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	<title>Articles&gt;Human Computer Interaction&gt;Interaction Design</title>	<link>http://tc.eserver.org/dir/Articles/Human-Computer-Interaction/Interaction-Design</link>
	<description>A listing of the most recently indexed works about Articles and Human Computer Interaction and Interaction Design 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>
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		<title>Articles&gt;Human Computer Interaction&gt;Interaction Design</title>
		<link>http://tc.eserver.org/dir/Articles/Human-Computer-Interaction/Interaction-Design</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>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>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>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>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>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>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>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>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>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>
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		<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>
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		<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>
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		<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>
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		<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>
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		<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>
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		<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>
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		<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>
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		<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>
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		<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>
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		<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>
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