为什么要保证我们的软件产品或应用程序中的文本、图像和字体、布局等问题呢,因为我们用户的终端显示设备通常型号和设置各异,如最近出现的16˙9,低于 8”的等最新款式移动手提电脑,我们的应用程序和软件产品通常会在这样的终端变得面目全非,而这显然给用户的使用带来了严重的问题,直接导致的问题如:操作易用性Usability、功能可接近性Accessibility、文本可读性Readability 等,而这样的问题并非不可逾越,要解决如何让我们的应用程序在高分辨率的显示下仍然保持正常可视,重点需要解决四个方面的问题文本和字体、图像(图形、图标和鼠标指针)、版面设置和重绘等。
Liu, Steven. uiGarden (2006). (Chinese) Articles>User Interface>Human Computer Interaction
ﺩﺪﺤﻤﻟﺍ ﺭﺎﻃﻹﺍ ﺪﺣﺄﻛ ﺔﻴﻧﺍﺮﻤﻌﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻄﻳﺮﺨﻠﻟ ﺔﻣﺯﻼﻟﺍ ﺮﺻﺎﻨﻌﻟﺍﻭ ﺕﺎﻗﻼﻌﻠﻟ
ﺔﻣﺪﻘﻣ ﺮﺒﺘﻌﻳ ﺕﺍﺮﻴﻐﺘﻤﻟﺍ ﻦﻣ ﺮﻴﺜﻜﺑ ﺮﺛﺄﺘﺗ ﻲﺘﻟﺍ ﻭ ﺓﺪﻘﻌﻤﻟﺍ ﺕﺎﻴﻠﻤﻌﻟﺍ ﻦﻣ ﺎﻫﺬﻴﻔﻨﺗﻭ ﻥﺪﻤﻟﺍ ﻂﻴﻄﺨﺗ ﻞﻣﺍﻮﻌﻟﺍﻭ. ﺮﺒﺘﻌﺗﻭ ﺎﻫﺭﻮﻄﺗ ﻲﻓ ﻲﺴﻴﺋﺮﻟﺍ ﺐﺒﺴﻟﺍ ﻭ ﻥﺪﻤﻟﺍ ﺔﻴﻤﻨﺘﻟ ﻲﺳﺎﺳﻷﺍ ﻙﺮﺤﻤﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺍ.ﻲﻫﻭ ﺔﻨﻳﺪﻤﻠﻟ ﺔﻳﺩﺎﺼﺘﻗﻻﺍ ﺓﺪﻋﺎﻘﻟﺍ ﺰﺋﺎﻛﺭ ﻯﺪﺣﺇ.ﻁﺎﺸﻨﻟﺍ ﻰﻠﻋ ﺔﻤﺋﺎﻗ ﺔﻨﻳﺪﻤﻟﺍ ﻦﻜﺗ ﻢﻟ ﻥﺃﻭ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺍ ﺔﻛﺮﺤﺑ ﻂﺒﺗﺮﻳ ﻥﺍﻭ ﺪﺑﻻ ﺮﺧﺃ ﻱﺩﺎﺼﺘﻗﺍ ﻁﺎﺸﻧ ﻯﺃ ﻥﺈﻓ ﺎﺳﺎﺳﺃ ﻲﻋﺎﻨﺼﻟﺍ ﺔﺣﺎﻴﺳ ﻭﺃ ﺓﺭﺎﺠﺗ ﻭﺃ ﺔﻋﺍﺭﺯ ﻁﺎﺸﻨﻟﺍ ﺍﺬﻫ ﻥﺎﻛ ءﺍﻮﺳ. (ﺔﻨﻳﺪﻤﻟﺍ –ﺔﻋﺎﻨﺼﻟﺍ )ﻞﻛ ﻰﻠﻋ ﺪﻋﺎﺴﻳ ﻥﺍﺮﻤﻋ ﻦﻣ ﺎﻬﻣﺎﻴﻗ ﻦﻣ ﺪﺑﻻ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺎﻓ ﺮﺧﻵﺍ ﻰﻟﺇ ﺝﺎﺘﺤﻳ ﺎﻤﻬﻨﻣ ﻲﻧﺎﻜﻤﻟﺍ ﺰﻴﺤﻟﺍ ﺭﺎﻃﺇ ﻲﻓ ﺔﻋﺎﻨﺼﻟﺍ ﺪﺴﺠﻳﻭ ﺎﻫﺪﺟﺍﻮﺗﻭ ﺎﻬﺋﺎﺸﻧﺇ. ﻚﻟﺬﻛ ﻩﺭﺍﺮﻤﺘﺳﻻ ﺔﻣﺯﻼﻟﺍ ﻝﺍﻮﻣﻷﺍ ﺱﻭﺅﺭ ﻭ ﻞﻤﻋ ﺹﺮﻓ ﺮﻓﻮﺗ ﺔﻳﺩﺎﺼﺘﻗﺍ ﺓﺪﻋﺎﻗ ﻦﻣ ﻪﻟ ﺪﺑﻻ ﻥﺍﺮﻤﻌﻟﺍ… ﻩﺍﺮﻨﺳ ﺎﻣ ﻮﻫﻭ ﺚﺤﺒﻟﺍ ﻲﻓ.ﻲﻓ ﻥﺪﻤﻟﺍ ﻂﻴﻄﺨﺗﻭ ﻲﻋﺎﻨﺼﻟﺍ ﻂﻴﻄﺨﺘﻟﺍ ﻦﻣ ﻞﻛ ﻦﻴﺑ ﻖﻴﺴﻨﺘﻟﺍ ﻝﻭﺎﺤﻳ ﻱﺬﻟﺍﻭ ﺭﺎﻃﺇ ﺪﻳﺪﺤﺗﻭ ﺎﻤﻬﻨﻣ ﻞﻛ ﺮﺻﺎﻨﻌﻟ ﺎﻨﻤﻬﻓ ﺮﺻﺎﻨﻌﻟﺍ ﻩﺬﻫ ﻦﻴﺑ ﻂﺑﺮﺗ ﻰﺘﻟﺍ ﺕﺎﻗﻼﻌﻟﺍ. ﺞﻣﺎﻧﺮﺑ ﻝﻼﺧ ﻦﻣ ﻚﻟﺫﻭGISﺮﻓﻮﺗ ﻱﺬﻟﺍ ﻭ ﺔﻔﻠﺘﺨﻤﻟﺍ ﺕﺎﻗﻼﻌﻟﺍ ﻢﻬﻓﻭ ﺎﻬﺿﺍﺮﻌﺘﺳﺍﻭ ﺮﺻﺎﻨﻌﻟﺍ ﻩﺬﻫ ﺪﻳﺪﺤﺘﻟ ﺔﻣﺯﻼﻟﺍ ﺕﺍﻭﺩﻷﺍ ﻪﺗﺎﻘﻴﺒﻄﺗ ﺔﻄﻳﺮﺨﻟﺎﺑ ﺔﻘﻠﻌﺘﻤﻟﺍ ﺔﻔﻠﺘﺨﻤﻟﺍ ﺕﺍﺭﺎﺴﻔﺘﺳﻻﺍ ﻰﻠﻋ ﺔﺑﺎﺟﻹﺍ ﻪﻟﻼﺧ ﻦﻣ ﻦﻜﻤﻳ ﺎﻤﻛ ﺎﻬﻨﻴﺑ ﺔﻴﻧﺍﺮﻤﻌﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ.
Salem, Ahmed. OICC (2001). (Arabic) Articles>Human Computer Interaction>Usability
Accessible Presentation of Measurements from a Web Accessibility Observatory 
How shall we design accessible GUIs? Which are the main problems, which are the right paths and techniques for doing this? The article is a story about an experience, about the development of an accessible GUI and an analyses of the procedures.
Bertini, Patrizia and T. Gjosater. DFA International Conference (2006). Articles>Human Computer Interaction>Accessibility>User Experience
Activity Theory: Basic Concepts and Applications
This tutorial introduces participants to Activity Theory, a conceptual approach that provides a broad framework for describing the structure, development, and context of computer-supported activities. The tutorial will consist of lectures, discussion and small group exercises. A Web community will be established so attendees will be able to continue to learn about and use activity theory.
Kaptelinin, Victor and Bonnie A. Nardi. ACM SIGCHI (1997). Articles>Human Computer Interaction>Theory>Rhetoric
An action possibility available in the environment to an individual, independent of the individual's ability to perceive this possibility.
Soegaard, Mads. Interaction-Design.org. Articles>Human Computer Interaction>Interaction Design
I will examine this unfortunate side effect, Repetitive Strain Injury (RSI), of the Digital Age in this essay. It has probably affected someone you know. I hope this information will cause you to pause, look at your computer setup and initiate changes that make your computing safer and more comfortable. And if you've already experienced some of RSI's disabling and career-threatening effects, I hope that this article eases some of your anxieties by describing methods, approaches and treatments that have helped others.
Amara.com. Articles>Human Computer Interaction>Ergonomics>RSI
The Anti-Mac: Violating the Macintosh Human Interface Guidelines
Graphical computer interfaces have become the norm. They are based on a number of principles such as metaphor, see-and-point, direct manipulation, user control, and WYSIWIG. The Anti-Mac project explored alternative interfaces that might result from violating the principles behind conventional graphical interfaces. What emerges is a human-computer interface based on language, a richer representation of objects, expert users, skilled agents, and shared control.
Nielsen, Jakob. ACM SIGCHI (1995). Articles>Human Computer Interaction>User Interface>Standards
An artifact simply means any product of human workmanship or any object modified by man. It is used to denote anything from a hammer to a computer system, but it is often used in the meaning 'a tool' in HCI or Interaction Design terminology. The term is also used to denote activities in a design process.
Soegaard, Mads. Interaction-Design.org (2006). Articles>Human Computer Interaction>Usability
Grattan introduces Intercom readers to voice portals, an emergent technology that allows phone access to Internet-based information.
Grattan, Naomi. Intercom (2001). Articles>Human Computer Interaction>User Interface>Voice
Keyboard shortcut commands not only save time; they help save joint strain and brain power.
Dallabrida, Dale. Delaware Online (2002). Articles>Human Computer Interaction>Usability
Avoiding Repetitive-Stress Injuries: A Guide for the Technical Communicator
Writers and editors in particular put in an awful lot of miles at the keyboard every day. For example, I commonly spend a solid 8 hours typing. Writers and editors in particular put in an awful lot of miles at the keyboard every day. For example, I commonly spend a solid 8 hours typing. Then there's that darned mouse. W. Wayt Gibbs, writing in the June 2002 Scientific American, used the Mouse Odometer software (www.modometer.com) to monitor his habits and found that in a single 5-day period, he'd recorded 2440 feet of mouse movement and nearly 22 000 mouse clicks. It's no wonder computer users sometimes experience serious physical problems.It's no wonder computer users sometimes experience serious physical problems.
Hart, Geoffrey J.S. TECHWR-L (2005). Articles>Human Computer Interaction>Ergonomics>RSI
Avoiding Repetitive-Stress Injuries: A Guide for the Technical Communicator
Writers and editors in particular put in an awful lot of miles at the keyboard every day. One serious problem is the risk of so-called 'repetitive-stress injury' (RSI)--simplistically, any injury that results from overuse of a body part without giving it time to recover. In fact, 'overuse injury' is probably a more immediately obvious term, and given how much time many of us spend using computers, overuse is indeed a risk.
Hart, Geoffrey J.S. TECHWR-L (2004). Articles>Human Computer Interaction>Ergonomics>RSI
What if something neither looks nor quacks like a duck, but users think it is a duck? The cranky user comments on baby duck syndrome and how it can trap users with systems and interfaces that don't really meet their needs.
Seebach, Peter. IBM (2005). Articles>User Interface>Human Computer Interaction>Usability
Backtalk of a Situation (or Situational Feedback)
Making thoughts, ideas and plans explicit by writing them down or by developing an artifact, we create situations which talk back to us. For example, architects use the backtalk of their work extensively. When sketching, unexpecting patterns emerge, which are incorporated and maybe elaborated on in the drawing. Thus, the act of sketching is not only the conscious act of sketching the intended subject, but an interplay between the sketcher, the materials and possibly other situational constraints.
Soegaard, Mads. Interaction-Design.org (2006). Articles>Human Computer Interaction
Barrierefreie Informationstechnik: ein Thema nicht nur für behinderte Menschen 
Abgeflachte Bürgersteige, Rampen statt Stufen, tiefergelegte Busse - an den alltäglichen baulichen Barrieren für Kinderwägen und Rollstuhlfahrer wird gearbeitet. Im IT-Bereich dagegen ließ Barrierefreiheit bislang auf sich warten: Viele Websites sind nicht für jeden zugänglich. Mit dem Gesetz zur Gleichstellung behinderter Menschen sind öffentliche Institutionen seit Anfang Mai 2002 verpflichtet, ihre Websites barrierefrei zu gestalten.
Heuwinkel, Roland. Doculine (2002). (German) Articles>Human Computer Interaction>Accessibility>User Interface
Bass Curves for the Diffusion of Innovations
Uptake of hypertext is likely to happen somewhat differently than the standard Bass curve. First, the market for hypertext use is highly dependent on the number of people who have computers with certain minimum capabilities (typically at least a graphical user interface; for WWW use it is also necessary to have Internet access). Second, the influence of other hypertext users is almost certainly not linear.
Nielsen, Jakob. Alertbox (1995). Articles>Human Computer Interaction
We humans are biological animals. We have evolved over millions of years to function well in the environment, to survive. We are analog devices following biological modes of operation. We are compliant, flexible, tolerant. Yet we people have constructed a world of machines that requires us to be rigid, fixed, intolerant. We have devised a technology that requires considerable care and attention, that demands it be treated on its own terms, not on ours. We live in a technology-centered world where the technology is not appropriate for people. No wonder we have such difficulties.
Norman, Donald A. JND.org (2002). Articles>Human Computer Interaction>Usability
Below the Neutral Axis: A Case of Writers, Managers, and Companies in the Current Economic Context

As a growing and integral part of America's corporate workforce, technical writers increasingly share general employee benefits and burdens. Negative trends that affect the workforce in many companies now threaten serious damage to the teams that technical writers work on, the projects they develop, and ultimately the revenues that pay their salaries. The structural and secondary effects of such trends are explained; an illustration is given in the case of one company; and predictions are made about where such trends will lead.
McKeown, Roger R. Technical Communication Online (1997). Articles>Human Computer Interaction
A Breakdown of the Psychomotor Components of Input Device Usage
This study investigates the breakdown of the psychomotor components of three different input devices, the mouse, trackball, and RollerMouse™ using the Stochastic Optimized Submovement Model. Primary movement time (PMT), Total Movement Time (TMT), Primary Movement Distance (PMD), and Total Movement Distance (TMD) were examined for each device. Results showed that psychomotor variables related to the primary phase of movement help to pinpoint how performance efficiency is affected by a particular device. For example, the relationship between %PMD and efficiency suggests that a device that affords users an initial accurate movement decreases the need for more or longer corrective submovements, thus reducing movement time.
Slocum, Jeremy. Usability News (2005). Articles>Human Computer Interaction>User Interface>Usability
A Brief History of Human Computer Interaction Technology
This article summarizes the historical development of major advances in human-computer interaction technology, emphasizing the pivotal role of university research in the advancement of the field.
Myers, Brad A. Carnegie Mellon University (1996). Articles>Human Computer Interaction>History
Have you ever been working at the computer so long that your eyes 'went buggy?' Or so intensely that you could barely move when you got up? Working long hours at a computer may be more hazardous than you know. One real possibility is that you will develop Carpal Tunnel Syndrome (CTS).
Rollins, Cindy. Boston Broadside (1991). Articles>Human Computer Interaction>Biomedical>RSI
The file system has been a trusted part of most computers for many years, and will likely continue as such in operating systems for many more. However, several emerging trends in user interfaces indicate that the basic file-system model is inadequate to fully satisfy the needs of new users, despite the flexibility of the underlying code and data structures.
Nielsen, Jakob. Alertbox (1996). Articles>Human Computer Interaction>User Interface
The Degree of Usability from Selected DVD Menus and Their Navigational Systems 
The purpose of this research is to investigate the usability of DVD interfaces via their menus and navigation, inspired by Donald Norman who has had a pivotal role in user-centred design and usability. The paper encompasses theoretical aspects of interactivity, usability and DVD technology. A usability test was administered with the DVDs chosen. The results from the usability test were the main focus in this research. Such results were supportive of Norman's claims, as participants experienced varying degrees of usability issues. Furthermore, the findings were used to develop a set of guidelines and recommendations designers could follow. If these were adhered to, it would have significantly alleviated the difficulty the participants had in interacting with the DVDs.
Wood-Bradley, Guy and Malcolm Campbell. SpringerLink (2005). Articles>Usability>Human Computer Interaction>DVD
Do Students Really Feel Integrated With Computers? 
This paper reports the results of a survey of senior Business and Engineering majors conducted at the University of Cincinnati. The survey's goal was to examine whether or not students felt integrated with computers yet, since the technological trend is towards a human-computer interface.
Stibravy, John A. STC Proceedings (1994). Articles>User Centered Design>Human Computer Interaction
Does Background Music Impact Computer Task Performance?
The effects of music on performance on a computer-mediated problem-solving task were examined. Participants completed the task in anonymous dyads as they were exposed to either Classical music, Punk music, or No Music. Results indicate that those in the Classical music condition performed better on the problem solving-task than those in the Punk music or No Music conditions. However, those listening to the Classical music offered more off-task comments during the task than those listening to No Music. Implications for website designers are discussed.
Phillips, Christine. Usability News (2004). Articles>Usability>Human Computer Interaction>Audio
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