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E-Book

E-Book, Englisch, 900 Seiten, Web PDF

Reihe: Interactive Technologies

Baecker Readings in Human-Computer Interaction

Toward the Year 2000
1. Auflage 2014
ISBN: 978-0-08-051574-8
Verlag: Elsevier Science & Techn.
Format: PDF
Kopierschutz: 1 - PDF Watermark

Toward the Year 2000

E-Book, Englisch, 900 Seiten, Web PDF

Reihe: Interactive Technologies

ISBN: 978-0-08-051574-8
Verlag: Elsevier Science & Techn.
Format: PDF
Kopierschutz: 1 - PDF Watermark



The effectiveness of the user-computer interface has become increasingly important as computer systems have become useful tools for persons not trained in computer science. In fact, the interface is often the most important factor in the success or failure of any computer system. Dealing with the numerous subtly interrelated issues and technical, behavioral, and aesthetic considerations consumes a large and increasing share of development time and a corresponding percentage of the total code for any given application. A revision of one of the most successful books on human-computer interaction, this compilation gives students, researchers, and practitioners an overview of the significant concepts and results in the field and a comprehensive guide to the research literature. Like the first edition, this book combines reprints of key research papers and case studies with synthesizing survey material and analysis by the editors. It is significantly reorganized, updated, and enhanced; over 90% of the papers are new. An invaluable resource for systems designers, cognitive scientists, computer scientists, managers, and anyone concerned with the effectiveness of user-computer interfaces, it is also designed for use as a primary or supplementary text for graduate and advanced undergraduate courses in human-computer interaction and interface design. - Human computer interaction--historical, intellectual, and social - Developing interactive systems, including design, evaluation methods, and development tools - The interaction experience, through a variety of sensory modalities including vision, touch, gesture, audition, speech, and language - Theories of information processing and issues of human-computer fit and adaptation

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1;Front Cover;1
2;Readings in Human-Computer Interaction: Toward the Year 2000;4
3;Copyright Page;5
4;Table of
Contents;6
5;Brief Contents;7
6;Preface;12
7;Acknowledgements;20
8;Part I: Introduction to Human-Computer Interaction;24
8.1;REFERENCES;25
8.2;THE PSYCHOPATHOLOGY OF EVERYDAY THINGS;28
8.3;Case A: Iterative Design of an Information Kiosk;46
8.3.1;REFERENCES;47
8.3.2;VIDEOS;47
8.4;Chapter 1. Historical and Intellectual Perspective;58
8.4.1;THE MEMEX;58
8.4.2;MAN-COMPUTER SYMBIOSIS;59
8.4.3;TIME SHARING AND NETWORKING;61
8.4.4;SKETCHPAD;61
8.4.5;INTERACTIVE COMPUTER GRAPHICS;61
8.4.6;MEMEX REVISITED: TWO VISIONS OF AUGMENTING HUMAN INTELLECT;62
8.4.7;HUMAN FACTORS, PSYCHOLOGY, AND THE DESIGN OF HUMAN COMPUTER DIALOGUES;63
8.4.8;THE PERSONAL WORKSTATION;65
8.4.9;THE DYNABOOK;65
8.4.10;THE PERSONAL COMPUTER;66
8.4.11;THE ROLE OF ARTIFICIAL INTELLIGENCE;66
8.4.12;MODELING USERS AND INTERFACES;67
8.4.13;EXPANDING RESEARCH FRONTIERS;67
8.4.14;A DEVELOPING COMMUNITY OF SCHOLARS;67
8.4.15;REFERENCES;68
8.4.16;VIDEOS;70
8.5;Case B: The Emergence of Graphical User Interfaces;72
8.5.1;THE XEROX STAR;72
8.5.2;THE APPLE LISA;73
8.5.3;THE APPLE MACINTOSH;73
8.5.4;CONCLUSION;74
8.5.5;REFERENCES;74
8.5.6;VIDEOS;75
8.6;The Xerox Star: A Retrospective;76
8.6.1;What Star is;76
8.6.2;Direct manipulation;79
8.6.3;History of Star development;85
8.6.4;Lessons from experience;90
8.6.5;Acknowledgments;91
8.6.6;Further reading;91
8.6.7;References;91
9;Part II: The Process of Developing Interactive Systems;94
9.1;REFERENCES;94
9.2;Chapter 2.
Design and Evaluation;96
9.2.1;DESIGN AND EVALUATION CONSIDERED TOGETHER;96
9.2.2;THE DISCIPLINE OF HUMAN COMPUTER INTERACTION DESIGN;97
9.2.3;EVALUATING SYSTEMS AND THEIR USER INTERFACES;103
9.2.4;THEORY-BASED DESIGN;110
9.2.5;PRESERVING DESIGN RATIONALE;111
9.2.6;VIDEOS;114
9.3;HOW TO DESIGN USABLE SYSTEMS;116
9.3.1;ABSTRACT;116
9.3.2;INTRODUCTION;116
9.3.3;STARTING POINTS;137
9.3.4;SUMMARY AND CONCLUSIONS;138
9.3.5;ACKNOWLEDGEMENTS;138
9.3.6;TRADEMARKS;139
9.3.7;REFERENCES;139
9.4;GETTING TO KNOW USERS AND THEIR TASKS;145
9.4.1;2.1 GETTING IN TOUCH WITH USERS;145
9.4.2;2.2 LEARNING ABOUT THE USERS' TASKS;146
9.4.3;2.3 USING THE TASKS IN DESIGN;148
9.5;Tools and Techniques for Creative Design;151
9.5.1;ANIMATION;154
9.5.2;THEATER;154
9.5.3;ARCHITECTURE;155
9.5.4;INDUSTRIAL DESIGN;156
9.5.5;INFORMATION DISPLAY;156
9.5.6;INTERFACE METAPHORS;159
9.5.7;OBSERVING REAL-WORLD TASKS AND ENVIRONMENTS;160
9.6;USING VIDEO TO PROTOTYPE USER INTERFACES;165
9.6.1;Abstract:;165
9.6.2;Deciding what interfaces to build:;165
9.6.3;Developing storyboards and flipbooks:;165
9.6.4;Visualizing the interaction:;166
9.6.5;Animating interaction techniques:;166
9.6.6;Mixing media for more complex prototypes:;168
9.6.7;Lessons learned:;169
9.6.8;Advantages:;169
9.6.9;Disadvantages:;169
9.6.10;Summary;169
9.7;Working with Interface Metaphors;170
9.7.1;FUNCTIONAL DEFINITION;171
9.7.2;IDENTIFY USERS' PROBLEMS;172
9.7.3;METAPHOR GENERATION;172
9.7.4;Evaluating Interface Metaphors;172
9.7.5;AMOUNT OF STRUCTURE;172
9.7.6;APPLICABILITY OF STRUCTURE;173
9.7.7;Summary;174
9.7.8;References;174
9.7.9;REPRESENTABILITY;173
9.8;METHODOLOGY MATTERS: DOING RESEARCH IN THE BEHAVIORAL and SOCIAL SCIENCES;175
9.8.1;SUBSTANTIVE DOMAIN;176
9.9;Usability Inspection Methods: Executive Summary;193
9.9.1;CONCEPTUAL DOMAIN;176
9.9.2;METHODOLOGICAL DOMAIN;176
9.9.3;RESEARCH STRATEGIES: CHOOSING A SETTING FOR A STUDY;178
9.9.4;QUADRANT I: THE FIELD STRATEGIES;180
9.9.5;QUADRANT II: THE EXPERIMENTAL STRATEGIES;180
9.9.6;QUADRANT III: THE RESPONDENT STRATEGIES;181
9.9.7;QUADRANT IV: THE THEORETICAL STRATEGIES;181
9.9.8;SOME STRATEGIC ISSUES;182
9.9.9;STUDY DESIGN, COMPARISON TECHNIQUES, AND VALIDITY;182
9.9.10;COMPARISON TECHNIQUES: ASSESSING ASSOCIATIONS AND DIFFERENCES;183
9.9.11;RANDOMIZATION AND "TRUE EXPERIMENTS";184
9.9.12;SAMPLING, ALLOCATION AND STATISTICAL INFERENCE;185
9.9.13;VALIDITY OF FINDINGS;186
9.9.14;POTENTIAL CLASSES OF MEASURES IN SOCIAL PSYCHOLOGY;187
9.9.15;STRENGTHS AND WEAKNESSES OF TYPES OF MEASURES;189
9.9.16;TECHNIQUES FOR MANIPULATING VARIABLES;190
9.9.17;CONCLUDING COMMENTS ABOUT THE RESEARCH PROCESS;191
9.9.18;REFERENCES;192
9.10;Usability Inspection Methods: Executive Summary;193
9.10.1;1.1 Definition of Usability Inspection;193
9.10.2;1.2 Inspection Objectives;194
9.10.3;1.3 Inspection Methods;195
9.10.4;1.4 Inspection Methodology Issues;196
9.10.5;1.5 Usability Inspection and the Usability Engineering Lifecycle;198
9.10.6;1.6 Research Directions;202
9.10.7;1.7 Conclusions;204
9.11;USING VIDEO IN THE BNR USABILITY LAB;205
9.11.1;Abstract;205
9.11.2;How Video Helps Us Achieve our Goals;206
9.11.3;Co-Discovery Learning;206
9.11.4;U-Test;207
9.11.5;Conclusions;208
9.11.6;References:;208
9.12;Chapter 3. Considering Work Contexts in Design;210
9.12.1;TWO CASE STUDIES;211
9.12.2;FROM HUMAN FACTORS TO HUMAN ACTORS;212
9.12.3;MAXIMIZING USER INVOLVEMENT: PARTICIPATORY APPROACHES TO DESIGN;212
9.12.4;ETHNOGRAPHY AND INTERACTION ANALYSIS;214
9.12.5;CONTEXTUAL INQUIRY;214
9.12.6;THE INFORMATION SYSTEMS PERSPECTIVE;215
9.12.7;LABORATORY STUDIES AND FIELD STUDIES;216
9.12.8;REFERENCES;216
9.13;LEARNING FROM NOTES: Organizational Issues in Groupware Implementation;220
9.13.1;ABSTRACT;220
9.13.2;KEYWORDS;220
9.13.3;INTRODUCTION;220
9.13.4;RESEARCH SITE AND METHODS;221
9.13.5;RESEARCH RESULTS;221
9.13.6;ACKNOWLEDGMENTS;227
9.13.7;REFERENCES;227
9.14;From Human Factors to Human Actors: The Role of Psychology and Human-Computer Interaction Studies in System Design;228
9.14.1;A True Story;228
9.14.2;A Question of Perspective(s);229
9.14.3;The Field of Human Factors and Human-Computer Interaction: Some Background;231
9.14.4;Beyond Current Conceptions of HCI;232
9.14.5;Conclusion: HCI in System Design;235
9.14.6;Acknowledgments;236
9.14.7;References;236
9.15;Cooperative Design: Techniques and Experiences From the Scandinavian Scene;238
9.15.1;HISTORICAL BACKGROUND;239
9.15.2;CASE: THE AT PROJECT;240
9.15.3;FUTURE WORKSHOPS;242
9.15.4;ORGANIZATIONAL GAMES;243
9.15.5;MOCK-UP DESIGN;244
9.15.6;GENERAL CONDITIONS;245
9.15.7;CONCLUDING REMARKS;246
9.15.8;ACKNOWLEDGMENTS;246
9.15.9;REFERENCES;247
9.16;PARTICIPATORY DESIGN OF A PORTABLE TORQUE-FEEDBACK DEVICE;248
9.16.1;ABSTRACT;248
9.16.2;KEYWORDS;248
9.16.3;INTRODUCTION;248
9.16.4;CONTEXT;248
9.16.5;PARTICIPATORY DESIGN EXPERIENCE;249
9.16.6;FROM SCENARIO TO PROTOTYPE;251
9.16.7;CONCLUSIONS;253
9.16.8;DISCLAIMER;254
9.16.9;REFERENCES;254
9.17;Understanding Practice: Video as a Medium for Reflection and Design (Excerpt);256
9.17.1;Applying Video Analysis to System Design;260
9.17.2;Reflection and Design;261
9.17.3;Acknowledgments;262
9.18;Conducting and Analyzing a Contextual Interview;264
9.18.1;PRINCIPLES OF THE CONTEXTUAL INQUIRY PROCESS;264
9.18.2;CONDUCTING A CONTEXTUAL INTERVIEW;268
9.18.3;ANALYZING CONTEXTUAL INQUIRY INFORMATION;271
9.18.4;USING CONTEXTUAL INQUIRY THROUGHOUT THE SYSTEM DEVELOPMENT CYCLE;274
9.18.5;ACKNOWLEDGMENTS;275
9.18.6;REFERENCES;275
9.19;Controversies About Computerization and the Organization of White Collar Work;277
9.19.1;ABSTRACT;277
9.19.2;THE IMPORTANCE OF WORK;277
9.19.3;THE RELEVANCE OF HISTORICAL PERSPECTIVES: A SECOND INDUSTRIAL REVOLUTION?;278
9.19.4;THE TRANSFORMATION OF OFFICE WORK;279
9.19.5;CHANGES IN COMPUTER TECHNOLOGY;279
9.19.6;COMMON MODES OF ANALYSIS: UTOPIAN AND SOCIAL REALIST;280
9.19.7;CONTROL AND COORDINATION ISSUES;282
9.19.8;SKILL AND SUPPORT FOR COMPUTERIZATION;286
9.19.9;THE INTEGRATION OF COMPUTING INTO WORK;287
9.19.10;NEW FORMS OF WORK ORGANIZATION;290
9.19.11;CONCLUSIONS;291
9.19.12;REFERENCES;292
9.20;Chapter 4. Software Development Contexts;296
9.20.1;THREE DEVELOPMENT CONTEXTS;296
9.20.2;THE INFLUENCE OF SOFTWARE ENGINEERING;297
9.20.3;INTEGRATING HCI AND SOFTWARE ENGINEERING;298
9.20.4;INTEGRATING HCI AND SOFTWARE DEVELOPMENT;299
9.20.5;COST JUSTIFICATIONS FOR ITERATIVE, USER-CENTERED DESIGN;299
9.20.6;THE MULTIDISCIPLINARY AND MULTIFACETED NATURE OF DESIGN;300
9.20.7;REFERENCES;300
9.21;A Spiral Model of Software Development and Enhancement;304
9.21.1;Evaluation;312
9.21.2;Background on software process models;304
9.21.3;The spiral model;307
9.21.4;Using the spiral model;308
9.21.5;Evaluation;312
9.21.6;Acknowledgments;314
9.21.7;References;314
9.21.8;Further reading;315
9.22;Interactive Systems: Bridging the Gaps Between Developers and Users;316
9.22.1;Identifying developers and users;317
9.22.2;Three development contexts;318
9.22.3;Factors influencing interactive systems development;320
9.22.4;Focusing on users: Opportunities, obstacles, and mediators;321
9.22.5;Acknowledgments;325
9.22.6;References;325
9.22.7;Further reading;326
9.23;Interdisciplinary Cooperation;327
9.24;Chapter 5.
Development Tools;336
9.24.1;WHAT ARE DEVELOPMENT TOOLS?;336
9.24.2;CONVENTIONAL DEVELOPMENT TOOLS;337
9.24.3;NOVEL APPROACHES TO DEVELOPMENT TOOLS;339
9.24.4;OTHER SOURCES;341
9.24.5;REFERENCES;342
9.24.6;VIDEOS;343
9.25;State of the Art in User Interface Software Tools;346
9.25.1;INTRODUCTION;346
9.25.2;WHY USER INTERFACES ARE HARD TO BUILD;346
9.25.3;OVERVIEW OF USER INTERFACE SOFTWARE TOOLS;348
9.25.4;WINDOWING SYSTEMS;350
9.25.5;TOOLKITS;354
9.25.6;VIRTUAL TOOLKITS;356
9.25.7;EVALUATING USER INTERFACE TOOLS;361
9.25.8;RESEARCH ISSUES;362
9.25.9;CONCLUSIONS;363
9.25.10;REFERENCES;364
9.26;Lessons Learned from SUIT, the Simple User Interface Toolkit;367
9.26.1;INTRODUCTION;367
9.26.2;DESIGN APPROACH;368
9.26.3;ARCHITECTURE;368
9.26.4;OUR EXPERIENCE WITH USERS;374
9.26.5;CONCLUSIONS;378
9.26.6;ACKNOWLEDGMENTS;378
9.26.7;REFERENCES;378
9.27;Garnet Comprehensive Support for Graphical, Highly Interactive User Interfaces;380
9.27.1;Coverage;381
9.27.2;The Garnet Toolkit;382
9.27.3;The interface builder;390
9.27.4;Acknowledgments;393
9.27.5;References;393
9.28;ITS: A Tool for Rapidly Developing Interactive Applications;396
9.28.1;1.
INTRODUCTION;396
9.28.2;2. RELATED WORK;396
9.28.3;3. THE ITS ARCHITECTURE;397
9.28.4;4. THE ACTION LAYER;399
9.28.5;5. THE DIALOG LAYER;400
9.28.6;6. THE RULE LAYER;402
9.28.7;7. THE STYLE PROGRAM LAYER;405
9.28.8;8. THE EXPO 92 VISITOR INFORMATION SYSTEM;406
9.28.9;9. DISCUSSION;408
9.28.10;CONCLUSIONS;411
9.28.11;ACKNOWLEDGMENTS;411
9.28.12;REFERENCES;411
9.29;GROUPKITA Groupware Toolkit for Building Real-Time Conferencing Applications;413
9.29.1;ABSTRACT;413
9.29.2;KEYWORDS;413
9.29.3;INTRODUCTION;413
9.29.4;TOOLKIT DESIGN REQUIREMENTS;414
9.29.5;GROUPKIT;415
9.29.6;BUILDING AN EXAMPLE APPLICATION;418
9.29.7;FUTURE WORK;419
9.29.8;REFERENCES;419
10;PART III: Interacting with Computers;422
10.1;REFERENCES;423
10.2;VIDEO;423
10.3;A TAXONOMY AND RULE BASE FOR THE SELECTION OF INTERACTION STYLES;424
10.3.1;1. Introduction;424
10.3.2;2. Taxonomy of interaction styles;424
10.3.3;3. Choosing an interaction style;430
10.3.4;4. Conclusions;432
10.4;Chapter 6. Vision, Graphic Design, and Visual Display;434
10.4.1;FROM SENSATION TO PERCEPTION;434
10.4.2;GRAPHIC DESIGN FOR EFFECTIVE VISUAL COMMUNICATION;436
10.4.3;PRINCIPLES FOR EFFECTIVE VISUALIZATION;438
10.4.4;INFORMATION VISUALIZATIONS SOFTWARE;439
10.4.5;DISPLAY METHODS AND TECHNOLOGIES;440
10.4.6;CONCLUDING REMARKS;442
10.4.7;VIDEOS;445
10.5;Principles of Effective Visual Communication for Graphical User Interface Design;448
10.5.1;Abstract;448
10.5.2;Introduction;448
10.5.3;GUIs and Graphic Design;448
10.5.4;Design Considerations for Successful GUIs;448
10.5.5;Visible Language;449
10.5.6;Principles of User Interface Design;449
10.5.7;Principles of User Interface Design;449
10.5.8;Consistency;449
10.5.9;Relationships;450
10.5.10;Navigability;450
10.5.11;Principle 2: Economize! (or Make Do with What You Have);450
10.5.12;Making Sense of Symbolism;452
10.5.13;Multiple Views;452
10.5.14;Color Terms and Concepts;452
10.5.15;Color Design Principles;453
10.5.16;Color Organization;453
10.5.17;Color Economy;453
10.5.18;Color Communication;454
10.5.19;Color Emphasis;454
10.5.20;Color Interactions;455
10.5.21;Color Symbolism;455
10.5.22;Conclusion;455
10.5.23;Acknowledgments;455
10.5.24;Bibliography;455
10.5.25;Author's Biography;456
10.5.26;Figures;456
10.6;Color Graphics—Blessing or Ballyhoo (Excerpt);465
10.7;BRINGING ICONS TO LIFE;467
10.7.1;ABSTRACT;467
10.7.2;KEYWORDS;467
10.7.3;INTRODUCTION;467
10.7.4;MOTIVATION;468
10.7.5;ITERATIVE DESIGN;468
10.7.6;EMPIRICAL EVALUATION;469
10.7.7;INTERFACE ISSUES;471
10.7.8;APPENDIX: A NOTE ON THE IMPLEMENTATION;472
10.7.9;SUMMARY AND CONCLUSIONS;472
10.7.10;ACKNOWLEDGEMENTS;472
10.7.11;REFERENCES;472
10.8;Visual Information Seeking: Tight Coupling of Dynamic Query Filters with Starfield Displays;473
10.8.1;ABSTRACT;473
10.8.2;KEYWORDS:;473
10.8.3;INTRODUCTION;473
10.8.4;KEY CONCEPTS;473
10.8.5;FILMFINDER DESIGN;476
10.8.6;FILMFINDER SCENARIO;476
10.8.7;FUTURE WORK;477
10.8.8;REFERENCES;477
10.9;A Comparison of Graphical User Interfaces (Excerpt);480
10.10;Chapter 7.
Touch, Gesture, and Marking;492
10.10.1;RELATING TASK AND TECHNOLOGY;492
10.10.2;A TAXONOMY OF INPUT DEVICES;495
10.10.3;CHUNKING AND PHRASING;496
10.10.4;MARKING;496
10.10.5;GESTURES;499
10.10.6;TWO-HANDED INPUT;500
10.10.7;REALIZING INPUT'S FULL POTENTIAL;501
10.10.8;CONCLUSION;502
10.10.9;REFERENCES;502
10.10.10;VIDEOS;505
10.11;Movement Time Prediction in Human-Computer Interfaces;506
10.11.1;Abstract;506
10.11.2;Introduction;506
10.11.3;A Brief Tour of Fitts' Law;506
10.11.4;Building a Fitts' Law Model;508
10.11.5;Refinements to Fitts' Law;510
10.11.6;Formulation for Index of Difficulty;510
10.11.7;Extension to Two Dimensions;510
10.11.8;Normalization and the Speed-Accuracy Tradeoff;511
10.11.9;Applying Fitts' Law: An Example;512
10.11.10;Acknowledgement;515
10.11.11;References;515
10.12;CHUNKING AND PHRASING AND THE DESIGN OF HUMAN-COMPUTER DIALOGUES;517
10.12.1;ABSTRACT;517
10.12.2;1. INTRODUCTION;517
10.12.3;2. SYNTAX: TWO APPROACHES;517
10.12.4;3. PHRASING AND GESTURE;518
10.12.5;4. COMPOUND TASKS;518
10.12.6;5. PHRASING AND COGNITIVE SKILLS;519
10.12.7;6. PRAGMATICS AND THE COMPONENTS OF INPUT;519
10.12.8;7. GRAMMARS, PRAGMATICS AND COMPLEXITY;520
10.12.9;9. GESTURES AND TRANSDUCERS;521
10.12.10;10. CONCLUSIONS;521
10.12.11;ACKNOWLEDGEMENT;521
10.12.12;REFERENCES;521
10.13;Stylus User Interfaces for Manipulating Text;523
10.13.1;Abstract;523
10.13.2;1. Introduction;523
10.13.3;2. The Hardware;524
10.13.4;3. Parameters of Text Entry Systems;524
10.13.5;4. The Text Entry Program;526
10.13.6;5. The Editing Program;528
10.13.7;6. Summary;530
10.13.8;7. Acknowledgements;530
10.13.9;References;530
10.14;Tivoli: An Electronic Whiteboard for Informal Workgroup Meetings;532
10.14.1;ABSTRACT;532
10.14.2;INTRODUCTION;532
10.14.3;A SCENARIO OF TIVOLI USE;534
10.14.4;STATUS AND FUTURE DIRECTIONS;538
10.14.5;REFERENCES;539
10.15;A Taxonomy of See-Through Tools;540
10.15.1;ABSTRACT;540
10.15.2;INTRODUCTION;540
10.15.3;RELATED WORK;541
10.15.4;OPERATION OF SEE-THROUGH TOOLS;541
10.15.5;TRIGGER;542
10.15.6;ACTION;543
10.15.7;APPEARANCE;544
10.15.8;MOTION;544
10.15.9;INSTANTIATION;545
10.15.10;SUMMARY OF THE TAXONOMY;545
10.15.11;CONCLUSIONS;545
10.15.12;FUTURE WORK;546
10.15.13;ACKNOWLEDGMENTS;546
10.15.14;REFERENCES;546
10.16;Chapter 8. Speech, Language, and Audition;548
10.16.1;SPEECH AND NATURAL LANGUAGE INTERFACES;548
10.16.2;NONSPEECH AUDIO;554
10.16.3;CONCLUSION;556
10.16.4;REFERENCES;556
10.16.5;VIDEOS;559
10.17;Text-To-Speech Conversion Technology;562
10.17.1;What is TTS?;562
10.17.2;Text normalization;565
10.17.3;Word pronunciation;565
10.17.4;Prosodies;567
10.17.5;Phonetic rules;567
10.17.6;Voice tables;567
10.17.7;Hardware
implementation;568
10.17.8;Other approaches;568
10.17.9;References;568
10.18;An Introduction to Speech and Speaker Recognition;569
10.18.1;Factors affecting speech recognition;569
10.18.2;Applications;570
10.18.3;Components of aspeech recognition system;571
10.18.4;Dynamic time warping;572
10.18.5;Current speech recognition systems;572
10.18.6;Speaker recognition —the voice, not just the words;573
10.18.7;Speaker recognition systems;575
10.18.8;Acknowledgments;575
10.18.9;References;576
10.19;NATURAL LANGUAGE;577
10.19.1;The Nature of Understanding;579
10.19.2;The Nature of Speech;581
10.19.3;Conclusion;585
10.19.4;SUMMARY;586
10.19.5;Acknowledgments;586
10.19.6;References;586
10.20;AUDITORY ICONS IN LARGE-SCALE COLLABORATIVE ENVIRONMENTS;587
10.20.1;1. INTRODUCTION;587
10.20.2;2. CONFIRMATORY SOUNDS;588
10.20.3;3. PROCESS AND STATE INFORMATION;589
10.20.4;4. SOUNDS IN VERY LARGE ENVIRONMENTS;590
10.20.5;5. LISTENING TO OTHER USERS;591
10.20.6;6. CONCLUSIONS;591
10.20.7;ACKNOWLEDGEMENTS;592
10.20.8;REFERENCES;592
11;Part IV: Psychology and Human Factors;594
11.1;Chapter 9. Human Information Processing;596
11.1.1;THE HUMAN INFORMATION PROCESSOR;596
11.1.2;THE STUDY OF COGNITION TODAY;597
11.1.3;RESOURCES IN HUMAN INFORMATION PROCESSING;597
11.1.4;SKILLED PERFORMANCE;599
11.1.5;APPLIED COGNITIVE PSYCHOLOGY AS A FOUNDATION FOR HCI;601
11.1.6;BEYOND GOMS: COGNITIVE MODELING FACES ITS EARLY LIMITATIONS;602
11.1.7;MENTAL MODELS;604
11.1.8;ACTIVITY THEORY;605
11.1.9;LINGUISTICS AND PSYCOLINGUISTICS;605
11.1.10;DISTRIBUTED COGNITION AND ARTIFACT ANALYSIS;606
11.1.11;THE ROLE OF PSYCHOLOGY IN INTERFACE DESIGN: A SUMMING UP;606
11.2;User Technology: From Pointing to Pondering;610
11.2.1;1. The Vision of an Applied User Psychology;610
11.2.2;2. The Physical Interface: Pointing;611
11.2.3;3. The Cognitive Interface: Cognitive Skill;612
11.2.4;4. The Conceptual Interface: Mental Models;617
11.2.5;5. The Task Interface: Pondering Ideas;620
11.2.6;6. Conclusions;624
11.2.7;REFERENCES;625
11.3;The Growth of Cognitive Modelingin Human-Computer Interaction Since GOMS;626
11.3.1;ABSTRACT;626
11.3.2;1. GOMS AS COGNITIVE MODELING;627
11.3.3;2. ADVANCES IN MODELING SPECIFIC SERIAL COMPONENTS;629
11.3.4;3. EXTENSIONS OF THE BASIC FRAMEWORK;636
11.3.5;4. THE PLACE OF COGNITIVE MODELING IN HUMAN-COMPUTER INTERACTION;643
11.3.6;REFERENCES;646
11.4;A GOMS Analysis of a Graphic, Machine-Paced, Highly Interactive Task;649
11.4.1;ABSTRACT;649
11.4.2;KEYWORDS:;649
11.4.3;GOMS AND HIGHLY INTERACTIVE TASKS;649
11.4.4;THE TASK;649
11.4.5;TWO GOMS ANALYSES IMPLEMENTED IN SOAR;650
11.4.6;RESULTS OF THE GOMS ANALYSES;651
11.4.7;DISCUSSION OF THE GOMS ANALYSES;654
11.4.8;BEYOND GOMS;654
11.4.9;CONCLUSIONS;655
11.4.10;ACKNOWLEDGEMENTS;655
11.4.11;REFERENCES;655
11.5;GOMS Meets the Phone Company: Analytic Modeling Applied to Real-World Problems;657
11.5.1;1. INTRODUCTION;657
11.5.2;2. METHODOLOGY;658
11.5.3;3. WHAT: EMPIRICAL DATA;658
11.5.4;4. WHY: GOMS;659
11.5.5;5. CONCLUSION & SUMMARY;661
11.5.6;ACKNOWLEDGEMENTS;661
11.5.7;FOOTNOTES;661
11.5.8;REFERENCES;662
11.6;THE CONTRIBUTIONS OF APPLIED COGNITIVE PSYCHOLOGY TO THE STUDY OF HUMAN-COMPUTER INTERACTION;663
11.6.1;1. Introduction;663
11.6.2;2. The visions;665
11.6.3;3. The achievements;666
11.6.4;4. The realities of achievement;676
11.6.5;5. The future;678
11.6.6;6. Further reading;678
11.7;Let's Get Real: A Position Paper on the Role of Cognitive Psychology in the Design of Humanly Useful and Usable Systems;682
11.7.1;Mostly, Useful Theory Is Impossible;682
11.7.2;Where Possible, the Use of Theory Will Be Constrained and Modest;683
11.7.3;Some Useful Theory Will Be of Familiar Homely Kinds, and Have Minor Impact;684
11.7.4;More Useful "Theories" Will Be of New but Mundane Kinds;685
11.7.5;But Direct Empirical Modeling and Formative Evaluation Are Enough;685
11.7.6;References;688
11.8;Chapter 10. Designing to Fit Human Capabilities;690
11.8.1;DESIGNING FOR HUMAN ERROR;691
11.8.2;TRAINING , DOCUMENTATION, AND HELP;692
11.8.3;USERS WITH SPECIAL NEEDS;696
11.8.4;THE PHYSICAL ENVIRONMENT AND WORKSTATION ERGONOMICS;698
11.8.5;REFERENCES;700
11.8.6;VODEOS;703
11.9;COMMENTARY: HUMAN ERRORAND THE DESIGN OF COMPUTER SYSTEMS;704
11.9.1;REFERENCES;706
11.10;HUMAN ERROR AND THE SEARCH FOR BLAME;707
11.11;Designing for Error;709
11.11.1;DEALING WITH ERROR;710
11.11.2;MINIMIZING ERROR;711
11.11.3;DETECTING ERROR;713
11.11.4;CORRECTING ERROR;718
11.11.5;CONCLUSION;718
11.12;Learning to Use a Word Processor: By Doing, by Thinking, and by Knowing;721
11.12.1;METHOD AND OVERVIEW;721
11.12.2;LEARNING BY DOING;723
11.12.3;LEARNING BY THINKING;726
11.12.4;LEARNING BY KNOWING;732
11.12.5;DESIGNING FOR EASE OF LEARNING;735
11.12.6;ACKNOWLEDGMENTS;739
11.12.7;REFERENCES;739
11.13;Building User-centered On-line Help;741
11.13.1;INTERACTING DAILY;741
11.13.2;DESIGN IMPLICATIONS;742
11.13.3;DIFFERENT INTERFACES FOR DIFFERENT KINDS OF HELP;742
11.13.4;HELP DESIGN AS A FUNCTION OF ITS MEDIUM;745
11.13.5;IMPLICIT VERSUS EXPLICIT HELP;745
11.14;Computers for the Disabled;747
11.15;Improving VDT Work: Causes and Control of Health Concerns in VDT Use (Excerpt);751
11.16;Implementing Solutions: Guidelines and Precautionary Notes;752
11.17;Introduction to Musculoskeletal Strain;753
11.18;Preventing Problems in the Arms and Hands;755
12;Part V: Research Frontiers in Human-Computer Interaction;762
12.1;Chapter 11.
Groupware and Computer-Supported Cooperative Work;764
12.1.1;A PARADIGM SHIFT FOR COMPUTING;764
12.1.2;A CSCW TAXONOMY;765
12.1.3;ASYNCHRONOUS GROUPWARE;766
12.1.4;SYNCHRONOUS GROUPWARE;768
12.1.5;THE ADOPTION, DEPLOYMENT, AND USE OF GROUPWARE;771
12.1.6;GUIDE TO FURTHER READING;771
12.1.7;REFERENCES;772
12.1.8;VIDEOS;776
12.2;Computers, Networks and Work;778
12.3;GROUPWARE AND SOCIAL DYNAMICS: EIGHT CHALLENGES FOR DEVELOPERS;785
12.4;The User-centred Iterative Design Of Collaborative Writing Software;798
12.4.1;ABSTRACT;798
12.4.2;KEYWORDS:;798
12.4.3;INTRODUCTION;798
12.4.4;TAXONOMY OF COLLABORATIVE WRITING;798
12.4.5;DESIGN REQUIREMENTS;800
12.4.6;THE FIRST PROTOTYPE;801
12.4.7;THE SECOND PROTOTYPE;802
12.4.8;SUMMARY AND CONCLUSIONS;803
12.4.9;ACKNOWLEDGEMENTS;804
12.4.10;REFERENCES;804
12.5;Chapter 12. From Customizable Systems to Intelligent Agents;806
12.5.1;TAILORING BY EXPLICIT CUSTOMIZATION;806
12.5.2;ADAPTIVE INTERFACES;809
12.5.3;PROGRAMMING BY DEMONSTRATION;810
12.5.4;AGENTS;811
12.5.5;REFERENCES;813
12.5.6;VIDEOS;815
12.6;There's No Place Like Home: Continuing Design in Use;816
12.6.1;The Practice of Designing in Use;819
12.6.2;Designing for Tailorability;826
12.6.3;Acknowledgments;826
12.6.4;References;826
12.7;EAGER: PROGRAMMING REPETITIVE TASKS BY EXAMPLE;827
12.7.1;ABSTRACT;827
12.7.2;KEYWORDS:;827
12.7.3;INTRODUCTION;827
12.7.4;RELATED WORK;827
12.7.5;WHAT EAGER DOES;830
12.7.6;USER INTERACTION;830
12.7.7;DOMAIN KNOWLEDGE;831
12.7.8;HIGH-LEVEL EVENTS AND USER ACTIONS;831
12.7.9;USER STUDY;831
12.7.10;LIMITATIONS;832
12.7.11;FUTURE DIRECTIONS;832
12.7.12;ACKNOWLEDGEMENTS;832
12.7.13;REFERENCES;832
12.8;Agents that Reduce work and information Overload;834
12.8.1;Training a Personal Digital Assistant;835
12.8.2;Some Examples of Existing Agents;838
12.8.3;Discussion;843
12.8.4;Acknowledgments;843
12.8.5;About the Author:;843
12.8.6;References;843
12.9;Beyond Intelligent Interfaces: Exploring, Analyzing, and Creating Success Models of Cooperative Problem Solving;845
12.9.1;Abstract.;845
12.9.2;3. Success Models for Cooperative Problem Solving;846
12.9.3;4. Second Generation of Cooperative Problem-Solving Systems;851
12.10;Chapter 13.
Hypertext and Multimedia;856
12.10.1;HYPERTEXT AND HYPERMEDIA;856
12.10.2;MULTIMEDIA;860
12.10.3;REFERENCES;863
12.10.4;VIDEOS;865
12.11;Behavioral Evaluation and Analysis of a Hypertext Browser;866
12.11.1;ABSTRACT;866
12.11.2;KEYWORDS:;866
12.11.3;INTRODUCTION;866
12.11.4;SUPERBOOK;866
12.11.5;BEHAVIORAL EVALUATION AND ANALYSIS OF SUPERBOOK;868
12.11.6;SUMMARY AND FUTURE DIRECTIONS;870
12.11.7;REFERENCES;871
12.12;SEVEN WAYS TO MAKE A HYPERTEXT PROJECT FAIL;872
12.12.1;A COMPOSITE CASE STUDY;872
12.12.2;SEVEN WAYS TO FAIL;873
12.12.3;SUMMARY;876
12.12.4;REFERENCES;876
12.13;Media Streams: An Iconic Visual Language for Video Representation;877
12.13.1;Abstract;877
12.13.2;1. Introduction: The Need for Video Representation;877
12.13.3;2. Representing Video;878
12.13.4;3. Media Streams: An Overview;881
12.13.5;4. Why Icons?;885
12.13.6;5. Representation Example: A Language for Human Action;886
12.13.7;6. Conclusions and Future Work;887
12.13.8;Acknowledgments;888
12.13.9;References;888
12.14;Case C: A Multimedia Communication System;890
12.14.1;REFERENCES;892
12.14.2;VIDEOS;892
12.15;THE FREESTYLE SYSTEM A DESIGN PERSPECTIVE;894
12.15.1;1. Introduction;894
12.15.2;2. User Interface Design;895
12.15.3;3. System Use;897
12.15.4;4. Emerging Applications;901
12.15.5;ACKNOWLEDGMENTS;902
12.15.6;References;902
12.16;ITERATIVE TUTORIAL DESIGN IN THE PRODUCT DEVELOPMENT CYCLE;904
12.16.1;Abstract;904
12.16.2;Introduction;904
12.16.3;Results;906
12.16.4;Discussion;907
12.16.5;References;908
12.16.6;Acknowledgments;908
12.17;Chapter 14.
Cyberspace;920
12.17.1;GLOBAL NETWORKING, INFORMATION HIGHWAYS, AND VIRTUAL COMMUNITIES;921
12.17.2;The MBONE;923
12.17.3;VIRTUAL REALITY;924
12.17.4;UBIQUITOUS COMPUTING;925
12.17.5;HOPES AND FEARS;926
12.17.6;GUIDE TO FURTHER READING;927
12.17.7;CONCLUSION;927
12.17.8;REFERENCES;928
12.17.9;VIDEOS;929
12.17.10;FUTURE SCENARIOS;929
12.18;The World-Wide Web;930
12.18.1;What Does W3 Define?;930
12.18.2;W3 and other Systems;932
12.18.3;Recent W3 Developments;933
12.18.4;The Future;934
12.18.5;Conclusion;935
12.18.6;Aappendix.Getting Started;935
12.19;NATURE AND ORIGINS OF VIRTUAL ENVIRONMENTS: A BIBLIOGRAPHICAL ESSAY;936
12.19.1;1. COMMUNICATION AND ENVIRONMENTS;936
12.19.2;2.
VIRTUALIZATION;936
12.19.3;3. ORIGINS OF VIRTUAL ENVIRONMENTS;937
12.19.4;4. VIRTUAL ENVIRONMENTS: PERFORMANCE AND TRADE-OFFS;946
12.19.5;REFERENCES;952
12.20;The Computer for the 21st Century;956
13;Index;964
14;Author Index;973



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