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?
Williams, Thomas R., Christopher Mulligan, Kent Koprowicz, Jamie Miller, Christy Reimann and Da-Shin Wang. Technical Communication Online (2005). Articles>Usability>Human Computer Interaction
Ease of Instant Messaging: How the use of IBM Lotus Sametime Changes Over Time 
This article discusses the results of surveys that indicate the IBM Lotus Sametime instant messaging product is a successful 'walk-up-and-use' 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.
IBM (2004). Articles>Human Computer Interaction>User Interface>Instant Messaging
Easy, Intuitive and Metaphor, and Other Meaningless Words
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.
Bagnall, Peter. uiGarden (2007). Articles>User Interface>Human Computer Interaction
Education: Some Progress and Some New Questions
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't just the variety of people it brings together or issues discussed, it'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.
Sears, Andrew. SIGCHI Bulletin (1996). Articles>Education>Human Computer Interaction>Usability
Ergonomic Mice: Comparison of Performance and Perceived Exertion
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.
Scarlett, Deborah. Usability News (2005). Articles>Human Computer Interaction>User Interface>Usability
Essential Use Cases for Multiplatform Service Design 
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.
Patrício, Lia, J. Falcão e Cunha, Raymond P. Fisk and Nuno J. Nunes. Constantine and Lockwood (2003). Articles>Human Computer Interaction>Usability>Case Studies
Expertise and Agency: Transformations of Ethos in Human-Computer Interaction 
The cases of expert systems and intelligent agents illuminate two dimensions of the dwelling-place we have built for ourselves with our technologies.
Miller, Carolyn R. and S. Michael Halloran. North Carolina State University (2004). Articles>Human Computer Interaction>Rhetoric
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.
Poole, Alex and Linden J. Ball. Alex Poole (2004). Articles>Human Computer Interaction>Usability>Eye Tracking
Five Rules for Communication between Machines and People
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.
Norman, Donald A. uiGarden (2008). Articles>Human Computer Interaction>Research
Fonts, Image, Interface Layout Solution under High Resolution
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.
Liu, Steven. uiGarden (2006). Articles>User Interface>Human Computer Interaction
Framework of Product Experience
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.
Desmet, Pieter and Paul Hekkert. International Journal of Design (2007). Articles>User Interface>Human Computer Interaction>User Experience
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 'deconstructing experience'; identifies the individual aspects of an experience (pulling crackers), which are then used to reconstruct a new experience in a new medium (the web).
Dix, Alan. uiGarden (2004). Articles>User Centered Design>Human Computer Interaction
Garbage In, Garbage Out: Using Affordances
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'll have to design a label for each field that is truly obvious to the workers. Information designers call these clues "affordances", and if you're lucky enough to have technical writers or editors in your organization, you can probably enlist their aid in designing these clues.
Hart, Geoffrey J.S. Geoff-Hart.com (1999). Articles>Human Computer Interaction>Usability>Forms
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.”
Hoft, Nancy L. Technical Communication Online (1999). Articles>Human Computer Interaction>International
Good Ergonomics Is Good Economics 
Illustrated case studies of how the application of ergonomics principles has resulted in cost savings and injury reduction for several companies.
Hendrick, Hal. HFES (2005). Articles>Human Computer Interaction>Ergonomics
Guerrilla HCI: Using Discount Usability Engineering to Penetrate the Intimidation Barrier
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.
Nielsen, Jakob. Alertbox (1994). Articles>Human Computer Interaction>Methods>Usability
Hands Across the Screen: Why Scrollbars are on the Right and Other Stories
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'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.
Dix, Alan. uiGarden (2005). Articles>Human Computer Interaction>User Interface
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.
Sears, Andrew and Marian Williams. SIGCHI Bulletin (1997). Articles>Education>Human Computer Interaction>Usability
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.
Williams, Marian G. and Andrew Sears. SIGCHI Bulletin (1998). Articles>Education>Human Computer Interaction>Usability
HCI Education: Past, Present and Future?
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's began to recognize the multi-disciplinary nature of the field. Conferences such as SIGCHI and books on HCI (e.g. Baecker & Buxton, 1987; Card, Moran & Newell, 1983; Norman, 1988; Shneiderman, 1987) appeared that brought the various disciplines together in new ways.
Gasen, Jean B. SIGCHI Bulletin (1996). Articles>Education>Human Computer Interaction>Usability
HCI Education: Where is it Headed?
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.
Sears, Andrew. SIGCHI Bulletin (1997). Articles>Education>Human Computer Interaction>Usability
How Much Bandwidth is Enough? A Tbps!
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.
Alertbox (1995). Articles>Human Computer Interaction>User Interface
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.
Fox, Justin. Digital Web Magazine (2000). Articles>Human Computer Interaction>Technology
This workshop is a stand-alone sequel to the 1993 'Introduction to Human Factors' 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.
Coe, Marlana A. STC Proceedings (1996). Articles>Human Computer Interaction
Human Information Processing Correlates of Reading Hypertext

There are a number of systematic relationships between basic measures of cognitive processing and measures of reading performance. The correlational study reported here demonstrates that these same relationships can be observed in the reading of hypertext. In addition, correlations among spatial processing abilities and performance with hypertext support the idea that spatial and relational processing play important roles in reading and using hypertext.
Wegner, Michael J. and David G. Payne. Technical Communication Online (1996). Articles>Human Computer Interaction>Hypertext>Cognitive Psychology
There are 38 readers currently online: 1 registered user and 37 guests. Register.

![]()
![]()


![]()
![]()
![]()