Error Causation 2.7 Conclusions 3 Human Reliability Assessment: Methods and Techniques Carlo Cacciabue 3.1 Introduction 3.2 Criteria for Classifying Human Factors Methods 3.3 Methodologies for Human Reliability Assessment 3.4 Methods and Techniques for Human Reliability Analysis 3.5 Comparison of Methods 3.6 Conclusions PART 2 HUMAN-COMPUTER INTERACTION 4 Introduction to HCI in Safety-critical systems Graham Storrs 4.1 What Makes HCI Design So Important? 4.2 What Makes HCI Design So Difficult? 4.3 Approaches To User Interface Design 4.4 Where Are The Hazards In User Interfaces? 4.5 Putting User Interfaces in Context 4.6 People Are Not Like Other System Components 4.7 Concluding Remarks 5 Specification of Safety-critical Systems Jeremy Clare 5.1 Introduction 5.2 The Nature of Specifications 5.3 The Life Cycle Context 5.4 Risk Analysis in the Specification Process 5.5 Fault Tree Analysis for Supporting the Analysis of Likelihood in Risk Evaluation 5.6 Hazard Analysis of Human-centred Systems 5.7 Conclusions 6 Interface Design for Safety-critical Systems Jane Rajan 6.1 Introduction 6.2 The Display Design Process 6.3 Structuring the Display System 6.4 Representation of Displayed Information 6.5 Abnormal and Emergency Operation 6.6 Conclusion 7 Training and Operator Support Andrew Shepherd 7.1 Introduction 7.2 Understanding the Task 7.3 Acquisition and Application of Skill 7.4 Making Training and Support Design Choices 7.5 Developing Support Aids for Operators 7.6 Ensuring Safe and Competent Operation through Training 7.7 Assessing Performance 7.8 Concluding Remarks 8 Design and Support for Abnormal Situations Jonathan Berman 8.1 Introduction 8.2 Behaviour in Abnormal Situations 8.3 Safety-based Support 8.4 Training Support 8.5 Conclusions PART 3 SOCIO-TECHNICAL CONSIDERATIONS 9 Social Factors in Safety-critical Systems Ron Westrum 9.1 Introduction 9.2 Social Factors in the Design Process 9.3 The Conduct of Operations 9.4 Managing the Interfaces 9.5 Conclusion 10 Learning from Incidents at Work Florus Koornneef Andrew Hale 10.1 Introduction 10.2 Accident Models 10.3 Accident Analysis Techniques 10.4 The ISA System 10.5 Discussion 11 Procedural Violations - Causes, Costs and Cures Steve Mason 11.1 Introduction 11.2 Direct Motivators 11.3 Behaviour Modifiers 11.4 A Work Design Approach 11.5 Routine, Situational, Exceptional and Optimising Violations 11.6 Controlling Procedural Violations 11.7 The HFRG Violation Approach 11.8 Conclusions 12 The Treatment of Human Factors in Safety Cases David Collier 12.1 Regulation and Safety Cases 12.2 The Content of a Safety Case 12.3 Writing Safety Cases and Obtaining Regulatory Approval %M B.Redmond-Pyle.95 %0 BOOK %T Graphical User Interface Design and Evaluation: A Practical Process %A Redmond-Pyle, David %A Moore, Alan %D 1995 %P 291 %I Prentice Hall %G ISBN 0-13315193-X %K GUIDE %M B.Reilly.96 %0 BOOK %T Rapid Prototyping; Moving to Business-Centric Development %A Reilly, John P. %D 1996 %P 286 %I Thomson Computer Press %G ISBN: 1-85032193-0 %Y Introduction I. Rapid Application Prototyping 1. Introduction to RAP 2. Conceptualization 3. Visualization 4. Development, Transition, and Production II. RAP Techniques 5. Business Event Analysis 6. Parallel Decomposition 7. User Task Analysis 8. Evolutionary Prototyping A. RAP Work Breakdown Structure B. RAP and Business Process Reengineering (BPR) Glossary Select Bibliography %M B.Reiss.2000 %0 BOOK %T Practical Information Architecture: A Hands-On Approach to Structuring Successful Websites %A Reiss, Eric L. %D 2000 %P 224 %I Addison-Wesley Publishing %G ISBN: 0-201-72590-8 %Y PART I. CONSIDERATIONS 1. Setting the Scene Defining Information Architecture We All Learned The Basics Long Ago Who Needs to Know? So Who Is the Information Architect? What Skills Are Needed? Size Doesn't Matter (Much) You Have Both a Product and a Customer About Common Sense Structuring a Website Can't Be Learned in a Linear Fashion Heard All This Before (A Note to Experienced Information Architects) Defining a Few Terms 2. Defining the Task A Brief Introduction to the Site Development Process Setting Your Goals New Direct Sales Channel Streamline Existing Sales Routine Reduce the Need for Live Sales and Service Reps Reduce the Need for Pre-Printed Documentation Create Web Presence for Lead Generation Build Better Customer/Investor/Press Relationships Rescuing the Service Sector Keep Your Main Goal in Focus Defining Your Target Audience Chicken or Egg: Goals or Audience? Goals and Audience Must Be in Harmony Don't Take Goals for Granted Your Target Audience Also Has Goals Researching the Organization 3. Measuring Your Success Measuring Time and Money And When You're Up and Running ... Customer Satisfaction Surveys Cannibalization of Existing Sales Channels 4. Defining the Content Information Chunking Wish Lists A Structure Starts to Develop Role Playing Retain Your Primary Point of View Reviewing Competing Websites Teamwork or Lonely Nights The Post-It Technique Process or Outcome 5. Providing Useful Services User Experience and Online Brand-Building The Battle for Share of Mind Why People Visit in the First Place Why People Come Back A Review of Basic Computer Capabilities A Note to Technically Minded Readers And for Everybody Else A (Very) Short History of the Computer Revolution Make Your Product the "Hero" 6. Ensuring Successful Online Sales Building Shared References Putting Things in Perspective (Literally) ... and Figuratively The Shared Reference Test Establishing Trust A Few Common Tricks of the Trade The Ebay Feedback System Keep the Sales Process Moving Keep It Simple for Users Objections to Online Sales Different Prices from Market to Market Prices Vary from Customer to Customer Not All Products Are Available in All Markets 7. Deciding on the Type of Site Generic Types Functional Sites Topical Sites Generic Techniques Multi-Target Sites Associative Sites Generic Styles Newsletter Sites Image Sites Tile Sites Traditional Sites Search Sites Hobby Sites Evolution on the Web On a Related Note ... II. MECHANICS 8. Putting Together the First Structure What You Want to Accomplish What Are You Going to Put on the First Page? Getting Started Menu Length: The Myth of "Seven, Plus or Minus Two" So What's the Proper Number of Menu Items? Sets of Menu Items and Completeness Developing Homogeneous Systems An Example of Main Page and Menu Considerations Wide and Narrow? Good Structures Are Invisible One Step at a Time Structuring from the Bottom Up 9. Getting It Down on Paper Post-Its -- Again Written Outlines Mindmapping Electronic Applications Numbering Systems Making Notes About Specific Content 10. Calling Things by Their Right Name Speak Your Audience's Language Be Consistent IA Snafus Eliminating Doubt Improving the Scent Cute Labels The Graphic Designer's (I)Con Game You Can't Brainstorm Labels 11. Structuring the Lower Levels The Pros and Cons of Shell Structures Ensuring You Have Editorial Content on Each Page Levels of Detail Visitors Should Be Able to Anticipate Levels of Detail Optimum Editorial Content Length One Final Note 12. Getting the Most Out of Hyperlinks Contextual Navigation Dynamic Billboards Getting Lost Through Hypertext Visitors Like Hyperlinks Orphaned Subsites Avoid Run-On Hyperlinks Short Links Orphaned Links Splashes and Other Eyecatchers Recommended Reading 13. Adding Secondary Features Home (Main Menu) Contact Feedback Site Maps Site Indexes Disclaimers What's New About This Site First-Time Visitors Frequently Asked Questions (FAQs) Quick Links Search Search Engine Options Typical Search Engine Problems III. FINE-TUNING 14. Refining the First Structure Input from the Team Reviewing the Structure Language Content Navigation and Links Individual Pages Goals and Growth A Final Note 15. Building a Subsite Typical Subsites When Do You Need a Subsite? Accessing the Subsite Reusing Information Reusing Design and Navigation When to Create New Design and Navigation Adapting Existing Information from a CD-ROM Guided Tours Providing Real Value 16. Talking to a Specific Audience Building One-to-One Relationships Creating a Depth-Segmented Sites Profiled Subsites Asking Questions Adaptive Navigation 17. Moving on to the Production Phase The Production Phase Where Designers and Architects Clash: Labels Working With Content Providers 18. Testing the Usability What It's All About Heuristic Evaluations Testing With Pencil and Paper Testing a Simple Navigational Interface Testing a Structural Prototype Testing a Complex Navigational Interface Full-Blown Beta-Testing 19. Looking Forward The Advent of WAP What Is WAP What Can WAP Do? How Does WAP Work? Why Surf on a Five-Line Screen? What's the New Role of the Information Architect? The Death of the PC? The Future of Traditional Websites Easier Content-Management Interfaces Better Electronic Tools for Information Architects Better Window Shopping The Value of External Links More Effective Use of Metadata Keeping Websites Legal Increased Emphasis on Personalization A Final Thought Appendix: Sample Editorial Content Forms Glossary Further Reading List Index %M B.Rheingold.2000 %0 BOOK %T Tools for Thought -- The History and Future of Mind-Expanding Technology %A Rheingold, Howard %D 2000 %P 336 %I MIT Press %G ISBN 0-262-68115-3 %Y 1 The Computer Revolution Hasn't Happened Yet 2 The First Programmer Was a Lady 3 The First Hacker and his Imaginary Machine 4 Johnny Builds Bombs and Johnny Builds Brains 5 Ex-Prodigies and Antiaircraft Guns 6 Inside Information 7 Machines to Think With 8 Witness to History: The Mascot of Project Mac 9 The Loneliness of a Long-Distance Thinker 10 The New Old Boys from the ARPAnet 11 The Birth of the Fantasy Amplifier 12 Brenda and the Future Squad 13 Knowledge Engineers and Epistemological Entrepreneurs 14 Xanadu, Network Culture, and Beyond Afterword %X The digital revolution did not begin with the teenage millionaires of Silicon Valley, claims Howard Rheingold, but with such early intellectual giants as Charles Babbage, George Boole, and John von Neumann. In a highly engaging style, Rheingold tells the story of what he calls the patriarchs, pioneers, and infonauts of the computer, focusing in particular on such pioneers as J. C. R. Licklider, Doug Engelbart, Bob Taylor, and Alan Kay. Taking the reader step by step from nineteenth-century mathematics to contemporary computing, he introduces a fascinating collection of eccentrics, mavericks, geniuses, and visionaries. The book was originally published in 1985, and Rheingold's attempt to envision computing in the 1990s turns out to have been remarkably prescient. This edition contains an afterword, in which Rheingold interviews some of the pioneers discussed in the book. As an exercise in what he calls "retrospective futurism," Rheingold also looks back at how he looked forward. %M B.Roebuck.75 %0 BOOK %T Engineering Anthropometry Methods %A Roebuck, John A. %A Kroemer, K. H. E. %A Thomson, Walter Gary %D 1975 %P 459 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-72975-2 %M B.Rogers.11 %0 BOOK %T Interaction Design: Beyond Human - Computer Interaction %A Rogers, Yvonne %A Sharp, Helen %A Preece, Jenny %D 2011 %P 592 %I John Wiley & Sons %G ISBN: 0-470-66576-9, 978-0470665763 %O 3rd Edition %W http://www.id-book.com/ %Y 1. What is interaction design? 1.1 Introduction 1.2 Good and poor design 1.3 What is interaction design? 1.4 The user experience 1.5 The process of interaction design 1.6 Interaction design and the user experience 2. Understanding and conceptualizing interaction 2.1 Introduction 2.2 Understanding the problem space and conceptualizing design 2.3 Conceptual models 2.4 Interface metaphors 2.5 Interaction types 2.6 Paradigms, theories, models, and frameworks 3. Cognitive aspects 3.1 Introduction 3.2 What is cognition? 3.3 Cognitive frameworks 4. Social interaction 4.1 Introduction 4.2 Being social 4.3 Face-to-face conversations 4.4 Remote conversations 4.5 Telepresence 4.6 Co-presence 4.7 Emergent social phenomena 5. Emotional interaction 5.1 Introduction 5.2 Emotions and the user experience 5.3 Expressive interfaces 5.4 Frustrating interfaces 5.5 Persuasive technologies and behavioural change 5.6 Anthropomorphism and zoomorphism 5.7 Models of emotion 6. Interfaces 6.1 Introduction 6.2 Interface types 6.3 Natural user interfaces 6.4 Which interface? 7. Data gathering 7.1 Introduction 7.2 Five key issues 7.3 Data recording 7.4 Interviews 7.5 Questionnaires 7.6 Observation 7.7 Choosing and combining techniques 8. Data analysis, interpretation, and presentation 8.1 Introduction 8.2 Qualitative and quantitative 8.3 Simple quantitative analysis 8.4 Simple qualitative analysis 8.5 Tools to support data analysis 8.6 Using theoretical frameworks 8.7 Presenting the findings 9. The process of interaction design 9.1 Introduction 9.2 What is involved in interaction design? 9.3 Some practical issues 10. Establishing requirements 10.1 Introduction 10.2 What, How, and Why? 10.3 What are requirements? 10.4 Data gathering for requirements 10.5 Data analysis, interpretation, and presentation 10.6 Task description 10.7 Task analysis 11. Design, prototyping, and construction 11.1 Introduction 11.2 Prototyping and construction 11.3 Conceptual design: moving from requirements to first design 11.4 Physical design: getting concrete 11.5 Using scenarios in design 11.6 Using prototypes in design 11.7 Support for design 12. Introducing evaluation 12.1 Introduction 12.2 The why, what, where, and when of evaluation 12.3 Types of evaluation 12.4 Evaluation case studies 12.5 What did we learn from the case studies? 13. An evaluation framework 13.1 Introduction 13.2 DECIDE: A framework to guide evaluation 14. Evaluation Studies: From Controlled to Natural Settings 14.1 Introduction 14.2 Usability testing 14.3 Experiments 14.4 Field studies 15. Evaluation: Inspections, Analytics and Models 15.1 Introduction 15.2 Inspections: heuristic evaluation and walkthroughs 15.3 Analytics 15.4 Predictive models %M B.Rosenfeld.98 %0 BOOK %T Information Architecture for the World Wide Web %A Rosenfeld, Louis %A Morville, Peter %D 1998 %P 202 %I O'Reilly & Associates %G ISBN 1-56592-282-4 %W http://www.argus-acia.com/ Argus Center for Information Architecture %Y 1. What Makes a Web Site Work 2. Introduction to Information Architecture 3. Organizing Information 4. Designing Navigation Systems 5. Labeling Systems 6. Searching Systems 7. Research 8. Conceptual Design 9. Production and Operations 10. Information Architecture in Action Selected Bibliography %M B.Rosenfeld.02 %0 BOOK %T Information Architecture for the World Wide Web %A Rosenfeld, Louis %A Morville, Peter %D 2002 %P 486 %I O'Reilly & Associates %G ISBN 0-596-00035-9 %O Second Edition %W http://www.oreilly.com/catalog/infotecture2/ %Y Part I. Introducing Information Architecture 1. Defining Information Architecture A Definition Tablets, Scrolls, Books, and Libraries Explaining IA to Others What Isn't Information Architecture? Why Information Architecture Matters Bringing Our Work to Life 2. Practicing Information Architecture Do We Need Information Architects? Who's Qualified to Practice Information Architecture? Information Architecture Specialists Practicing Information Architecture in the Real World Information Ecologies What Lies Ahead 3. User Needs and Behaviors The "Too-Simple" Information Model Information Needs Information Seeking Behaviors Part II. Basic Principles of Information Architecture 4. The Anatomy of an Information Architecture Visualizing Information Architecture Information Architecture Components 5. Organization Systems Challenges of Organizing Information Organizing Web Sites and Intranets Organization Schemes Organization Structures Creating Cohesive Organization Systems 6. Labeling Systems Why You Should Care About Labeling Varieties of Labels Designing Labels 7. Navigation Systems Types of Navigation Systems Gray Matters Browser Navigation Features Building Context Improving Flexibility Embedded Navigation Systems Supplemental Navigation Systems Advanced Navigation Approaches 8. Search Systems Does Your Site Need Search? Basic Search System Anatomy Choosing What to Search Search Algorithms Presenting Results Designing the Search Interface Where to Learn More 9. Thesauri, Controlled Vocabularies, and Metadata Metadata Controlled Vocabularies Technical Lingo A Thesaurus in Action Types of Thesauri Thesaurus Standards Semantic Relationships Preferred Terms Polyhierarchy Faceted Classification Part III. Process and Methodology 10. Research Process Overview A Research Framework Context Content Users Participant Definition and Recruiting User Research Sessions In Defense of Research 11. Strategy What Is an Information Architecture Strategy? Strategies Under Attack From Research to Strategy Developing the Strategy Work Products and Deliverables The Strategy Report The Project Plan Presentations 12. Design and Documentation Guidelines for Diagramming an Information Architecture Blueprints Wireframes Content Mapping and Inventory Content Modeling Controlled Vocabularies Design Sketches Web-Based Prototypes Architecture Style Guides Point-of-Production Architecture Administration Part IV. Information Architecture in Practice 13. Education Chaos in Education A World of Choice But Do I Need a Degree? 14. Ethics Ethical Considerations Shaping the Future 15. Building an Information Architecture Team Destructive Acts of Creation Fast and Slow Layers Project Versus Program Buy or Rent Do We Really Need to Hire Professionals? The Dream Team 16. Tools and Software A Time of Change Categories in Chaos Questions to Ask Part V. Information Architecture in the Organization 17. Making the Case for Information Architecture You Must Sell The Two Kinds of People in the World Running the Numbers Talking to the Reactionaries Other Case-Making Techniques The Information Architecture Value Checklist A Final Note 18. Business Strategy The Origins of Strategy Defining Business Strategy Strategic Fit Exposing Gaps in Business Strategy One Best Way Many Good Ways Understanding Our Elephant Competitive Advantage The End of the Beginning 19. Information Architecture for the Enterprise Economies Don't Always Scale "Think Different" The Ultimate Goal A Framework for Centralization Timing Is Everything: A Phased Rollout Strategy Versus Tactics: Who Does What A Framework for Moving Forward Part VI. Case Studies 20. MSWeb: An Enterprise Intranet Challenges for the User Challenges for the Information Architect We Like Taxonomies, Whatever They Are Benefits to Users What's Next MSWeb's Achievement 21. evolt.org: An Online Community evolt.org in a Nutshell Architecting an Online Community The Participation Economy How Information Architecture Fits In Trouble Spots for Online Communities The "Un-Information Architecture" Appendix: Essential Resources %M B.Rosson.01 %0 BOOK %T Usability Engineering: Scenario-Based Development of Human Computer Interaction %A Rosson, Mary Beth %A Carroll, John M. %D 2001 %P 448 %I Morgan Kaufmann Publishers %G ISBN 1-55860-712-9 %Y 1: Scenario-Based Usability Engineering 2: Analyzing Requirements 3: Activity Design 4: Information Design 5: Interaction Design 6: Prototyping 7: Usability Evaluation 8: User Documentation 9: Emerging Paradigms for User Interaction 10: Usability Engineering in Practice Appendix: Inferential Statistics Glossary %M B.Rubin.88 %0 BOOK %T User Interface Design for Computer Systems %A Rubin, Tony %D 1988 %P 195 %C Chichester, England %I Ellis Horwood %G ISBN 0-74580299-0 %M B.Rubin.94 %0 BOOK %T Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests %A Rubin, Jeffrey %D 1994 %P 330 %C New York %I John Wiley & Sons %G ISBN 0-471-59403-2, OCLC %Y I. INTRODUCTION TO USABILITY TESTING 1. The Problem of Unusable Products and Systems 2. Overview of Usability Testing II. PREPARING FOR USABILITY TESTING 3. Setting Up a Testing Environment 4. Testing Roles with Special Emphasis on the Test Monitor III. SIX STAGES OF CONDUCTING A TEST 5. Developing the Test Plan 6. Selecting and Acquiring Participants 7. Preparing the Test Materials 8. Conducting the Test 9. Debriefing the Participant 10. Transforming Data into Findings and Recommendations IV. EXPANDING USABILITY 11. Establishing a Usability Program: Strategies and Tactics %M B.Rubinstein.84 %0 BOOK %T The Human Factor: Designing Computer Systems for People %A Rubinstein, Richard %A Hersh, Harry %D 1984 %P 249 %C Maynard, MA %I Digital Press %G ISBN 0-932376-44-4; QA 76.9 S88 R83 1984 %K DESIGN Task %O With the Assistance of Henry Ledgard %Y 1 Why Human Factors? 2 Design Philosophy 3 Task Analysis and Use Models 4 Starting a Design 5 Conceptual Models 6 Language 7 The Other Kind of Software 8 Human Interface Styles 9 Responding to Users 10 Presentation and Representation 11 Testing Systems 12 Parting Thoughts %M B.Rubinstein.88 %0 BOOK %T Digital Typography: An Introduction to Type and Composition for Computer System Design %A Rubinstein, Richard %D 1988 %P 353 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-17633-5 %M B.Salant.94 %0 BOOK %T How to Conduct Your Own Survey %A Salant, Priscilla %A Dillman, Don A. %D 1994 %P 232 %I John Wiley & Sons %G ISBN 0-471-01273-4 %Y Practical Surveys Cornerstones of a Quality Survey Deciding What Information You Need Choosing a Survey Method When and How to Select a Sample Writing Good Questions Questionnaire Design Setting Your Survey in Motion and Getting It Done From Questionnaires to Survey Results Reporting Survey Results Advice, Resources, and Maintaining Perspective %X "Leading professionals give you proven techniques for getting reliable results * Accurate sampling * Effective questionnaires * Convincing presentations * Telephone, mail, and face-to-face surveys" (from the book cover) %M B.Salkind.91 %0 BOOK %T Exploring Research %A Salkind, Neil J. %D 1991 %P 361 + xxii %C New York %I Macmillan Publishing Company %G ISBN 0-02-405283-3; BF76.5.S24 %Y 1. The Role and Importance of Research 2. The Research Process 3. Reviewing the Literature and Selecting a Problem 4. Measuring Behavior 5. Sampling and Generalizability 6. Methods of Measuring Behavior 7. Data Collection and Data Analysis 8. Inferential Statistics 9. Using the Personal Computer in Data Analysis 10. Historical Research 11. Conducting Descriptive Research 12. Experimental and Causal Comparative Research 13. The Process of Evaluation 14. Being a Researcher Appendices References Index %M B.Salton.83 %0 BOOK %T Introduction to Modern Information Retrieval %A Salton, Gerard %A McGill, Michael J. %D 1983 %P 448 %C New York %I McGraw-Hill %G ISBN 0-07-054484-0; Z699 S313 %Y 1 Information Retrieval: An Introduction 0 Preview 1 Overview 2 Changing Technology 3 Information System Types 4 Functional Approach to Information Retrieval 5 Simple File Structures 2 Systems Based on Inverted Files 0 Preview 1 General Considerations 2 Adjacency and Term Frequency Features 3 Commercial Inverted File Systems 4 Enhancements of Basic Retrieval Strategy 3 Text Analysis and Automatic Indexing 0 Preview 1 Indexing Environment 2 Manual and Automatic Indexing 3 Automatic term Extraction and Weighting 4 A Simple Automatic Indexing Process 5 Automatic Term Association and Use of Context 6 Some Theoretical Approaches 7 Automatic Indexing Experiments 4 The SMART and SIRE Experimental Retrieval Systems 0 Preview 1 Introduction 2 The SMART System Environment 3 SMART System Procedures 4 Automatic Enhancements of Conventional Retrieval 5 Retrieval Evaluation 0 Preview 1 Introduction 2 Evaluation of Retrieval Effectiveness 3 Measures of Retrieval Effectiveness 4 Evaluation of System Cost and Efficiency 6 Retrieval Refinements 0 Preview 1 Introduction 2 Vector Similarity Functions 3 Term Weighting Systems 4 File Clustering 5 Dynamic Query Adjustment 6 Citation Processing 7 Natural Language Processing 0 Preview 1 Components of Natural Language Systems 2 Language Processing and Information Retrieval 3 Syntactic Analysis Systems 4 Syntactic Analysis in Information Retrieval 5 Linguistic Methods in Question Answering 8 Access to Information: Hardware and Software Approaches 0 Preview 1 Conventional Storage Devices 2 Hardware Enhancements to Retrieval 3 Text Access Methods 9 Data Management Systems 0 Preview 1 Types of Information Systems 2 The Structure of Data Base Management Systems 3 Query Processing 4 Data Quality 10 Future Directions in Information Retrieval 0 Preview 1 Introduction 2 Technological Development 3 Information Theories and Models 4 Advanced Information System 5 Conclusion Indexes Name Index Subject Index %M B.Salton.89 %0 BOOK %T Automatic Text Processing: The Transformation, Analysis, and Retrieval of Information by Computer %A Salton, Gerard %D 1989 %P 530 %C Reading, Mass. %I Addison-Wesley Publishing %G ISBN 0-201-12227-8; QA 76.9 T48 S25 1989 %Y PART 1: THE INFORMATION-PROCESSING ENVIRONMENT 1 The Information Environment 1.1 Automatic Information Processing 1.2 Types of Information 2 The Computer Environment 2.1 Computer Architecture 2.2 Storage Technology 2.3 Input-Output and Peripheral Equipment 2.4 Computer Networks 2.5 Integrated Computing Systems 3 The Automated Office 3.1 The Office Environment 3.2 Analyzing Office Systems 3.3 File-management Systems 3.4 Office Display Systems 3.5 Office-Information Retrieval PART 2: WORD PROCESSING AND FILE ACCESS 4 Text Editing and Formatting 4.1 Introduction 4.2 Approaches to Word Processing 4.3 Text Editing and Formatting 4.4 Typical Processing Systems 4.5 Automatic Typesetting Systems 5 Text Compression 5.1 Statistical Language Characteristics 5.2 Rationale for Text Compression 5.3 Text Compression Methods 6 Text Encryption 6.1 Basic Cryptographic Concepts 6.2 Conventional Cryptographic Systems 6.3 Sample Cryptographic Ciphers 6.4 The Data Encryption Standard (DES) 6.5 Ciphers Based on Computationally Difficult Problems 7 File-Accessing Systems 7.1 Basic Concepts 7.2 Single-Key Searching: Sequential Search 7.3 Single-Key Indexed Searches 7.4 Tree Searching 7.5 Balanced Search Trees 7.6 Multiway Search Trees 7.7 Hash-Table Access 7.8 Indexed Searches for Multikey Access 7.9 Bitmap Encoding for Multikey Access 7.10 Multidimensional Access Structures PART 3: INFORMATION RETRIEVAL SYSTEMS 8 Conventional Text-Retrieval Systems 8.1 Database Management and Information Retrieval 8.2 Text Retrieval Using Inverted Indexing Methods 8.3 Extensions to the Inverted Index Operations 8.4 Typical File Organization 8.5 Optimization of Inverted-List Procedures 8.6 Text-Scanning Systems 8.7 Hardware Aids to Text Searching 9 Automatic Indexing 9.1 Indexing Environment 9.2 Indexing Aims 9.3 Single-term Indexing Theories 9.4 Term Relationships in Indexing 9.5 Term-phrase Formation 9.6 Thesaurus-Group Generation 9.7 A Blueprint for Automatic Indexing 10 Advanced Information-Retrieval Models 10.1 The Vector Space Model 10.2 Automatic Document Classification 10.3 Probabilistic Retrieval Model 10.4 Extended Boolean Retrieval Model 10.5 Integrated System for Processing Text and Data 10.6 Advanced Interface Systems PART 4: TEXT ANALYSIS AND LANGUAGE PROCESSING 11 Language Analysis and Understanding 11.1 The Linguistic Approach 11.2 Dictionary Operations 11.3 Syntactic Analysis 11.4 Knowledge-based Processing 11.5 Specialized Language Processing 12 Automatic Text Transformations 12.1 Text Transformations 12.2 Automatic Writing Aids 12.3 Automatic Abstracting Systems 12.4 Automatic Text Generation 12.5 Automatic Translation 13 Paperless Information Systems 1.1 Paperless Processing 1.2 Processing Complex Documents 1.3 Graphics Processing 1.4 Speech Processing 1.5 Automatic Teleconferencing Systems 1.6 Electronic Mail and Messages 1.7 Electronic Information Services 1.8 Electronic Publications and the Electronic Library Author Index Subject Index %M B.Salzman.94 %0 BOOK %T Software by Design: Shaping Technology and the Workplace %A Salzman, Harold %A Rosenthal, Stephen R. %D 1994 %P 348 %I Oxford Univ Press %G ISBN 0-19508340-7 %Y I. Structuring Technology and The Workplace Introduction 1. Social Shaping of Technology 2. Software in the Workplace 3. The Structure of Software Design II. Case Studies of Software Design 4. Banking and a Tale of Two Systems 5. Keeping the Customer Satisfied: Field Service and the Art of Automation 6. The Computer System and the Hospital 7. Software Design, Social Choices, and the Workplace III. Implications for Management and for Further Research on Technology Design 8. Understanding and Managing Software Acquisition 9. Social Dimensions of Software Design: Challenges of Effective Design for the Workplace A: Outline of the Research Project B: Teaching Cases on Software Design and Use %M B.Sanders.87 %0 BOOK %T Human Factors in Engineering and Design %A Sanders, M. S. %A McCormick, Ernest J. %D 1987 %P 664 %C New York %I McGraw-Hill %G ISBN 0-07-044903-1 %O Sixth Edition %O Superseded by Sanders & McCormick, 1993 %M B.Sanders.93 %0 BOOK %T Human Factors in Engineering and Design (7th Edition) %A Sanders, Mark S. %A McCormick, Ernest J. %D 1993 %P 790 %C New York %I McGraw-Hill %G ISBN 0-07-054901-X; TA 166.S33; OCLC 25245564 %Y 1: INTRODUCTION 1. Human Factors and Systems (3) 2. Human Factors Research Methodologies (23) 2: INFORMATION INPUT 3. Information Input and Processing (47) 4. Text, Graphics, Symbols, and Codes (91) 5. Visual Displays of Dynamic Information (132) 6. Auditory, Tactual, and Olfactory Displays (160) 7. Speech Communications (197) 3: HUMAN OUTPUT AND CONTROL 8. Physical Work and Manual Materials Handling (225) 9. Motor Skills (273) 10. Human Control of Systems (301) 11. Controls and Data Entry Devices (334) 12. Hand Tools and Devices (383) 4: WORKPLACE DESIGN 13. Applied Anthropometry, Work-Space Design, and Seating (415) 14. Arrangement of Components within a Physical Space (456) 15. Interpersonal Aspects of Workplace Design (485) 5: ENVIRONMENTAL CONDITIONS 16. Illumination (511) 17. Climate (551) 18. Noise (589) 19. Motion (622) 6: HUMAN FACTORS APPLICATIONS 20. Human Error, Accidents, and Safety (655) 21. Human Factors and the Automobile (696) 22. Human Factors in Systems Design (726) APPENDIXES A. List of Abbreviations (759) B. Control Devices (764) C. NIOSH Recommended Action Limit Formula for Lifting Tasks (769) INDEXES Name Index (771) Subject Index (781) %M B.Sano.96 %0 BOOK %T Designing Large-Scale Web Sites: A Visual Design Methodology %A Sano, Darrell %D 1996 %P 288 %I John Wiley & Sons %G ISBN 0-471-14276-X %Y Preliminary Design Preparation Designing the Organizational Framework Applying Visual Design for the Web Visual Design Workshop %M B.Savourel.01 %0 BOOK %T XML Internationalization and Localization %A Savourel, Yves %D 2001 %P 544 %I Sams %G ISBN 0-67232096-7 %M B.Scherer.2000 %0 BOOK %T Living in the State of Stuck: How Assistive Technology Impacts the Lives of People with Disabilities %A Scherer, Marcia J. %D 2000 %P 212 %I Brookline Books %G ISBN: 1-57129079-6 %O 3rd Edition %M B.Schiff.80 %0 BOOK %T Perception: An Applied Approach %A Schiff, W. %D 1980 %P 493 %C New York, NY %I Houghton Mifflin %G ISBN 0-39527054-5 %M B.Schmitt.2000 %0 BOOK %T International Programming for Microsoft Windows %S Microsoft Programming Series %A Schmitt, David A. %D 2000 %P 350 %I Microsoft Press %G ISBN 1-57231956-9 %M B.Schreck.03 %0 BOOK %T Security and Privacy in User Modeling %S Human-Computer Interaction Series, Vol. 2 %A Schreck, J. %D 2003 %P 232 %I Springer-Verlag %G ISBN 1-4020-1130-X %M B.Schriver.96 %0 BOOK %T Dynamics in Document Design: Creating Texts for Readers %A Schriver, Karen A. %D 1996 %P 592 %I John Wiley & Sons %G ISBN 0-471-30636-3 %Y Preface 1. What Is Document Design? 2. Evolution of the Field: Contextual Dynamics 3. How Documents Engage Readers' Thinking and Feeling 4. The Impact of Poor Design: Thinking about Ourselves as Users of Texts and Technology 5. Seeing the Text: The Role of Typography and Space 6. The Interplay of Words and Pictures 7. What Document Designers Can Learn from Readers A. Publications of Interest to Document Designers B. Common Typographic Symbols C. Guidelines for Designing Online Displays Bibliography Index Colophon %M B.Schumacher.10 %0 BOOK %T The Handbook of Global User Research %A Schumacher, Robert %D 2010 %P 336 %I Morgan Kaufmann Publishers %G ISBN: 0-12-374852-6, 978-0-12-374852-2 %Y 1. Foundations and definition of user research 1.1 Globalization, localization, and user research 1.2 Origins of user research 1.3 What is user research 1.4 Getting the terms right 1.5 Dynamic nature of user research 1.6 User researc and other disciplines 1.7 Models of global user research 1.8 What is this book about 2. Project management for global research 2.1 Introduction 2.2 Engaging stakeholders in research activities 2.3 Planning international studies 2.4 Finding quality in-country resources 2.5 Managing an international project team 2.6 Key takeaways 3. Preparation 3.1 Introduction 3.2 Understanding research objectives and target user groups 3.3 Reviewing the stimuli 3.4 Creating the test plan 3.5 Recruiting 3.6 Developing the moderator's guide 3.7 Localizing the moderator's guide 3.8 Sharing materials with local teams 3.9 Briefing with local teams 3.10 Local pilot testing 3.11 Key takeaways 4. Fieldwork For Global User Research Projects 4.1 Introduction 4.2 Planning logistics for a global study 4.3 Preparing test materials for a global study 4.4 Assembling and training the team 4.5 Conducting the fieldworl 4.6 Analyzing data and reporting results 4.7 Key takeaways 5. Analysis and Reporting 5.1 Introduction 5.2 Planning analyses for global projects 5.3 Collaborating and sharing analyses from each locale 5.4 Reporting and presenting results 5.5 Key takeaways 6. Global user research methods 6.1 Introduction 6.2 Ethnographic studies 6.3 Focus groups 6.4 Eye tracking 6.5 Unmoderated remote usability testing 6.6 Web analytics 6.7 Online surveys 6.8 Personas 7. User research throughout the world 7.1 Introduction 7.2 Australia 7.3 Brazil 7.4 China 7.5 Denmark 7.6 Finland 7.7 France 7.8 Germany 7.9 India 7.10 Italy 7.11 Japan 7.12 Korea 7.13 Malaysia 7.14 The Netherlands 7.15 New Zealand 7.16 Russia 7.17 Spain 7.18 Switzerland 7.19 Turkey 7.20 United Arab Emirates 7.21 United Kingdom 7.22 United States 8. The role of professional organizations in user research 8.1 Introduction 8.2 Making the most out of a professional network 8.3 The local chapters of professional organizations 8.4 Professional organizations in a global market 8.5 Organizations and research 8.6 World Usability Day as an example 8.7 Directory of organizations 8.8 Key takeaways 9. The impact of culture on user research 9.1 Introduction: How culture impacts user research 9.2 The implications of context to user research 9.3 The impact of the development process on cross-cultural user research 9.4 A model for understanding the impact of culture on user research 9.5 The impact on user research of the cultural differences between moderators 9.6 The culture of nations and organizations and its implications on user research 9.7 Cognitive differences between East and West and their relationship to user research 9.8 Key takeaways 10. Closing Thoughts %M B.Sharp.07 %0 BOOK %T Interaction Design: Beyond Human-Computer Interaction %A Sharp, Helen %A Rogers, Yvonne %A Preece, Jenny %D 2007 %P 800 %I John Wiley & Sons %G ISBN 0-470-01866-6; 978-0470018668 %O 2nd Edition %W http://www.id-book.com/ %Y 1 What is Interaction Design? 2 Understanding and Conceptualizing Interaction 3 Understanding Users 4 Designing for Collaboration and Communication 5 Affective Aspects 6 Interfaces and Interactions 7 Data Gathering 8 Data Analysis, Interpretation and Presentation 9 The Process of Interaction Design 10 Identifying Needs and Establishing Requirements 11 Design, Prototyping and Construction 12 Introducing Evaluation 13 An Evaluation Framework 14 Usability Testing and Field Studies 15 Analytical Evaluation %M B.Sheridan.74 %0 BOOK %T Man-Machine Systems: Information, Control, and Decision Models of Human Performance %A Sheridan, Thomas B. %A Ferrel, William R. %D 1974 %P 452 %C Cambridge, MA %I MIT Press %G ISBN 0-26219118-0; 0-26269072-1 %M B.Shneiderman.80 %0 BOOK %T Software Psychology: Human Factors in Computer and Information Systems %A Shneiderman, Ben %D 1980 %P 320 %C Cambridge, MA %I Winthrop %G ISBN 0-87626-816-5, OCLC %G QA 76.6.S543 %K DESIGN EVALUATION Empirical %Y 1 Motivation for a Psychological Approach 2 Research Methods 3 Programming as Human Performance 4 Programming Style 5 Software Quality Evaluation 6 Team Organization and Group Processes 7 Database Systems and Data Models 8 Database Query and Manipulation Languages 9 Natural Language 10 Interactive Interface Issues 11 Designing Interactive Systems 12 Computer Power To, Of, and By the People %M B.Shneiderman.87 %0 BOOK %T Designing the User Interface: Strategies for Effective Human-Computer Interaction %A Shneiderman, Ben %D 1987 %P 464 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-16505-8; QA 76.9.I58S47 %K GENERAL Lifecycle DESIGN Task Device Psych Prototype Guidance Model EVALUATION Empirical Dialogue Guidelines %Y MOTIVATIONS AND FOUNDATIONS 1 Human Factors of Interactive Software 2 Theories, Principles, and Guidelines INTERACTION STYLES 3 Menu Selection Systems 4 Command Languages 5 Direct Manipulation CONSIDERATIONS AND AUGMENTATIONS 6 Interaction Devices 7 Response Time and Display Rate 8 System Messages 9 Printed Manuals, Online Help, and Tutorials ASSESSMENT AND REFLECTION 10 Iterative Design, Testing, and Evaluation 11 Social and Individual Impact %M B.Shneiderman.89 %0 BOOK %T Hypertext Hands-On! An Introduction to a New Way of Organizing and Accessing Information %A Shneiderman, Ben %A Kearsley, Greg %D 1989 %P 192 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-15171-5 %O includes two disks %Y 1 Essential Concepts 2 Applications 3 System Design Issues 4 Implementation Issues 5 Authoring 6 Systems 7 Personalities 8 Possibilities 9 The End is Just the Beginning Appendix/Using the Software Version Bibliography Epilog/The Making of Hypertext Hands-On! Hyper Glossary Index %M B.Shneiderman.92 %0 BOOK %T Designing the User Interface: Strategies for Effective Human-Computer Interaction (Second Edition) %A Shneiderman, Ben %D 1992 %P 592 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-57286-9, OCLC %Y 1 Human Factors of Interactive Software 2 Theories, Principles, and Guidelines 3 Menu Selection and Form Fillin 4 Command Languages 5 Direct Manipulation 6 Interaction Devices 7 Response Time and Display Rate 8 System Messages, Screen Design, and Color 9 Multiple-Window Strategies 10 Computer-Supported Cooperative Work 11 Information Exploration Tools 12 Printed Manuals, Online Help, and Tutorials 13 Iterative Design, Testing, and Evaluation 14 User-Interface Development Environments Social and Individual Impact of User Interfaces %M B.Shneiderman.97 %0 BOOK %T Designing the User Interface: Strategies for Effective Human-Computer Interaction %A Shneiderman, Ben %D 1997 %P 638 %I Addison-Wesley Publishing %G ISBN 0-201-69497-2 %O Third Edition %W http://www.aw-bc.com/DTUI3 %Y 1. Human Factors of Interactive Software 2. Theories, Principles, and Guidelines 3. Managing Design Processes 4. Expert Reviews, Usability Testing, Surveys, and Continuing Assessments 5. Software Tools 6. Direct Manipulation and Virtual Environments 7. Menu Selection, Form Fillin, and Dialog Boxes 8. Command and Natural Languages 9. Interaction Devices 10. Response Time and Display Rate 11. Presentation Styles: Balancing Function and Fashion 12. Printed Manuals, Online Help, and Tutorials 13. Multiple-Window Strategies 14. Computer-Supported Cooperative Work 15. Information Search and Visualization Ch. 16. Hypermedia and the World Wide Web Afterword: Societal and Individual Impact of User Interfaces %M B.Shneiderman.02 %0 BOOK %T Leonardo's laptop : human needs and the new computing technologies / %A Shneiderman, Ben %D 2002 %P 269 %I MIT Press %G ISBN: 0-26219476-7 %W http://mitpress.mit.edu/main/feature/leonardoslaptop/ %Y 1. Learning from Leonardo 2. Unusable at any bandwidth 3. The quest for universal usability 4. New methods, new goals 5. Understanding human activities and relationships 6. The New Education: E-learning 7. The New Business: E-commerce 8. The New Medicine: E-healthcare 9. The New Politics: E-government 10. The quest for mega-creativity 11. Grander goals %M B.Shneiderman.04 %0 BOOK %T Designing the User Interface: Strategies for Effective Human-Computer Interaction %A Shneiderman, Ben %A Plaisant, Catherine %D 2004 %P 672 %I Addison-Wesley Publishing %G ISBN 0-32-119786-0 %O 4th edition %W http://wps.aw.com/aw_shneider_dtui_4 %M B.Shneiderman.09 %0 BOOK %T Designing the User Interface: Strategies for Effective Human-Computer Interaction %A Shneiderman, Ben %A Plaisant, Catherine %D 2009 %P 672 %I Addison-Wesley Publishing %G ISBN 0-321-53735-1 %O 5th edition %W http://www.pearsonhighered.com/dtui5einfo/ %Y PART I: INTRODUCTION Chapter 1 Usability of Interactive Systems 1.1 Introduction 1.2 Usability Measures 1.3 Usability Motivations 1.4 Universal Usability 1.5 Goals for Our Profession Chapter 2 Guidelines, Principles, and Theories 2.1 Introduction 2.2 Guidelines 2.3 Principles 2.4 Theories PART II: DEVELOPMENT PROCESSES Chapter 3 Managing Design Processes 3.1 Introduction 3.2 Organizational Design to Support Usability 3.3 The Four Pillars of Design 3.4 Development Methodologies 3.5 Ethnographic Observation 3.6 Participatory Design 3.7 Scenario Development 3.8 Social Impact Statement for Early Design Review 3.9 Legal Issues Chapter 4 Evaluating Interface Designs 4.1 Introduction 4.2 Expert Reviews 4.3 Usability Testing and Laboratories 4.4 Survey Instruments 4.5 Acceptance Tests 4.6 Evaluation During Active Use 4.7 Controlled Psychologically Oriented Experiments PART III: INTERACTION STYLES Chapter 5 Direct Manipulation and Virtual Environments 5.1 Introduction 5.2 Examples of Direct Manipulation 5.3 Discussion of Direct Manipulation 5.4 3D Interfaces 5.5 Teleoperation 5.6 Virtual and Augmented Reality Chapter 6 Menu Selection, Form Fill-in, and Dialog Boxes 6.1 Introduction 6.2 Task-Related Menu Organization 6.3 Single Menus 6.4 Combinations of Multiple Menus 6.5 Content Organization 6.6 Fast Movement through Menus 6.7 Data Entry with Menus: Form Fill-in, Dialog Boxes and Alternatives 6.8 Audio Menus and Menus for Small Displays Chapter 7 Command and Natural Languages 7.1 Introduction 7.2 Command-Organization Functionality, Strategies, and Structure 7.3 Naming and Abbreviations 7.4 Natural Language in Computing Chapter 8 Interaction Devices 8.1 Introduction 8.2 Keyboards and Keypads 8.3 Pointing Devices 8.4 Speech and Auditory Interfaces 8.5 Displays -- Small and Large Chapter 9 Collaboration and Social Media Participation 9.1 Introduction 9.2 Goals of Collaboration and Participation 9.3 Asynchronous Distributed Interfaces: Different Place, Different Time 9.4 Synchronous Distributed Interfaces: Different Place, Same Time 9.5 Face-to-Face Interfaces: Same Place, Same Time PART IV: DESIGN ISSUES Chapter 10 Quality of Service 10.1 Introduction 10.2 Models of Response Time Impacts 10.3 Expectations and Attitudes 10.4 User Productivity 10.5 Variability in Response Time 10.6 Frustrating Experiences Chapter 11 Balancing Function and Fashion 11.1 Introduction 11.2 Error Messages 11.3 Nonanthropomorphic Design 11.4 Display Design 11.5 Web Page Design 11.6 Window Design 11.7 Color Chapter 12 User Documentation and Online Help 12.1 Introduction 12.2 Online versus Paper Documentation 12.3 Reading from Paper versus from Displays 12.4 Shaping the Content of the Documentation 12.5 Accessing the Documentation 12.6 Online Tutorials and Animated Demonstrations 12.7 Online Communities for User Assistance 12.8 The Development Process Chapter 13 Information Search 13.1 Introduction 13.2 Searching in Textual Documents and Database Querying 13.3 Multimedia Document Searches 13.4 Advanced Filtering and Search Interface Chapter 14 Information Visualization 14.1 Introduction 14.2 Data Type by Task Taxonomy 14.3 Challenges for Information Visualization Afterword: Societal and Individual Impact of User Interfaces A.1 Future Interfaces A.2 Ten Plagues of the Information Age A.3 Continuing Controversies %M B.Silver.05 %0 BOOK %T Exploring interface design %A Silver, Marc %D 2005 %P 336 %I Thomson/Delmar Learning %G ISBN 1-40183739-5 %Y 1. Realizing the Power of Multimedia and the Web 2. The Art of Designing Elegant Software 3. The User Interface Design Process 4. Goal Setting and Needs Assessment 5. Creativity and Idea Generation 6. Menus and Controls 7. Designing Usable Navigation 8. Solving Design Problems 9. Visual Considerations 10. Writing for Usability 11. Designing for Accessibility 12. Specifying the Design 13. Performing Usability Testing 14. The User Interface Designer in Professional Practice %M B.Sinclair.98 %0 BOOK %T Typography on the Web %A Sinclair, Joseph T. %D 1998 %P 350 %G ISBN 0-12645-545-7 %O Includes CD-ROM %Y Introduction Part I: Fundamentals of Typography: Readability: The Historical Objective It's All in the Face Principles of Typography The Santa Clara System Part II: Digital Typography: How Typography Works on a Computer Part III: Typesetting for the Web: Typesetting with HTML Special HTML Techniques Web Text Layout Techniques Part IV: Cascading Style Sheets: Introduction to Cascading Style Sheets Using Cascading Style Sheets Part V: Bitstream TrueDoc: Introduction to TrueDoc Using TrueDoc in Web Pages Web Authoring Software Featuring TrueDoc Hedging Your Bets Part VI: Advanced Techniques for Web Typography: Advanced HTML Techniques Using Typesetting with Dynamic HTML Using Special Techniques for Large Volume Publishing Typography for Net-TV What's Your Type? Appendix Glossary %M B.Smilonich.96 %0 BOOK %T The Cross-GUI Handbook: For Multiplatform User Interface Design %A Smilonich, Nick %A Thompson, Lynne %A Marcus, Aaron R. %D 1996 %P 276 %I Addison-Wesley Publishing %G ISBN 0-201-57592-2 %Y 1. Design Principles 2. Desktop 3. Windows 4. Menus 5. Controls 6. Dialog Boxes 7. Interaction and Feedback A. Comparison of Windowing System Component Terminology B. Comparison of Windowing System Components - Graphical Representations Selected Bibliography %M B.Smith.96 %0 BOOK %T ISO and ANSI Ergonomic Standards for Computer Products: A Guide to Implementation and Compliance %A Smith, Wanda J. %D 1996 %P 352 %G ISBN 0-13-151119-X %Y 1. Standards and Standards Organizations 2. History of Ergonomic Computer Standards 3. ISO 9241 4. European Ergonomic Requirements 5. North American Ergonomic Standards 6. U.S. Ergonomic Requirements for Special Circumstances 7. Ergonomic Standards in Other Countries 8. Ergonomic Checklists 9. Usability Testing 10. The Impact and Future of Ergonomic Standards Glossaries Appendix Bibliography %M B.SmithAtakan.06 %0 BOOK %T Human-Computer Interaction %A Smith-Atakan, Serengul %D 2006 %P 204 %I Thomson %G ISBN 1-84480-454-2, 978-184480454-2; %W http://www.thomsonlearning.co.uk/smith_atakan/ %Y 1: Introduction 2: Natural computing 3: User modelling in the user-centredsystem design (UCSD) 4: The user-centred design process 5: Task analysis 6: Requirements gathering, storyboarding and prototyping 7: Psychology: memory 8: Cognitive psychology: perception 9: Evaluation 10: UCSD and advanced technology 11: Universal access and 'design for all' 12: Review %M B.Solso.84 %0 BOOK %T An Introduction to Experimental Design in Psychology: A Case Approach %A Solso, R. L. %A Johnson, H. H. %D 1984 %P 285 %C New York %I Harper & Row %G ISBN 0-06-043414-7; BF 191.S65 %K EVALUATION Empirical %O 3rd Edition %Y 1 An Introduction to Scientific Inquiry 2 Anatomy of Experimental Design: Design Strategies 3 Anatomy of Experimental Design: Control 4 Design Critiques 5 Control of Subject Variables 6 Design Critiques 7 Ethics of Experimental Research %M B.Solso.89 %0 BOOK %T An Introduction to Experimental Design in Psychology: A Case Approach %A Solso, Robert L. %A Johnson, Homer H. %D 1989 %P 363 + xiv %C New York %I Harper & Row %G ISBN 0-06-046436-4; BF191.S65, BF181J67i %O Fourth Edition %Y Part One: Basic Principles in Experimental Design 1. An Introduction to Scientific Inquiry 2. Anatomy of Experimental Design: Design Strategies 3. Anatomy of Experimental Design: Control 4. Design Critiques I 5. Control of Subject Variables 6. Design Critiques II 7. Ethics of Experimental Research 8. The Psychological Literature: Reading for Understanding and as a Source for Research Ideas 9. Conducting Research and Writing a Research Paper Part Two: Analysis of Experiments 10. Cola Tasting 11. Picture Memory 12. Distance and Rank 13. Long-Term Memory 14. Creative Porpoise 15. Maternal Behavior 16. Humor 17. Alcohol and Perception 18. Russian Vocabulary 19. Therapy for Anger 20. Office Environments 21. Prosocial Behavior 22. Birdsong Learning 23. Note Taking 24. Weight Loss 25. Parents' Views A. Computational Procedures for Basic Statistics B. Statistical Tables References Name Index Subject Index %M B.Spencer.85 %0 BOOK %T Computer Usability Testing and Evaluation %A Spencer, Richard H. %D 1985 %P 224 %C Englewood-Cliffs, NJ %I Prentice Hall %G ISBN 0-13-164088-7 %Y 1 Introduction 2 Usability Mission 3 Product, User, and Evaluator 4 Product and Evaluation Planning Cycles 5 Usability Documentation 6 Criteria -- Qualitative and Quantitative 7 Evaluating Usability 8 Data and Reporting A Checklist of Usability Considerations for Computer Design Evaluations B Usability Test Plan -- Example C Human Factors Considerations -- Examples D Standards %M B.Spolsky.01 %0 BOOK %T User interface design for programmers %A Spolsky, Joel %D 2001 %P 144 %I Apress %I Springer-Verlag %G ISBN: 1-89311594-1 %Y 1. Controlling Your Environment Makes You Happy 2. Figuring Out What They Expected 3. Choices 4. Affordances and Metaphors 5. Broken Metaphors 6. Consistency and Other Hobgoblins 7. Putting the User in Charge 8. Design for Extremes 9. People Can't Read 10. People Can't Control the Mouse 11. People Can't Remember 12. The Process of Designing a Product 13. Those Pesky Usability Tests 14. Relativity: Understanding UI Time Warps 15. But...How Does It Know? 16. Tricks of the Trade 17. Designing for the Web 18. Programming for Humans %M B.Spool.97 %0 BOOK %T Web Site Usability: A Designer's Guide %A Spool, Jared M. %A Scanlon, Tara %A Schroeder, Will %A Snyder, Carolyn %D 1997 %P 156 %I User Interface Engineering %G ISBN 0-96606410-0 %M B.Spool.98 %0 BOOK %T Web Site Usability: A Designer's Guide %A Spool, Jared M. %A Scanlon, Tara %A Schroeder, Will %A Snyder, Carolyn %A DeAngelo, Terri %D 1998 %P 156 %I Morgan Kaufmann Publishers %G ISBN 1-55860-569-X %Y Part 1: Research Results 1. Web Site Usability: The Big Picture 2. Getting Around: Navigation 3. Getting Around: Links 4. Within-Site Searching 5. The Difficulty of Comparisons 6. Readability and Page Layout 7. Graphic Design on the Web 8. User Preference Part 2: Site Scrapbook 9. Edmund's 10. Hewlett Packard 11. WebSaver 12. Travelocity 13. Inc 14. C|net 15. Fidelity 16. Disney Part 3: Testing Sites 17. How We Tested Web Sites %M B.Sproull.92 %0 BOOK %T Connections: New Ways of Working in the Networked Organization %A Sproull, Lee %A Kiesler, Sara %D 1992 %P 300 %I MIT Press %G ISBN 0-262-69158-2 %W http://mitpress.mit.edu/book-home.tcl?isbn=0262691582 %M B.Stephens.02 %0 BOOK %T Usable Shopping Carts %A Stephens, Jon %A Kerr, Jody %A Evans, Clifton %D 2002 %P 200 %I glasshaus %G ISBN 1-90415114-0 %M B.Stone.05 %0 BOOK %T User Interface Design and Evaluation %S Interactive Technologies %A Stone, Debbie %A Jarrett, Caroline %A Woodroffe, Mark %A Minocha, Shailey %D 2005 %P 704 %I Morgan Kaufmann %G ISBN 0120884364 %M B.Strunk.79 %0 BOOK %T The Elements of Style %A Strunk, William, Jr. %A White, E. B. %D 1979 %P 92+xvii %C New York %I Macmillan Publishing Company %G ISBN 0-02-418190-0 0-02-418200-1 (pbk); PE 1408.S772 %K IMPLEMENTATION Guidance %O 3rd Edition %M B.Stuart.96 %0 BOOK %T The Design of Virtual Environments %S McGraw-Hill Series on Visual Technology %A Stuart, Rory %D 1996 %P 274 %I McGraw-Hill %G ISBN 0-07063299-5 %Y Introduction 1. Defining the User, Task, and Environment 2. Human Capabilities and Performance 3. Requirements for VE Applications 4. Input Technologies 5. Output Technologies 6. Computational and Supporting Technologies 7. Objects, Behaviors, and Interactions 8. Design Trade-Offs 9. System Performance 10. Usability 11. Value for Task and Application 12. Using the Results of the Evaluation 13. Conclusion Appendix Glossary Bibliography %M B.Suchman.87 %0 BOOK %T Plans and Situated Actions: The Problem of Human-Computer Communication %A Suchman, Lucy A. %D 1987 %P 203+xiv %C New York %I Cambridge University Press %G ISBN 0-521-33137-4 0-521-33739-9 (pbk), OCLC 15429358; T 59.7.S83 %Y 1 Introduction 2 Interactive Artifacts 3 Plans 4 Situated Actions 5 Communicative Resources 6 Case and Methods 7 Human-Machine Communication 8 Conclusion %M B.Sun.89 %0 BOOK %T OPEN LOOK Graphical User Interface Functional Specification %Q Sun Microsystems, Inc. %D 1989 %P 563 %C Reading, Mass. %I Addison-Wesley Publishing %G ISBN 0-201-52365-5 %K Open Look Style Guidelines %M B.Sun.89 %0 BOOK %T OPEN LOOK Graphical User Interface Application Style Guidelines %Q Sun Microsystems, Inc. %D 1989 %P 388 %C Reading, Mass. %I Addison-Wesley Publishing %G ISBN 0-201-52364-7 %K Open Look Style Guidelines %M B.Sun.99 %0 BOOK %T Java Look and Feel Design Guidelines %Q Sun Microsystems, Inc. %D 1999 %P 230 %C Reading, Mass. %I Addison-Wesley Publishing %G ISBN 0-201-61585-1 %K Style Guidelines %W http://java.sun.com/products/jlf/ed1/dg/index.htm Version 1.0.2 December 1999 %W http://java.sun.com/products/jlf/ Version 2.0 February 2001 (supersedes above) %M B.Sun.01 %0 BOOK %T Java Look and Feel Design Guidelines %Q Sun Microsystems, Inc. %D 2002 %C Reading, Mass. %I Addison-Wesley Publishing %K Style Guidelines %O Second Edition %W http://java.sun.com/products/jlf/ Version 2.0 February 2001 %M B.Sureth.97 %0 BOOK %T Developing Natural Language Interfaces: Processing Human Conversations %A Suereth, Russell %D 1997 %P 312 %I McGraw-Hill %G ISBN 0-07913017-8 %Y Preface 1. A Basic Conversation Processor The Processes in a Conversation Processor Knowledge in a Conversation Processor Conversation Processors and Natural Language Processors An Overview of a Basic Conversation Processor Reading the Input Sentence and Extracting the Words Looking Up Words in the Dictionary Word Types in the Input Sentence Identifying the Sentence Structure in the Input Sentence Identifying Semantic Items in the Input Sentence Generating a Response Developing a Conversation Processor 2. Knowledge about Grammatical Sentences Knowledge in a Conversation Processor Representing Knowledge Limitations when Representing Knowledge Grammatical Sentence Knowledge Explaining Grammar Errors Generating a Grammatical Response Incorporating Knowledge into Your Conversation Processor 3. Appearing to Understand Time Problems in Language Understanding Problems in Language Understanding for Language Processors Understanding in a Conversation Processor The Meaning of Input Sentence Words Resolving Ambiguous Meaning Resolving Incomplete Meaning Resolving Inconsistent Meaning Generating the Response to Appear to Understand Incorporating Understanding into Your Conversation Processor 4. Syntactic Analysis of Phrases Syntactic Analysis in Natural Language Processors Identifying Phrases in a Conversation Processor Resolving Grammar Problems Incorporating Phrase Identification into Your Conversation Processor 5. Semantic Analysis of Semantic Items Semantic Analysis in Natural Language Processing Identifying Semantic Items in Your Conversation Processor Incorporating Semantic-Item Identification into Your Conversation Processor 6. Appearing to Understand Idioms and Synonyms Idioms and Synonyms Processing Idioms in a Conversation Processor Processing Synonyms in a Conversation Processor Incorporating Idiom Processing into Your Conversation Processor Incorporating Synonym Processing into Your Conversation Processor 7. Generating Questions Appearing to Have Needs and a Purpose Pragmatic Analysis Generating Questions in a Conversation Processor Limitations of the Conversation Processor in This Chapter Incorporating Question Generation into Your Conversation Processor 8. Semantic Constraints Constraints Semantic Constraints in a Conversation Processor Action and Subject Constraints Determiner and Noun Constraints Adjective Position Constraints Counting Constraints Incorporating Semantic Constraints into Your Conversation Processor 9. Handling Diverse Types of Input Sentences Types of Sentences Semantic Features of Diverse Sentences Handling Diverse Sentences in a Conversation Processor Identifying Multiple Actions Identifying Multiple Subject Descriptions Identifying Multiple Manners Copying Semantic Information Incorporating Diverse Sentence Processing into Your Conversation Processor 10. Appearing to Understand a Text Processing Texts Processing Texts in a Natural Language Processor Processing Texts in a Conversation Processor Incorporating Text Understanding into Your Conversation Processor Conclusion %M B.Sutcliffe.89 %0 BOOK %T Human-Computer Interface Design %A Sutcliffe, A. %D 1989 %P 205 %C New York %I Springer-Verlag %G ISBN 0-387-91339-4 %M B.Suter.89 %0 BOOK %T Experimentation in Psychology: A Guided Tour %A Suter, W. Newton %A Lindgren, Henry Clay %A Hiebert, Sarah J. %D 1989 %P 507 %C Boston %I Allyn & Bacon %G ISBN %G ISBN 0-20511691-4 %M B.Symmonds.02 %0 BOOK %T Internationalization and Localization Using Microsoft .Net %A Symmonds, Nick %D 2002 %P 376 %I APress %G ISBN 1-59059002-3 %Y 1. Localization concepts Multilanguage support What the user expects Resource files 2. Localization aspects GUI design Unicode Time & date Numbers Calendars Sort orders Help files 3. Resource files in VB6 4. System.Globalization namespace 5. System.Resources namespace 6. Resource file tools 7. Creating a resource editor in C# and VB .NET 8. Localizing your new resource editor 9. An ASP.NET example designed with localization from the start 10. Resource file versioning in .NET 11. The software development plan %M B.Taylor.92 %0 BOOK %T Global Software: Developing Applications for the International Market %A Taylor, Dave %D 1992 %P 319 %C New York %I Springer-Verlag %G ISBN 0-38797706-6 %K internationalization %M B.Teeni.07 %0 BOOK %T Human Computer Interaction: developing effective organizational information systems %A Te'eni, Dov %A Carey, Jane M. %A Zhang, Ping %D 2007 %P 436 %I John Wiley & Sons %G ISBN 0-471-67765-5 %Y Foreword + Benbasat, Izak Preface CONTEXT 1 Introduction 1 Human-Computer Interaction: Definition, Importance and Scope 2 Themes in HCI Underlying This Book 3 Application-A Methodology for HCI Development 4 The Structure of the Book 5 Summary 6 Summary of Concepts and Terms 7 Bibliography and Additional Readings 8 Case Study 9 Exercises 2 Organizational and Business Context 1 Introduction 2 Individual Level 3 Work Group Level 4 Organizational Level Systems 5 Interorganizational Systems 6 Summary 7 Summary of Concepts and Terms 8 Bibliography and Additional Readings 9 Case Study 10 Exercises FOUNDATIONS 3 Interactive Technologies 1 Introduction 2 Sensory Perception and Interactive Input Devices 3 Output Devices 4 Wearable Devices 5 Wireless Devices 6 Virtual Devices 7 Summary 8 Summary of Concepts and Terms 9 Bibliography and Additional Readings 10 Case Study 11 Exercises 4 Physical Engineering 1 Introduction 2 Human Performance and Limitations 3 Sensory Perceptions and Implications for Design 4 Health Problems Associated with HCI 5 Technical Support for the Disabled 6 Summary 7 Summary of Concepts and Terms 8 Bibliography and Additional Readings 9 Case Study 10 Exercises 5 Congnitive Engineering 1 A Simplified View of Human Information Processing 2 The Complexity of HCI 3 User Activity with Multiple Intentions 4 Using GOMS to Describe User Activity 5 Errors 6 Fit and Complexity Extended 7 Summary 8 Summary of Concepts and Terms 9 Bibliography and Additional Readings 10 Case Study 11 Exercises 6 Affective Engineering 1 Introduction: Feeling and Attitude 2 A Simplified View of Affect in HCI 3 Attitudes 4 Expanded View of Affect in HCI 5 Flow and Playfulness 6 Summary 7 Summary of Concepts and Terms 8 Bibliography and Additional Readings 9 Exercises APPLICATIONS 7 Evaluation 1 Introduction 2 Usability and Usability Engineering 3 Evaluation Methods 4 Standards 5 Summary 6 Appendix A: The Detailed CIF Template 7 Appendix B: Research Tools 8 Appendix C: Sample Laboratories for HCI Studies 9 Summary of Concepts and Terms 10 Bibliography and Additional Readings 11 Case Study 12 Exercises 8 Design Principles and Guidelines 1 Introduction 2 Design Principles 3 Design Guidelines 4 Summary 5 Summary of Concepts and Terms 6 Bibliography and Additional Readings 7 Case Study 8 Exercises 9 Tasks in the Organizational Context 1 Introduction 2 Characteristics of Organizational Tasks 3 Work at the Office as Context-Tasks and Their Interrelations 4 Decision Making as Organizational Task 5 A Method for Task Analysis and Decision Support 6 A Demonstration of the Method for Task Analysis 7 Summary 8 Summary of Concepts and Terms 9 Bibliography and Additional Readings 10 Exercises 11 Appendix: Decision Decomposition Protocol 10 Componential Design 1 Introduction 2 Color 3 Data Input 4 Navigation and Flow Control 5 Quantitative Graphics 6 Form Design 7 Summary 8 Summary of Concepts and Terms 9 Bibliography and Additional Readings 10 Exercises 11 HCI Development Methodology 1 Introduction 2 The Role of HCI Development in SDLC 3 The HCI Development Methodology 4 Applying the HCI Development Methodology 5 Summary 6 Summary of Concepts and Terms 7 Bibliography and Additional Readings 8 Case Study 9 Exercises ADDITIONAL CONTEXT 12 Interpersonal Relationships, Collaboration, and Organization 1 Introduction 2 Collaboration 3 The Issue of Trust 4 Communication and Technology 5 Work Group Level 6 Enterprise-Level Systems 7 Enterprise-Level Implementation Issues 8 E-Commerce: Linking the Customer to the Enterprise 9 Summary 10 Summary of Concepts and Terms 11 Bibliography 12 Exercises 13 Social and Global Issues 1 Introduction 2 Social Context 3 Ethical Considerations 4 Global Context 5 The Social and Global Aspects of the Internet 6 Summary 7 Summary of Concepts and Terms 8 Bibliography and Additional Readings 9 Case Study 10 Exercises 14 Meeting the Changing Needs of IT Development and Use 1 Introduction 2 Emerging IT Use Changes and the Impacts 3 Emerging IT Development Changes 4 Summary 5 Summary of Concepts and Terms 6 Bibliography and Additional Readings 7 Case Study 8 Exercises Glossary Bibliography Subject Index %M B.Thatcher.02 %0 BOOK %T Constructing accessible web sites %A Thatcher, Jim %A Waddell, Cynthia %A Henry, Shawn %A Swierenga, Sarah %A Urban, Mark %A Burks, Michael %A Regan, Bob %A Bohman, Paul %D 2002 %P 415 %I glasshaus %G ISBN: 1-90415100-0 %W http://www.glasshaus.com/bookInfo.asp?bookId=44 %Y 1 Understanding Web Accessibility 2 Overview of Law and Guidelines 3 Assistive Technology, Browsers and Accessibility 4 Creating Accessible Content 5 Accessible Navigation 6 Accessible Data Input 7 Testing for Section 508 Compliance 8 Web Development Tools and Accessibility 9 Separating Content from Presentation 10 Accessibility and Macromedia Flash 11 Implementing Accessibility in Enterprise 12 Emerging Technologies 13 US Web Accessibility Law in Depth A Quick Reference Guide B Glossary of Terms C Section 508 Guidelines %M B.Thatcher.06 %0 BOOK %T Web Accessibility: Web Standards and Regulatory Compliance %A Thatcher, Jim %D 2006 %P 696 %I Friends of Ed %G ISBN 1-59059638-2 %W http://jimthatcher.com/ %Y PART 1: THE IMPACT OF WEB ACCESSIBILITY 1: Understanding Web Accessibility 2: Overview of Law and Guidelines 3: Implementing Accessibility in the Enterprise 2: IMPLEMENTING ACCESSIBLE WEBSITES 4: Overview of Accessible Technologies 5: Assistive Technology: Screen Readers and Browsers 6: Accessible Content 7: Accessible Navigation 8: Accessible Data Input 9: CSS for Accessible Web Pages 10: Accessible JavaScript 11: Accessible Flash 12: PDF Accessibility 13: Accessibility Testing 14: Introduction to WCAG 2.0 15: Retrofitting Case Study: Redesign of a University Website 3: ACCESSIBILITY LAW AND POLICY 16: U.S. Web Accessibility Law in Depth 17: Worldwide Accessibility Laws and Policies A: Glossary of Terms B: Guide to the Section 508 Standards for Electronic and Information Technology C: Overview of PAS 78 Guide to Good Practice in Commissioning Accessible Websites %M B.Thimbleby.90 %0 BOOK %T User Interface Design %A Thimbleby, Harold %D 1990 %P 470 %C Reading, MA %I Addison-Wesley Publishing %I ACM Press %G ISBN 0-201-41618-2; ACM Order number 704907; QA76.9.U83T48 1990 %Y 1 Introduction (1-16) 2 Interaction (17-30) 3 From the User (31-52) 4 Through the Interface (53-82) 5 To the Computer (83-110) 6 Easy to Use? (110-132) 7 Basic Design Problems (133-148) 8 Attitudes to Design (149-168) 9 Science (169-196) 10 Principles for Principles (197-226) 11 Modes and WYSIWYG (227-260) 12 Undo (261-286) 13 A Formal Model for Interactive Systems (287-314) 14 Mathematics (315-344) 15 Equal Opportunity (344-364) 16 An Example Design (365-390) 17 Good by Design (391-412) 18 Epilogue: What of the Future? (413-428) 19 Carrying on (429-441) References (443-447) %M B.Thomas.98 %0 BOOK %T Long Term Human-Computer Interaction: An Exploratory Perspective %A Thomas, Richard C. %D 1998 %P 216 %C London %I Springer-Verlag %G ISBN 3-540-76209-4 %Y Preface Foreword by Alan Dix 1 Setting The Scene 1.1 Evidence for Continuous Change 1.2 A Changing Focus in HCI 1.3 Framework for Long Term Interaction 1.4 The Costs of Longitudinal Studies 1.5 The Sydney Study 1.6 Outline of the Book 2 The Long Haul From Novice to Expert 2.1 Skill Acquisition 2.2 The Problems of Novices 2.3 Experienced Performance 2.4 Longitudinal Studies 2.5 Conclusion 3 Data Collection 3.1 Approaches to Longitudinal Data Collection in HCI 3.2 The White Rat of HCI 3.3 Monitoring at Sydney 3.4 Cohorts 3.5 Drop Out Rates 3.6 Summary 4 Learning and Transfer 4.1 The First Lab 4.2 Task Descriptions 4.3 Initial Learning in 1991 4.4 Initial Learning in 1992 and 1993 4.5 Typing Speeds 4.6 Performance Improvements in Editing 4.7 Conclusions 5 A Fresh Look at Vocabulary 5.1 Previous Work 5.2 Frequencies in the Sydney Study 5.3 The Type Token Ratio 5.4 Trends in TTR 5.5 Transitions in the TTR 5.6 Other Behaviours 5.7 Discussion 5.8 Conclusions 6 Exploration 6.1 Previous Field Studies of Exploration 6.2 Operational Definition of Exploration 6.3 Early Exploration 6.4 Continuous Exploration 6.5 Serendipity 6.6 The Importance of Chance 6.7 Conclusions 7 Crossovers 7.1 A Classification of Temporal Effects 7.3 File Write Methods 7.4 Visualisation Technique 7.5 File Write Crossover Results 7.6 Discussion 7.7 The Zone of Exploration Model 7.8 Conclusion 8 Conclusions 8.1 Methodologies 8.2 Process Dynamics 8.3 Implications for Design 8.4 Training, Education and Job Design References A. Command Codes and Ranks B. A Model of the Command Distribution %M B.Thorell.90 %0 BOOK %T Using Computer Color Effectively: An Illustrated Reference %A Thorell, Lisa G. %A Smith, Wanda J. %D 1990 %P 258 %I Prentice Hall %G ISBN 0-13-939878-3, OCLC 18321247 %Y I. COMPUTER COLOR 1. The Benefits of Computer Color 2. Displaying Computer Color 3. Transferring Color to Hard Copy 4. Color Coding 5. Computer Color Applications II. Technical Aspects of Vision and Computer Color 6. Color Vision 7. Color Image Quality 8. Color, Visual Comfort, and Performance 9. Specification of Color 10. Manipulating Color on Displays III. Color Application Guidelines 11. Computer Color Guidelines Glossary %M B.Tichauer.78 %0 BOOK %T The Biomechanical Basis of Ergonomics %A Tichauer, E. R. %D 1978 %P 99 %C New York, NY %I John Wiley & Sons %G ISBN 0-471-03644-7 %M B.Tidwell.05 %0 BOOK %T Designing interfaces : Patterns for Effective Interaction Design %A Tidwell, Jenifer %D 2005 %P 331 %I O'Reilly %G ISBN 0-59600803-1 978-0596008031 %W http://www.designinginterfaces.com/ Booksite %M B.Tilley.93 %0 BOOK %T The Measure of Man: Human Factors in Design %A Tilley, Alvin R. %A Dreyfus, Henry %D 1967 %P 96 %C New York, NY %I Whitney Library of Design %G ISBN 0-82303031-8 %O Revised Edition %M B.Tognazzini.92 %0 BOOK %T Tog on Interface %A Tognazzini, Bruce %D 1992 %P 352 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-60842-1, OCLC 26158736 %Y PART I: THE EARLY YEARS (1) 1 Closing the Window of Vulnerability 2 The Creeping Learning Curve 3 Making Your First Macintosh Application a Success 4 The Lowdown on Layers and the Finder 5 Make the Most of Modes 6 Command Keys vs. the Mouse 7 Hiding the Menu Bar 8 HyperCard and the Apple Human Interface 9 Short Subjects 10 Take Out the Papers and the Trash PART II: THE PROCESS OF DESIGN (57) 11 Three Key Players 12 Field Analysis 13 Brainstorming and Scenarios 14 User Testing on the Cheap PART III: THE GOLDILOCKS THEORIES (91) 15 Carl Jung and the Macintosh 16 Information Theory 17 Conceptual Models PART IV: THE NATURAL INTERFACE: PRINCIPLES TO DESIGN BY (143) 18 Natural Law 19 The Evolving, Adaptive, Consistent Environment 20 The Advent of Agents 21 Designing "Natural" Multimedia PART V: MORE MAIL! (177) 22 The Holy Interface, or Command Keys Revisited 23 How to Make an Extra Couple Million in the 1990s 24 The Troof about Moof 25 The "3-D" Look in the Interface 26 The Cure for Trash Can Madness 27 Fitts' Law: Why Pull-Down Menus Work Best 28 More Short Subjects 29 OOP is All Greek to Me 30 Freedom, Rules, and the Illusion of Control 31 Three Corners for Reform 32 Watch Out for Those Loose Floorboards 33 Making an Interface Articulate PART VI: OVERCOMING BARRIERS TO SUCCESS (253) 34 Rationalization, Assumption, and Denial 35 Second Release Software 36 Case Study: One-Or-More Buttons 37 A Glimpse of the Future 38 A Final Word Appendix A: References (295) Appendix B: Index of Principles and Guidelines (301) Appendix C: Index of Letter Writers (317) Index (319) %M B.Tognazzini.95 %0 BOOK %T Tog on Software Design %A Tognazzini, Bruce %D 1995 %P 407 %I Addison-Wesley Publishing %G ISBN 0-201-48917-1, OCLC %Y Introduction 1. Trends 2. Future Computing 3. Managing the Future 4. From Quality to Kansei 5. Starfire Applied 6. Understanding Users 7. A Garden of Design 8. Beyond the Horizon Appendix A: Behind the Scenarios Appendix B: Designing With Video Prototypes %M B.Rorres.02 %0 BOOK %T Practitioners handbook for user interface design and development %A Torres, R. J. %D 2002 %P 375 %I Prentice Hall %G ISBN: 0-13-091296-4 %Y Part 1 Preliminaries 1 Introduction 2 User-Centered Design Through Delivery 3 Understanding People 4 A User-Centered Product Team 5 Popular UI Styles 6 Participatory Methods 7 A Word About Tools Part 2 Getting Started 8 Planning a UI Design and Development Effort 9 Requirements 10 Users, Their Work Environment, and Tasks 11 Conceptual Design and Architecture 12 Principles, Guidelines, and Style Guides 13 Mockups, Simulations, and Prototypes 14 Usability Evaluation 15 Iteration Part 3 Getting Serious 16 High Level Design 17 Specification Techniques 18 Low-Level Design 19 Product Construction, Test, and Deployment Part 4 Wrapping Up 20 Looking Back and Beyond %M B.Tufte.83 %0 BOOK %T The Visual Display of Quantitative Information %A Tufte, Edward R. %D 1983 %P 197 %C Cheshire, CT %I Graphics Press %G ISBN 0-9613921-0-X %K EVALUATION Empirical %Y I GRAPHICAL PRACTICE 1 Graphical Excellence 2 Graphical Integrity 3 Source of Graphical Integrity and Sophistication II THEORY OF DATA GRAPHICS 4 Data-Ink and Graphical Redesign 5 Chartjunk: Vibrations, Grids, and Ducks 6 Data-Ink Maximization and Graphical Design 7 Multifunctioning Graphical Elements 8 Data Density and Small Multiples 9 Aesthetics and Technique in Data Graphical Design Epilogue: Designs for the Display of Information %M B.Tufte.90 %0 BOOK %T Envisioning Information %A Tufte, Edward R. %D 1990 %P 126 %C Cheshire, Connecticut %I Graphics Press %G ISBN 0-9613921-1-8 %Y Escaping Flatland Micro/Macro Readings Layering and Separation Small Multiples Color and Imagination Narratives of Space and Time Epilogue %M B.Tufte.97 %0 BOOK %T Visual Explanations: Images and Quantities, Evidence and Narrative %A Tufte, Edward R. %D 1997 %P 156 %C Cheshire, Connecticut %I Graphics Press %G ISBN 0-9613921-2-6 %Y Images and Quantities Visual and Statistical Thinking: Displays of Evidence for Making Decisions Explaining Magic: Pictorial Instructions and Disinformation Design The Smallest Effective Difference Parallelism: Repetition and Change, Comparison and Surprise Multiples in Space and Time Visual Confections: Juxtapositions from the Ocean of the Streams of Story %M B.Tullis.08 %0 BOOK %T Measuring the User Experience : Collecting, Analyzing, and Presenting Usability Metrics %A Tullis, Tom %A Albert, Bill %D 2008 %P 317 %I Morgan Kaufmann Publishers %G ISBN 0-12-373558-0 978-0-12-373558-4 %W http://measuringuserexperience.com/ Companion Website %W http://measuringuserexperience.com/contents.htm Detailed Table of Contents %Y 1. Introduction 2. Background 3. Planning a Usability Study 4. Performance Metrics 5. Issues-Based Metrics 6. Self-Reported Metrics 7. Behavioral and Physiological Metrics 8. Combined and Comparative Metrics 9. Special Topics 10. Case Studies 10.1 Redesigning a Website Cheaply and Quickly + Loranger, Hoa 10.2 Usability Evaluation of a Speech Recognition IVR + Lewis, James R. 10.3 Redesign of the CDC.gov Website + Bailey, Robert + Wolfson, Cari + Nall, Janice 10.4 Usability Benchmarking Case Study: Mobile Music and Video + Weiss, Scott + Whitby, Chris 10.5 Measuring the Effects of Drug Label Design and Similarity on Pharmacists' Performance + Bojko, Agnieszka (Aga) 10.6 Making Metrics Matter + Zazelenchuk, Todd 11. Moving Forward %M B.Turkle.84 %0 BOOK %T The Second Self: Computers and the Human Spirit %A Turkle, Sherry %D 1984 %P 362 %C New York, NY %I Simon and Schuster %G ISBN 0-67146848-0; 0-67160602-6 %M B.Tuthill.97 %0 BOOK %T Creating Worldwide Software: Solaris International Developer's Guide %A Tuthill, Bill %A Smallberg, David %D 1997 %P 416 %I Prentice Hall %G ISBN 0-13-494493-3 %K Sun Solaris, Unix %O 2nd Edition %Y 1. Winning in Global Markets 2. Understanding Linguistic and Cultural 3. Encoding Character Sets 4. Establishing Your Locale Environment 5. Messaging for Program Translation 6. Displaying Localized Text 7. Handling Language Input 8. Working with CDE 9. Motif Programming 10. X11 Programming 11. Communicating Network Data 12. Writing International Documentation 13. Product Localization 14. Standards Organizations 15. Internationalization Checklist A. Languages, Territories, and Locale Names B. Locale Summaries and Keyboard Layouts %M B.Uren.93 %0 BOOK %T Software Internationalization and Localization: An Introduction %A Uren, Emmanuel %A Howard, Robert %A Perinotti, Tiziana %D 1993 %P 300 %C New York %I Van Nostrand-Reinhold %G ISBN 0-44-201498-8 %K software localization; internationalization; globalization %Y Preface 1. Introduction 1. ISSUES 2. Issues in Software Internationalization and Localization 2. INTERNATIONALIZATION AND LOCALIZATION FOR WESTERN EUROPEAN LANGUAGES ON THE IBM PC 3. General Topics 4. Specific Topics 3. OTHER COMPUTERS AND OTHER LANGUAGES 5. Other Computers 6. Other Languages 7. Standards and Standards Organizations 4. BUSINESS ASPECTS 8. Logistics, Roles, and Responsibilities 9. Cost Considerations 10. Going the Other Way: Europe to America Appendix A Paper Sizes Appendix B UNIX Appendix C Macintosh Appendix D The Basic Concepts of Computers: Software Appendix E The Basic Concepts of Computers: Hardware Appendix F Alphabetic List of Localizers with Experience in Western European Languages Appendix G Names and Addresses of Standards Organizations Appendix H Wordperfect 5.1 Character Sets Appendix I DOS Code Pages Appendix J ISO Character Sets Appendix K Macintosh Character Sets Appendix L HP-UX Character Sets Appendix M DOS National Language Support System Functions Glossary %M B.VanSomeren %0 BOOK %T The Think Aloud Method: A Practical Guide to Modelling Cognitive Processes (Knowledge-Based Systems) %A Van Someren, Maarten W. %A Barnard, Yvonne F. %A Sandberg, Jacobijn %D 1994 %P 208 %I Academic Press %G ISBN 0-12714270-3 %Y 1. Thinking aloud 2. Studying the content of cognitive processes 3. The think aloud method 4. Practical procedures in obtaining think aloud protocols 5. Building models of problem-solving 6. Languages for task analysis and psychological modelling 7. Analysing the protocols 8. Examples A: Exercises B: Instructions for two problem-solving tasks C: Protocols of 'learning word meanings' D: Analysing expert problem-solving E: Coding scheme architectural design F: Protocol of novice problem-solving in physics %M B.Varhol.95 %0 BOOK %T User-centered application design with Visual Basic %A Varhol, Peter %D 1995 %P 325 %I John Wiley & Sons %G ISBN: 0-471-11522-3 %M B.Vaske.90 %0 BOOK %T Socializing the Human-Computer Environment %S Human/Computer Interaction Series %A Vaske, Jerry %A Grantham, Charles %D 1990 %P 312 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-471-1 %W http://www.intellectbooks.com/authors/vaske/social.htm %M B.Vincente.99 %0 BOOK %T Cognitive Work Analysis: Toward Safe, Productive, and Healthy Computer-Based Work %A Vicente, Kim J. %D 1999 %P 408 %I Lawrence Erlbaum Associates %G ISBN 0-8058-2397-2 paper 0-8058-2396-4 cloth %Y I: Introduction What's in a Word? (Glossary) What's the Problem? Scope and Criteria for Success Why Work Analysis? An Ecological Perspective II: Three Approaches to Work Analysis Normative Approaches to Work Analysis: ``The One Best Way?'' Descriptive Approaches to Work Analysis: "What Workers Really Do" Toward a Formative Approach to Work Analysis: "Workers Finish the Design" III: Cognitive Work Analysis in Action Case Study: Process Control Phase 1: Work Domain Analysis Phase 2: Control Task Analysis Phase 3: Strategies Analysis Phase 4: Social Organization and Cooperation Analysis Phase 5: Worker Competencies Analysis Implications for Design and Research IV: Final Words Designing for Adaptation: Safety, Productivity, and Health and the Global Knowledge-Based Economy Appendix: Historical Addendum %M B.Vredenburg.02 %0 BOOK %T User-centered design : an integrated approach %A Vredenburg, Karel %A Isensee, Scott %D 2002 %P 246 %I Carol Righi %I Prentice Hall %G ISBN: 0-13-091295-6 %M B.Waern.90 %0 BOOK %T Cognitive Aspects of Computer Supported Tasks %A Wærn, Yvonne %D 1990 %P 327 %C Chichester, England %I John Wiley & Sons %G ISBN 0-471-91141-0 %Y 1. General Introduction (1-4) PART I: THE COGNITIVE PERSPECTIVE (5-120) Introduction (5-9) 2. Some Basics of Cognition (10-30) 3. Long-Term and Working Memory (31-43) 4. Complex Information Processing (44-67) 5. Learning Computerized Tasks (68-112) 6. Individual Differences (113-120) PART II: THE TASK PERSPECTIVE (121-236) 7. A General Frame of Reference (123-144) 8. From Ideas to Text (145-167) 9. From Question to Answer (168-182) 10. From Problem to Solution (183-202) 11. From Function to Form on Computer Support in Design Engineering (203-236) PART III: THE INTERFACE PERSPECTIVE (237-274) Introduction (237-238) 12. Communication Styles (241-248) 13. Lexical and Syntactical Aspects of Communication (249-255) 14. Physical Aspects of Communication (256-266) 15. Metacommunication (267-274) PART IV: THE EFFECTS PERSPECTIVE (275-306) Introduction (277-278) 16. Effects on Cognitive Performance (279-293) 17. Conceptual Effects (294-306) Refences (307-320) %M B.Wainer.97 %0 BOOK %T Visual Revelations: Graphical Tales of Fate and Deception from Napoleon Bonaparte to Ross Perot %A Wainer, Howard %D 1997 %P 180 %I Copernicus Books %G ISBN 0-38794902-X %Y I. Graphical Failures 1. How to Display Data Badly 2. Graphical Mysteries II. Graphical Triumphs 3. Graphical Answers to Scientific Questions 4. Three Graphic Memorials 5. A Nobel Graph 6. Todai Moto Kurashi 7. Picturing an L.A. Bus Schedule III. Graphical Forms 8. Humble Pie 9. Double Y-Axis Graphs 10. Tabular Presentation 11. A Rose by Another Name 12. Trilinear Plots 13. Implicit Graphs IV. Using Graphical Methods 14. Measuring Graphicacy 15. Graphs in the Presidential Campaign: Why Weren't They Used More Broadly? 16. Visual Aids When Comparing an Apple to the Stars V. Improving Graphical Presentations 17. Integrating Figures and Text 18. Elegance, Grace, Impact, and Graphical Displays 19. Sense-Lining 20. Making Readable Overhead Displays Finally %M B.Wall.96 %0 BOOK %T Programming Perl %S Nutshell Handbook %A Wall, Larry %A Schwartz, Randal L. %A Christiansen, Tom %A Potter, Stephen %D 1996 %P 670 %I O'Reilly & Associates %G ISBN 1-56592-149-6 %O 2nd Edition %Y Preface 1. An Overview of Perl 2. The Gory Details 3. Functions 4. References and Nested Data Structures 5. Packages, Modules, and Object Classes 6. Social Engineering 7. The Standard Perl Library 8. Other Oddments 9. Diagnostic Messages Glossary %M B.Ware.2000 %T Information Visualization: Perception for Design %A Ware, Colin %D 2000 %P 384 %I Morgan Kaufmann Publishers %G ISBN 1-55860-511-8 %Y 1: Foundation for a Science of Data Visualization 2: The Environment, Optics, Resolution and the Display 3: Lightness, Brightness, Contrast and Constancy 4: Color 5: Visual Attention and Information that Pops Out 6: Static and Moving Patterns 7: Visual Objects and Data Objects 8: Space Perception and 3D Data Display 9: Images and Words 10: Visually Mediated Interaction with Data %M B.Ware.05 %T Information Visualization: Perception for Design %A Ware, Colin %D 2005 %P 486 %I Morgan Kaufmann Publishers %G ISBN 1-55860-819-2, 978-1-55860-819-1 %Y 1: Foundation for a Science of Data Visualization 2: The Environment, Optics, Resolution, and the Display 3: Lightness, Brightness, Contrast, and Constancy 4: Color 5: Visual attention and information that Pops Out 6: Static and Moving Patterns 7: Visual Objects and Data Objects 8: Space Perception and the Display of Data in Space 9: Images, Words, and Gestures 10: Interacting with Visualizations 11: Thinking with Visualization Appendix A: Changing Primaries Appendix B: CIE Color Measurement System Appendix C: The Perceptual Evaluation of Visualization Techniques and Systems %M B.Waters.97 %0 BOOK %T Universal Web Design %A Waters, Crystal %D 1997 %P 450 %I New Riders Publishing %G ISBN: 1-56205-738-3 %O Includes CD-ROM %Y Introduction 1 elements of the web experience 2 navigational rules & options 3 graphic enhancements 4 page sizes 5 text transformations 6 forms & functionality 7 putting it on the table 8 frames 9 sound bytes 10 movin' & shakin' 11 color & contrast 12 the importance of HTML 13 the text-only option 14 downloadables 15 accessibility review & resources 16 WebTV 17 assistive technology & legislation i connections %M B.Webster.89 %0 BOOK %T The NeXT Book %A Webster, Bruce F. %D 1989 %P 387 %C Reading, MA %I Addison-Wesley Publishing %G ISBN 0-201-15851-5, OCLC 19630859 %K IMPLEMENTATION TOOL Windows Prototype %M B.Weinberg.71 %0 BOOK %T The Psychology of Computer Programming %A Weinberg, Gerald M. %D 1971 %P 288 %C New York, NY %I Van Nostrand-Reinhold %G ISBN 0-442-29264-3; ISBN 0-442-20764-6 (PPBK) %Y I PROGRAMMING AS HUMAN PERFORMANCE 1 Reading Programs 2 What Makes a Good Program? 3 How Can We Study Programming? II PROGRAMMING AS A SOCIAL ACTIVITY 4 The Programming Group 5 The Programming Team 6 The Programming Project III PROGRAMMING AS AN INDIVIDUAL ACTIVITY 7 Variations in the Programming Task 8 Personality Factors 9 Intelligence, or Problem-Solving Ability 10 Motivation, Training, and Experience IV PROGRAMMING TOOLS 11 Programming Languages 12 Some Principles for Programming Language Design 13 Other Programming Tools V EPILOGUE Index %M B.Weinschenk.95 %T Guidelines for Enterprise-Wide GUI Design %A Weinschenk, Susan %A Yeo, Sarah C. %D 1995 %P 222 %I John Wiley & Sons %G ISBN 0-471-11845-1 (book) 0-471-12633-0 (CD-ROM) %Y Controls Data Fields Dialog Boxes and Windows Menus Messages Color Icons and Toolbars Metaphors Fonts Visual Coding Graphing Navigation and Interaction Online Help Customization Guide Appendices %M B.Weinschenk.97 %0 BOOK %T GUI Design Essentials %A Weinschenk, Susan %A Jamar, Pamela %A Yeo, Sarah C. %D 1997 %P 344 %I John Wiley & Sons %G ISBN 0-471-17549-8 %O Includes CD-Rom %Y Preface PART I THE PROCESS OF INTELLIGENT INTERFACE DESIGN 1 An Overview of Intelligent Interface Design A Tale of Two Software Projects What Is an Interface? Why Intelligent Interface Design? Why an Interface Design Process? The Three Phases of Interface Design Interface Design Is not a Search for the Holy Grail 2 Analysis Purpose Deliverables Preparation Process 3 Design Purpose Deliverables Preparation Process 4 Construction Purpose Deliverables Preparation Process 5 Usability Testing Identify the Scope of the Test Plan and Prepare for the Test Conduct the Test Analyze and Report Test Results 6 Designing for the Web Analysis for Web Sites Design for Web Sites Construction of Web Sites Testing of Web Sites PART II DESIGN GUIDELINES 7 Designing for People Cognitive Considerations Visual Considerations Physical Considerations Environmental and Social Issues The Purpose of the Interface About Guidelines 8 Structure Primary and Secondary Windows Dialog Boxes Tabs Menus Menu Bars Drop-Down Menus Pop-Up Menus Roll-Up Menus Toolbars Relationship between Toolbars, Command Buttons, and Menus 9 Interaction Command Buttons Option Buttons Check Boxes Text Boxes List Boxes Multiple Selection List Boxes Tables and Grids Spin Boxes Sliders Tree Views 10 Presentation Screen Layout Fonts Color Choices and Combinations Designing or Choosing Graphics Charts and Graphs 11 Internet and Intranet Site Design Navigation Page Layout Page Titles and Headings Frames and Windows Graphics Backgrounds Color Fonts Readability Netiquette Multimedia International Issues 12 Online Support Online Help Wizards 13 Best Practices for Customizing, Implementing, and Maintaining Guidelines Whom to Involve What to Customize Project Planning for Customizing Guidelines Implementing and Maintaining Guidelines Appendix A List of Guidelines Structure Interaction Presentation Internet and Intranet Online Support Appendix B For More Information Interface Design Guidelines Online Help and Documentation Web Design Appendix C Forms, Tables, and Checklists Appendix D How to Use the Files on CD-ROM %M B.Weinschenk.2000 %0 BOOK %T Designing Effective Speech Interfaces %A Weinschenk, Susan %A Barker, Dean T. %D 2000 %P 406 %I John Wiley & Sons %G ISBN 0-471-37545-4 %Y INTRODUCTION TO SPEECH INTERFACES Basic Concepts Human Factors in Speech Technology The Nature of Sound The Nature of Language SPEECH TECHNOLOGY Speech Technologies Computer Software Hardware Application of Speech Technology LAWS AND GUIDELINES FOR SPEECH INTERFACE DESIGN Laws of Interface Design Speech Guidelines BEST PRACTICES Usability Processes and Techniques Universal Design Appendices %M B.Weiss.85 %0 BOOK %T How to Write a Usable User Manual %A Weiss, Edmond H. %D 1985 %P 197 %C Philadelphia, PA %I ISI Press %G ISBN 0-89495052-5 (paper) 0-89495051-7 (hard) %M B.Weiss.94 %0 BOOK %T Making Computers People-Literate %S The Jossey-Bass Management %A Weiss, Elaine %D 1994 %P 281 %I Jossey-Bass Publishers %G ISBN 1-55542622-0 %Y 1. How the Interface Between User and Computer Affects Performance 1. What Makes Systems Easy to Learn and Easy to Use 2. Techniques for Improving Interactions Between People and Computers 2. Finding the Source of Performance Problems 3. The Presentation Interface: Improving the Visual Display of Information 4. The Conversation Interface: Improving the Visual of Information 5. The Navigation Interface: Making It Easy for Users to Get Around in the System 6. The Explanation Interface: Incorporating Features That Help Users Learn About the System 7. Ensuring Successful Implementation of Solutions 3. Techniques in Action 8. When Training Stops Working: Case Study of First Atlantic Bank 4. Resources A. User Satisfaction Survey B. Evaluation Task Selection Worksheet C. Presentation Interface Checklists D. Conversation Interface Checklists E. Navigation Interface Checklists F. Explanation Interface Checklists G. Glossary %M B.Weiss.02 %0 BOOK %T Handheld Usability %A Weiss, Scott %D 2002 %P 271 %I John Wiley & Sons %G ISBN: 0-470-84446-9 %W http://handheldusability.info/ %Y 1: Handheld vs. Desktop 2: Handheld Devices 3: Information Architecture: Process 4: Information Architecture: Practice 5: Prototyping 6: Usability Testing A: Paper Prototyping the Palm OS B: Sample Respondent Screener C: Sample Discussion Guide D: Usability Testing Case Study E: Handheld History %M B.Weizenbaum.76 %0 BOOK %T Computer Power and Human Reason %A Weizenbaum, Joseph %D 1976 %P 300 %C San Francisco, CA %I Freeman %G ISBN 0-71670463-3 %M B.Wickens.84 %0 BOOK %T Engineering Psychology and Human Performance %A Wickens, Christopher D. %D 1984 %P 513 %C Columbus, OH %I Charles E. Merrill Publishing Co. %G ISBN 0-67520156-X; 0-67318663-6 %K DESIGN Psych %Y 1 Introduction to Engineering Psychology and Human Performance 2 Signal Detection and Absolute Judgment 3 Decision Making 4 Perception of Verbal Material 5 Nonverbal Perception 6 Memory 7 Attention and Perception 8 Attention, Time-Sharing, and Workload 9 Selection of Action 10 Serial Reaction Time, Transcriptions, and Errors 11 Continuous Manual Control 12 Process Control and Automation %M B.Wickens.92 %0 BOOK %T Engineering Psychology and Human Performance %A Wickens, Christopher D. %D 1992 %P 560 %I HarperCollins %G ISBN 0-67346161-0 %O Second Edition %M B.Wickens.2000 %0 BOOK %T Engineering Psychology and Human Performance %A Wickens, Christopher D. %A Hollands, Justin G. %D 2000 %P 573 %I Prentice Hall %G ISBN 0-32104711-7 0-32101343-3 %O third Edition %M B.Wickens.97 %0 BOOK %T An Introduction to Human Factors Engineering %A Wickens, Christopher D. %A Gordon, Sallie E. %A Liu, Yili %D 1997 %P 750 %I Addison-Wesley Publishing %G ISBN 0-32-101229-1 %Y 1 Introduction to Human Factors 2 Research Methods 3 Design and Evaluation Methods 4 Visual Sensory Systems 5 Auditory, Tactile, and Vestibular System 6 Cognition 7 Decision Making 8 Displays 9 Control 10 Engineering Anthropometry and Work-Space Design 11 Biomechanics of Work 12 Work Physiology 13 Stress and Workload 14 Safety, Accidents, and Human Error 15 Human-Computer Interaction 16 Automation 17 Transportation Human Factors 18 Selection and Training 19 Social Factors %M B.Wilton.02 %0 BOOK %T Practical JavaScript for the Usable Web %A Wilton, Paul %A Williams, Stephen %A Li, Sing %D 2002 %P 400 %I glasshaus %G ISBN 1-90415105-1 %Y 1: Getting Started with JavaScript 2: Data and Decisions 3: Functions and Code Design 4: Interacting with the Web Browser 5: Windows and Frames 6: DHTML for IE4 and NN4 7: The DOM: DHTML for the Latest Browsers 8: Advanced Form Techniques 9: Passing Information Between Web Pages and Data Storage 10: Data Validation Techniques %M B.Winograd.86 %0 BOOK %T Understanding Computers and Cognition %A Winograd, Terry %A Flores, Fernando %D 1986 %P 207 %C Norwood, NJ %I Ablex Publishing %I Intellect %G ISBN 0-89391-050-3, OCLC 11727403 %W http://www.intellectbooks.com/authors/winograd/design2.htm %M B.Winograd.95 %0 BOOK %T Understanding Computers and Cognition: A New Foundation for Design %A Winograd, Terry %A Flores, Fernando %D 1995 %P 207 %I Addison-Wesley Publishing %G ISBN 0-201-11297-3 %O Reissue Edition %M B.Wood.98 %0 BOOK %T User interface design : bridging the gap from user requirements to design %A Wood, Larry E. %D 1998 %P 312 %I CRC Press %G ISBN: 0-84933125-0 %M B.Woodson.87 %0 BOOK %T Human Factors Reference Guide for Electronics and Computer Professionals %A Woodson, W. E. %D 1987 %P 204 %C New York %I McGraw-Hill %G ISBN 0-07071766-4 %K DESIGN Psych %M B.Wurman.97 %0 BOOK %T Information Architects %A Wurman, Richard Saul %D 1997 %P 240 %I Watson-Guptill %G ISBN 1-88800138-0 %M B.Yang.01 %0 BOOK %T Face Detection and Gesture Recognition for Human-Computer Interaction %S Kluwer International Series in Video Computing : Volume 1 %A Yang, Ming-Hsuan %A Ahuja, Narendra %D 2001 %P 200 %I Kluwer Academic Publishers %G ISBN 0-7923-7409-6 %W http://www.wkap.nl/prod/b/0-7923-7409-6 %Y 1. Introduction 2. Detecting Faces in Still Images 3. Recognizing Hand Gestures Using Motion Trajectories 4. Skin Color Model 5. Face Detection Using Multimodal Density Models 6. Learning to Detect Faces with SNoW 7. Conclusion and Future Work Appendices %M B.Yunker.02 %0 BOOK %T Beyond Borders: Web Globalization Strategies %A Yunker, John %D 2002 %P 576 %I New Riders Publishing %G ISBN 0-7357-1208-5 %W http://www.bytelevel.com/beyondborders/ %Y PART I THINKING GLOBALLY 1 One Internet; Many Voices 2 Navigating the Multilingual Internet PART II PREPARATION 3 First Steps -- and Missteps 4 Are You Ready to Go Global? PART III IMPLEMENTATION 5 Web Globalization Workflow 6 Let's Talk Budget 7 Internationalization and Localization PART IV TEXT AND TRANSLATION 8 Translation Management 9 Computer-Aided Translation (CAT) 10 Writing for a Global Audience PART V DESIGN, DEVELOPMENT, AND MANAGEMENT 11 World Wide Design 12 Creating Multilingual Content 13 Global Content Management PART VI BEYOND THE WEB 14 Mastering Your (Country) Domain 15 Supporting International Customers 16 Promoting Your Site Globally 17 The Future of Web Globalization PART VII APPENDIXES A Glossary B Global Color Chart C Character Entities D Language and Country Codes E Encodings F International Notation Standards %M B.Yunker.10 %0 BOOK %T The Art of the Global Gateway: Strategies for Successful Multilingual Navigation %A Yunker, John %D 2010-10 %P 194 %I Byte Level Books %G ISBN 0-9796475-3-3, 978-0-9796475-3-6 %K global gateway, global usability %O 2nd Edition %O You don't get a second chance to make a first impression %L English %W http://bytelevel.com/books/gateway/ %U jyunker@bytelevel.com %Y Welcome, Benvenuti, Bienvenidos... First Things First One Internet; many languages Elements of Global Navigation Country codes: Local "front doors" The global gateway: What users see The splash global gateway The permanent global gateway Global gateway icons The language/country menu Mapping the global gateway Language Negotiation Web Browsers and Language Settings Geolocation: We know where you live Global Gateway Best Practices Translate the gateway, but don't overtranslate Wave flags with caution Be careful what you call "country" Pull-down menus don't scale Don't play favorites (or favourites) Icons speak louder than words Use as little text as necessary Use the "sweet spot" Use Unicode Place usability ahead of creativity Don't pretend you speak languages that you don't Global gateways shouldn't make you think Keep legalese to a minimum Embedded text is untranslated text Don't put age before language Global Gateways Profiles IKEA GE Google Xbox Spanish-Language Gateways for the US What's the URL? Spanish-language gateways Trending Now: Mobile Devices and Social Media The global gateway and mobile devices The global gateway and social media Developing a Global Gateway Strategy Of big steps and baby steps Case Study: The growth of a global gateway Global gateway FAQ Global gateway checklist Terminology Selected country codes %X Web globalization opens your web site to the world; it also opens you up to new challenges, like directing users to their localized content. The Art of the Global Gateway is your guide to the best practices in multilingual navigation. A global gateway is the initial point of contact between your web site and the world -- it is, in effect, a web user's first impression. To truly welcome visitors to your web site, you'll need a welcoming global gateway. %M B.Zelanski.96 %0 BOOK %T Design Principles and Problems %A Zelanski, Paul %D 1996 %P 334 %I Holt Rinehart & Winston %G ISBN 0-15501615-6 %O 2nd Edition %M B.Zetie.95 %0 BOOK %T Practical User Interface Design: Making GUIs Work %A Zetie, Carl %D 1995 %P 251 %I McGraw-Hill %G ISBN 0-07709167-1 %O Includes Disk %Y Introduction 1. Fundamental principles 2. Conceptual models 3. Taskflow 4. Dialog design 5. Detailed design 6. Errors and help A. Choosing a design tool B. The demonstration disk References and further reading %M B.Zuboff.88 %0 BOOK %T In the Age of the Smart Machine: The Future of Work and Power %A Zuboff, Shoshana %D 1988 %P 468 %C New York, NY %I Basic Books %G ISBN 0-46503211-7