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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
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
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
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)
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
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
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
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
VIRTUAL ENVIRONMENTS: A Review + Vince, John The Role of Virtual Humans in Virtual Environment Technology and Interfaces + Thalmann, Daniel Perceptual User Interfaces + Turk, Matthew Guidelines for Telepresence and Shared Virtual Environments + Earnshaw, Rae AUGMENTED REALITY AND MOBILE COMPUTING: Mobile Augmented Reality as an Example of a Complex and Demanding Human-Centred System + Julier, Simon + Feiner, Steven + Rosenblum, Larry Toward Tightly-Coupled Human Interfaces + Furness, Thomas Situation-Aware Mobile Assistance + Kirste, Thomas DEVICES FOR DISPLAY AND INTERACTION: Devices for Display and Interaction + Wittted, Turner Technologies for Virtual Reality/Tele-Immersion Applications: Issues of Research in Image Display and Global Networking + DeFanti, Tom + Sandin, Dan + Brown, Maxine + Pape, Dave + Anstey, Josephine + Bogucki, Mike et al FUTURE INTERFACES: Post-Wimp User Interfaces: The Human Connection + van Dam, Andries Supporting Creativity with Advanced Information-Abundant User Interfaces + Shneiderman, Ben Virtual Spaces Revive Real World Interaction + Julia, Luc + Bing, Jehan + Cheyer, Adam An HCI Agenda for the Next Millennium: Emergent Global Intelligence + Thomas, John APPLICATIONS AND TOOLS: The Impossible 'Killer App': Catalyst for Change + Arnold, David 3D Data Visualization Components on the Web -- Results from AVS'involvement in several EC ESPRIT Research Projects + Jern, Mikael Creating a Shared Reality for Research and Education through Networked Virtual Reality + Brown, Judith ONLINE COMMUNITIES: Usability, Sociability, Theory and Methods + Preece, Jenny Collaboration and Shared Virtual Environments -- From Metaphor to Reality + Leevers, David On the Need for Cultural Representation in Interactive Systems + Mudur, Sudhir Internet Security from Diverse Viewpoints + Busch, Christoph FOUNDATIONS FOR INTERACTION: Why Performance Always Comes Last in Interactive Systems Design and What to do about it + Newman, William
Part I: Introduction 1. Why Inclusive Design Guidelines? Part II: General Issues in the Design Process 2. Training, Verification and Evaluation of Guidelines 3. Accessibility and Usability Requirements for ITCs for Disabled and Elderly People: A Functional Classification Approach 4. On the Validity of Design Guidelines and the Role of Standardisation 5. Markets and Regulations Part III: Tools for Accessing and Using Guidelines 6. Managing Accessibilty Guidelines During User Interface Design 7. Managing HCI Guidelines with Hypertext on the WWW 8. Bobby: A Validation Tool for Disability Access on the WWW Part IV: Existing Guidelines 9. Nordic Guidelines for Computer Accessibility 10. Guidelines for Web Accessibility 11. Userfit: User Centred Design in Assistive Technology 12. The ISO Approach to the Development of Ergonomics Standards for Accessibility Part V: Guidelines for Specific Application Areas 13. Guidelines for Telecommunications 14. Public Access Terminals 15. Accessible Systems for Transport 16. Guidelines for the Development of Home Automation Products 17. User Friendly Software for Computer-Based Instruction and Learning Materials Part VI: The Future 18. Telecommunications- Accessibility and Future Directions
Foreword + Laurel, Brenda Part One: Introduction 1. Background + Thomas, Bruce 2. Introduction + Baumann, Konrad 3. The Interaction Design Process + Rakers, Georg Part Two: User Interface Design 4. Creativity Techniques + Mavrommati, Irene 5. Design Principals + Mavrommati, Irene + Martel, Adrian 6. Design of On-Screen Interfaces + Mavrommati, Irene Part Three: Input Devices 7. Controls + Baumann, Konrad 8. Keyboards + Baumann, Konrad 9. Advanced Interaction Techniques + Baber, Christopher + Baumann, Konrad 10. Speech Control + Baber, Christopher + Noyes, Jan 11. Wearable Computers + Baber, Christopher Part Four: Output Devices 12. Visual Displays + Baumann, Konrad 13. Auditory Displays + Schimmel, Othmar 14. Tactile Displays and Speech Output + Poll, Leo Part Five: Important Issues 15. Standards in User Interface Design + Weston, Jennifer 16. Usability Evaluation + Thomas, Bruce 17. Pleasure with Products - the New Human Factors + Jordan, Patrick E. 18. National Cultures and Design + Jordan, Patrick W. Appendix Summary of Guidelines + Baumann, Konrad Guide to Further Reading + Coles, Susan
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
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
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
1. Speech User Interface Evolution + Karat, J. et al 2. Spoken Natural Language Dialogue Systems: User Interface Issues for the Future + Boyce, S. J. 3. Evaluating the Quality of Synthetic Speech + Francis, A. L. + Nusbaum, H. C. 4. Phonological Rules for Speech Synthesis + Divay, M. 5. Synthesized Speech for Evaluation of Children's Hearing and Acoustic-Phonetic Perception + Gosy, M. 6. Universal Access and Assistive Technology + Thomas, J. C. et al 7. Guidelines for Speech-Enabled IVR Application Design + Gardner-Bonneau, D. 8. Limiting Factors of Automated Telephone Dialogues + Novick, D. G. et al 9. Why Do People Dial Wrong Numbers? + Lund, A. M. 10. Re-Engineering the Speech Menu + Balentine, B. 11. IVR for Banking and Residential Telephone Subscribers Using Stored Messages Combined with a New Number-to-Speech Synthesis Method + Olaszy, G. + Nemeth, G. 12. Voice Messaging User Interface + Blanchard, H. E. + Lewis, S. H. 13. A New Design Framework for Computer-Telephony Integration (CTI) + Lindeman, M. J. 14. The Future of Voice Interactive Applications + Gardner-Bonneau, D.
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
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
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)
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
Introduction + Trenner, Lesley + Bawa, Joanna 1. The Politics of Funding: Justifying Your Existence 1. Making a Business Case for Usability and Beyond -- the Fight for Survival + Nodder, Chris 2. Selling Usability Services + Browne, Dermot 2. The Politics of Set Up: What to Do with the Money once You Have Got it 3. Overcoming Inertia within a Large Organization + Kaderbhai, Tasnim 4. Integrating Usability into Systems Development + Crerar, Alison + Benyon, David 5. A Structured Approach to User Interface Design + Browne, Dermot + Friend, John 6. Making Usability Part of the Culture + Saunders, Janet + Arnfeld, Alan 3. The Politics of Survival: Keeping Usability on the Political Map 7. A Change is as Good as a Test + Williams, Maggie 8. Consultants with Clout + Thomas, Cathy 9. Cultivating an Effective Client Relationship to Promote a User-Centred Culture + Simpson, Nichole 4. The Politics of Expansion: How to Work Effectively on an International, Multi-Cultural Level 10. "Oh, so That's the Way You Do it over There!" + Towey, Ingrid K. 11. Spreading the Word: Introducing Usability Evaluation on an International Scale + Bawa, Joanna 12. Standards and Style Guides -- A Cross-Cultural Perspective + Stewart, Tom 13. Usability Practice in the United States: Perception versus Reality + Dorazio, Patricia 14. Round the World in 18 Days + Dray, Susan M. + Rowland, Lawrence R.
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
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