为什么要保证我们的软件产品或应用程序中的文本、图像和字体、布局等问题呢,因为我们用户的终端显示设备通常型号和设置各异,如最近出现的16˙9,低于 8”的等最新款式移动手提电脑,我们的应用程序和软件产品通常会在这样的终端变得面目全非,而这显然给用户的使用带来了严重的问题,直接导致的问题如:操作易用性Usability、功能可接近性Accessibility、文本可读性Readability 等,而这样的问题并非不可逾越,要解决如何让我们的应用程序在高分辨率的显示下仍然保持正常可视,重点需要解决四个方面的问题文本和字体、图像(图形、图标和鼠标指针)、版面设置和重绘等。
Liu, Steven. uiGarden (2006). (Chinese) Articles>User Interface>Human Computer Interaction
ﺩﺪﺤﻤﻟﺍ ﺭﺎﻃﻹﺍ ﺪﺣﺄﻛ ﺔﻴﻧﺍﺮﻤﻌﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻄﻳﺮﺨﻠﻟ ﺔﻣﺯﻼﻟﺍ ﺮﺻﺎﻨﻌﻟﺍﻭ ﺕﺎﻗﻼﻌﻠﻟ
ﺔﻣﺪﻘﻣ ﺮﺒﺘﻌﻳ ﺕﺍﺮﻴﻐﺘﻤﻟﺍ ﻦﻣ ﺮﻴﺜﻜﺑ ﺮﺛﺄﺘﺗ ﻲﺘﻟﺍ ﻭ ﺓﺪﻘﻌﻤﻟﺍ ﺕﺎﻴﻠﻤﻌﻟﺍ ﻦﻣ ﺎﻫﺬﻴﻔﻨﺗﻭ ﻥﺪﻤﻟﺍ ﻂﻴﻄﺨﺗ ﻞﻣﺍﻮﻌﻟﺍﻭ. ﺮﺒﺘﻌﺗﻭ ﺎﻫﺭﻮﻄﺗ ﻲﻓ ﻲﺴﻴﺋﺮﻟﺍ ﺐﺒﺴﻟﺍ ﻭ ﻥﺪﻤﻟﺍ ﺔﻴﻤﻨﺘﻟ ﻲﺳﺎﺳﻷﺍ ﻙﺮﺤﻤﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺍ.ﻲﻫﻭ ﺔﻨﻳﺪﻤﻠﻟ ﺔﻳﺩﺎﺼﺘﻗﻻﺍ ﺓﺪﻋﺎﻘﻟﺍ ﺰﺋﺎﻛﺭ ﻯﺪﺣﺇ.ﻁﺎﺸﻨﻟﺍ ﻰﻠﻋ ﺔﻤﺋﺎﻗ ﺔﻨﻳﺪﻤﻟﺍ ﻦﻜﺗ ﻢﻟ ﻥﺃﻭ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺍ ﺔﻛﺮﺤﺑ ﻂﺒﺗﺮﻳ ﻥﺍﻭ ﺪﺑﻻ ﺮﺧﺃ ﻱﺩﺎﺼﺘﻗﺍ ﻁﺎﺸﻧ ﻯﺃ ﻥﺈﻓ ﺎﺳﺎﺳﺃ ﻲﻋﺎﻨﺼﻟﺍ ﺔﺣﺎﻴﺳ ﻭﺃ ﺓﺭﺎﺠﺗ ﻭﺃ ﺔﻋﺍﺭﺯ ﻁﺎﺸﻨﻟﺍ ﺍﺬﻫ ﻥﺎﻛ ءﺍﻮﺳ. (ﺔﻨﻳﺪﻤﻟﺍ –ﺔﻋﺎﻨﺼﻟﺍ )ﻞﻛ ﻰﻠﻋ ﺪﻋﺎﺴﻳ ﻥﺍﺮﻤﻋ ﻦﻣ ﺎﻬﻣﺎﻴﻗ ﻦﻣ ﺪﺑﻻ ﺔﻴﻋﺎﻨﺼﻟﺍ ﺔﻴﻤﻨﺘﻟﺎﻓ ﺮﺧﻵﺍ ﻰﻟﺇ ﺝﺎﺘﺤﻳ ﺎﻤﻬﻨﻣ ﻲﻧﺎﻜﻤﻟﺍ ﺰﻴﺤﻟﺍ ﺭﺎﻃﺇ ﻲﻓ ﺔﻋﺎﻨﺼﻟﺍ ﺪﺴﺠﻳﻭ ﺎﻫﺪﺟﺍﻮﺗﻭ ﺎﻬﺋﺎﺸﻧﺇ. ﻚﻟﺬﻛ ﻩﺭﺍﺮﻤﺘﺳﻻ ﺔﻣﺯﻼﻟﺍ ﻝﺍﻮﻣﻷﺍ ﺱﻭﺅﺭ ﻭ ﻞﻤﻋ ﺹﺮﻓ ﺮﻓﻮﺗ ﺔﻳﺩﺎﺼﺘﻗﺍ ﺓﺪﻋﺎﻗ ﻦﻣ ﻪﻟ ﺪﺑﻻ ﻥﺍﺮﻤﻌﻟﺍ… ﻩﺍﺮﻨﺳ ﺎﻣ ﻮﻫﻭ ﺚﺤﺒﻟﺍ ﻲﻓ.ﻲﻓ ﻥﺪﻤﻟﺍ ﻂﻴﻄﺨﺗﻭ ﻲﻋﺎﻨﺼﻟﺍ ﻂﻴﻄﺨﺘﻟﺍ ﻦﻣ ﻞﻛ ﻦﻴﺑ ﻖﻴﺴﻨﺘﻟﺍ ﻝﻭﺎﺤﻳ ﻱﺬﻟﺍﻭ ﺭﺎﻃﺇ ﺪﻳﺪﺤﺗﻭ ﺎﻤﻬﻨﻣ ﻞﻛ ﺮﺻﺎﻨﻌﻟ ﺎﻨﻤﻬﻓ ﺮﺻﺎﻨﻌﻟﺍ ﻩﺬﻫ ﻦﻴﺑ ﻂﺑﺮﺗ ﻰﺘﻟﺍ ﺕﺎﻗﻼﻌﻟﺍ. ﺞﻣﺎﻧﺮﺑ ﻝﻼﺧ ﻦﻣ ﻚﻟﺫﻭGISﺮﻓﻮﺗ ﻱﺬﻟﺍ ﻭ ﺔﻔﻠﺘﺨﻤﻟﺍ ﺕﺎﻗﻼﻌﻟﺍ ﻢﻬﻓﻭ ﺎﻬﺿﺍﺮﻌﺘﺳﺍﻭ ﺮﺻﺎﻨﻌﻟﺍ ﻩﺬﻫ ﺪﻳﺪﺤﺘﻟ ﺔﻣﺯﻼﻟﺍ ﺕﺍﻭﺩﻷﺍ ﻪﺗﺎﻘﻴﺒﻄﺗ ﺔﻄﻳﺮﺨﻟﺎﺑ ﺔﻘﻠﻌﺘﻤﻟﺍ ﺔﻔﻠﺘﺨﻤﻟﺍ ﺕﺍﺭﺎﺴﻔﺘﺳﻻﺍ ﻰﻠﻋ ﺔﺑﺎﺟﻹﺍ ﻪﻟﻼﺧ ﻦﻣ ﻦﻜﻤﻳ ﺎﻤﻛ ﺎﻬﻨﻴﺑ ﺔﻴﻧﺍﺮﻤﻌﻟﺍ ﺔﻴﻋﺎﻨﺼﻟﺍ.
Salem, Ahmed. OICC (2001). (Arabic) Articles>Human Computer Interaction>Usability
Accessible Presentation of Measurements from a Web Accessibility Observatory 
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
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
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 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
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
Activity Theory: Basic Concepts and Applications
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
Affect and Machine Design: Lessons for the Development of Autonomous Machines 
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
An action possibility available in the environment to an individual, independent of the individual's ability to perceive this possibility.
Soegaard, Mads. Interaction-Design.org. Articles>Human Computer Interaction>Interaction Design
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.
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. Articles>Human Computer Interaction>Ergonomics>RSI
The Anti-Mac: Violating the Macintosh Human Interface Guidelines
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
An Application of the Principles of Minimalism to the Design of Human-Computer Interfaces

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
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
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
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
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.
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
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
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
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
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
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
Las barras de mosaico (TileBars) son una técnica de visualización de búsquedas en documentos que permiten hacerse una idea más clara de lo que nos devuelve un buscador, añadiendo la serendipia (descubrimiento accidental) al concepto de relevancia.
Dursteler, Juan Carlos. InfoVis (2002). (Spanish) Design>User Interface>Human Computer Interaction
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