ﺩﺪﺤﻤﻟﺍ ﺭﺎﻃﻹﺍ ﺪﺣﺄﻛ ﺔﻴﻧﺍﺮﻤﻌﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻄﻳﺮﺨﻠﻟ ﺔﻣﺯﻼﻟﺍ ﺮﺻﺎﻨﻌﻟﺍﻭ ﺕﺎﻗﻼﻌﻠﻟ
ﺔﻣﺪﻘﻣ ﺮﺒﺘﻌﻳ ﺕﺍﺮﻴﻐﺘﻤﻟﺍ ﻦﻣ ﺮﻴﺜﻜﺑ ﺮﺛﺄﺘﺗ ﻲﺘﻟﺍ ﻭ ﺓﺪﻘﻌﻤﻟﺍ ﺕﺎﻴﻠﻤﻌﻟﺍ ﻦﻣ ﺎﻫﺬﻴﻔﻨﺗﻭ ﻥﺪﻤﻟﺍ ﻂﻴﻄﺨﺗ ﻞﻣﺍﻮﻌﻟﺍﻭ. ﺮﺒﺘﻌﺗﻭ ﺎﻫﺭﻮﻄﺗ ﻲﻓ ﻲﺴﻴﺋﺮﻟﺍ ﺐﺒﺴﻟﺍ ﻭ ﻥﺪﻤﻟﺍ ﺔﻴﻤﻨﺘﻟ ﻲﺳﺎﺳﻷﺍ ﻙﺮﺤﻤﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺍ.ﻲﻫﻭ ﺔﻨﻳﺪﻤﻠﻟ ﺔﻳﺩﺎﺼﺘﻗﻻﺍ ﺓﺪﻋﺎﻘﻟﺍ ﺰﺋﺎﻛﺭ ﻯﺪﺣﺇ.ﻁﺎﺸﻨﻟﺍ ﻰﻠﻋ ﺔﻤﺋﺎﻗ ﺔﻨﻳﺪﻤﻟﺍ ﻦﻜﺗ ﻢﻟ ﻥﺃﻭ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺍ ﺔﻛﺮﺤﺑ ﻂﺒﺗﺮﻳ ﻥﺍﻭ ﺪﺑﻻ ﺮﺧﺃ ﻱﺩﺎﺼﺘﻗﺍ ﻁﺎﺸﻧ ﻯﺃ ﻥﺈﻓ ﺎﺳﺎﺳﺃ ﻲﻋﺎﻨﺼﻟﺍ ﺔﺣﺎﻴﺳ ﻭﺃ ﺓﺭﺎﺠﺗ ﻭﺃ ﺔﻋﺍﺭﺯ ﻁﺎﺸﻨﻟﺍ ﺍﺬﻫ ﻥﺎﻛ ءﺍﻮﺳ. (ﺔﻨﻳﺪﻤﻟﺍ –ﺔﻋﺎﻨﺼﻟﺍ )ﻞﻛ ﻰﻠﻋ ﺪﻋﺎﺴﻳ ﻥﺍﺮﻤﻋ ﻦﻣ ﺎﻬﻣﺎﻴﻗ ﻦﻣ ﺪﺑﻻ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺎﻓ ﺮﺧﻵﺍ ﻰﻟﺇ ﺝﺎﺘﺤﻳ ﺎﻤﻬﻨﻣ ﻲﻧﺎﻜﻤﻟﺍ ﺰﻴﺤﻟﺍ ﺭﺎﻃﺇ ﻲﻓ ﺔﻋﺎﻨﺼﻟﺍ ﺪﺴﺠﻳﻭ ﺎﻫﺪﺟﺍﻮﺗﻭ ﺎﻬﺋﺎﺸﻧﺇ. ﻚﻟﺬﻛ ﻩﺭﺍﺮﻤﺘﺳﻻ ﺔﻣﺯﻼﻟﺍ ﻝﺍﻮﻣﻷﺍ ﺱﻭﺅﺭ ﻭ ﻞﻤﻋ ﺹﺮﻓ ﺮﻓﻮﺗ ﺔﻳﺩﺎﺼﺘﻗﺍ ﺓﺪﻋﺎﻗ ﻦﻣ ﻪﻟ ﺪﺑﻻ ﻥﺍﺮﻤﻌﻟﺍ… ﻩﺍﺮﻨﺳ ﺎﻣ ﻮﻫﻭ ﺚﺤﺒﻟﺍ ﻲﻓ.ﻲﻓ ﻥﺪﻤﻟﺍ ﻂﻴﻄﺨﺗﻭ ﻲﻋﺎﻨﺼﻟﺍ ﻂﻴﻄﺨﺘﻟﺍ ﻦﻣ ﻞﻛ ﻦﻴﺑ ﻖﻴﺴﻨﺘﻟﺍ ﻝﻭﺎﺤﻳ ﻱﺬﻟﺍﻭ ﺭﺎﻃﺇ ﺪﻳﺪﺤﺗﻭ ﺎﻤﻬﻨﻣ ﻞﻛ ﺮﺻﺎﻨﻌﻟ ﺎﻨﻤﻬﻓ ﺮﺻﺎﻨﻌﻟﺍ ﻩﺬﻫ ﻦﻴﺑ ﻂﺑﺮﺗ ﻰﺘﻟﺍ ﺕﺎﻗﻼﻌﻟﺍ. ﺞﻣﺎﻧﺮﺑ ﻝﻼﺧ ﻦﻣ ﻚﻟﺫﻭGISﺮﻓﻮﺗ ﻱﺬﻟﺍ ﻭ ﺔﻔﻠﺘﺨﻤﻟﺍ ﺕﺎﻗﻼﻌﻟﺍ ﻢﻬﻓﻭ ﺎﻬﺿﺍﺮﻌﺘﺳﺍﻭ ﺮﺻﺎﻨﻌﻟﺍ ﻩﺬﻫ ﺪﻳﺪﺤﺘﻟ ﺔﻣﺯﻼﻟﺍ ﺕﺍﻭﺩﻷﺍ ﻪﺗﺎﻘﻴﺒﻄﺗ ﺔﻄﻳﺮﺨﻟﺎﺑ ﺔﻘﻠﻌﺘﻤﻟﺍ ﺔﻔﻠﺘﺨﻤﻟﺍ ﺕﺍﺭﺎﺴﻔﺘﺳﻻﺍ ﻰﻠﻋ ﺔﺑﺎﺟﻹﺍ ﻪﻟﻼﺧ ﻦﻣ ﻦﻜﻤﻳ ﺎﻤﻛ ﺎﻬﻨﻴﺑ ﺔﻴﻧﺍﺮﻤﻌﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ.
Salem, Ahmed. OICC (2001). (Arabic) Articles>Human Computer Interaction>Usability
An artifact simply means any product of human workmanship or any object modified by man. It is used to denote anything from a hammer to a computer system, but it is often used in the meaning 'a tool' in HCI or Interaction Design terminology. The term is also used to denote activities in a design process.
Soegaard, Mads. Interaction-Design.org (2006). Articles>Human Computer Interaction>Usability
Keyboard shortcut commands not only save time; they help save joint strain and brain power.
Dallabrida, Dale. Delaware Online (2002). Articles>Human Computer Interaction>Usability
What if something neither looks nor quacks like a duck, but users think it is a duck? The cranky user comments on baby duck syndrome and how it can trap users with systems and interfaces that don't really meet their needs.
Seebach, Peter. IBM (2005). Articles>User Interface>Human Computer Interaction>Usability
We humans are biological animals. We have evolved over millions of years to function well in the environment, to survive. We are analog devices following biological modes of operation. We are compliant, flexible, tolerant. Yet we people have constructed a world of machines that requires us to be rigid, fixed, intolerant. We have devised a technology that requires considerable care and attention, that demands it be treated on its own terms, not on ours. We live in a technology-centered world where the technology is not appropriate for people. No wonder we have such difficulties.
Norman, Donald A. JND.org (2002). Articles>Human Computer Interaction>Usability
A Breakdown of the Psychomotor Components of Input Device Usage
This study investigates the breakdown of the psychomotor components of three different input devices, the mouse, trackball, and RollerMouse™ using the Stochastic Optimized Submovement Model. Primary movement time (PMT), Total Movement Time (TMT), Primary Movement Distance (PMD), and Total Movement Distance (TMD) were examined for each device. Results showed that psychomotor variables related to the primary phase of movement help to pinpoint how performance efficiency is affected by a particular device. For example, the relationship between %PMD and efficiency suggests that a device that affords users an initial accurate movement decreases the need for more or longer corrective submovements, thus reducing movement time.
Slocum, Jeremy. Usability News (2005). Articles>Human Computer Interaction>User Interface>Usability
The Degree of Usability from Selected DVD Menus and Their Navigational Systems 
The purpose of this research is to investigate the usability of DVD interfaces via their menus and navigation, inspired by Donald Norman who has had a pivotal role in user-centred design and usability. The paper encompasses theoretical aspects of interactivity, usability and DVD technology. A usability test was administered with the DVDs chosen. The results from the usability test were the main focus in this research. Such results were supportive of Norman's claims, as participants experienced varying degrees of usability issues. Furthermore, the findings were used to develop a set of guidelines and recommendations designers could follow. If these were adhered to, it would have significantly alleviated the difficulty the participants had in interacting with the DVDs.
Wood-Bradley, Guy and Malcolm Campbell. SpringerLink (2005). Articles>Usability>Human Computer Interaction>DVD
Does Background Music Impact Computer Task Performance?
The effects of music on performance on a computer-mediated problem-solving task were examined. Participants completed the task in anonymous dyads as they were exposed to either Classical music, Punk music, or No Music. Results indicate that those in the Classical music condition performed better on the problem solving-task than those in the Punk music or No Music conditions. However, those listening to the Classical music offered more off-task comments during the task than those listening to No Music. Implications for website designers are discussed.
Phillips, Christine. Usability News (2004). Articles>Usability>Human Computer Interaction>Audio
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
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
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
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
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
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
The phrase 'human error' is taken to mean 'operator error', 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.
Dix, Alan. uiGarden (2005). Articles>Human Computer Interaction>Usability>User Centered Design
Human-Computer Interface at Google
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.
Hoffer, Eric. Usability Interface (2007). Articles>Human Computer Interaction>Usability
Learning How to Use a Cellular Phone: Comparison Between German and Chinese Users

The objective of this study was to investigate whether and how 'cultural standards' 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.
Honold, Pia. Technical Communication Online (1999). Articles>Human Computer Interaction>Usability>International
Make It Flow: Achieving the Optimal User Experience 
Contends that human factors professionals must look beyond usability and heuristics to maximize a product's appeal.
Fruhlinger, Joshua A. Intercom (2001). Articles>Human Computer Interaction>Usability
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'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's role, interface control, syntax, object visibility, interaction stream, bandwidth, tracking feedback, interface locus, user programming, and software packaging. 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.
Nielsen, Jakob. Alertbox (1993). Articles>Human Computer Interaction>User Interface>Usability
Of Mice and iPods, or The Death of the Designer
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?”
Blythe, Mark. uiGarden (2008). Articles>Human Computer Interaction>User Centered Design>Usability
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