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	<title>Articles&gt;Human Computer Interaction</title>	<link>http://tc.eserver.org/dir/Articles/Human-Computer-Interaction</link>
	<description>A listing of the most recently indexed works about Articles and Human Computer Interaction in the field of technical communication.</description>
	<language>en-us</language>
	<copyright>Copyright (c) 2005-08 by the EServer. All rights reserved.</copyright>
	<managingEditor>tclib-editorial@eserver.org (TC Library Editorial Board)</managingEditor>
	<webMaster>webmaster@eserver.org (Geoffrey Sauer)</webMaster>
	<image>
		<url>http://tc.eserver.org/images/newlogo.gif</url>
		<title>Articles&gt;Human Computer Interaction</title>
		<link>http://tc.eserver.org/dir/Articles/Human-Computer-Interaction</link>
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		<title>The Ever-Evolving Arrow: Universal Control Symbol</title>
		<link>http://tc.eserver.org/35655.html</link>
		<guid>http://tc.eserver.org/35655.html</guid>
		<description>The arrow and its brethren are everywhere on our computer screens. For example, a quick examination of the Firefox 3.0 browser, shown in Figure 1 in its standard configuration, yields eight examples of arrows—Forward, Back, and Reload buttons, scroll bar controls, and drop-down menus that reveal search engine, history, and bookmark choices.</description>
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		<title>Touchscreen Usability</title>
		<link>http://tc.eserver.org/35574.html</link>
		<guid>http://tc.eserver.org/35574.html</guid>
		<description>Touchscreen devices can only work well if both hardware and software are uniquely optimized for touch interaction. Simply adding touch interaction to an existing device will make the user experience worse instead of better.</description>
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		<title>Designing for B2B and Enterprise Applications</title>
		<link>http://tc.eserver.org/35487.html</link>
		<guid>http://tc.eserver.org/35487.html</guid>
		<description>It&apos;s not uncommon to hear people complaining about the poor user experience of some B2B and enterprise applications. Read through these top tips to help you design enterprise applications that offer a better user experience and increase productivity.</description>
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		<title>Cr@p Error Messages</title>
		<link>http://tc.eserver.org/35493.html</link>
		<guid>http://tc.eserver.org/35493.html</guid>
		<description>When writing software, *please* don&apos;t give error messages that are only meaningful to developers of the software. Microsoft used to be awful for this: &quot;System fault at DEAD:BEEF, please contact your system administrator&quot;. Which would&apos;ve been cool, except that I *was* the system administrator.</description>
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		<title>The Future of Interface Design</title>
		<link>http://tc.eserver.org/35498.html</link>
		<guid>http://tc.eserver.org/35498.html</guid>
		<description>The future of how we interact with computers is exciting to say the least. What once seemed like nonsense outside of Hollywood and Science Fiction is now starting to find it’s way into reality, and some of the technology is a bit overwhelming. Have a taste of what the future of interface design has to offer:</description>
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		<title>Animated Expressions: Expressive Style in 3D Computer Graphic Narrative Animation</title>
		<link>http://tc.eserver.org/34879.html</link>
		<guid>http://tc.eserver.org/34879.html</guid>
		<description>The development of 3D animation systems has been driven primarily by a hyper-realist ethos, and 3D computer graphic (CG) features have broadly complied with this agenda. As a counterpoint to this trend, some researchers, technologists and animation artists have explored the possibility of creating more expressive narrative output from 3D animation environments. This article explores 3D animation aesthetics, technology and culture in this context.</description>
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		<title>Human Computer Interaction (HCI)</title>
		<link>http://tc.eserver.org/34471.html</link>
		<guid>http://tc.eserver.org/34471.html</guid>
		<description>Human-computer interaction (HCI) is an area of research and practice that emerged in the early 1980s, initially as a specialty area in computer science. HCI has expanded rapidly and steadily for three decades, attracting professionals from many other disciplines and incorporating diverse concepts and approaches. To a considerable extent, HCI now aggregates a collection of semi-distinct fields of research and practice in human-centered informatics. However, the continuing synthesis of disparate conceptions and approaches to science and practice in HCI has produced a dramatic example of how different epistemologies and paradigms can be reconciled and integrated.</description>
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		<title>Accessibility and Hierarchies of Impairment</title>
		<link>http://tc.eserver.org/34439.html</link>
		<guid>http://tc.eserver.org/34439.html</guid>
		<description>There is no doubt that, in pro-disabled accessibility discourse, certain groups are privileged above others. Whilst there is increasing sensitivity to this in Computer Science, with developers and researchers working to close the distance, this reasons for this divide are under-theorised within ICT discourse.</description>
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		<title>Polite Computers Win Users&apos; Hearts and Minds</title>
		<link>http://tc.eserver.org/33467.html</link>
		<guid>http://tc.eserver.org/33467.html</guid>
		<description>Computer glitches would be a lot less annoying if the machines were programmed to acknowledge errors gracefully when something goes wrong, instead of merely flashing up a brusque &quot;you goofed&quot; message.</description>
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		<title>The Human Factors of Touch Input Devices</title>
		<link>http://tc.eserver.org/33469.html</link>
		<guid>http://tc.eserver.org/33469.html</guid>
		<description>The popularity of touch input devices for use in a wide variety of information, telecommunication, and other systems applications warrants a review of the role of human factors in the design and use of these devices, particularly touch screens and touch pads. This report reviews empirical research into the human interface design issues of touch input devices including display mounting angle, touch biases, touch area size and shape, feedback, and touch key interaction strategies. The limitations and capabilities of the devices for supporting a variety of tasks are examined as are comparisons between these devices and more conventional input devices such as keyboards. Attempts to improve the user interaction with these devices are also reviewed. Conclusions and recommendations regarding the use and design of touch input devices are provided.</description>
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		<title>Ten Ways Computers Manipulate People</title>
		<link>http://tc.eserver.org/33434.html</link>
		<guid>http://tc.eserver.org/33434.html</guid>
		<description>My most recent captology course at Stanford focused on 10 ways computers manipulate people. In total, I&apos;ve found about 60 strategies that software can use to change what people think and do.</description>
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		<title>Using Computer-Based Narratives to Persuade</title>
		<link>http://tc.eserver.org/33438.html</link>
		<guid>http://tc.eserver.org/33438.html</guid>
		<description>Our lab has been investigating how computer-based narratives can change people&apos;s beliefs and behaviors.</description>
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		<title>Persuading People via Computer-Based Narratives</title>
		<link>http://tc.eserver.org/33439.html</link>
		<guid>http://tc.eserver.org/33439.html</guid>
		<description>Computer technology opens new doors for researching, creating, and distributing WIN (interactivity and narrative) experiences. Increased insight in this area could create a potential to change people’s attitudes &#xD;and behaviors in ways never before possible. For example, in researching WIN experiences, our online system can now test stories to identify which stories have an impact on specific types of people. Alternately in creating WIN experiences, a computer could glean information from an interaction in order to select a specific story from a large database of proven stories. From a distribution standpoint, WIN experiences could be delivered through mobile handsets, increasing reach beyond the desktop. The potential for impact is significant. Computer-supported WIN experiences could lead to large-scale interventions to improve health, enhance learning and training, boost workplace performance, and motivate participation in civic life.</description>
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		<title>Alternative Business Models for HCI</title>
		<link>http://tc.eserver.org/33353.html</link>
		<guid>http://tc.eserver.org/33353.html</guid>
		<description>It is easy to be complacent about the future in this climate and to forget the lessons of the dotcom crash of a few years ago. At that time, usability professionals struggled in a market that was dominated by cost-cutting. The problem then was that usability had a limited business offering that focused on optimisation.</description>
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		<title>Touchscreen: Usability Guidelines</title>
		<link>http://tc.eserver.org/33293.html</link>
		<guid>http://tc.eserver.org/33293.html</guid>
		<description>Are touchscreens always good news for users? Our consultants suggest guidelines to ensure touchscreen devices are both usable and useful.</description>
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		<title>Guidelines on the Common Features of Mobile Phone Interfaces</title>
		<link>http://tc.eserver.org/33294.html</link>
		<guid>http://tc.eserver.org/33294.html</guid>
		<description>An ever increasing range of mobile phones are appearing on the market, each with their own features, designs and interfaces. Our extensive experience of working with a wide range of phones suggests that, despite their many differences, there are some user interface requirements common to all mobile phones. These requirements are presented as guidelines below.</description>
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		<title>Task Analysis and Human-Computer Interaction: Approaches, Techniques, and Levels of Analysis</title>
		<link>http://tc.eserver.org/33300.html</link>
		<guid>http://tc.eserver.org/33300.html</guid>
		<description>In this paper we critically review task analysis models and techniques.  These approaches to task analysis are discussed in order to develop a richer picture of human activity, while analyzing their limitations, general weaknesses, and possibilities for improvement.  We consider their ability to determine the appropriate set of atomic actions in a task, their effect on workers’  motivational needs, their support of users’ cognitive and sociocultural processes, and their effectiveness in supporting interface design.  We note that the major approaches have focused on very different levels of analysis, and call for greater integration of these different levels in task analysis theory.</description>
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		<title>Ethics, Lies and Videotape...</title>
		<link>http://tc.eserver.org/33245.html</link>
		<guid>http://tc.eserver.org/33245.html</guid>
		<description>Videotape has become one of the CHI community&apos;s mostuseful technologies: it allows us to analyze users&apos; interactions with computers,prototype new interfaces, and present the results of our research andtechnical innovations to others. But video is a double-edged sword. It isoften misused, however unintentionally. How can we use it well, without compromising our integrity? This paper presents actual examples of questionable videotaping practices. Next, it explains why we cannot simply borrow ethical guidelines from otherprofessions. It concludes with a proposal for developing usable ethical guidelines for the capture, analysis andpresentation of video. </description>
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		<title>Navigating Information Spaces</title>
		<link>http://tc.eserver.org/33210.html</link>
		<guid>http://tc.eserver.org/33210.html</guid>
		<description>Evaluation is a fundamental part of human-computer interaction (HCI). Good HCI practice tells designers to evaluate: evaluate requirements, evaluate designs, evaluate prototypes. The purpose of evaluation is to improve the usability of a software system; that is to make it easy to use, easy to learn, effective and enjoyable. But what is usability and what makes one device easier to use than another? Traditional HCI theory has produced a number of evaluation techniques and guidelines. These are based on some basic psychological assumptions which date back to the sixties.</description>
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		<title>对于“以人为中心的设计是有害的”的澄清</title>
		<link>http://tc.eserver.org/33042.html</link>
		<guid>http://tc.eserver.org/33042.html</guid>
		<description>很多人难以理解我的那篇“以人为中心的设计是有害的”文章。&#xD;&#xD;（哈哈，下面这样说可能有些保守！关于这个问题，肯定有五百篇评论和博客文章。）&#xD;&#xD;特别地，我没能够清楚地说明“以活动为中心的设计”是什么意思，以及它和“以人为中心的设计”是如何的不同。&#xD;&#xD;一些人好像认为我彻底抛弃了我以前说过的话。另外一些人则简单地认为我疯了。还有一些人则急匆匆地出来解释我那样说的含义。</description>
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		<title>Implications for Design</title>
		<link>http://tc.eserver.org/32974.html</link>
		<guid>http://tc.eserver.org/32974.html</guid>
		<description>Although ethnography has become a common approach in HCI research and design, considerable confusion still attends both ethnographic practice and the metrics by which &#xD;it should be evaluated in HCI. Often, ethnography is seen as &#xD;an approach to field investigation that can generate &#xD;requirements for systems development; by that token, the &#xD;major evaluative criterion for an ethnographic studies is the &#xD;implications it can provide for design. Exploring the nature &#xD;of ethnographic inquiry, this paper suggests that &#xD;“implications for design” may not be the best metric for &#xD;evaluation and may, indeed, fail to capture the value of &#xD;ethnographic investigations.</description>
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		<title>Human-Centered Design Considered Harmful</title>
		<link>http://tc.eserver.org/33008.html</link>
		<guid>http://tc.eserver.org/33008.html</guid>
		<description>Human-Centered Design has become such a dominant theme in design that it is now accepted by interface and application designers automatically, without thought, let alone criticism. That’s a dangerous state – when things are treated as accepted wisdom. The purpose of this essay is to provoke thought, discussion, and reconsideration of some of the fundamental principles of Human-Centered Design. These principles, I suggest, can be helpful, misleading, or wrong. At times, they might even be harmful. Activity-Centered Design is superior.</description>
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		<title>以人为中心的设计是有害的</title>
		<link>http://tc.eserver.org/33009.html</link>
		<guid>http://tc.eserver.org/33009.html</guid>
		<description>在设计界，以人为中心的设计已经成为一个占统治地位的主题，以至于它经常被界面和应用设计人员不加思考地加以采用，更不要说是用一种带有批判的眼光加以采用。这是一种危险的状态――当某些事情被当作是被广泛认可的知识来对待时。这篇文章的目的就是要引起人们对于以人为中心设计方法的基本原理的重新思考和讨论。我认为，这些原理可能是有益的，有误导性的，或是是错误的。有时候，它们甚至可能是有害的。以活动为中心的设计是更好的一种方法。</description>
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		<title>HCD harmful? A Clarification</title>
		<link>http://tc.eserver.org/33010.html</link>
		<guid>http://tc.eserver.org/33010.html</guid>
		<description>HCD has developed as a limited view of design. Instead of looking at a person’s entire activity, it has primarily focused upon page-by-page analysis, screen-by-screen. As a result, sequences, interruptions, ill-defined goals – all the aspects of real activities, have been ignored. And error messages – there should not be any error messages. All messages should contain explanations and offer alternative ways of proceeding from the message itself.</description>
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		<title>The Effect of Input Device on Video Game Performance</title>
		<link>http://tc.eserver.org/32802.html</link>
		<guid>http://tc.eserver.org/32802.html</guid>
		<description>First-person shooter (FPS) games have become increasingly popular, and the player’s ability to accurately control their weapon is very important in these games. This study assesses players’ accuracy on eliminating targets in the FPS game Star Wars Battlefront II using three different input devices (mouse, Playstation 2 controller, and joystick) with two different rifle types (sniper and blaster rifle). No significant performance differences were found between input devices although subjectively participants believed they peformed the worst with the joystick.</description>
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		<title>Toward a More Human Interface Device: Integrating the Virtual and Physical</title>
		<link>http://tc.eserver.org/32676.html</link>
		<guid>http://tc.eserver.org/32676.html</guid>
		<description>As UX professionals, we often take for granted the fact that our users will be dealing with a keyboard, mouse or track pad, and monitor. We think about users’ physical relationship with their digital devices very selectively, if at all. But, as we explore new human interface devices and incorporate new interactions into our designs, we have the opportunity to create deep connections between users and their technology.</description>
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		<title>Exploring Human Factors in Virtual Worlds</title>
		<link>http://tc.eserver.org/32375.html</link>
		<guid>http://tc.eserver.org/32375.html</guid>
		<description>Why are virtual worlds increasingly relevant to technical communicators?&#xD;&#xD;What human factors influence the design of virtual worlds?&#xD;&#xD;This article explores these two important questions from a technical communication perspective.</description>
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		<title>How May I Help You? An Ethnographic View of Contact-Center HCI</title>
		<link>http://tc.eserver.org/32363.html</link>
		<guid>http://tc.eserver.org/32363.html</guid>
		<description>This study used an applied ethnographic research method to investigate human-computer interaction (HCI) between call center agents and agent-facing software in the context of contact-center culture. Twenty semi-structured interviews were completed, along with non-participant observation at two contact centers, one that followed a user-centered design (UCD) process for software development and another that did not. Agent productivity and satisfaction at the non-UCD center were hampered by poor task-UI integration, ambiguous text labels, and inadequate UI standardization. Agents required multiple applications to complete a single task, leading to long task times and cognitive strain. In contrast, the UCD center used a unified UI that reduced task times and decreased cognitive strain. In both centers, the workflow was reported to be stressful at times; however, management at both companies employed high involvement work processes that mitigated this stress. Implications for possible high-involvement UI design are considered and a strategy for applied ethnographic research is discussed.</description>
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		<title>A New Approach to Analyse Human-Mobile Computer Interaction</title>
		<link>http://tc.eserver.org/32364.html</link>
		<guid>http://tc.eserver.org/32364.html</guid>
		<description>This paper describes a tool for log file recording and a method for quickly and easily analysing human-computer interaction with mobile devices. The tool logs screenshots and quantitative interaction data, such as number of clicks and timestamps. The analysing tool provides the ability to evaluate the interaction sequences and to export an MS Excel®-sheet for statistical analysis. To evaluate the tool, a usability study was conducted comparing the effectiveness of this tool in the laboratory and in the mobile context. Findings show that the tool is the first step toward a very effective, unobtrusive analysing method for user interaction in the mobile context. Combined with debriefing methods, it would be an optimized way for usability testing with mobile devices.</description>
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		<title>Zebra Striping: More Data for the Case</title>
		<link>http://tc.eserver.org/32238.html</link>
		<guid>http://tc.eserver.org/32238.html</guid>
		<description>I recently conducted a study into the helpfulness (or lack thereof) of zebra striping—the shading of alternate rows in a table or form. The study measured performance as users completed a series of tasks and found no statistically significant improvement in accuracy—and very little statistically significant improvement in speed when zebra stripes were implemented.</description>
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		<title>What We Can Learn from Microsoft Mojave</title>
		<link>http://tc.eserver.org/32073.html</link>
		<guid>http://tc.eserver.org/32073.html</guid>
		<description>A pretty interface doesn’t make an application or website. Even the early releases of Microsoft Vista looked amazing.  The graphics, interface, and &apos;look&apos; of the system were much more impressive than XP.  But looks alone don’t make the package.  It lacked in usability, creating error messages and not having a standard navigation schema.  Users didn’t know if they were to click a button, an image, or text to complete their task.  It is important to create a standardized and intuitive interface, as well as nice looking, so that users can navigate your site or application.</description>
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		<title>OK-Cancel or Cancel-OK?</title>
		<link>http://tc.eserver.org/31907.html</link>
		<guid>http://tc.eserver.org/31907.html</guid>
		<description>Should the OK button come before or after the Cancel button? Following platform conventions is more important than suboptimizing an individual dialog box. </description>
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		<title>Top-10 Application-Design Mistakes</title>
		<link>http://tc.eserver.org/31916.html</link>
		<guid>http://tc.eserver.org/31916.html</guid>
		<description>Application usability is enhanced when users know how to operate the UI and it guides them through the workflow. Violating common guidelines prevents both. </description>
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		<title>Of Mice and iPods, or The Death of the Designer</title>
		<link>http://tc.eserver.org/31869.html</link>
		<guid>http://tc.eserver.org/31869.html</guid>
		<description>Computing technologies are becoming so familiar it can feel as if they have always been here. It is strange to think that the mouse, for instance, was invented by Doug Englebart in the seventies. He must encounter a degree of incredulity when he mentions this to people. “You invented the mouse? Really? How nice. Did you also invent the pen?”</description>
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		<title>The State of the UX Community</title>
		<link>http://tc.eserver.org/31875.html</link>
		<guid>http://tc.eserver.org/31875.html</guid>
		<description>Over the past three decades of computer/human interaction, we’ve seen digital technology evolve from a curiosity to a convenience to an integral part of our everyday lives. For UX professionals, the demand for our skill sets and the opportunities to practice seem only to grow, whether we be designers or developers, usability specialists or information architects, working in fields as diverse as Web, mobile, desktop, and embedded software systems. The UX professions are at a stage that could very well be a tipping point—where the rapid rise of digital devices, services, and connectivity converge to create a massive need for UX professionals. The mobile space alone could generate demand that we can only begin to imagine.</description>
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		<title>Five Rules for Communication between Machines and People</title>
		<link>http://tc.eserver.org/31573.html</link>
		<guid>http://tc.eserver.org/31573.html</guid>
		<description>The Human Research Institute has conducted extensive studies of the proper form of Machine-Human Interaction (MHI). Most of our work has been summarized in our technical report series and was presented at the last global MHI symposium. This report summarizes the key findings in nontechnical language, intended for wider distribution than just the specialized designer machines.</description>
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		<title>机器与人交流的五大法则</title>
		<link>http://tc.eserver.org/31574.html</link>
		<guid>http://tc.eserver.org/31574.html</guid>
		<description>编者：本书最后部分，作者比较了由机器开发的设计原则和由人总结的设计原则。下文中是机器对于如何与人交流的想法。</description>
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		<title>Barrierefreie Informationstechnik: ein Thema nicht nur für behinderte Menschen</title>
		<link>http://tc.eserver.org/31147.html</link>
		<guid>http://tc.eserver.org/31147.html</guid>
		<description>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.</description>
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		<title>Easy, Intuitive and Metaphor, and Other Meaningless Words</title>
		<link>http://tc.eserver.org/30479.html</link>
		<guid>http://tc.eserver.org/30479.html</guid>
		<description>A vital skill for designers is to notice fine detail in the other designs which form part of the technological ecosystem in which their design will live. For example, on Mac OS there are now two different styles of text entry fields for forms. One has square corners, and is used for general data entry. The other has rounded ends, and is used for entering searches. I was recently outraged to find a piece of software which used the rounded style for data entry. This kind of design vandalism muddies the rules which users would otherwise learn, and devalues all software on the platform.</description>
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		<title>Human-Computer Interaction: The Role of the Technical Communicator</title>
		<link>http://tc.eserver.org/30502.html</link>
		<guid>http://tc.eserver.org/30502.html</guid>
		<description>Throughout the history of the computer, human-computer interaction has taken many forms; from gears and levers to electronic desktops and virtual reality. Development of the computer has been driven by advances in technology making the computer smaller, cheaper, more powerful, but not necessarily easier to use. Today, the computer is ready for an evolutionary change from a number cruncher to a true communications medium. Sound, voice, and video are the future of the computer and technical communicators will become important in making this technology easier and more practical to use.</description>
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		<title>Affordances</title>
		<link>http://tc.eserver.org/30448.html</link>
		<guid>http://tc.eserver.org/30448.html</guid>
		<description>An action possibility available in the environment to an individual, independent of the individual&apos;s ability to perceive this possibility.</description>
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		<title>Reification (to Reify)</title>
		<link>http://tc.eserver.org/30447.html</link>
		<guid>http://tc.eserver.org/30447.html</guid>
		<description>In the fields of HCI and interaction design the term is however most often used as &apos;making something material from something abstract.&apos; In other words &apos;thingifying&apos; something abstract (like an idea, a work practice, a social relationshiop) or at least making a representation of it.</description>
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		<title>Carpal Tunnel Syndrome</title>
		<link>http://tc.eserver.org/30308.html</link>
		<guid>http://tc.eserver.org/30308.html</guid>
		<description>Have you ever been working at the computer so long that your eyes &apos;went buggy?&apos; 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).</description>
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		<title>Using HCI Skills to Create Online Message Help</title>
		<link>http://tc.eserver.org/30180.html</link>
		<guid>http://tc.eserver.org/30180.html</guid>
		<description>This panel segment focuses on applying human-computer interaction (HCI) skills to the creation of online message help information for the IBM RSl6000 product. Online message help allows users to easily understand and diagnosis errors that they receive on the job, without them ever having to pick up a message manual. The HCI skills used in creating the online help were learned in the Introduction to HCI Usability class thut Rensselaer Polytechnic Institute offered as the first class of four offered in 1996 in their newly created HCI Certificate Program.</description>
	</item>
	<item>
		<title>Essential Use Cases for Multiplatform Service Design</title>
		<link>http://tc.eserver.org/30011.html</link>
		<guid>http://tc.eserver.org/30011.html</guid>
		<description>This paper addresses the problem of designing service interaction for multiplatform operations and is based on a qualitative study of the services offered by a large retail Portuguese bank in four channels: bank branches, telephone, ATM, and Internet. The functionality of bank services across such channels was captured with essential use cases, which are technology free. When customers are free to decide in which channel they are going to get the service they need, customer experience (non-functional) requirements becoming ever more important. Essential use cases were extended to take account of such customer experience requirements. This additional information in essential use cases is very helpful, as it provides concrete and objective guidelines regarding the most suitable channel for implementing and offering each particular service. Doing essential use case modeling for multiplatform service interaction helps service providers allocate resources to the most likely channels that customers will use. It also allows them to identify areas of interaction experience that need to be improved if services offered are likely to be effectively used in the platform.</description>
	</item>
	<item>
		<title>Trusted Interaction: User Control and System Responsibilities in Interaction Design for Information Systems</title>
		<link>http://tc.eserver.org/30008.html</link>
		<guid>http://tc.eserver.org/30008.html</guid>
		<description>Trust emerges from interaction. If trust in information systems is to be promoted, then attention must be directed, at least in part, to interaction design. This paper explores issues of trust in the interactions between users and systems from the perspective of interaction design. It considers a variety of pragmatic aspects in interaction design that impact user trust, including, predictability, interface stability, user control, and the match between expectations and performance. It critically examines contemporary design practices, such as adaptive interfaces, in terms of their impact on user trust.</description>
	</item>
	<item>
		<title>The Degree of Usability from Selected DVD Menus and Their Navigational Systems</title>
		<link>http://tc.eserver.org/30000.html</link>
		<guid>http://tc.eserver.org/30000.html</guid>
		<description>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&apos;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.</description>
	</item>
	<item>
		<title>Framework of Product Experience</title>
		<link>http://tc.eserver.org/29822.html</link>
		<guid>http://tc.eserver.org/29822.html</guid>
		<description>In this paper, we introduce a general framework for product experience that applies to all affective responses that can be experienced in human-product interaction. Three distinct components or levels of product experiences are discussed: aesthetic experience, experience of meaning, and emotional experience. All three components are distinguished in having their own lawful underlying process.</description>
	</item>
	<item>
		<title>Garbage In, Garbage Out: Using Affordances</title>
		<link>http://tc.eserver.org/29423.html</link>
		<guid>http://tc.eserver.org/29423.html</guid>
		<description>The trick is to make data-entry forms clear enough that workers understand what you require of them without having to ask. This understanding alone can drastically reduce the frequency of errors, but to turn that understanding into a payback, you&apos;ll have to design a label for each field that is truly obvious to the workers. Information designers call these clues &quot;affordances&quot;, and if you&apos;re lucky enough to have technical writers or editors in your organization, you can probably enlist their aid in designing these clues.</description>
	</item>
	<item>
		<title>Eye Tracking in Human-Computer Interaction and Usability Research: Current Status and Future Prospects</title>
		<link>http://tc.eserver.org/29354.html</link>
		<guid>http://tc.eserver.org/29354.html</guid>
		<description>Discusses the various opportunities for eye-movement studies in future HCI research, and details some of the challenges that need to be overcome to enable effective application of the technique in studying the complexities of advanced interactive-system use.</description>
	</item>
	<item>
		<title>Human-Computer Interface at Google</title>
		<link>http://tc.eserver.org/28582.html</link>
		<guid>http://tc.eserver.org/28582.html</guid>
		<description>Why does a web site that rarely changes need HCI people? Learn about the experiences of a new employee, Josh Mittleman, which he shared with the UsabilityNJ meeting in October.</description>
	</item>
	<item>
		<title>Human-Computer Interaction: Guidelines for Web Animation</title>
		<link>http://tc.eserver.org/28367.html</link>
		<guid>http://tc.eserver.org/28367.html</guid>
		<description>Human-computer interaction in the large is an interdisciplinary area which attracts researchers, educators, and practioners from many differenf fields. Human-computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. This paper is related to the human side of human-computer interaction and focuses on animations.</description>
	</item>
	<item>
		<title>Accessible Presentation of Measurements from a Web Accessibility Observatory</title>
		<link>http://tc.eserver.org/28323.html</link>
		<guid>http://tc.eserver.org/28323.html</guid>
		<description>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.</description>
	</item>
	<item>
		<title>The Synergy between Human Factors and Technical Communication</title>
		<link>http://tc.eserver.org/28191.html</link>
		<guid>http://tc.eserver.org/28191.html</guid>
		<description>The human factors specialist and the technical communicator find themselves making similar decisions or weighing similar issues. For example, often it is difficult to decide when to use symbols versus words. Sometimes you cannot shortcut and use pictures because pictures do not convey enough information. </description>
	</item>
	<item>
		<title>A Breakdown of the Psychomotor Components of Input Device Usage</title>
		<link>http://tc.eserver.org/27543.html</link>
		<guid>http://tc.eserver.org/27543.html</guid>
		<description>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.</description>
	</item>
	<item>
		<title>Ergonomic Mice: Comparison of Performance and Perceived Exertion</title>
		<link>http://tc.eserver.org/27542.html</link>
		<guid>http://tc.eserver.org/27542.html</guid>
		<description>This study reports a psychophysical comparison of four ergonomic mouse-type devices to the standard mouse. It was hypothesized that muscle activity transferred from the distal to proximal limbs for some of the ergonomic mice may result in increased load on the shoulders and declines in target acquisition performance. Results revealed a potential tradeoff between performance and safety with the devices as participants performed the best with the standard mouse but reported more wrist exertion with this device.</description>
	</item>
	<item>
		<title>Smooth or Textured: Does Mouse Pad Surface Impact Performance?</title>
		<link>http://tc.eserver.org/27531.html</link>
		<guid>http://tc.eserver.org/27531.html</guid>
		<description>This study examined the effects of mouse pad usage on performance of a target acquisition task. Results indicated no performance difference between three specialized mouse pads, a traditional mouse pad and no mouse pad. In addition, no significant differences were found between each of the mousing surfaces based on kinematic data. The results suggest that manufacturer claims of increased performance cannot be supported by empirical evidence.</description>
	</item>
	<item>
		<title>Usability Analysis of a Computer-Based Avionics System</title>
		<link>http://tc.eserver.org/27538.html</link>
		<guid>http://tc.eserver.org/27538.html</guid>
		<description>This study evaluates the usability of computer-based avionics system using a methodology described by Schvanevelt, Berringer &amp; Leard (2004) which calculates the accessibility of information based upon the priorities users place upon the individual information sources.  We discuss some of the unique usability issues facing engineers designing hardware and software for technically-advanced avionics systems.</description>
	</item>
	<item>
		<title>Selling Older Users Short</title>
		<link>http://tc.eserver.org/27377.html</link>
		<guid>http://tc.eserver.org/27377.html</guid>
		<description>Whenever I hear someone making a general statement about what older people can or cannot do I think of my father-in-law. He&apos;s 80 years old and regularly runs marathons and competes in triathlons. He wins too. So I&apos;m always suspicious about stereotypes involving technology and older users.</description>
	</item>
	<item>
		<title>Artifact</title>
		<link>http://tc.eserver.org/27361.html</link>
		<guid>http://tc.eserver.org/27361.html</guid>
		<description>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 &apos;a tool&apos; in HCI or Interaction Design terminology. The term is also used to denote activities in a design process. </description>
	</item>
	<item>
		<title>Backtalk of a Situation (or Situational Feedback)</title>
		<link>http://tc.eserver.org/27362.html</link>
		<guid>http://tc.eserver.org/27362.html</guid>
		<description>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.</description>
	</item>
	<item>
		<title>人性的界面</title>
		<link>http://tc.eserver.org/26959.html</link>
		<guid>http://tc.eserver.org/26959.html</guid>
		<description>我们常常看到这样的新闻报道：飞机坠毁夺走了好几百人的生命，某次工业事故导致几百万英镑的损失，某新发现的系统医疗错误致使数千病患重返医院。几个月后，公布的调查结果如下：操作机器设备时的人为错误导致了这些事故。人们使用‘人为错误’一词来表达‘操作上的错误’，而经常的情况是，这些‘人为错误’ 根本就是机器设备的人机界面设计或安装上本身固有的问题。低劣的人机界面会导致使用效率降低或者容易发生错误，严重的则会造成财产和生命损失。</description>
	</item>
	<item>
		<title>Amara&apos;s RSI Page</title>
		<link>http://tc.eserver.org/26953.html</link>
		<guid>http://tc.eserver.org/26953.html</guid>
		<description>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&apos;ve already experienced some of RSI&apos;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.</description>
	</item>
	<item>
		<title>&amp;#39640;&amp;#20998;&amp;#36776;&amp;#29575;&amp;#19979;&amp;#25991;&amp;#23383;&amp;#23383;&amp;#20307;&amp;#12289;&amp;#22270;&amp;#20687;&amp;#12289;&amp;#30028;&amp;#38754;&amp;#24067;&amp;#23616;&amp;#30340;&amp;#35299;&amp;#20915;&amp;#26041;&amp;#26696;</title>
		<link>http://tc.eserver.org/26906.html</link>
		<guid>http://tc.eserver.org/26906.html</guid>
		<description>&amp;#20026;&amp;#20160;&amp;#20040;&amp;#35201;&amp;#20445;&amp;#35777;&amp;#25105;&amp;#20204;&amp;#30340;&amp;#36719;&amp;#20214;&amp;#20135;&amp;#21697;&amp;#25110;&amp;#24212;&amp;#29992;&amp;#31243;&amp;#24207;&amp;#20013;&amp;#30340;&amp;#25991;&amp;#26412;&amp;#12289;&amp;#22270;&amp;#20687;&amp;#21644;&amp;#23383;&amp;#20307;&amp;#12289;&amp;#24067;&amp;#23616;&amp;#31561;&amp;#38382;&amp;#39064;&amp;#21602;&amp;#65292;&amp;#22240;&amp;#20026;&amp;#25105;&amp;#20204;&amp;#29992;&amp;#25143;&amp;#30340;&amp;#32456;&amp;#31471;&amp;#26174;&amp;#31034;&amp;#35774;&amp;#22791;&amp;#36890;&amp;#24120;&amp;#22411;&amp;#21495;&amp;#21644;&amp;#35774;&amp;#32622;&amp;#21508;&amp;#24322;&amp;#65292;&amp;#22914;&amp;#26368;&amp;#36817;&amp;#20986;&amp;#29616;&amp;#30340;16˙9&amp;#65292;&amp;#20302;&amp;#20110; 8”&amp;#30340;&amp;#31561;&amp;#26368;&amp;#26032;&amp;#27454;&amp;#24335;&amp;#31227;&amp;#21160;&amp;#25163;&amp;#25552;&amp;#30005;&amp;#33041;&amp;#65292;&amp;#25105;&amp;#20204;&amp;#30340;&amp;#24212;&amp;#29992;&amp;#31243;&amp;#24207;&amp;#21644;&amp;#36719;&amp;#20214;&amp;#20135;&amp;#21697;&amp;#36890;&amp;#24120;&amp;#20250;&amp;#22312;&amp;#36825;&amp;#26679;&amp;#30340;&amp;#32456;&amp;#31471;&amp;#21464;&amp;#24471;&amp;#38754;&amp;#30446;&amp;#20840;&amp;#38750;&amp;#65292;&amp;#32780;&amp;#36825;&amp;#26174;&amp;#28982;&amp;#32473;&amp;#29992;&amp;#25143;&amp;#30340;&amp;#20351;&amp;#29992;&amp;#24102;&amp;#26469;&amp;#20102;&amp;#20005;&amp;#37325;&amp;#30340;&amp;#38382;&amp;#39064;&amp;#65292;&amp;#30452;&amp;#25509;&amp;#23548;&amp;#33268;&amp;#30340;&amp;#38382;&amp;#39064;&amp;#22914;&amp;#65306;&amp;#25805;&amp;#20316;&amp;#26131;&amp;#29992;&amp;#24615;Usability&amp;#12289;&amp;#21151;&amp;#33021;&amp;#21487;&amp;#25509;&amp;#36817;&amp;#24615;Accessibility&amp;#12289;&amp;#25991;&amp;#26412;&amp;#21487;&amp;#35835;&amp;#24615;Readability &amp;#31561;&amp;#65292;&amp;#32780;&amp;#36825;&amp;#26679;&amp;#30340;&amp;#38382;&amp;#39064;&amp;#24182;&amp;#38750;&amp;#19981;&amp;#21487;&amp;#36926;&amp;#36234;&amp;#65292;&amp;#35201;&amp;#35299;&amp;#20915;&amp;#22914;&amp;#20309;&amp;#35753;&amp;#25105;&amp;#20204;&amp;#30340;&amp;#24212;&amp;#29992;&amp;#31243;&amp;#24207;&amp;#22312;&amp;#39640;&amp;#20998;&amp;#36776;&amp;#29575;&amp;#30340;&amp;#26174;&amp;#31034;&amp;#19979;&amp;#20173;&amp;#28982;&amp;#20445;&amp;#25345;&amp;#27491;&amp;#24120;&amp;#21487;&amp;#35270;&amp;#65292;&amp;#37325;&amp;#28857;&amp;#38656;&amp;#35201;&amp;#35299;&amp;#20915;&amp;#22235;&amp;#20010;&amp;#26041;&amp;#38754;&amp;#30340;&amp;#38382;&amp;#39064;&amp;#25991;&amp;#26412;&amp;#21644;&amp;#23383;&amp;#20307;&amp;#12289;&amp;#22270;&amp;#20687;&amp;#65288;&amp;#22270;&amp;#24418;&amp;#12289;&amp;#22270;&amp;#26631;&amp;#21644;&amp;#40736;&amp;#26631;&amp;#25351;&amp;#38024;&amp;#65289;&amp;#12289;&amp;#29256;&amp;#38754;&amp;#35774;&amp;#32622;&amp;#21644;&amp;#37325;&amp;#32472;&amp;#31561;&amp;#12290;</description>
	</item>
	<item>
		<title>Fonts, Image, Interface Layout Solution under High Resolution</title>
		<link>http://tc.eserver.org/26728.html</link>
		<guid>http://tc.eserver.org/26728.html</guid>
		<description>For an application to work well under a high resolution display environment, there are four major elements to consider: Text, Fonts, Image (Picture, Icon and Mouse Cursors), and Layout.</description>
	</item>
	<item>
		<title>Scrolling and Scrollbars</title>
		<link>http://tc.eserver.org/26641.html</link>
		<guid>http://tc.eserver.org/26641.html</guid>
		<description>Despite posing well-known risks, websites continue to feature poorly designed scrollbars. Among the ongoing problems that result are frustrated users, accessibility challenges, and missed content.</description>
	</item>
	<item>
		<title>R.I.P. WYSIWYG</title>
		<link>http://tc.eserver.org/26631.html</link>
		<guid>http://tc.eserver.org/26631.html</guid>
		<description>Macintosh-style interaction design has reached its limits. A new paradigm, called results-oriented UI, might well be the way to empower users in the future.</description>
	</item>
	<item>
		<title>Good Ergonomics Is Good Economics</title>
		<link>http://tc.eserver.org/26398.html</link>
		<guid>http://tc.eserver.org/26398.html</guid>
		<description>Illustrated case studies of how the application of ergonomics principles has resulted in cost savings and injury reduction for several companies.</description>
	</item>
	<item>
		<title>Where / What Vision Systems and Visual Design</title>
		<link>http://tc.eserver.org/26329.html</link>
		<guid>http://tc.eserver.org/26329.html</guid>
		<description>You can increase the effectiveness of your visual web designs and graphics by getting a little understanding of two human vision systems.</description>
	</item>
	<item>
		<title>UPA Supports Maintaining Human Engineering Standard</title>
		<link>http://tc.eserver.org/26239.html</link>
		<guid>http://tc.eserver.org/26239.html</guid>
		<description>Standards give very specific details about all varieties of design and give insight into the best practices of an item or process.</description>
	</item>
	<item>
		<title>Avoiding Repetitive-Stress Injuries: A Guide for the Technical Communicator</title>
		<link>http://tc.eserver.org/26124.html</link>
		<guid>http://tc.eserver.org/26124.html</guid>
		<description>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&apos;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&apos;d recorded 2440 feet of mouse movement and nearly 22 000 mouse clicks. It&apos;s no wonder computer users sometimes experience serious physical problems.It&apos;s no wonder computer users sometimes experience serious physical problems.</description>
	</item>
	<item>
		<title>Useless Memory and Email</title>
		<link>http://tc.eserver.org/25839.html</link>
		<guid>http://tc.eserver.org/25839.html</guid>
		<description>While no one would argue that email is useless, continued inefficient management of emails makes email worse than useless—--it makes them dangerous.</description>
	</item>
	<item>
		<title>The Usability of Subscribing to Feeds</title>
		<link>http://tc.eserver.org/25803.html</link>
		<guid>http://tc.eserver.org/25803.html</guid>
		<description>I have always been bothered by how difficult it is to subscribe to RSS/Atom feeds. Consider the user experience -- Someone sees an orange button with an unfamiliar acronym, they click it, and the browser starts spewing undecipherable code.</description>
	</item>
	<item>
		<title>The Internet and HCI in Australasia</title>
		<link>http://tc.eserver.org/25741.html</link>
		<guid>http://tc.eserver.org/25741.html</guid>
		<description>In this article we explore these issues further to find out how the Internet is used by Australasian HCI professionals and how they see themselves using the Internet in the future.</description>
	</item>
	<item>
		<title>The SIGCHI International Advisory Task Force</title>
		<link>http://tc.eserver.org/25742.html</link>
		<guid>http://tc.eserver.org/25742.html</guid>
		<description>SIGCHI has established an International Advisory Task Force to help address issues of the internationalization of the organization. The task force has 20 members, from Europe, Asia, Latin America and North America.</description>
	</item>
	<item>
		<title>A Brief History of Human Computer Interaction Technology</title>
		<link>http://tc.eserver.org/25681.html</link>
		<guid>http://tc.eserver.org/25681.html</guid>
		<description>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.</description>
	</item>
	<item>
		<title>Minimizing Bias in Computer Systems</title>
		<link>http://tc.eserver.org/25682.html</link>
		<guid>http://tc.eserver.org/25682.html</guid>
		<description>Computer punch card tallying systems pose serious problems for fair elections. In particular, under-educated groups are more likely not to understand how the computerized system works. In this workshop we were concerned with understanding bias in computer systems and developing methods to help minimize bias through the design process.</description>
	</item>
	<item>
		<title>Baby Duck Syndrome</title>
		<link>http://tc.eserver.org/25470.html</link>
		<guid>http://tc.eserver.org/25470.html</guid>
		<description>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&apos;t really meet their needs.</description>
	</item>
	<item>
		<title>Fun Systematically</title>
		<link>http://tc.eserver.org/25399.html</link>
		<guid>http://tc.eserver.org/25399.html</guid>
		<description>This position paper looks at two examples where the study of fun is at very least systematic, and quite possibly scientific. In the first, Virtual Crackers, a systematic process of &apos;deconstructing experience&apos;; identifies the individual aspects of an experience (pulling crackers), which are then used to reconstruct a new experience in a new medium (the web).</description>
	</item>
	<item>
		<title>Hands Across the Screen: Why Scrollbars are on the Right and Other Stories</title>
		<link>http://tc.eserver.org/25394.html</link>
		<guid>http://tc.eserver.org/25394.html</guid>
		<description>Why are scrollbars on the right, and is it the best place for them? There are good reasons to think that the left-hand side may be the better choice. In this short paper we&apos;ll talk about two cases, from which we can find: the best placement does not look right when you see it statically, but feels right when it is used.</description>
	</item>
	<item>
		<title>Narrative vs Control in the Online Story World</title>
		<link>http://tc.eserver.org/25393.html</link>
		<guid>http://tc.eserver.org/25393.html</guid>
		<description>How much control should users be able to take over the system they are using? Within Human-Computer Interaction, the challenge is usually to give control of technology to users; be it through accessible design, or, more generally, by making paths clear and choices apparent.</description>
	</item>
	<item>
		<title>Productivity and Multi-Screen Computer Displays</title>
		<link>http://tc.eserver.org/25325.html</link>
		<guid>http://tc.eserver.org/25325.html</guid>
		<description>One hundred eight university and non university personnel participated in a comparison of single monitor, multi-monitor and multi-monitor with Hydravision display configurations.  Respondents edited slide shows, spreadsheets and text documents in a simulation of office work, using each of the display arrays.  Performance measures, including task time, editing time, number of edits completed, and number of errors made and usability measures evaluating effectiveness, comfort, learning ease, time to productivity, quickness of recovery from mistakes, ease of task tracking, ability to maintain task focus and ease of movement among sources were combined into an overall evaluation of productivity.  Multi-screens scored significantly higher on every measure.</description>
	</item>
	<item>
		<title> Does Isolating a Visual Element Call Attention to It? Results of an Eye-tracking Investigation of the Effects of Isolation on Emphasis</title>
		<link>http://tc.eserver.org/25239.html</link>
		<guid>http://tc.eserver.org/25239.html</guid>
		<description>The study reported here assessed the effects of isolation on attention. Is it true, in other words, that isolating an element in a visual display—moving an element away from other elements and surrounding it with white space—will inspire a greater allocation of attentional resources to the isolated element than to other elements on a page or screen?</description>
	</item>
	<item>
		<title>The Human Interface</title>
		<link>http://tc.eserver.org/25074.html</link>
		<guid>http://tc.eserver.org/25074.html</guid>
		<description>The phrase &apos;human error&apos; is taken to mean &apos;operator error&apos;, but more often than not the disaster is inherent in the design or installation of the human interface. Bad interfaces are slow or error prone to use. Bad interfaces cost money and cost lives.</description>
	</item>
	<item>
		<title>Human Factors Jeopardy!</title>
		<link>http://tc.eserver.org/24820.html</link>
		<guid>http://tc.eserver.org/24820.html</guid>
		<description>This workshop is a stand-alone sequel to the 1993 &apos;Introduction to Human Factors&apos; workshop. It continues the examination of the human-factors issues that face technical communicators in their daily work and again lets participants deal with those issues through a series of exercises and group discussions. Having attended the 1993 workshop is not a prerequisite.</description>
	</item>
	<item>
		<title>User Observation Testing is Mandatory</title>
		<link>http://tc.eserver.org/24521.html</link>
		<guid>http://tc.eserver.org/24521.html</guid>
		<description>Without user observation testing, the usability of your web site is virtually unknown. Surveys are worth little, since those surveyed tend to tell you what they think you want to hear. Staff opinions are nice, but biased and they are not typical users. Heuristic (general guidelines-based) evaluation is helpful, but remains theoretical until tested on actual, representative users as they attempt to find information or perform tasks at your site.</description>
	</item>
	<item>
		<title>Expertise and Agency: Transformations of Ethos in Human-Computer Interaction</title>
		<link>http://tc.eserver.org/24398.html</link>
		<guid>http://tc.eserver.org/24398.html</guid>
		<description>The cases of expert systems and intelligent agents illuminate two dimensions of the dwelling-place we have built for ourselves with our technologies.</description>
	</item>
	<item>
		<title>Ease of Instant Messaging: How the use of IBM Lotus Sametime Changes Over Time</title>
		<link>http://tc.eserver.org/23911.html</link>
		<guid>http://tc.eserver.org/23911.html</guid>
		<description>This article discusses the results of surveys that indicate the IBM Lotus Sametime instant messaging product is a successful &apos;walk-up-and-use&apos; application, requiring little documentation and no training. Users achieve a commercially significant level of performance within three months. In addition, over a much longer period, users continue to develop their skills (chat behaviors), social networks (chat partners), and attitudes toward the technology (reasons for using IM). This combination of attributes — ease of learning and sustained development of skills and strategies — is unusual in Human-computer interaction, and poses some unique challenges for creating a product that experienced users continue to find useful and usable.</description>
	</item>
	<item>
		<title>Do Students Really Feel Integrated With Computers?</title>
		<link>http://tc.eserver.org/23562.html</link>
		<guid>http://tc.eserver.org/23562.html</guid>
		<description>This paper reports the results of a survey of senior Business and Engineering majors conducted at the University of Cincinnati. The survey&apos;s goal was to examine whether or not students felt integrated with computers yet, since the technological trend is towards a human-computer interface.</description>
	</item>
	<item>
		<title>Does Background Music Impact Computer Task Performance?</title>
		<link>http://tc.eserver.org/23303.html</link>
		<guid>http://tc.eserver.org/23303.html</guid>
		<description>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.</description>
	</item>
	<item>
		<title>Avoiding Repetitive-Stress Injuries: A Guide for the Technical Communicator</title>
		<link>http://tc.eserver.org/23278.html</link>
		<guid>http://tc.eserver.org/23278.html</guid>
		<description>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  &apos;repetitive-stress injury&apos; (RSI)--simplistically,  any injury that results from overuse of a body part without  giving it time to recover. In fact, &apos;overuse  injury&apos; is probably a more immediately obvious term, and given how much time many of us spend using computers, overuse is indeed a risk.</description>
	</item>
	<item>
		<title>Post-Cognitivist HCI: Second-Wave Theories</title>
		<link>http://tc.eserver.org/22248.html</link>
		<guid>http://tc.eserver.org/22248.html</guid>
		<description>Historically, the dominant paradigm in HCI, when it appeared as a field in early 80s, was information processing (&apos;cognitivist&apos;) psychology. In recent decades, as the focus of research moved beyond information processing to include how the use of technology emerges in social, cultural and organizational contexts, a variety of conceptual frameworks have been proposed as candidate theoretical foundations for &apos;second-wave&apos; HCI and CSCW. The purpose of this panel is to articulate similarities and differences between some of the leading &apos;post-cognitivist&apos; theoretical perspectives: language/ action, activity theory, and distributed cognition.</description>
	</item>
	<item>
		<title>Sistemas Multimodales</title>
		<link>http://tc.eserver.org/22005.html</link>
		<guid>http://tc.eserver.org/22005.html</guid>
		<description>La interfaz entre humanos y computadoras adolece todavía de muchas deficiencias. Los sistemas  multimodales, que utilizan elementos multibiométricos, interfaces multimodales y sistemas multisensoriales están empezando a paliar muchas de ellas.</description>
	</item>
	<item>
		<title>Just How Far Beyond HCI is Interaction Design?</title>
		<link>http://tc.eserver.org/21282.html</link>
		<guid>http://tc.eserver.org/21282.html</guid>
		<description>A recent book captures a larger movement within the academic field of human-computer interaction away from its traditions of behavioral science and engineering towards &apos;interaction design.&apos; But re-labeling isn&apos;t enough, it also requires a shift in philosophical foundations as well as professional practice, and the language of HCI is not the best place to look for inspiration.</description>
	</item>
	<item>
		<title>Teaching Information Architecture to the Design Student</title>
		<link>http://tc.eserver.org/21297.html</link>
		<guid>http://tc.eserver.org/21297.html</guid>
		<description>What the design student needs is a design course that stresses usability, human factors, and clarity, instead of the typical branding and interpretation problems they usually encounter in their other design classes. James Spahr recounts a year of teaching at Pratt Institute that attempts to cross those boundaries.</description>
	</item>
	<item>
		<title>Redefining Curriculum and Research Initiatives: The Human Computer Interaction Certificate Program, A Year Later</title>
		<link>http://tc.eserver.org/21259.html</link>
		<guid>http://tc.eserver.org/21259.html</guid>
		<description>Rensselaer Polytechnic Institute&apos;s Graduate Certificate in Human Computer Interaction (HCI) celebrates its first birthday this spring. This program was the result of a joint university and industry partnership between RPI and IBM. Join the team as they discuss the HCI Certificate Program, a year in review.</description>
	</item>
	<item>
		<title>Learning From Photoshop&apos;s &quot;Variations&quot; Tool</title>
		<link>http://tc.eserver.org/21047.html</link>
		<guid>http://tc.eserver.org/21047.html</guid>
		<description>Adobe has been using one of the most effective contemporary goal-oriented interactive mechanisms for years, and a lot of product designers should have been paying attention. It is, of course, the &apos;Variations&apos; tool.</description>
	</item>
	<item>
		<title>The Anti-Mac: Violating the Macintosh Human Interface Guidelines</title>
		<link>http://tc.eserver.org/20827.html</link>
		<guid>http://tc.eserver.org/20827.html</guid>
		<description>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.</description>
	</item>
	<item>
		<title>Bass Curves for the Diffusion of Innovations</title>
		<link>http://tc.eserver.org/20835.html</link>
		<guid>http://tc.eserver.org/20835.html</guid>
		<description>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. </description>
	</item>
	<item>
		<title>The Death of File Systems</title>
		<link>http://tc.eserver.org/20838.html</link>
		<guid>http://tc.eserver.org/20838.html</guid>
		<description>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.</description>
	</item>
	<item>
		<title>Guerrilla HCI: Using Discount Usability Engineering to Penetrate the Intimidation Barrier</title>
		<link>http://tc.eserver.org/20825.html</link>
		<guid>http://tc.eserver.org/20825.html</guid>
		<description>When asking how many usability specialists it takes to change a light bulb, the answer might well be four: Two to conduct a field study and task analysis to determine whether people really need light, one to observe the user who actually screws in the light bulb, and one to control the video camera filming the event. It is certainly true that one should study user needs before implementing supposed solutions to those problems. Even so, the perception that anybody touching usability will come down with a bad case of budget overruns is keeping many software projects from achieving the level of usability their users deserve.</description>
	</item>
	<item>
		<title>How Much Bandwidth is Enough? A Tbps!</title>
		<link>http://tc.eserver.org/20834.html</link>
		<guid>http://tc.eserver.org/20834.html</guid>
		<description>In the long term we will need about a million times more bandwidth than a T1, as shown by the following list of requirements for the perfect user interface.</description>
	</item>
	<item>
		<title>Information Retrieval of Imperfectly Recognized Handwriting</title>
		<link>http://tc.eserver.org/20819.html</link>
		<guid>http://tc.eserver.org/20819.html</guid>
		<description>A user test of handwritten input on a pen machine achieved a 1.6% recognition error rate at the character level, corresponding to 8.8% errors on the word level. Input speed was 10 words per minute. In spite of the recognition errors, information retrieval of the handwritten notes was almost as good as retrieval of perfect text.</description>
	</item>
	<item>
		<title>A Layered Interaction Analysis of Direct Manipulation</title>
		<link>http://tc.eserver.org/20817.html</link>
		<guid>http://tc.eserver.org/20817.html</guid>
		<description>The concept of direct manipulation is usually viewed as a single characteristic of a class of interaction styles. Here, direct manipulation is analyzed according to a detailed layered interaction model, showing that it has quite different effects on the dialogue on the different levels. In particular, the &quot;no errors&quot; claim may be true at the syntax level but not at several of the levels above or below that level. &#xD;Furthermore, a unified framework is presented for conceptualizing Direct Manipulation, What You See Is What You Get (WYSIWYG), Transparency, Immediate Command Specification, Arcticulatory Directness, and Computational Appliances according to a layered interaction view.</description>
	</item>
	<item>
		<title>Noncommand User Interfaces</title>
		<link>http://tc.eserver.org/20818.html</link>
		<guid>http://tc.eserver.org/20818.html</guid>
		<description>Several new user interface technologies and interaction principles seem to define a new generation of user interfaces that will move off the flat screen and into the physical world to some extent. Many of these next-generation interfaces will not have the user control the computer through commands, but will have the computer adapt the dialogue to the user&apos;s needs based on its inferences from observing the user. This article defines twelve dimensions across which future user interfaces may differ from the canonical window systems of today: User focus, the computer&apos;s role, interface control, syntax, object visibility, interaction stream, bandwidth, tracking feedback, interface locus, user programming, and software packaging. &#xD;Keywords: Agents, Animated icons, BITPICT, DWIM, Embedded help, Eye tracking, Generations of user interfaces, Gestural interfaces, Help systems, Home computing, Interactive fiction, Interface paradigms, Noncommand based user interfaces, Prototyping, Usability heuristics, Virtual realities, Wizard of Oz method.</description>
	</item>
	<item>
		<title>Incorporating Human-Computer Interface (HCI) Technology Into the Technical Writer’s Role</title>
		<link>http://tc.eserver.org/20077.html</link>
		<guid>http://tc.eserver.org/20077.html</guid>
		<description>At last year’s STC corlference in Seattle, Dr. Donald&#xD;Norman spoke about the technical writing community&#xD;becoming an integral part qf the design/development&#xD;team. The HCI certificate program qfered through&#xD;Renesselaer Polytechnic Institute @PI,) provides information&#xD;and teaches skills that enable the technical&#xD;communicator to become a valuable part of that team.&#xD;This paper discusses my experience incorporating what I learned in the HCI class on a work project.</description>
	</item>
	<item>
		<title>&amp;#65193;&amp;#65194;&amp;#65188;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65197;&amp;#65166;&amp;#65219;&amp;#8203;&amp;#65273;&amp;#65165; &amp;#65194;&amp;#65187;&amp;#65156;&amp;#65243; &amp;#65172;&amp;#65268;&amp;#65255;&amp;#65165;&amp;#65198;&amp;#65252;&amp;#65228;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65268;&amp;#65227;&amp;#65166;&amp;#65256;&amp;#65212;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65220;&amp;#65267;&amp;#65198;&amp;#65192;&amp;#65248;&amp;#65247; &amp;#65172;&amp;#65251;&amp;#65199;&amp;#8203;&amp;#65276;&amp;#65247;&amp;#65165; &amp;#65198;&amp;#65211;&amp;#65166;&amp;#65256;&amp;#65228;&amp;#65247;&amp;#65165;&amp;#65261; &amp;#65173;&amp;#65166;&amp;#65239;&amp;#8203;&amp;#65276;&amp;#65228;&amp;#65248;&amp;#65247;</title>
		<link>http://tc.eserver.org/19297.html</link>
		<guid>http://tc.eserver.org/19297.html</guid>
		<description>&amp;#65172;&amp;#65251;&amp;#65194;&amp;#65240;&amp;#65251;&#xD;&#xD;&amp;#65198;&amp;#65170;&amp;#65176;&amp;#65228;&amp;#65267; &amp;#65173;&amp;#65165;&amp;#65198;&amp;#65268;&amp;#65232;&amp;#65176;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65254;&amp;#65251; &amp;#65198;&amp;#65268;&amp;#65180;&amp;#65244;&amp;#65169; &amp;#65198;&amp;#65179;&amp;#65156;&amp;#65176;&amp;#65175; &amp;#65266;&amp;#65176;&amp;#65247;&amp;#65165; &amp;#65261; &amp;#65171;&amp;#65194;&amp;#65240;&amp;#65228;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65173;&amp;#65166;&amp;#65268;&amp;#65248;&amp;#65252;&amp;#65228;&amp;#65247;&amp;#65165; &amp;#65254;&amp;#65251; &amp;#65166;&amp;#65259;&amp;#65196;&amp;#65268;&amp;#65236;&amp;#65256;&amp;#65175;&amp;#65261; &amp;#65253;&amp;#65194;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65218;&amp;#65268;&amp;#65220;&amp;#65192;&amp;#65175; &amp;#65246;&amp;#65251;&amp;#65165;&amp;#65262;&amp;#65228;&amp;#65247;&amp;#65165;&amp;#65261;.&#xD;&#xD;&amp;#65198;&amp;#65170;&amp;#65176;&amp;#65228;&amp;#65175;&amp;#65261; &amp;#65166;&amp;#65259;&amp;#65197;&amp;#65262;&amp;#65220;&amp;#65175; &amp;#65266;&amp;#65235; &amp;#65266;&amp;#65204;&amp;#65268;&amp;#65163;&amp;#65198;&amp;#65247;&amp;#65165; &amp;#65168;&amp;#65170;&amp;#65204;&amp;#65247;&amp;#65165; &amp;#65261; &amp;#65253;&amp;#65194;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65268;&amp;#65252;&amp;#65256;&amp;#65176;&amp;#65247; &amp;#65266;&amp;#65203;&amp;#65166;&amp;#65203;&amp;#8203;&amp;#65271;&amp;#65165; &amp;#65241;&amp;#65198;&amp;#65188;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65268;&amp;#65227;&amp;#65166;&amp;#65256;&amp;#65212;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65268;&amp;#65252;&amp;#65256;&amp;#65176;&amp;#65247;&amp;#65165;.&amp;#65266;&amp;#65259;&amp;#65261; &amp;#65172;&amp;#65256;&amp;#65267;&amp;#65194;&amp;#65252;&amp;#65248;&amp;#65247; &amp;#65172;&amp;#65267;&amp;#65193;&amp;#65166;&amp;#65212;&amp;#65176;&amp;#65239;&amp;#8203;&amp;#65275;&amp;#65165; &amp;#65171;&amp;#65194;&amp;#65227;&amp;#65166;&amp;#65240;&amp;#65247;&amp;#65165; &amp;#65200;&amp;#65163;&amp;#65166;&amp;#65243;&amp;#65197; &amp;#65263;&amp;#65194;&amp;#65187;&amp;#65159;.&amp;#65217;&amp;#65166;&amp;#65208;&amp;#65256;&amp;#65247;&amp;#65165; &amp;#65264;&amp;#65248;&amp;#65227; &amp;#65172;&amp;#65252;&amp;#65163;&amp;#65166;&amp;#65239; &amp;#65172;&amp;#65256;&amp;#65267;&amp;#65194;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65254;&amp;#65244;&amp;#65175; &amp;#65250;&amp;#65247; &amp;#65253;&amp;#65155;&amp;#65261; &amp;#65172;&amp;#65268;&amp;#65227;&amp;#65166;&amp;#65256;&amp;#65212;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65268;&amp;#65252;&amp;#65256;&amp;#65176;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65243;&amp;#65198;&amp;#65188;&amp;#65169; &amp;#65218;&amp;#65170;&amp;#65175;&amp;#65198;&amp;#65267; &amp;#65253;&amp;#65165;&amp;#65261; &amp;#65194;&amp;#65169;&amp;#8203;&amp;#65275; &amp;#65198;&amp;#65191;&amp;#65155; &amp;#65265;&amp;#65193;&amp;#65166;&amp;#65212;&amp;#65176;&amp;#65239;&amp;#65165; &amp;#65217;&amp;#65166;&amp;#65208;&amp;#65255; &amp;#65263;&amp;#65155; &amp;#65253;&amp;#65160;&amp;#65235; &amp;#65166;&amp;#65203;&amp;#65166;&amp;#65203;&amp;#65155; &amp;#65266;&amp;#65227;&amp;#65166;&amp;#65256;&amp;#65212;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65187;&amp;#65166;&amp;#65268;&amp;#65203; &amp;#65261;&amp;#65155; &amp;#65171;&amp;#65197;&amp;#65166;&amp;#65184;&amp;#65175; &amp;#65261;&amp;#65155; &amp;#65172;&amp;#65227;&amp;#65165;&amp;#65197;&amp;#65199; &amp;#65217;&amp;#65166;&amp;#65208;&amp;#65256;&amp;#65247;&amp;#65165; &amp;#65165;&amp;#65196;&amp;#65259; &amp;#65253;&amp;#65166;&amp;#65243; &amp;#1569;&amp;#65165;&amp;#65262;&amp;#65203;.&#xD;&#xD;(&amp;#65172;&amp;#65256;&amp;#65267;&amp;#65194;&amp;#65252;&amp;#65247;&amp;#65165; –&amp;#65172;&amp;#65227;&amp;#65166;&amp;#65256;&amp;#65212;&amp;#65247;&amp;#65165; )&amp;#65246;&amp;#65243; &amp;#65264;&amp;#65248;&amp;#65227; &amp;#65194;&amp;#65227;&amp;#65166;&amp;#65204;&amp;#65267; &amp;#65253;&amp;#65165;&amp;#65198;&amp;#65252;&amp;#65227; &amp;#65254;&amp;#65251; &amp;#65166;&amp;#65260;&amp;#65251;&amp;#65166;&amp;#65268;&amp;#65239; &amp;#65254;&amp;#65251; &amp;#65194;&amp;#65169;&amp;#8203;&amp;#65275; &amp;#65172;&amp;#65268;&amp;#65227;&amp;#65166;&amp;#65256;&amp;#65212;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65268;&amp;#65252;&amp;#65256;&amp;#65176;&amp;#65247;&amp;#65166;&amp;#65235; &amp;#65198;&amp;#65191;&amp;#8203;&amp;#65269;&amp;#65165; &amp;#65264;&amp;#65247;&amp;#65159; &amp;#65181;&amp;#65166;&amp;#65176;&amp;#65188;&amp;#65267; &amp;#65166;&amp;#65252;&amp;#65260;&amp;#65256;&amp;#65251; &amp;#65266;&amp;#65255;&amp;#65166;&amp;#65244;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65200;&amp;#65268;&amp;#65188;&amp;#65247;&amp;#65165; &amp;#65197;&amp;#65166;&amp;#65219;&amp;#65159; &amp;#65266;&amp;#65235; &amp;#65172;&amp;#65227;&amp;#65166;&amp;#65256;&amp;#65212;&amp;#65247;&amp;#65165; &amp;#65194;&amp;#65204;&amp;#65184;&amp;#65267;&amp;#65261; &amp;#65166;&amp;#65259;&amp;#65194;&amp;#65183;&amp;#65165;&amp;#65262;&amp;#65175;&amp;#65261; &amp;#65166;&amp;#65260;&amp;#65163;&amp;#65166;&amp;#65208;&amp;#65255;&amp;#65159;.&#xD;&#xD;&amp;#65242;&amp;#65247;&amp;#65196;&amp;#65243; &amp;#65257;&amp;#65197;&amp;#65165;&amp;#65198;&amp;#65252;&amp;#65176;&amp;#65203;&amp;#8203;&amp;#65275; &amp;#65172;&amp;#65251;&amp;#65199;&amp;#8203;&amp;#65276;&amp;#65247;&amp;#65165; &amp;#65245;&amp;#65165;&amp;#65262;&amp;#65251;&amp;#8203;&amp;#65271;&amp;#65165; &amp;#65201;&amp;#65261;&amp;#65157;&amp;#65197; &amp;#65261; &amp;#65246;&amp;#65252;&amp;#65227; &amp;#65209;&amp;#65198;&amp;#65235; &amp;#65198;&amp;#65235;&amp;#65262;&amp;#65175; &amp;#65172;&amp;#65267;&amp;#65193;&amp;#65166;&amp;#65212;&amp;#65176;&amp;#65239;&amp;#65165; &amp;#65171;&amp;#65194;&amp;#65227;&amp;#65166;&amp;#65239; &amp;#65254;&amp;#65251; &amp;#65258;&amp;#65247; &amp;#65194;&amp;#65169;&amp;#8203;&amp;#65275; &amp;#65253;&amp;#65165;&amp;#65198;&amp;#65252;&amp;#65228;&amp;#65247;&amp;#65165;…   &amp;#65257;&amp;#65165;&amp;#65198;&amp;#65256;&amp;#65203; 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&amp;#65198;&amp;#65211;&amp;#65166;&amp;#65256;&amp;#65228;&amp;#65247;&amp;#65165; &amp;#65257;&amp;#65196;&amp;#65259; &amp;#65194;&amp;#65267;&amp;#65194;&amp;#65188;&amp;#65176;&amp;#65247; &amp;#65172;&amp;#65251;&amp;#65199;&amp;#8203;&amp;#65276;&amp;#65247;&amp;#65165; &amp;#65173;&amp;#65165;&amp;#65261;&amp;#65193;&amp;#8203;&amp;#65271;&amp;#65165; &amp;#65258;&amp;#65175;&amp;#65166;&amp;#65240;&amp;#65268;&amp;#65170;&amp;#65220;&amp;#65175; &amp;#65172;&amp;#65220;&amp;#65267;&amp;#65198;&amp;#65192;&amp;#65247;&amp;#65166;&amp;#65169; &amp;#65172;&amp;#65240;&amp;#65248;&amp;#65228;&amp;#65176;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65236;&amp;#65248;&amp;#65176;&amp;#65192;&amp;#65252;&amp;#65247;&amp;#65165; &amp;#65173;&amp;#65165;&amp;#65197;&amp;#65166;&amp;#65204;&amp;#65236;&amp;#65176;&amp;#65203;&amp;#8203;&amp;#65275;&amp;#65165; &amp;#65264;&amp;#65248;&amp;#65227; &amp;#65172;&amp;#65169;&amp;#65166;&amp;#65183;&amp;#8203;&amp;#65273;&amp;#65165; &amp;#65258;&amp;#65247;&amp;#8203;&amp;#65276;&amp;#65191; &amp;#65254;&amp;#65251; &amp;#65254;&amp;#65244;&amp;#65252;&amp;#65267; &amp;#65166;&amp;#65252;&amp;#65243; &amp;#65166;&amp;#65260;&amp;#65256;&amp;#65268;&amp;#65169; &amp;#65172;&amp;#65268;&amp;#65255;&amp;#65165;&amp;#65198;&amp;#65252;&amp;#65228;&amp;#65247;&amp;#65165; &amp;#65172;&amp;#65268;&amp;#65227;&amp;#65166;&amp;#65256;&amp;#65212;&amp;#65247;&amp;#65165;.&#xD;&#xD; </description>
	</item>
	<item>
		<title>Being Analog</title>
		<link>http://tc.eserver.org/18408.html</link>
		<guid>http://tc.eserver.org/18408.html</guid>
		<description>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.</description>
	</item>
	<item>
		<title>Ask Your Phone</title>
		<link>http://tc.eserver.org/15089.html</link>
		<guid>http://tc.eserver.org/15089.html</guid>
		<description>Grattan introduces Intercom readers to voice portals, an emergent technology that allows phone access to Internet-based information.</description>
	</item>
	<item>
		<title>Make It Flow: Achieving the Optimal User Experience</title>
		<link>http://tc.eserver.org/15162.html</link>
		<guid>http://tc.eserver.org/15162.html</guid>
		<description>Contends that human factors professionals must look beyond usability and heuristics to maximize a product&apos;s appeal.</description>
	</item>
	<item>
		<title>Activity Theory: Basic Concepts and Applications</title>
		<link>http://tc.eserver.org/15069.html</link>
		<guid>http://tc.eserver.org/15069.html</guid>
		<description>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. </description>
	</item>
	<item>
		<title>Avoid the Mouse Trap</title>
		<link>http://tc.eserver.org/14884.html</link>
		<guid>http://tc.eserver.org/14884.html</guid>
		<description>Keyboard shortcut commands not only save time; they help save joint strain and brain power.</description>
	</item>
	<item>
		<title>Relieving Computer-Induced Headaches</title>
		<link>http://tc.eserver.org/14501.html</link>
		<guid>http://tc.eserver.org/14501.html</guid>
		<description>A thorough discussion of why some users get headaches when working at the computer.</description>
	</item>
	<item>
		<title>Repetitive Stress Injury Prevention</title>
		<link>http://tc.eserver.org/14502.html</link>
		<guid>http://tc.eserver.org/14502.html</guid>
		<description>I received a lot of email following my post asking about writing-specific ergonomics and wrist-strengthening exercises. A lot of people wanted to know what they can do to avoid several common work-related injuries, including: repetitive strain injuries; carpal tunnel syndrome; sore hands, arms, necks, backs; and mousing strain.</description>
	</item>
	<item>
		<title>A Scalable Method for Deductive Generalization in the Spreadsheet Paradigm</title>
		<link>http://tc.eserver.org/14488.html</link>
		<guid>http://tc.eserver.org/14488.html</guid>
		<description>In this paper, we present an efficient method for automatically generalizing programs written in spreadsheet languages. The strategy is to do generalization through incremental analysis of logical relationships among concrete program entities from the perspective of a particular computational goal. The method uses deductive dataflow analysis with algebraic back-substitution rather than inference with heuristics, and there is no need for generalization-related dialog with the user. We present the algorithms and their time complexities and show that, because the algorithms perform their analyses incrementally, on only the on-screen program elements rather than on the entire program, the method is scalable. Performance data is presented to help demonstrate the scalability.</description>
	</item>
	<item>
		<title>Magical Numbers: The Seven-Plus-or-Minus-Two Myth</title>
		<link>http://tc.eserver.org/13758.html</link>
		<guid>http://tc.eserver.org/13758.html</guid>
		<description>George Miller’s “magical number seven, plus or minus two” is poorly understood and, consequently, blindly applied&#xD;to professional communication. As an example, I have heard speakers&#xD;explicitly allow themselves up to&#xD;seven items of up to seven words&#xD;on each visual aid, in addition to&#xD;the title. Any such slide would fail&#xD;any real-life test of effectiveness,&#xD;such as briefly showing the slide&#xD;while going on talking, then asking&#xD;the audience what was on it. Such&#xD;misconceptions endure.</description>
	</item>
	<item>
		<title>Education: Some Progress and Some New Questions</title>
		<link>http://tc.eserver.org/13091.html</link>
		<guid>http://tc.eserver.org/13091.html</guid>
		<description>For each of the last five years, there has been a workshop on HCI Education at the annual CHI conference. What makes these workshops so interesting isn&apos;t just the variety of people it brings together or issues discussed, it&apos;s the way the workshops have changed over the years. Just as HCI has evolved as a discipline, the topics of these and other workshops have also evolved. These changes are one indication of how much we have learned and what we have left to understand.</description>
	</item>
	<item>
		<title>HCI Education and CHI 97</title>
		<link>http://tc.eserver.org/13086.html</link>
		<guid>http://tc.eserver.org/13086.html</guid>
		<description>Education always plays an important role in the annual CHI conference. The tutorial program provides a valuable opportunity for both HCI practitioners and researchers to explore new topics. Other venues, including workshops, panels, special interest group sessions, and papers are also used to explore educational issues. This year HCI Education was represented by a panel, a Special Interest Group, and several short papers discussing issues important to HCI education.</description>
	</item>
	<item>
		<title>HCI Education and CHI 98</title>
		<link>http://tc.eserver.org/13084.html</link>
		<guid>http://tc.eserver.org/13084.html</guid>
		<description>This year, the CHI conference placed special emphasis on three application domains: education, entertainment, and health care. The education domain included everything from pre-school for children through continuing education for working professionals. HCI education was well-represented, and was the focus of a paper and a panel.</description>
	</item>
	<item>
		<title>HCI Education: Past, Present and Future?</title>
		<link>http://tc.eserver.org/13083.html</link>
		<guid>http://tc.eserver.org/13083.html</guid>
		<description>The roots of HCI came from a number of separate disciplines, including computer graphics, human factors, ergonomics etc. (Hewett et al., 1992). In higher education, HCI was also represented as separate disciplines and sub-disciplines with separate courses or modules within the various disciplines. In contrast, the 1980&apos;s began to recognize the multi-disciplinary nature of the field. Conferences such as SIGCHI and books on HCI (e.g. Baecker &amp; Buxton, 1987; Card, Moran &amp; Newell, 1983; Norman, 1988; Shneiderman, 1987) appeared that brought the various disciplines together in new ways.</description>
	</item>
	<item>
		<title>HCI Education: Where is it Headed?</title>
		<link>http://tc.eserver.org/13089.html</link>
		<guid>http://tc.eserver.org/13089.html</guid>
		<description>As HCI continues to mature as a discipline, we must continue to question the bounds of the field. We must define what is within the realm of HCI and what is not. To begin, we can explore some of the proposed definitions for the discipline.</description>
	</item>
	<item>
		<title>The Human Experience</title>
		<link>http://tc.eserver.org/10551.html</link>
		<guid>http://tc.eserver.org/10551.html</guid>
		<description>There has been a lot of talk about technology and human experience. Many people believe that technology is bad in the sense that it is making us more and more detached from humanity. The web has much to do with technology. Take cinema for example: films were once genuinely hand crafted and dealt with humanity. Today many films are all technology and deal almost entirely with technology.</description>
	</item>
	<item>
		<title>When A Little Twinge Means Big Problems: Avoiding RSI</title>
		<link>http://tc.eserver.org/10487.html</link>
		<guid>http://tc.eserver.org/10487.html</guid>
		<description>Could you be doing irreparable damage to your hands and wrists simply by working at the computer for a few hours every day? It may sound like an exaggeration, but for some people even two hours per day of steady typing can cause serious physical problems. The culprit? Repetitive strain injury (RSI)—a condition that can damage the nerves, tendons, and muscles of the freelancer&apos;s most basic tool—the hands. RSI can affect the arms, elbows, shoulders, back, and neck. Recovery can require months of rest and physical therapy; for some people, the damage is severe enough that they may never be able to use a computer again. The Bureau of Labor Statistics reports that 332,000 new RSI cases are diagnosed each year.</description>
	</item>
	<item>
		<title>Global Issues, Local Concerns</title>
		<link>http://tc.eserver.org/10372.html</link>
		<guid>http://tc.eserver.org/10372.html</guid>
		<description>This introduction previews the articles in this special issue and argues that developing information products for a global audience forces us to confront differences of language, culture, and experience. It also maintains that open and global collaboration strategies offer our best approach to “dealing with difference.”</description>
	</item>
	<item>
		<title>The Influence of Semantics and Syntax on What Readers Remember</title>
		<link>http://tc.eserver.org/10380.html</link>
		<guid>http://tc.eserver.org/10380.html</guid>
		<description>The objectives of the study presented here are to help writers and editors better allocate their efforts, increase the discipline’s knowledge about reader performance with technical documents, and examine many text variables in one study. For this study, participants read and recalled one of two technical texts. Results reveal that readers are more likely to recall more important versus less important information. Additionally, readers are more likely to recall information in clauses, in independent clauses, and in the first paragraphs of documents. The implication of these results for writers and editors is discussed. </description>
	</item>
	<item>
		<title>Learning How to Use a Cellular Phone: Comparison Between German and Chinese Users</title>
		<link>http://tc.eserver.org/10375.html</link>
		<guid>http://tc.eserver.org/10375.html</guid>
		<description>The objective of this study was to investigate whether and how &apos;cultural standards&apos; influence the use of typical daily products, e.g. a cellular phone. The goal was to provide insight for technical communicators who design information products for Chinese or German users. Hypotheses about differences in learning and information gathering strategies were derived from Chinese and German cultural standards. Methods used were focus groups, usability tests and a questionnaire. In focus groups, the question was raised about how cellular phone users had learned to use the phone. Four focus groups were held in each country (number of participants: China: n=26, Germany: n=24). A questionnaire was designed to provide additional information. During usability tests, the actual information searching behavior was recorded. Results indicate that the following cultural differences exist: The main source of information for Chinese is the sales clerk, whereas for Germans it is the conventional user manual.</description>
	</item>
	<item>
		<title>Mutual Intercultural Perception: How Does It Affect Technical Communication? Some Data from China, the Netherlands, Germany, France, and Italy </title>
		<link>http://tc.eserver.org/10404.html</link>
		<guid>http://tc.eserver.org/10404.html</guid>
		<description>Professional technical communicators increasingly find themselves in a negotiation situation where cultural differences have caused misperceptions or confusion concerning time (pausing, interrupting). This article overviews an intercultural perception experiment that investigated how individuals from different cultures perceive questioning and pausing/interrupting behavior in the same videotaped Dutch-Chinese negotiation. The study, which involved Chinese, Dutch, German, French, and Italian students of similar educational backgrounds, revealed that culture can affect how different individuals perceive and interpret the same situation. For example, the &apos;traditionally&apos; polite Chinese appear to interrupt more often than many Western individuals might expect. And while both Chinese and Dutch observers thought the Dutch interrupted far more often than the Chinese, findings based on linguistic parameters for interrupting reveal it is the Chinese who interrupt more often.</description>
	</item>
	<item>
		<title>Physical, Cognitive, and Affective: A Three-part Framework for Information Design</title>
		<link>http://tc.eserver.org/10417.html</link>
		<guid>http://tc.eserver.org/10417.html</guid>
		<description>This article first explores limitations of the prevailing concept of document design. Next, it offers a definition of information design—a framework meant to broaden the popular perspective on design in our field. The article then describes in detail the three types of design activities involved in technical communication: physical design, cognitive design, and affective design. Last, this article suggests the strengths and limitations of this framework. Appendixes describe implications of this framework to the teaching of technical communication to majors in the field, to the practice of technical communication in industry, and to research in the field. </description>
	</item>
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