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1.
#25470

Baby Duck Syndrome

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

2.
#27543

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 RollerMouseā„¢ 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

3.
#27542

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

4.
#20818

Noncommand User Interfaces

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

5.
#31907

OK-Cancel or Cancel-OK?

Should the OK button come before or after the Cancel button? Following platform conventions is more important than suboptimizing an individual dialog box.

Nielsen, Jakob. Alertbox (2008). Articles>Human Computer Interaction>User Interface>Usability

6.
#31916

Top-10 Application-Design Mistakes

Application usability is enhanced when users know how to operate the UI and it guides them through the workflow. Violating common guidelines prevents both.

Nielsen, Jakob. Alertbox (2008). Articles>User Interface>Human Computer Interaction>Usability

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