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EDITED BOOK Human Factors and Voice Interactive Systems Kluwer International Series in Engineering and Computer Science / Gardner-Bonneau, Daryle 1999 p.336 Kluwer Academic Publishers
ISBN: 0-7923-8467-9
www.wkap.nl/book.htm/0-7923-8467-9
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.

AUTHORED BOOK Developing User Interfaces for Microsoft Windows / McKay, Everett N. 1999 p.640 Microsoft Press
ISBN: 0-7356-0586-6, OCLC
Includes CD-ROM
mspress.microsoft.com/books/2493.htm
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

AUTHORED BOOK Java Look and Feel Design Guidelines / Sun Microsystems, Inc. 1999 p.230 Reading, Mass. Addison-Wesley Publishing
ISBN: 0-201-61585-1
Keywords: Style Guidelines
Version 1.0.2 December 1999
Version 2.0 February 2001 (supersedes above)

AUTHORED BOOK Microsoft Windows User Experience Microsoft Professional Series / Microsoft Corp 1999 p.594 Microsoft Press
ISBN: 0-7356-0566-1
mspress.microsoft.com/books/2466.htm
msdn.microsoft.com/library/books/winguide/welcome.htm
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

AUTHORED BOOK Software for Use: A Practical Guide to the Models and Methods of Usage-Centered Design / Constantine, Larry L. / Lockwood, Lucy A. D. 1999 p.579 Addison-Wesley Publishing ACM Press
ISBN: 0-201-92478-1
cseng.aw.com/bookdetail.qry
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)

AUTHORED BOOK The Usability Engineering Lifecycle: A Practitioner's Guide to User Interface Design / Mayhew, Deborah J. 1999 p.560 Morgan Kaufmann Publishers
ISBN: 1-55860-561-4
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

EDITED BOOK The Politics of Usability: A Practical Guide to Designing Usable Systems in Industry Practitioner Series / Trenner, Lesley / Bawa, Joanna 1998 p.204 Springer-Verlag
ISBN: 3-54076181-0
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.

AUTHORED BOOK Designing Interactive Speech Systems: From First Ideas to User Testing / Bernsen, Niels Ole / Dybkjr, Hans / Dybkjaer, Laila 1998 p.200 Springer-Verlag
ISBN: 3-540-76048-2
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

AUTHORED BOOK The Essence of Human-Computer Interaction Essence of Computing Series Computer Books / Faulkner, Christine 1998 p.240 Prentice Hall
ISBN: 0-13-751975-3
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

AUTHORED BOOK User and Task Analysis for Interface Design / Hackos, JoAnn T. / Redish, Janice C. 1998 p.488 John Wiley & Sons
ISBN: 0-471-17831-4
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

EDITED BOOK Handbook of Human-Computer Interaction / Helander, Martin / Landauer, Thomas K. / Prabhu, Prasad V. 1997 n.62 p.1582 Amsterdam North-Holland Elsevier Science Publishers
ISBN: 0-444-81862-6 (cloth), OCLC 36900878; 0-444-81876-6 (paper); LC: QA76.9.H85; Dewey: 004/.01/9
Second Edition
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.

EDITED BOOK Human Factors and Web Development / Forsythe, Chris / Grose, Eric / Ratner, Julie 1997 p.288 Lawrence Erlbaum Associates
ISBN: 0-8058-2823-0 [cloth] 0-8058-2824-9 [paper]
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

AUTHORED BOOK Creating Worldwide Software: Solaris International Developer's Guide / Tuthill, Bill / Smallberg, David 1997 p.416 Prentice Hall
ISBN: 0-13-494493-3
Keywords: Sun Solaris, Unix
2nd Edition
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

AUTHORED BOOK Designing the User Interface: Strategies for Effective Human-Computer Interaction / Shneiderman, Ben 1997 p.638 Addison-Wesley Publishing
ISBN: 0-201-69497-2
Third Edition
www.aw-bc.com/DTUI3
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

AUTHORED BOOK GUI Design Essentials / Weinschenk, Susan / Jamar, Pamela / Yeo, Sarah C. 1997 p.344 John Wiley & Sons
ISBN: 0-471-17549-8
Includes CD-Rom
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

AUTHORED BOOK Interface Design: the Art of Developing Easy-to-Use Software Professional / Bickford, Peter 1997 p.306 Academic Press
ISBN: 0-12095860-0
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:

AUTHORED BOOK Multimedia and Virtual Reality Engineering / Brice, Richard 1997 p.320 Newnes
ISBN: 0-75062987-8
Includes CD-Rom
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

AUTHORED BOOK Standards for Online Communication: Publishing Information for the Internet/World Wide Web/Help Systems/Corporate Intranets / Hackos, JoAnn T. / Stevens, Dawn M. 1997 p.380 John Wiley & Sons
ISBN: 0-471-15695-7
Includes CD-ROM
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

AUTHORED BOOK The Elements of User Interface Design / Mandel, Theo 1997 p.440 John Wiley & Sons
ISBN: 0-471-16267-1
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

AUTHORED BOOK Visual Ergonomics in the Workplace / Anshel, Jeffery 1997 p.160 Taylor & Francis
ISBN: 0-7484-0658-1
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

AUTHORED BOOK Dynamics in Document Design: Creating Texts for Readers / Schriver, Karen A. 1996 p.592 John Wiley & Sons
ISBN: 0-471-30636-3
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

AUTHORED BOOK Human Factors in Systems Engineering Wiley Series in Systems Engineering / Chapanis, Alphonse 1996 p.332 John Wiley & Sons
ISBN: 0-471-13782-0
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

AUTHORED BOOK Human Performance Engineering: Designing High Quality, Professional User Interfaces for Computer Products, Applications, and Systems / Bailey, Robert W. 1996 p.636 Prentice Hall
ISBN: 0-13-149634-4
3rd edition
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

AUTHORED BOOK Hypermedia learning environments: instructional design and integration / Kommers, Piet A. M. / Grabinger, R. Scott / Dunlap, Joanna C. 1996 p.276 Lawrence Erlbaum Associates
ISBN: 0-8058-1828-6 (paperback) 0-8058-1828-6 (hardcover)
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

AUTHORED BOOK ISO and ANSI Ergonomic Standards for Computer Products: A Guide to Implementation and Compliance / Smith, Wanda J. 1996 p.352
ISBN: 0-13-151119-X
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
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