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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
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
I Issues, Theories, Models and Methods in HCI 1 Human-Computer Interaction: Background and Issues + Nickerson, Raymond S. + Landauer, Thomas K. 2 Information Visualization + Hollan, James D. + Bederson, Benjamin B. + Helfman, Jonathan I. 3 Mental Models and User Models + Allen, Robert B. 4 Model-Based Optimization of Display Systems + Pavel, Misha + Ahumada, Albert J., Jr. 5 Task Analysis, Task Allocation and Supervisory Control + Sheridan, Thomas B. 6 Models of Graphical Perception + Lohse, Gerald Lee 7 Using Natural Language Interfaces + Ogden, William C. + Bernick, Philip 8 Virtual Environments as Human-Computer Interfaces + Ellis, Stephen R. + Begault, Durand R. + Wenzel, Elizabeth M. 9 Behavioral Research Methods in Human-Computer Interaction + Landauer, Thomas K. II Design and Development of Software Systems 10 How To Design Usable Systems + Gould, John D. + Boies, Stephen J. + Ukelson, Jacob 11 Participatory Practices in the Software Lifecycle + Muller, Michael J. + Haslwanter, Jean Hallewell + Dayton, Tom 12 Design for Quality-in-use: Human-Computer Interaction Meets Information Systems Development + Ehn, Pelle + Lowgren, Jonas 13 Ecological Information Systems and Support of Learning: Coupling Work Domain Information to User Characteristics + Pejtersen, Annelise Mark + Rasmussen, Jens 14 The Role of Task Analysis in the Design of Software + Jeffries, Robin 15 The Use of Ethnographic Methods in Design and Evaluation + Nardi, Bonnie A. 16 What do Prototypes Prototype? + Houde, Stephanie + Hill, Charles 17 Scenario-Based Design + Carroll, John M. 18 International Ergonomic HCI Standards + Cakir, Ahmet + Dzida, Wolfgang III User Interface Design 19 Graphical User Interfaces + Marcus, Aaron 20 The Role of Metaphors in User Interface Design + Neale, Dennis C. + Carroll, John M. 21 Direct Manipulation and Other Lessons + Frohlich, David M. 22 Human Error and User-Interface Design + Prabhu, Prasad V. + Prabhu, Girish V. 23 Screen Design + Tullis, Thomas S. 24 Design of Menus + Paap, Kenneth R. + Cooke, Nancy J. 25 Color and Human-Computer Interaction + Post, David L. 26 How Not to Have to Navigate Through Too Many Displays + Woods, David D. + Watts, Jennifer C. IV Evaluation of HCI 27 The Usability Engineering Framework for Product Design and Evaluation + Wixon, Dennis + Wilson, Chauncey 28 User-Centered Software Evaluation Methodologies + Karat, John 29 Usability Inspection Methods + Virzi, Robert A. 30 Cognitive Walkthroughs + Lewis, Clayton + Wharton, Cathleen 31 A Guide to GOMS Model Usability Evaluation using NGOMSL + Kieras, David 32 Cost-Justifying Usability Engineering in the Software Life Cycle + Karat, Clare-Marie V Individual Differences and Training 33 From Novice to Expert + Mayer, Richard E. 34 Computer Technology and the Older Adult + Czaja, Sara J. 35 Human Computer Interfaces for People with Disabilities + Newell, Alan F. + Gregor, Peter 36 Computer-Based Instruction + Eberts, Ray E. 37 Intelligent Tutoring Systems + Corbett, Albert T. + Koedinger, Kenneth R. + Anderson, John R. VI Multimedia, Video and Voice 38 Hypertext and its Implications for the Internet + Vora, Pawan R. + Helander, Martin G. 39 Multimedia Interaction + Waterworth, John A. + Chignell, Mark H. 40 A Practical Guide to Working with Edited Video + Kellogg, Wendy A. + Bellamy, Rachel K. E. + Van Deusen, Mary 41 Desktop Video Conferencing: A Systems Approach + Kies, Jonathan K. + Williges, Robert C. + Williges, Beverly H. 42 Auditory Interfaces + Gaver, William W. 43 Design Issues for Interfaces using Voice Input + Kamm, Candace + Helander, Martin 44 Applying Speech Synthesis to User Interfaces + Spiegel, Murray F. + Streeter, Lynn 45 Designing Voice Menu Applications for Telephones + Marics, Monica A. + Engelbeck, George VII Programming, Intelligent Interface Design and Knowledge-Based Systems 46 Expertise and Instruction in Software Development + Rosson, Mary Beth + Carroll, John M. 47 End-User Programming + Eisenberg, Michael 48 Interactive Software Architecture + Olsen, Dan R., Jr. 49 User Aspects Of Knowledge-Based Systems + Wærn, Yvonne + Hagglund, Sture 50 Paradigms for Intelligent Interface Design + Roth, Emilie M. + Malin, Jane T. + Schreckenghost, Debra L. 51 Knowledge Elicitation for the Design of Software Agents + Boy, Guy A. 52 Decision Support Systems: Integrating Decision Aiding And Decision Training + Zachary, Wayne W. + Ryder, Joan M. 53 Human Computer Interaction Applications for Intelligent Transportation Systems + Dingus, Thomas A. + Gellatly, Andrew W. + Reinach, Stephen J. VIII Input Devices and Design of Work Stations 54 Keys and Keyboards + Lewis, James R. + Potosnak, Kathleen M. + Magyar, Regis L. 55 Pointing Devices + Greenstein, Joel S. 56 Ergonomics of CAD Systems + Luczak, Holger + Springer, Johannes 57 Design of the Computer Workstation + Kroemer, Karl H. E. 58 Work-related Disorders and the Operation of Computer VDT's + Hagberg, Mats + Rempel, David IX CSCW and Organizational Issues in HCI 59 Research on Computer Supported Cooperative Work + Olson, Gary M. + Olson, Judith S. 60 Organizational Issues in Development and Implementation of Interactive Systems + Grudin, Jonathan + Markus, M. Lynne 61 Understanding the Organisational Ramifications of Implementing Information Technology Systems + Eason, Ken 62 Psychosocial Aspects of Computerized Office Work + Smith, Michael J. + Conway, Frank T.
Introduction + Mayhew, Deborah J. Part I: Perspectives From Psychology The Use of Investigatory Responses as a Measure of Learning and Memory + Seltzer, C. P. Visual Information Processing on the World Wide Web + Marks, W. + Dulaney, C. L. Discourse Process and Its Relevance to the Web + Magliano, J. P. + Schleich, M. C. + Millis, K. K. Human Navigation + Whitaker, Leslie A. Part II: Web User Populations Children's Online Environments + Druin, Allison + Platt, M. Designing Web Pages and Applications for People With Disabilities + Laux, Lila The World Wide Web as a Teaching Resource + Burden, P. + Davies, J. Easing the Learning Curve for Novice Web Users + Ratner, Julie Part III: Web Design Guidelines and Development Processes Using Web and Traditional Style Guides to Design Web Interfaces + Grose, Eric + Forsythe, Chris + Ratner, Julie Page Design Guidelines Developed Through Usability Testing + Borges, Jose A. + Morales, Israel + Rodriguez, Nestor J. Human Factors Methodology for Designing Web Sites + Vora, Pawan R. Part IV: Web Research and Development Web User Interface Development at Oracle Corporation + Wichansky, Anna M. + Hackman, Geroge, Jr. Web Usability Research at Microsoft Corporation + Kanerva, A. + Keeker, K. + Risden, K. + Schuh, E. + Czerwinski, Mary Creating Content for Both Paper and the Web + Lew, Gavin S. + Schumacher, Robert M. + Omanson, Richard C. The Ten Golden Rules for Providing Video Over the Web or 0% of 2.4M (at 270k/sec, 340 sec remaining) + Johnson, C. Part V: Collaboration and Visualization Graphics Design on the Web + Wiebe, E. N. + Howe, J. E. Collaborative Interfaces for the Web + Greenberg, Saul A Zooming Web Browser + Bederson, Ben B. + Hollan, James D. + Stewart, J. + Rogers, D. + Vick, D. + Ring, L. + Grose, Eric + Forsythe, Chris
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
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
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
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:
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
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