Human Interface Design Principles
This section provides a theoretical base for the wealth of practical information on implementing the Aqua interface elements presented in the rest of this book. You’ll undoubtedly find that you can’t design in accordance with all of the principles all the time. In those situations, you’ll have to make decisions based on which principle or set of principles is most important in the context of the task you’re solving. User testing is often an excellent way to decide between conflicting principles in a particular context.
Apple Inc. (2003). Design>Human Computer Interaction>User Interface
Human-Computer Interaction and Your Site
Ever wondered what makes some websites easier to use than others, or why some people seem to master new navigation systems quickly while others struggle to learn? Do you know why users get lost in electronic space or find it difficult to communicate with others through the medium of technology? These questions are just some of the driving forces behind research in the developing field of Human Computer Interaction.
Danino, Nicky. SitePoint (2002). Design>Web Design>Human Computer Interaction
The Influence of Semantics and Syntax on What Readers Remember

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.
Isakson, Carol S. and Jan H. Spyridakis. Technical Communication Online (1999). Articles>Human Computer Interaction>Information Design
Just How Far Beyond HCI is Interaction Design?
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 'interaction design.' But re-labeling isn'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.
Lowgren, Jonas. Boxes and Arrows (2002). Articles>Human Computer Interaction>Interaction Design
Macintosh OS 8 Human Interface Guidelines
This document describes the additions and changes to Macintosh Human Interface Guidelines related to the release of Mac OS 8. Specifically, it presents guidelines for taking advantage of the Mac OS platinum appearance and the Appearance Manager. This document does not replace Macintosh Human Interface Guidelines.
Apple Inc. (1997). Design>Human Computer Interaction>User Interface
Macintosh OS X: Aqua Human Interface Guidelines
This document, which covers features up to Mac OS X version 10.2, describes what you need to do to design your application for Aqua. Primarily intended for Carbon and Cocoa developers who want their applications to look right and behave correctly in Mac OS X, these guidelines provide examples of how to use Aqua interface elements. Java application developers will also find these guidelines useful.
Apple Inc. (2003). Design>Human Computer Interaction>User Interface
Making the Physical Environment Interactive
Microsoft's most innovative product of the 1990s was Interactive Barney: a plush toy containing a computer that lets it interact with kids. When you squeeze Barney's toe, for example, he sings a song; when you cover his eyes, he plays peek-a-boo. Soon, many more physical objects may become interactive, and they're likely to contain much more broadly defined and subtle user interfaces than the primitive toe squeezing that Interactive Barney pioneered.
Nielsen, Jakob. Alertbox (2002). Design>Human Computer Interaction
An STC-funded study of computer users in an R & D organization attempts to identify users who reflect a high degree of productive integration of computers into workplace tasks. The study reveals user stratification along the lines of low-strategic and high-strategic users: users who choose to use computers to accomplish information and communication-oriented tasks. The study attempts to confirm this stratification by indicating that users identified in this way also use computers to perform a higher frequency of information-related computer behaviors, such as use of email, electronic information transfer, archiving, and software learning. Identifying users in this way can help writers and documention designers by providing models of integrated computer use.
Barker, Thomas and Patricia Goubil-Gambrell. STC Proceedings (1996). Design>Human Computer Interaction>User Centered Design
One of the most fundamental factors in designing for screen-based media is: No-one likes looking at a computer screen.
Hunt, Ben. Web Design From Scratch (2006). Design>Web Design>Human Computer Interaction>User Centered Design
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
Physical, Cognitive, and Affective: A Three-part Framework for Information Design

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.
Carliner, Saul. Technical Communication Online (2000). Articles>Human Computer Interaction>Information Design
The Post Disciplinary Revolution: Industrial Design and Human Factors—Heal Yourselves
The fault lies with the separation of powers. There are four legs to product development. Four equal legs are required for good product design, all sitting on the foundation of the business case.
Norman, Donald A. JND.org (2000). Design>Human Computer Interaction>Usability
Have you ever been in a room that felt strangely uncomfortable? Most presenters have, making comments afterwards about a forebodingly long executive table, a sterile design that put a chill in the air or a frenetic disorganized feeling that seemed to bounce around the room during the talk. It's reactions like these that corporate room designers and architects seek to avoid, striving to use technology and interior design to create a professional yet welcoming atmosphere. That quest has opened the door to fresh ideas, including the Chinese art of feng shui.
Regenold, Stephen. Presentations (2002). Design>Human Computer Interaction>Presentations
In the fields of HCI and interaction design the term is however most often used as 'making something material from something abstract.' In other words 'thingifying' something abstract (like an idea, a work practice, a social relationshiop) or at least making a representation of it.
Soegaard, Mads. Interaction-Design.org. Articles>Human Computer Interaction>Interaction Design
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.
Nielsen, Jakob. Alertbox (2005). Articles>Web Design>Human Computer Interaction>Usability
Teaching Information Architecture to the Design Student
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.
Spahr, James. Boxes and Arrows (2002). Articles>Education>Human Computer Interaction>Graphic Design
Technical Communication in an Altered Technology Landscape: What Might Be

Technical communicators create support products that mediate between people and their computers. However, human-computer relations of the future may not require the reading of manuals or even direct manipulation of the interface. These relations may be delegated to agents, computer surrogates that possess a body of knowledge about something and about the user in relation to that something. A new class of applications may suggest information relevant to the user's situation, proactively offering advice that the user didn't know to ask for. Technical communicators will have continuing roles in enabling users because of their knowledge of the ways that people want to learn from machines. The skills required for technical communicators in the next computer revolution will change at least as much in the next 5 years as they have in the past 5 years.
Zimmerman, Muriel. Technical Communication Online (2001). Design>Human Computer Interaction
Tools and Trade-Offs: Making Wise Choices for User-Centered Design
How can we choose among customer data collection methods when limited staff and financial resources must be spread across the whole development cycle? This tutorial helps participants understand the tradeoffs, so they can make effective choices among methods at different points during product design and development. It focuses on early user-centered intervention to gain cost-effective, reusable end-user information.
Rosenbaum, Stephanie L., Judee Humburg, Judith A. Ramey and Anne Seeley. ACM SIGCHI (1995). Design>User Centered Design>Human Computer Interaction>Usability
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.
Constantine, Larry L. Constantine and Lockwood (2006). Articles>Human Computer Interaction>Interaction Design
While no one would argue that email is useless, continued inefficient management of emails makes email worse than useless—--it makes them dangerous.
Mancini, John. e-Doc (2005). Articles>Human Computer Interaction>Information Design>Email
This document outlines typical areas of concern when porting a Microsoft Windows application to Mac OS X, and provides guidance for transitioning to the Mac OS X UI.
Apple Inc. (2004). Design>User Experience>Human Computer Interaction
Web Site Designs: Influences of Designer's Expertise and Design Constraints

Nowadays, much research examines both the cognitive difficulties encountered by web site users and the development of ergonomic guidelines for designers. However, few studies examine designers’ cognitive functioning while designing web sites. We defend the idea that determining the difficulties web site designers encounter is necessary to better support their design activities, especially in making web sites easier to use. We present an experimental study that demonstrates that the designers’ levels of expertise (novice and professional) as well as the design constraints that clients prescribe influences both the number and the nature of constraints designers articulate and respect in their web site designs. Based on our study findings, we suggest ways to better support web site designers.
Chevaliera, Aline and Melody Y. Ivory. International Journal of Human-Computer Studies, The (2003). Design>Human Computer Interaction
A series of links to Russian-language resources in human-computer interaction.
HCI.ru (2001). (Russian) Design>Human Computer Interaction
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。
Dix, Alan. uiGarden (2005). (Chinese) Articles>Human Computer Interaction>Usability>User Centered Design
Zebra Striping: More Data for the Case
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.
Enders, Jessica. List Apart, A (2008). Articles>Web Design>Human Computer Interaction>User Interface
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