A directory of resources inthe field of technical communication.

Articles>Human Computer Interaction

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101.
#26329

Where / What Vision Systems and Visual Design

You can increase the effectiveness of your visual web designs and graphics by getting a little understanding of two human vision systems.

Quinn, Heather. evolt (2005). Articles>Human Computer Interaction>Visual

102.
#10428

Why We Should Archive, Share, and Analyze Information About Users   (peer-reviewed)   (members only)

In this article, I argue that technical communicators should be creating a database of information about users. Over the past 20 years, our field has described many methods for gathering information about users, especially about how they interact with our products in their workplace to solve problems. This information about users is often applied to improving the design of a specific product; however, the information gathered is not usually saved or reused later. Through archiving, organizing, and exploring information about users, designers can become more user-centered, create better designs, train new designers, ensure access to usability information, make the most of company resources, plan future usability investigations, and build more advanced theories about users.

Houser, Rob. Technical Communication Online (2001). Articles>Human Computer Interaction>Usability

103.
#26959

人性的界面

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。

Dix, Alan. uiGarden (2005). (Chinese) Articles>Human Computer Interaction>Usability>User Centered Design

104.
#31574

机器与人交流的五大法则

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。

Norman, Donald A. uiGarden (2008). (Chinese) Articles>Human Computer Interaction>Research

105.
#32238

Zebra Striping: More Data for the Case

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.

Enders, Jessica. List Apart, A (2008). Articles>Web Design>Human Computer Interaction>User Interface

106.
#32363

How May I Help You? An Ethnographic View of Contact-Center HCI   (peer-reviewed)

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.

Kiewe, Howard. Journal of Usability Studies (2008). Articles>Human Computer Interaction>Usability>Contextual Inquiry

107.
#32364

A New Approach to Analyse Human-Mobile Computer Interaction   (peer-reviewed)

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.

Kawalek, Jurgen, Annegret Stark and Marcel Riebeck. Journal of Usability Studies (2008). Articles>Human Computer Interaction>Wireless Web>Log Analysis

108.
#32375

Exploring Human Factors in Virtual Worlds   (peer-reviewed)   (members only)

Why are virtual worlds increasingly relevant to technical communicators? What human factors influence the design of virtual worlds? This article explores these two important questions from a technical communication perspective.

Padmanabhan, Poornima. Technical Communication Online (2008). Articles>Human Computer Interaction>Online>3D

109.
#32676

Toward a More Human Interface Device: Integrating the Virtual and Physical

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.

Follett, Jonathan. UXmatters (2008). Articles>User Interface>Human Computer Interaction

110.
#32802

The Effect of Input Device on Video Game Performance

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.

Lenz, Kelsi. Usability News (2008). Articles>User Interface>Human Computer Interaction>Academic

111.
#32974

Implications for Design   (PDF)

Although ethnography has become a common approach in HCI research and design, considerable confusion still attends both ethnographic practice and the metrics by which it should be evaluated in HCI. Often, ethnography is seen as an approach to field investigation that can generate requirements for systems development; by that token, the major evaluative criterion for an ethnographic studies is the implications it can provide for design. Exploring the nature of ethnographic inquiry, this paper suggests that “implications for design” may not be the best metric for evaluation and may, indeed, fail to capture the value of ethnographic investigations.

Dourish, Paul. University of California Irvine (2002). Articles>Research>Human Computer Interaction>Ethnographies

112.
#33008

Human-Centered Design Considered Harmful

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.

Norman, Donald A. uiGarden (2005). Articles>Human Computer Interaction>User Centered Design>Activity Theory

113.
#33009

以人为中心的设计是有害的

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。

Norman, Donald A. uiGarden (2005). (Chinese) Articles>Human Computer Interaction>User Centered Design>Activity Theory

114.
#33010

HCD harmful? A Clarification

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.

Norman, Donald A. uiGarden (2006). Articles>Human Computer Interaction>User Centered Design

115.
#33042

对于“以人为中心的设计是有害的”的澄清

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。 (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。) 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。 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。

Norman, Donald A. uiGarden (2006). (Chinese) Articles>Human Computer Interaction>User Centered Design

116.
#33210

Navigating Information Spaces

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.

Benyon, David. ERCIM News (2001). Articles>Human Computer Interaction>Information Design

117.
#33245

Ethics, Lies and Videotape...

Videotape has become one of the CHI community's mostuseful technologies: it allows us to analyze users' 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.

Mackay, Wendy E. ACM SIGCHI (1995). Articles>Human Computer Interaction>Usability>Testing

118.
#33293

Touchscreen: Usability Guidelines  (link broken)   (PDF)

Are touchscreens always good news for users? Our consultants suggest guidelines to ensure touchscreen devices are both usable and useful.

Haywood, Anna and Rajinder Reynolds. Serco (2008). Articles>Human Computer Interaction>User Interface>Usability

119.
#33294

Guidelines on the Common Features of Mobile Phone Interfaces   (PDF)

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.

Stockbridge, Lucy and Azia Mughal. Serco (2007). Articles>Human Computer Interaction>Wireless Web>User Interface

120.
#33300

Task Analysis and Human-Computer Interaction: Approaches, Techniques, and Levels of Analysis   (PDF)   (peer-reviewed)

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.

Crystal, Abe and Beth Ellington. University of North Carolina (2004). Articles>Human Computer Interaction>Usability>Methods

121.
#33353

Alternative Business Models for HCI

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.

Knight, John. Usability News (2005). Articles>Human Computer Interaction>Business Case>United Kingdom

122.
#33434

Ten Ways Computers Manipulate People

My most recent captology course at Stanford focused on 10 ways computers manipulate people. In total, I've found about 60 strategies that software can use to change what people think and do.

Stanford University (2004). Articles>Human Computer Interaction>Persuasive Design

123.
#33438

Using Computer-Based Narratives to Persuade

Our lab has been investigating how computer-based narratives can change people's beliefs and behaviors.

Fogg, B.J. Stanford University (2004). Articles>Human Computer Interaction>Persuasive Design

124.
#33439

Persuading People via Computer-Based Narratives   (PDF)

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 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.

Fogg, B.J., Angela Booker and Abbe Don. Stanford University (2004). Articles>Human Computer Interaction>Workplace>Persuasive Design

125.
#33467

Polite Computers Win Users' Hearts and Minds

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 "you goofed" message.

Biever, Celeste. New Scientist (2004). Articles>Human Computer Interaction>User Interface

 
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