<?xml version="1.0" encoding="utf-8" ?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
	<title>Articles&gt;User Interface&gt;Interaction Design</title>	<link>http://tc.eserver.org/dir/Articles/User-Interface/Interaction-Design</link>
	<description>A listing of the most recently indexed works about Articles and User Interface 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>
	<image>
		<url>http://tc.eserver.org/images/newlogo.gif</url>
		<title>Articles&gt;User Interface&gt;Interaction Design</title>
		<link>http://tc.eserver.org/dir/Articles/User-Interface/Interaction-Design</link>
	</image>
	<item>
		<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>
	</item>
	<item>
		<title>Usability Tips for Your Application (Part I)</title>
		<link>http://tc.eserver.org/34514.html</link>
		<guid>http://tc.eserver.org/34514.html</guid>
		<description>There are a exponentially growing amount of applications being developed. Some of them vanish at an early stage, while others grow to be quite (and sometimes extremely) popular. What really dazzles me is how sucky many of them (both the popular and the unpopular ones) are regarding how they deal with user-interaction.</description>
	</item>
	<item>
		<title>Interaction Elasticity</title>
		<link>http://tc.eserver.org/33453.html</link>
		<guid>http://tc.eserver.org/33453.html</guid>
		<description>Usage goes down as interaction costs increase. User motivation determines how fast demand drops, following an elasticity curve.</description>
	</item>
	<item>
		<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>
	</item>
	<item>
		<title>Foundations of Interaction Design</title>
		<link>http://tc.eserver.org/30632.html</link>
		<guid>http://tc.eserver.org/30632.html</guid>
		<description>An interview with David Malouf on his article, Foundations of Interaction Design. We discuss several foundations of Interaction design including time, metaphor, abstraction, and negative space. David also provides greater detail to comments posted on his article from readers from around the world.</description>
	</item>
	<item>
		<title>Canonical Abstract Prototypes for Abstract Visual and Interaction Design</title>
		<link>http://tc.eserver.org/30012.html</link>
		<guid>http://tc.eserver.org/30012.html</guid>
		<description>Abstract user interface prototypes offer designers a form of representation for specification and exploration of visual and interaction design ideas that is intermediate between abstract task models and realistic or representational prototypes. Canonical Abstract Prototypes are an extension to usage-centered design that provides a formal vocabulary for expressing visual and interaction designs without concern for details of appearance and behavior. A standardized abstract design vocabulary facilitates comparison of designs, eases recognition and simplifies description of common design patterns, and lays the foundations for better software tools. This paper covers recent refinements in the modeling notation and the set of Canonical Abstract Components. New applications of abstract prototypes to design patterns are discussed, and variations in software tools support are outlined.</description>
	</item>
	<item>
		<title>Prototyping Beyond the Sunshine Scenario</title>
		<link>http://tc.eserver.org/28500.html</link>
		<guid>http://tc.eserver.org/28500.html</guid>
		<description>Prototypes often model one flow of interaction--the path that users are most likely to take. But when we create interaction designs with dynamic and complex flows, we often need to include deviations from the sunshine scenarios to see whether they work. In this article, we&apos;ll look at how to do this Visio and Axure.</description>
	</item>
	<item>
		<title>What&apos;s Wrong with (Almost) All Web Sites</title>
		<link>http://tc.eserver.org/24522.html</link>
		<guid>http://tc.eserver.org/24522.html</guid>
		<description>The vast majority of web sites commit usability and design violations that make it hard for users to find relevant content and functions. These problems are not difficult to diagnose or remedy. How many of these &quot;user crimes&quot; is your web site guilty of committing?</description>
	</item>
	<atom:link href="http://tc.eserver.org/dir/Articles/User-Interface/Interaction-Design.xml" rel="self" type="application/rss+xml"/>
</channel>
</rss>