A directory of resources inthe field of technical communication.

Human Computer Interaction

240 found. Page 1 of 10.

About this Site | Advanced Search | Localization | Site Maps
 

1 2 3 4 5 6 7 8 9 10  NEXT PAGE »

 

1.
#34439

Accessibility and Hierarchies of Impairment

There is no doubt that, in pro-disabled accessibility discourse, certain groups are privileged above others. Whilst there is increasing sensitivity to this in Computer Science, with developers and researchers working to close the distance, this reasons for this divide are under-theorised within ICT discourse.

32 Days Remaining (2009). Articles>Accessibility>Human Computer Interaction

2.
#28323

Accessible Presentation of Measurements from a Web Accessibility Observatory   (PDF)

How shall we design accessible GUIs? Which are the main problems, which are the right paths and techniques for doing this? The article is a story about an experience, about the development of an accessible GUI and an analyses of the procedures.

Bertini, Patrizia and T. Gjosater. DFA International Conference (2006). Articles>Human Computer Interaction>Accessibility>User Experience

3.
#11798

Accommodating Color Blindness

An estimated nine to twelve percent of the male population suffers from some form of color vision deficiency, commonly called 'color blindness.' It is important for computer interface designers to take into account and eliminate, if possible, any potential confusions that can arise because of color vision deficiencies. There are two major types of color blindness. The most prevalent causes are confusion between red and green. This type affects approximately eight to ten percent of the male population. In another type, an additional one to two Percent of men suffer from a deficiency in perceiving blue/yellow differences. Less than one percent of women suffer from any form of color blindness. To understand color blindness better, it is helpful to be familiar with the ways in which colors differ from each other. One standard way to discuss color is to divide it into hue, saturation and brightness (HSB).

Hoffman, Paul. STC Usability SIG (1999). Design>Accessibility>Human Computer Interaction>Color

4.
#10057

ACM SIGCHI (Special Interest Group on Computer-Human Interaction)

ACM SIGCHI brings together people working on the design, evaluation, implementation, and study of interactive computing systems for human use. ACM SIGCHI provides an international, interdisciplinary forum for the exchange of ideas about the field of human-computer interaction (HCI).

ACM SIGCHI. Organizations>Human Computer Interaction

5.
#26454

ACM SIGCHI Job Postings in HCI

List archives, from the ACM SIGCHI job postings in HCI mailing list.

ACM SIGCHI (2005). Careers>Job Listings>Human Computer Interaction

6.
#21763

ACM/SIGCHI Mailing Lists and Aliases

The SIGCHI mailing and discussion lists are open to all interested people and do not require ACM or SIGCHI membership. Posting to the lists is moderated to avoid spam, irrelevant posts, and subscription queries, but are generally open to to any people, whether subscribers or not. Many lists are archived and searchable on the Web.

ACM SIGCHI. Resources>Mailing Lists>Human Computer Interaction

7.
#15069

Activity Theory: Basic Concepts and Applications  (link broken)

This tutorial introduces participants to Activity Theory, a conceptual approach that provides a broad framework for describing the structure, development, and context of computer-supported activities. The tutorial will consist of lectures, discussion and small group exercises. A Web community will be established so attendees will be able to continue to learn about and use activity theory.

Kaptelinin, Victor and Bonnie A. Nardi. ACM SIGCHI (1997). Articles>Human Computer Interaction>Theory>Rhetoric

8.
#36923

Adolescent Responses Toward a New Technology: First Associations, Information Seeking and Affective Responses to Ecogenomics   (peer-reviewed)   (members only)

This paper reports on an exploratory study among adolescents (N = 752) who were introduced to the emerging technology of ecogenomics for the first time. An online survey focused on their associations with the term ecogenomics, their planned information seeking behaviors if they were to acquire information about the new technology, and their first affective responses toward ecogenomics after having read some introductory information about it. Adolescents were found to associate ecogenomics most frequently with economy. Although the Internet was the most popular medium to be used in their planned information seeking behaviors, books and science communication professionals were judged as the most trustworthy information sources. After having read the introductory information about ecogenomics most adolescents reported positive affective responses toward the new technology.

Bos, Mark J.W., Cees M. Koolstra and Jaap T.J.M. Willems. Public Understanding of Science (2009). Articles>Technology>Human Computer Interaction>Children

9.
#18402

Affect and Machine Design: Lessons for the Development of Autonomous Machines   (PDF)

Human beings have evolved a rich and sophisticated set of processes for engaging with the world in which cognition and affect play two different but equally crucial roles. Cognition interprets and makes sense of the world. Affect evaluates and judges, modulating the operating parameters of cognition and giving a warning about possible dangers. The study of how these two systems work together provides guidance for the design of complex autonomous systems that must deal with a variety of tasks in a dynamic, often unpredictable, and sometimes hazardous environment.

Norman, Donald A., A. Ortony and D.M. Russell. JND.org (2003). Design>Human Computer Interaction>Web Design

10.
#21745

AIS Special Interest Group on Human-Computer Interaction

AIS SIGHCI provides a forum for AIS members to discuss, develop, and promote a range of issues related to the history, reference disciplines, theories, practice, methodologies and techniques, new developments, and applications of the interaction between humans, information, technologies, and tasks, especially in the business, managerial, organizational, and cultural contexts.

AIS SIGCHI. Organizations>Human Computer Interaction

11.
#33353

Alternative Business Models for HCI  (link broken)

It is easy to be complacent about the future in this climate and to forget the lessons of the dotcom crash of a few years ago. At that time, usability professionals struggled in a market that was dominated by cost-cutting. The problem then was that usability had a limited business offering that focused on optimisation.

Knight, John. Usability News (2005). Articles>Human Computer Interaction>Business Case>United Kingdom

12.
#26953

Amara's RSI Page

I will examine this unfortunate side effect, Repetitive Strain Injury (RSI), of the Digital Age in this essay. It has probably affected someone you know. I hope this information will cause you to pause, look at your computer setup and initiate changes that make your computing safer and more comfortable. And if you've already experienced some of RSI's disabling and career-threatening effects, I hope that this article eases some of your anxieties by describing methods, approaches and treatments that have helped others.

Amara.com (1999). Articles>Human Computer Interaction>Ergonomics>RSI

13.
#34879

Animated Expressions: Expressive Style in 3D Computer Graphic Narrative Animation   (peer-reviewed)   (members only)

The development of 3D animation systems has been driven primarily by a hyper-realist ethos, and 3D computer graphic (CG) features have broadly complied with this agenda. As a counterpoint to this trend, some researchers, technologists and animation artists have explored the possibility of creating more expressive narrative output from 3D animation environments. This article explores 3D animation aesthetics, technology and culture in this context.

Power, Pat. Animation (2009). Articles>Multimedia>Human Computer Interaction>Video

14.
#20827

The Anti-Mac: Violating the Macintosh Human Interface Guidelines  (link broken)

Graphical computer interfaces have become the norm. They are based on a number of principles such as metaphor, see-and-point, direct manipulation, user control, and WYSIWIG. The Anti-Mac project explored alternative interfaces that might result from violating the principles behind conventional graphical interfaces. What emerges is a human-computer interface based on language, a richer representation of objects, expert users, skilled agents, and shared control.

Nielsen, Jakob. ACM SIGCHI (1995). Articles>Human Computer Interaction>User Interface>Standards

15.
#22147

An Application of the Principles of Minimalism to the Design of Human-Computer Interfaces  (link broken)   (PDF)

Minimalism in information design, specifically as applied to user tutorials and manuals, was introduced in the early 1980s through the work of Dr. John M. Carroll, then a cognitive psychologist at the IBM Watson Research Center. Since that time, theorists and practitioners have further elucidated the principles of minimalism and have attempted to apply it to a variety of situations in which people attempt to learn how to use a software application. Most recently, a new exposition of minimalist principles and practices was published by MIT Press. This work, Minimalism Beyond the Nurnberg Funnel, represents the work of leading theorists and practitioners in the field.

Hackos, JoAnn T. ComTech Services (1999). Design>User Interface>Human Computer Interaction>Minimalism

16.
#27361

Artifact

An artifact simply means any product of human workmanship or any object modified by man. It is used to denote anything from a hammer to a computer system, but it is often used in the meaning 'a tool' in HCI or Interaction Design terminology. The term is also used to denote activities in a design process.

Soegaard, Mads. Interaction-Design.org (2006). Articles>Human Computer Interaction>Usability

17.
#21744

Asilomar Institute for Information Architecture

AIfIA is a non-profit volunteer organization dedicated to advancing and promoting information architecture. Founded in 2002, AIfIA has over 400 members in 30 countries.

AIfIA. Organizations>Information Design>Human Computer Interaction

18.
#15089

Ask Your Phone   (PDF)

Grattan introduces Intercom readers to voice portals, an emergent technology that allows phone access to Internet-based information.

Grattan, Naomi. Intercom (2001). Articles>Human Computer Interaction>User Interface>Voice

19.
#22809

Asociación Interacción Persona-Ordenador

AIPO es una organización abierta a todas las personas de nivel universitario e interesadas en la Interacción Persona-Ordenador de España e Iberoamérica.

AIPO. Organizations>Human Computer Interaction

20.
#14884

Avoid the Mouse Trap  (link broken)

Keyboard shortcut commands not only save time; they help save joint strain and brain power.

Dallabrida, Dale. Delaware Online (2002). Articles>Human Computer Interaction>Usability

21.
#23278

Avoiding Repetitive-Stress Injuries: A Guide for the Technical Communicator

Writers and editors in particular put in an awful lot of miles at the keyboard every day. One serious problem is the risk of so-called 'repetitive-stress injury' (RSI)--simplistically, any injury that results from overuse of a body part without giving it time to recover. In fact, 'overuse injury' is probably a more immediately obvious term, and given how much time many of us spend using computers, overuse is indeed a risk.

Hart, Geoffrey J.S. TECHWR-L (2004). Articles>Human Computer Interaction>Ergonomics>RSI

22.
#26124

Avoiding Repetitive-Stress Injuries: A Guide for the Technical Communicator

Writers and editors in particular put in an awful lot of miles at the keyboard every day. For example, I commonly spend a solid 8 hours typing. Writers and editors in particular put in an awful lot of miles at the keyboard every day. For example, I commonly spend a solid 8 hours typing. Then there's that darned mouse. W. Wayt Gibbs, writing in the June 2002 Scientific American, used the Mouse Odometer software (www.modometer.com) to monitor his habits and found that in a single 5-day period, he'd recorded 2440 feet of mouse movement and nearly 22 000 mouse clicks. It's no wonder computer users sometimes experience serious physical problems.It's no wonder computer users sometimes experience serious physical problems.

Hart, Geoffrey J.S. TECHWR-L (2005). Articles>Human Computer Interaction>Ergonomics>RSI

23.
#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

24.
#27362

Backtalk of a Situation (or Situational Feedback)

Making thoughts, ideas and plans explicit by writing them down or by developing an artifact, we create situations which talk back to us. For example, architects use the backtalk of their work extensively. When sketching, unexpecting patterns emerge, which are incorporated and maybe elaborated on in the drawing. Thus, the act of sketching is not only the conscious act of sketching the intended subject, but an interplay between the sketcher, the materials and possibly other situational constraints.

Soegaard, Mads. Interaction-Design.org (2006). Articles>Human Computer Interaction

25.
#14260

Bad Human Factors Designs  (link broken)

A scrapbook of illustrated examples of things that are hard to use because they do not follow human factors principles.

Darnell, Michael J. baddesigns.com. Design>Human Computer Interaction>Usability

 
 NEXT PAGE »

 

Follow us on: TwitterFacebookRSSPost about us on: TwitterFacebookDeliciousRSSStumbleUpon