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26.
#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

27.
#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

28.
#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

29.
#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

30.
#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

31.
#33469

The Human Factors of Touch Input Devices   (members only)

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.

Lee, A.T. Beta Research (1997). Articles>Human Computer Interaction>User Interface

32.
#35574

Touchscreen Usability

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.

ignore the code (2009). Articles>User Interface>Human Computer Interaction

33.
#35655

The Ever-Evolving Arrow: Universal Control Symbol

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.

Follett, Jonathan. UXmatters (2009). Articles>User Interface>Human Computer Interaction>Graphic Design

 
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