DTUI Booksite

Book Contents

[3rd Edition | Preface | Errata]



Chapters:

  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
  16. Hypermedia and the World Wide Web

  17. Afterword: Societal and Individual Impact of User Interfaces

1. Human Factors of Interactive Software

1.1 Introduction

1.2 Goals of System-Engineering
1.2.1 Proper functionality
1.2.2 Reliability, availability, security, and data integrity
1.2.3 Standardization, integration, consistency, and portability
1.2.4 Schedules and budgets

1.3 User Interface Design Goals

1.4 Motivations for Human Factors
1.4.1 Life-critical systems
1.4.2 Industrial and commercial uses
1.4.3 Office, home, and entertainment applications
1.4.4 Exploratory, creative, and cooperative systems

1.5 Accommodating Human Diversity
1.5.1 Physical abilities and physical workplaces
1.5.2 Cognitive and perceptual abilities
1.5.3 Personality differences
1.5.4 Cultural and international diversity
1.5.5 Users with disabilities
1.5.6 Elderly users

1.6 Three Goals
1.6.1 Influencing academic and industrial researchers
1.6.2 Providing tools, techniques, and knowledge for systems implementors

1.7 Practitioner's Summary

1.8 Researcher's Agenda


2. Theories, Principles, and Guidelines

2.1 Introduction

2.2 High-Level Theories
2.2.1 Conceptual, semantic, syntactic, and lexical model
2.2.2 GOMS and the keystroke-level model
2.2.3 Stages of action models
2.2.4 Consistency through grammars
2.2.5 Widget-level theories

2.3 Object/Action Interface Model
2.3.1 Task hierarchies of objects and actions
2.3.2 Interface hierarchies of objects and actions
2.3.3 The disappearance of syntax

2.4 Principle 1: Recognize the Diversity
2.4.1 Usage profiles
2.4.2 Task profiles
2.4.3 Interaction styles

2.5 Principle 2: Use the Eight Golden Rules of Interface Design

2.6 Principle 3: Prevent Errors
2.6.1 Correct matching pairs
2.6.2 Complete sequences
2.6.3 Correct commands

2.7 Guidelines for Data Display
2.7.1 Organizing the display
2.7.2 Getting the user's attention

2.8 Guidelines for Data Entry

2.9 Balance of Automation and Human Control

2.10 Practitioner's Summary

2.11 Researcher's Agenda


3. Managing Design Processes

3.1 Introduction

3.2 Organizational Design to Support Usability

3.3 The Three Pillars of Design
3.3.1 Guidelines documents and processes
3.3.2 User-interface software tools
3.3.3 Expert reviews and usability testing

3.4 Development Methodologies

3.5 Ethnographic Observation

3.6 Participatory Design

3.7 Scenario Development

3.8 Social Impact Statement for Early Design Review

3.9 Legal Issues

3.10 Practitioner's Summary

3.11 Researcher's Agenda


4. Expert Reviews, Usability Testing, 
Surveys, and Continuing Assessments

4.1 Introduction

4.2 Expert Reviews

4.3 Usability Testing and Laboratories

4.4 Surveys

4.5 Acceptance Tests

4.6 Evaluation During Active Use
4.6.1 Interviews and focus-group discussions
4.6.2 Continuous user-performance data logging
4.6.3 Online or telephone consultants
4.6.4 Online suggestion box or trouble reporting
4.6.5. Online bulletin board or newsgroup
4.6.6 User newsletters and conferences

4.7 Controlled Psychologically-Oriented Experiments

4.8 Practitioner's Summary

4.9 Researcher's Agenda


5. Software Tools

5.1 Introduction

5.2 Specification Methods
5.2.1 Grammars
5.2.2 Menu-selection and dialog-box trees
5.2.3 Transition diagrams
5.2.4 Statecharts
5.2.5 User-action notation (UAN)

5.3 Interface-Building Tools
5.3.1 Design tools
5.3.2 Software-engineering tools

5.4 Evaluation and Critiquing Tools

5.5 Practitioner's Summary

5.6 Researcher's Agenda


6. Direct Manipulation and Virtual Environments

6.1 Introduction

6.2 Examples of Direct-Manipulation Systems
6.2.1 Command-line versus display editors versus word processors
6.2.2 The VisiCalc spreadsheet and its descendants
6.2.3 Spatial data management
6.2.4 Video games
6.2.5 Computer-aided design
6.2.6 Office automation
6.2.7 Further examples of direct manipulation

6.3 Explanations of Direct Manipulation
6.3.1 Problems with direct manipulation
6.3.2 The OAI Model explanation of direct manipulation

6.4 Visual Thinking and Icons

6.5 Direct-Manipulation Programming

6.6 Home Automation

6.7 Remote Direct Manipulation

6.8 Virtual Environments

6.9 Practitioner's Summary

6.10 Researcher's Agenda


7. Menu Selection, Form Fillin, and Dialog Boxes

7.1 Introduction

7.2 Task-Related Organization
7.2.1 Single menus
7.2.2 Linear sequences and multiple menus
7.2.3 Tree-structured menus
7.2.4 Acyclic and cyclic menu networks

7.3 Item Presentation Sequence

7.4 Response Time and Display Rate

7.5 Fast Movement Through Menus
7.5.1 Menus with typeahead: the BLT approach
7.5.2 Menu names or bookmarks for direct access
7.5.3 Menu macros, custom toolbars, and style sheets

7.6 Menu Layout
7.6.1 Titles
7.6.2 Phrasing of menu items
7.6.3 Graphic layout and design

7.7 Form Fillin
7.7.1 Form fillin design guidelines
7.7.2 List and combo boxes
7.7.3 Coded fields

7.8 Dialog Boxes

7.9 Practitioner's Summary

7.10 Researcher's Agenda


8. Command and Natural Languages

8.1 Introduction

8.2 Functionality to Support Users' Tasks

8.3 Command-Organization Strategies
8.3.1 Single command set
8.3.2 Command plus arguments
8.3.3 Command plus options and arguments
8.3.4 Hierarchical command structure

8.4 The Benefits of Structure
8.4.1 Consistent argument ordering
8.4.2 Symbols versus keywords
8.4.3 Hierarchical structure and congruence

8.5 Naming and Abbreviations
8.5.1 Specificity versus generality
8.5.2 Abbreviation strategies
8.5.3 Guidelines for using abbreviations

8.6 Command Menus

8.7 Natural Language in Computing
8.7.1 Natural-language interaction
8.7.2 Natural-language queries
8.7.3 Text-database searching
8.7.4 Natural-language text generation
8.7.5 Adventure and educational games

8.8 Practitioner's Summary

8.9 Researcher's Agenda


9. Interaction Devices

9.1 Introduction

9.2 Keyboards and Function Keys
9.2.1 Keyboard layouts
9.2.2 Keys
9.2.3 Function keys
9.2.4 Cursor movement keys

9.3 Pointing Devices
9.3.1 Pointing tasks
9.3.2 Direct-control pointing devices
9.3.3 Indirect-control pointing devices
9.3.4 Comparisons of pointing devices
9.3.5 Fitts' Law
9.3.6 Novel pointing devices

9.4 Speech Recognition, Digitization, and Generation
9.4.1 Discrete-word recognition
9.4.2 Continuous-speech recognition
9.4.3 Speech store and forward
9.4.4 Speech generation
9.4.5 Audio tones, audiolization, and music

9.5 Image and Video Displays
9.5.1 Display devices
9.5.2 Digital photography and scanners
9.5.3 Digital video
9.5.4 Projectors, heads-up displays, helmet-mounted displays

9.6 Printers

9.7 Practitioner's Summary

9.8 Researcher's Agenda


10. Response Time and Display Rate

10.1 Introduction

10.2 Theoretical Foundations
10.2.1 Limitations of short-term and working memory
10.2.2 Sources of errors
10.2.3 Conditions for optimal problem solving

10.3 Expectations and Attitudes

10.4 User Productivity
10.4.1 Repetitive tasks
10.4.2 Problem-solving tasks
10.4.3 Programming tasks
10.4.4 Summary

10.5 Variability

10.6 Practitioner's Summary

1.0.7 Researcher's Agenda


11. Presentation Styles: Balancing Function and Fashion

11.1 Introduction

11.2 Error Messages
11.2.1 Specificity
11.2.2 Constructive guidance and positive tone
11.2.3 User-centered phrasing
11.2.4 Appropriate physical format
11.2.5 Development of effective messages

11.3 Nonanthropomorphic Design

11.4 Display Design
11.4.1 Field layout
11.4.2 Empirical results
11.4.3 Display-complexity metrics

11.5 Color

11.6 Practitioner's Summary

11.7 Researcher's Agenda


12. Printed Manuals, Online Help, and Tutorials

12.1 Introduction

12.2 Reading from Paper versus from Displays

12.3 Preparation of Printed Manuals
12.3.1 Using the OAI Model to design manuals
12.3.2 Organization and writing style
12.3.3 Nonanthropomorphic descriptions
12.3.4 Development process

12.4 Preparation of Online Facilities
12.4.1 Online manuals
12.4.2 Online tutorials, demonstrations, and animations
12.4.3 Helpful guides

12.5 Practitioner's Summary

12.6 Researcher's Agenda


13. Multiple-Window Strategies

13.1 Introduction

13.2 Individual-Window Design

13.3 Multiple-Window Design

13.4 Coordination by Tightly-Coupled Windows

13.5 Image Browsing and Tightly-Coupled Windows

13.6 Personal Role Management and Elastic Windows

13.7 Practitioner's Summary

13.8 Researcher's Agenda


14. Computer-Supported Cooperative Work

14.1 Introduction

14.2 Goals of Cooperation

14.3 Asynchronous Interactions: Different Time, Different Place
14.3.1 Electronic Mail
14.3.2 Newsgroups and network communities

14.4 Synchronous Distributed: Different Place, Same Time

14.5 Face to Face: Same Place, Same Time

14.6 Applying CSCW to Education

14.7 Practitioner's Summary

14.8 Researcher's Agenda


15. Information Search and Visualization

15.1 Introduction

15.2 Database Query and Phrase Search in Textual Documents
in Textual Documents
15.3 Multimedia Document Searches
15.4 Information Visualization
15.5 Advanced Filtering

15.6 Practitioner's Summary

15.7 Researcher's Agenda


16. Hypermedia and the World Wide Web

16.1 Introduction

16.2 Hypertext and Hypermedia

16.3 World Wide Web

16.4 Genres and Goals for Designers

16.5 Users and Their Tasks

16.6 Object-Action Interface Model for Web Site Design
16.6.1 Design of task objects and actions
16.6.2 Design of interface objects and actions
16.6.3 Case study with the Library of Congress
16.6.4 Detailed design issues
16.6.5 Web-Page design
16.6.6 Testing and maintenance for web sites

16.7 Practitioner's Summary

16.8 Researcher's Agenda


Afterword: Societal and Individual Impact of User Interfaces

A.1 Between Hope and Fear

A.2 Ten Plagues of the Information Age

A.3 Prevention of the Plagues

A.4 Overcoming the Obstacle of Animism

A.5 Practitioner's Summary

A.6 Researcher's Agenda


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Last Updated: 02 March 2001