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	<title>Design&gt;Usability&gt;User Interface</title>	<link>http://tc.eserver.org/dir/Design/Usability/User-Interface</link>
	<description>A listing of the most recently indexed works about Design and Usability and User Interface 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>
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		<url>http://tc.eserver.org/images/newlogo.gif</url>
		<title>Design&gt;Usability&gt;User Interface</title>
		<link>http://tc.eserver.org/dir/Design/Usability/User-Interface</link>
	</image>
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		<title>Treating User Myopia</title>
		<link>http://tc.eserver.org/35577.html</link>
		<guid>http://tc.eserver.org/35577.html</guid>
		<description>Fortunately, you don&apos;t see dialogs in web apps much, but this sort of modal dialog lunacy is, sadly, becoming more popular in today&apos;s AJAX-y world of web 2.5. Those who can&apos;t learn from history are doomed to repeat it, I guess.</description>
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		<title>Teaching Users to Read</title>
		<link>http://tc.eserver.org/35578.html</link>
		<guid>http://tc.eserver.org/35578.html</guid>
		<description>This may sound a little harsh, but you&apos;ll see, when you do usability tests, that there are quite a few users who simply do not read words that you put on the screen. If you pop up an error box of any sort, they simply will not read it.</description>
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		<title>The Inclusion Principle</title>
		<link>http://tc.eserver.org/35173.html</link>
		<guid>http://tc.eserver.org/35173.html</guid>
		<description>Affordance allows us to look at something and intuitively understand how to interact with it. For example, when we see a small button next to a door, we know we should push it with a finger. Convention tells us it will make a sound, notifying the homeowner that someone is at the door. This concept transfers to the virtual environment: when we see a 3D-shaped button on a web page, we understand that we are supposed to “push” it with a mouse-click.</description>
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		<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>
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		<title>Making the Right Constraints for Usable and Accessible User Interfaces</title>
		<link>http://tc.eserver.org/33840.html</link>
		<guid>http://tc.eserver.org/33840.html</guid>
		<description>This paper focuses on managing constraints in a way that enables developers to create an accessible and usable user interface (UI). The constraining processes presented in this paper comprise of a language to describe a logical web page in an application, a basic bottom-up repository management system and the processing required for compiling pages.</description>
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		<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>
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		<title>People Finder: Searching Without Logic? Improving the People Finder Application</title>
		<link>http://tc.eserver.org/31996.html</link>
		<guid>http://tc.eserver.org/31996.html</guid>
		<description>One of the most frequent tasks on many intranets is finding people within the company. Providing an effective way to search people is thus a key goal in designing intranets. This goal becomes even more important for an organization like Emirates, a leading international airline, which has over 35,000 employees with over 140 nationalities and where more people are likely to use this feature more frequently.</description>
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		<title>Designing Embraceable Change</title>
		<link>http://tc.eserver.org/30801.html</link>
		<guid>http://tc.eserver.org/30801.html</guid>
		<description>It&apos;s not that people resist change whole-scale. They just hate losing control and feeling stupid. When we make critical changes, we risk putting our users in that position. We must take care to ensure that we&apos;ve considered the process of change as much as we&apos;ve considered the technology changes themselves. Only then will we end up with changes that our users embrace.</description>
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		<title>This Is What Happens When You Let Developers Create UI</title>
		<link>http://tc.eserver.org/30791.html</link>
		<guid>http://tc.eserver.org/30791.html</guid>
		<description>If you let your developers create your UI, hilarity ensues.</description>
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		<title>Design Study 2: Structured Selection with a Multi-Modal Extended Selection List</title>
		<link>http://tc.eserver.org/30022.html</link>
		<guid>http://tc.eserver.org/30022.html</guid>
		<description>The design of a special-purpose selection list is reviewed. As part of a performance-support application for classroom teachers, a means was needed for rapid selection from a large number of alternative words. By taking into account the inherent structure of the terms in the list, instead of treating it as a simple list of unspecified objects, a more efficient and more easily used design was achieved. By incorporating the structure of the alternatives, the design was also able to reflect and support best practices in classroom lesson planning.</description>
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		<title>Effects of RSVP Display Design on Visual Performance in Accomplishing Dual Tasks with Small Screens</title>
		<link>http://tc.eserver.org/29821.html</link>
		<guid>http://tc.eserver.org/29821.html</guid>
		<description>Rapid serial visual presentation (RSVP) represents a mechanism for exhibiting temporal information instead of spatial information to overcome the limitations of small-screen devices. Previous studies examining this area focused only on information presented by RSVP displays and disregarded changes in the performance of accompanying tasks associated with such displays. Therefore, this investigation performed a dual-task experiment (a search task for static information and a reading task for RSVP display information) to examine the effects of presentation mode (character-by-character, word-by-word, and one-line format), speed (171, 260, 350, and 430 characters per minute, or cpm), and text-flow orientation (vertical and horizontal orientation) of RSVP display information on the visual performance of users during different stages of usage (whether current usage is the first, second, third, fourth, fifth, or eighth day of usage) for a small screen.</description>
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		<title>A Usability Evaluation of Web Map Zoom and Pan Functions</title>
		<link>http://tc.eserver.org/29819.html</link>
		<guid>http://tc.eserver.org/29819.html</guid>
		<description>Due to limitations on screen size and resolution, the usability of web maps relies heavily on their interface design. The main goal of this research is to find better interface designs for web maps and to facilitate their usage by the public. The research consists of two stages of investigation: (a) a survey on the operation interfaces of popular web maps; and (b) a usability evaluation of simulated interfaces by measuring task performance and conducting subjective evaluations.</description>
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		<title>Five Survival Techniques for Creating Usable Products</title>
		<link>http://tc.eserver.org/29813.html</link>
		<guid>http://tc.eserver.org/29813.html</guid>
		<description>When we ask designers what stage they spend the bulk of their time in when launching a product, the majority of designers answer, the Implementation Stage. However, our research shows that the teams launching the most usable products on schedule and on budget spend the bulk of their time in the Measure and Learn stage.</description>
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		<title>Seeing the World in Symbols: Icons and the Evolving Language of Digital Wayfinding</title>
		<link>http://tc.eserver.org/28668.html</link>
		<guid>http://tc.eserver.org/28668.html</guid>
		<description>Of all the objects that occupy our digital spaces, there are none that capture the imagination so much as icons. As symbols, icons can communicate powerfully, be delightful, add to the aesthetic value of software, engage people&apos;s curiosity and playfulness, and encourage experimentation. These symbols are key components of a graphic user interface--mediators between our thoughts and actions, our intentions and accomplishments.</description>
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		<title>Usable Interface Design</title>
		<link>http://tc.eserver.org/28219.html</link>
		<guid>http://tc.eserver.org/28219.html</guid>
		<description>As an information designer the interfaces we currently work on - no matter whether Apple or Windows, bother me. Yes, OS X looks a lot better than its predecessors, and Windows&apos; upcoming rip off of OS X looks better than the previous rip off. But however pretty, glossy and lickable those Interfaces may look, no matter how many twist and turn effects they build in - the problem they have is not one of special effects. If a good interface were a matter of special effects, George Lucas&apos; Industrial Light and Magic might do a very good job.</description>
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		<title>Empirical Evaluation of a Popular Cellular Phone&apos;s Menu System: Theory Meets Practice</title>
		<link>http://tc.eserver.org/28018.html</link>
		<guid>http://tc.eserver.org/28018.html</guid>
		<description>A usability assessment entailing a paper prototype was conducted to examine menu selection theories on a small screen device by determining the effectiveness, efficiency, and user satisfaction of a popular cellular phone&apos;s menu system. Outcomes of this study suggest that users prefer a less extensive menu structure on a small screen device. The investigation also covered factors of category classification and item labeling influencing user performance in menu selection. Research findings suggest that proper modifications in these areas could significantly enhance the system&apos;s usability and demonstrate the validity of paper-prototyping which is capable of detecting significant differences in usability measures among various model designs.</description>
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		<title>Icon Analysis: Evaluating Low Spatial Frequency Compositions</title>
		<link>http://tc.eserver.org/27993.html</link>
		<guid>http://tc.eserver.org/27993.html</guid>
		<description>Icons that are difficult to tell apart can lead to disastrous consequences. Queen shows us how studying the way the human visual system encodes information can lead to more effective icon design.</description>
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		<title>永远伟大的设计</title>
		<link>http://tc.eserver.org/26958.html</link>
		<guid>http://tc.eserver.org/26958.html</guid>
		<description>我正坐在百老汇的一间咖啡厅里写这篇文章。我坐在这里已经有一会了，写文章，回邮件，用手机和我的客户联系，看着窗外移动的世界，享受着 3美元一杯的咖啡。昨天晚上，我很荣幸作为嘉宾出席了在纽约市举行的的设计与营销的学术会议。那是一个美好的夜晚，我的演讲收到了很好的效果。会议结束后，组织部门的工作人员将我领到了离时代广场差不多一个街区远的一家非常棒的餐厅用餐。在享受美味的晚餐的同时，我们的话题自然地就转到了设计和推广出色的产品与服务上。谈了一会后，其中一个人问我，在我看来哪个设计是永远伟大的的设计。</description>
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		<title>Principles for Usable Design</title>
		<link>http://tc.eserver.org/26658.html</link>
		<guid>http://tc.eserver.org/26658.html</guid>
		<description>A well designed user interface is comprehensible and controllable, helping users to complete their work successfully and efficiently, and to feel competent and satisfied. Effective user interfaces are designed based on principles of human interface design. The principles listed below are consolidated from a wide range of published sources (Constantine &amp; Lockwood, 1999; Cooper &amp; Reimann, 2003; Gerhardt-Powals, 1996; Lidwell, Holden &amp; Butler, 2003; Nielsen, 1994; Schneiderman, 1998; Tognazzini, 2003) and are based on a long history of human-computer interaction research, cognitive psychology, and design best practices.</description>
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		<title>Well-Designed Products</title>
		<link>http://tc.eserver.org/26076.html</link>
		<guid>http://tc.eserver.org/26076.html</guid>
		<description>To offset this sometimes irritating tendency to critique and redesign everything we see, I&apos;d like to offer a selection of software that I consider to be truly well-designed. To avoid creating a list that is simply an expression of my personal taste (which of course it is, to some extent), I devised some criteria as necessary aspects of a well-designed software product.</description>
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		<title>The Greatest Design of all Time</title>
		<link>http://tc.eserver.org/25115.html</link>
		<guid>http://tc.eserver.org/25115.html</guid>
		<description>After a while one of my dining companions asked me what I regarded as the greatest design of all time.</description>
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		<title>Streamlining an Interface Using Information Design Principles</title>
		<link>http://tc.eserver.org/24873.html</link>
		<guid>http://tc.eserver.org/24873.html</guid>
		<description>Describes a process for improving interface usability.</description>
	</item>
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		<title>We Are All Designers</title>
		<link>http://tc.eserver.org/24839.html</link>
		<guid>http://tc.eserver.org/24839.html</guid>
		<description>We are all designers -- because we must be. We live our lives, encounter  success and failure, sadness and joy. We structure own worlds to support  ourselves throughout life.</description>
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		<title>Ode to Balloon Help</title>
		<link>http://tc.eserver.org/24736.html</link>
		<guid>http://tc.eserver.org/24736.html</guid>
		<description>Perhaps we should look to the simplest elements of usability for inspiration. Perhaps it&apos;s time to recognize the contribution of a single humble helper. Yes, it&apos;s time for an ode to Balloon Help.</description>
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		<title>Interface Design as a Life or Death Proposition</title>
		<link>http://tc.eserver.org/23976.html</link>
		<guid>http://tc.eserver.org/23976.html</guid>
		<description>While the FDA has always required thorough documentation of product development, recent initiatives have instituted a more prescriptive, design-focused procedure encouraging extensive user research at the beginning of the development process.</description>
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		<title>Top 10 Decisions That Reduce Usability</title>
		<link>http://tc.eserver.org/23853.html</link>
		<guid>http://tc.eserver.org/23853.html</guid>
		<description>Did you ever wonder why some products are well designed and easy to use  and others are not? The answer is simple—decision makers and budget holders make decisions with little thought of how they reduce usability. Here then are the top ten decisions that reduce usability.</description>
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		<title>Reality Check</title>
		<link>http://tc.eserver.org/23516.html</link>
		<guid>http://tc.eserver.org/23516.html</guid>
		<description>Many would-be e-businesses, seduced by the lure of the emerging &apos;virtual-world&apos; on the web, have ignored 40 years of accumulated wisdom in how to design usable information systems, and have seemingly forgotten that a satisfying &apos;user experience&apos; is key to the successful implementation of any information system.</description>
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		<title>Remote Control Anarchy</title>
		<link>http://tc.eserver.org/23275.html</link>
		<guid>http://tc.eserver.org/23275.html</guid>
		<description>The six remote controls required for a simple home theater illustrate the problems caused by complexity and inconsistency in user interfaces.</description>
	</item>
	<item>
		<title>Writer as Designer: Building Quality into the Design</title>
		<link>http://tc.eserver.org/23147.html</link>
		<guid>http://tc.eserver.org/23147.html</guid>
		<description>Provides background for writers beginning to work in design and an introduction to practical methods to build quality into the design of software, forms (whether paper or online), and highly detailed processes used by diverse users. These methods support both macro and micro control of highly detailed products throughout the iterative stages of design. The workshop includes exercises and covers essential background, such as how to determine what is quality for your company and why design fails. The workshop deals with requirements for success, including the importance of standards, and with application of the methods to design specifications, user documentation, and testing. The workshop materials also include examples of the method applied to a commonly available commercial product.</description>
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		<title>Facilitating Data Exploration with Query Previews: A Study of User Performance and Preference</title>
		<link>http://tc.eserver.org/23117.html</link>
		<guid>http://tc.eserver.org/23117.html</guid>
		<description>Current networked and local data exploration systems that use command languages (e.g. SQL), menus, or form fillin interfaces do not give users an indication of the distribution of data in their databases. This often leads users to waste time, posing queries that have zero-hit or mega-hit results. Query previews are a novel visual approach for browsing and querying networked or local databases. Query previews supply users with data distribution information for selected attributes of a database, and give continuous feedback about the size of the result set as the query is being formed. Subsequent refinements might be necessary to narrow the search sufficiently. Because there is a risk that query previews are an additional step, leading to a more complex and slow search process, we ran a within subjects empirical study with 12 subjects who used interfaces with and without query previews and with no network delays. Even with this small number of subjects and minimized network delays we found statistically significant differences showing that query previews could speed up performance 1.6 to 2.1 times and lead to higher subjective satisfaction.</description>
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		<title>Macromedia Director as a Prototyping and Usability Testing Tool</title>
		<link>http://tc.eserver.org/22832.html</link>
		<guid>http://tc.eserver.org/22832.html</guid>
		<description>Efforts to understand user requirements commonly focus on the functionality and features of a product. However, it is important to analyze other product attributes, such as usability. A product may meet all of its functional requirements, but can fail if it has an interface that is difficult to navigate and learn. To address this problem, it is important to get feedback from users as early in the development life cycle as possible. A common technique is to develop a prototype or mockup of a product&apos;s interface to present to users.</description>
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		<title>User Modeling for Adaptive and Adaptable Software Systems</title>
		<link>http://tc.eserver.org/22830.html</link>
		<guid>http://tc.eserver.org/22830.html</guid>
		<description>Universal Usability requires that user interfaces accommodate users with a wide variety of expertise and knowledge. Moreover, individual users&apos; needs and preferences change as they use a software system. Systems that guide the user through an evolutionary learning process or adapt the user interface to the user provide a solution to this challenge. This paper introduces the techniques, highlights several examples of systems that implement them and provides guidelines for practitioners who wish to develop adaptive and adaptable interfaces.</description>
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		<title>A Question of Interface Design: How Do Online Service GUIs Measure Up?</title>
		<link>http://tc.eserver.org/22673.html</link>
		<guid>http://tc.eserver.org/22673.html</guid>
		<description>Online services have redesigned their old command-based software into graphical user interfaces for the same reason that fledgling stars get their noses fixed. GUIs, as these software versions are commonly called, are a natural choice of interface because they are user-friendly, colorful, window-based interfaces that rely on icons and natural language processing.</description>
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		<title>Why Mobile Phones are Annoying</title>
		<link>http://tc.eserver.org/22587.html</link>
		<guid>http://tc.eserver.org/22587.html</guid>
		<description>Bystanders rated mobile-phone conversations as dramatically more noticeable, intrusive, and annoying than conversations conducted face-to-face. While volume was an issue, hearing only half a discussion also seemed to up the irritation factor.</description>
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		<title>Designing the Handheld Maritime Communicator</title>
		<link>http://tc.eserver.org/21488.html</link>
		<guid>http://tc.eserver.org/21488.html</guid>
		<description>We present the process of designing the first prototype of the Handheld Maritime Communicator: a mobile computer system supporting communication and coordination of safety-critical work activities on large container vessels. Designing the user experience of the&#xD;Handheld Maritime Communicator was a particular&#xD;challenge because it targets a highly specialized context&#xD;of use and because poor design could potentially&#xD;become a safety hazard. Meeting this challenge,&#xD;ethnographic field studies on board container vessels&#xD;were conducted, detailed analyses were carried out,&#xD;and iterative design was performed. The design&#xD;produced replaces a large amount of present spoken&#xD;communication with predefined textual messages on a&#xD;handheld device. This facilitates persistency, partial&#xD;automation, and possible integration with other&#xD;computer-based data. Evaluating the prototype in a&#xD;high-fidelity ship simulator, prospective users validated&#xD;the overall design, but also identified a number of&#xD;usability problems that need to be addressed.</description>
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		<title>Ten Quotable Moments: Challenges and Responses for User Interface Designers</title>
		<link>http://tc.eserver.org/21417.html</link>
		<guid>http://tc.eserver.org/21417.html</guid>
		<description>The following ten things have been said by actual clients and represent common and very human reactions to a new wrinkle in the process of building software: design. By gathering these comments in one place and sharing them widely, it becomes easier to recognize them, so we can keep our calm and contribute to effective software teams.</description>
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		<title>Más Allá de la Usabilidad: Interfaces &apos;Afectivas&apos;</title>
		<link>http://tc.eserver.org/21165.html</link>
		<guid>http://tc.eserver.org/21165.html</guid>
		<description>La creciente popularización de las nuevas tecnologías de la información obliga a que cualquier producto interactivo sea diseñado para una audiencia cada vez más heterogénea y menos tolerante con experiencias de uso frustrantes. Las técnicas, metodologías y prácticas propias de la Usabilidad y Accesibilidad, intentan hacer frente a este hecho, estudiando las necesidades, objetivos y comportamiento del usuario, y enfocando cualquier decisión sobre el diseño, así como la evaluación, en base a estos factores.</description>
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		<title>Common Automotive Interaction Design Mistakes</title>
		<link>http://tc.eserver.org/21051.html</link>
		<guid>http://tc.eserver.org/21051.html</guid>
		<description>People spend a great deal of time driving their cars, so cars should be as easy to use, and as effective as possible. However, most cars are filled with common design mistakes that are annoyances at the least, and often downright dangerous.</description>
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		<title>Usability First</title>
		<link>http://tc.eserver.org/19936.html</link>
		<guid>http://tc.eserver.org/19936.html</guid>
		<description>This website provides information and resources for key issues related to usability in website and software design. We believe that helping people do their work in an effective and enjoyable way should be the top priority in design because if a product is not usable, people will not use it.</description>
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		<title>The Sanctity of Elements, or Why You Shouldn&apos;t Be Double-Clicking in a TEXTAREA</title>
		<link>http://tc.eserver.org/19439.html</link>
		<guid>http://tc.eserver.org/19439.html</guid>
		<description>All-too-frequently an external client or an internal manager or co-worker demands interface changes. They usurp the design process -- taking the decision-making away from the experts -- and deign the interface by dictum rather than traditional development processes, to the detriment of the product.</description>
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		<title>El Enlace: Forma y Función</title>
		<link>http://tc.eserver.org/18729.html</link>
		<guid>http://tc.eserver.org/18729.html</guid>
		<description>Los enlaces, en la actual Web, tienen la función de representar un vínculo o conexión unidireccional entre dos nodos web. Son la unidad básica de interacción de los sistemas hipertexto, por lo que la interacción en la Web comúnmente es conocida como Navegación. En un espacio virtual compuesto por nodos y vínculos entre dichos nodos, si se entiende que la ubicación del usuario está en el nodo que se encuentra visualizando, la interacción sobre los enlaces con la posterior visualización de otros nodos se entiende como un desplazamiento o, en un océano de nodos, como navegación.&#xD;&#xD;Para que el usuario dentro de nuestro sitio web experimente una navegación eficiente, fácil y satisfactoria, los enlaces no sólo tendrán que conectar nodos con contenidos verdaderamente relacionados, sino además presentarse de tal forma que el usuario entienda sin ambigüedades que se trata de un enlace, comprendiendo consecuentemente su función.&#xD;</description>
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		<title>Formularios: Identificación de los Campos Opcionales</title>
		<link>http://tc.eserver.org/18730.html</link>
		<guid>http://tc.eserver.org/18730.html</guid>
		<description>Completar formularios en los sitios web es uno de los procesos que requiere normalmente mayor esfuerzo por parte del usuario. No disponer de formularios &apos;usables&apos; puede ser una de las causas de abandono más frecuente de un sitio web.&#xD;&#xD;Para conseguir formularios usables se deben tener en cuenta muchos aspectos. Uno de ellos, es diferenciar de forma fácil y clara los campos obligatorios de los opcionales[1]. En este artículo se muestran y valoran lo diferentes métodos que utilizan para ello las webs de banca de particulares españolas.&#xD;&#xD;El trabajo de campo realizado ha consistido en revisar los procesos de ejecución de transferencias y de registro de nuevos clientes (si lo hubiera) de los sitios web de los siguientes trece bancos: Patagon, Cajamadrid, Cam, Uno-e, eBankinter, CaixaCatalunya, BancoPopular-e, Santander Central Hispano, BBVA, La Caixa, El Monte, Ing-direct, Banesto.</description>
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		<title>The Art of User Interface Prototyping</title>
		<link>http://tc.eserver.org/18679.html</link>
		<guid>http://tc.eserver.org/18679.html</guid>
		<description>It takes a certain craft to know how and when to build prototypes of web designs or software designs. This primer of prototyping explains when and how to build them. </description>
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		<title>Making Usable Products: An Informal Process for Good User Interfaces</title>
		<link>http://tc.eserver.org/18689.html</link>
		<guid>http://tc.eserver.org/18689.html</guid>
		<description>At Microsoft we have full-time employees, called usability engineers, who are trained to help product teams understand what the user&apos;s needs are, and analyze how well our product user interfaces match those needs. They do a great deal of work, and understand the discipline of UI design and data collection really well. They are critical to the success of our products. As I&apos;ve learned from the e-mail I&apos;ve been getting at hfactor@microsoft.com, most developers don&apos;t have the luxury of this kind of support, and are on their own to make good interface design decisions. This issue will introduce a basic development process that helps good UI make it into products. Word of warning: There is no magic recipe for good UI, or for writing good code, and I can&apos;t guarantee improved interfaces without some extra effort.</description>
	</item>
	<item>
		<title>Change Your Goal, Extend Your Role</title>
		<link>http://tc.eserver.org/14621.html</link>
		<guid>http://tc.eserver.org/14621.html</guid>
		<description>The author suggests expanding your role as a technical communicator to enhance software usability by creating better user interface labels and application messages. Henry bases his suggestions on an integrated user-centered information design (UCID) approach driven by product usability. He explains UCID, describes how to prepare for a new role as a &apos;designer of product usability,&apos; and shows how to effectively design labels and develop application messages.</description>
	</item>
	<item>
		<title>Common Principles: A Usable Interface Design Primer</title>
		<link>http://tc.eserver.org/13802.html</link>
		<guid>http://tc.eserver.org/13802.html</guid>
		<description>When users perform a transaction or action, their cognition is often split between learning and operating the system or user interface (UI). A well-designed UI allows users to focus the majority of their cognitive energy on learning, and offers no operational complications. This most general principle of usability is often called the &apos;transparent interface.&apos; The transparent interface is commonly defined as one that maximizes user task completion and minimizes interfering factors, such as unnecessary interface complexity or performance.</description>
	</item>
	<item>
		<title>User Empowerment and the Fun Factor</title>
		<link>http://tc.eserver.org/13614.html</link>
		<guid>http://tc.eserver.org/13614.html</guid>
		<description>Designs that engage and empower users increase their enjoyment and encourage them to explore websites in-depth. Once we achieve ease of use, we&apos;ll need additional usability methods to further strengthen joy of use.</description>
	</item>
	<item>
		<title>UIML: An Appliance-Independent XML User Interface Language</title>
		<link>http://tc.eserver.org/13075.html</link>
		<guid>http://tc.eserver.org/13075.html</guid>
		<description>Today’s Internet appliances feature user interface technologies almost unknown a few years ago: touch screens, styli, handwriting and voice recognition, speech synthesis, tiny screens, and more. This richness creates problems. First, different appliances use different languages: WML for cell phones; SpeechML, JSML, and VoxML for voice enabled devices such as phones; HTML and XUL for desktop computers, and so on. Thus, developers must maintain multiple source code families to deploy interfaces to one information system on multiple appliances.</description>
	</item>
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