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<channel>
	<title>User Interface</title>	<link>http://tc.eserver.org/dir/User-Interface</link>
	<description>A listing of the most recently indexed works about 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>
	<image>
		<url>http://tc.eserver.org/images/newlogo.gif</url>
		<title>User Interface</title>
		<link>http://tc.eserver.org/dir/User-Interface</link>
	</image>
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		<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>
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		<title>The Consistency Conundrum</title>
		<link>http://tc.eserver.org/35597.html</link>
		<guid>http://tc.eserver.org/35597.html</guid>
		<description>A common mandate at many software companies is “Make our products consistent!”   I’ve heard this clarion call for consistency at every company I’ve worked for that has more than a single product or service.  The rationale behind the consistency mandate is that it will reduce design and development costs, improve the overall quality of the software, strengthen the brand (“the products should all look like they come from the same company”), make learning easier for users, and reduce errors when multiple products are used together.  These are all great goals, but there is a problem with the consistency mandate – consistency is complex, multi-dimensional, and sometimes at odds with other important goals like usability.</description>
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		<title>The Road to XAML</title>
		<link>http://tc.eserver.org/35606.html</link>
		<guid>http://tc.eserver.org/35606.html</guid>
		<description>XAML stands for eXtensible Application Markup Language and was created by Microsoft. It is currently the primary mechanism for declaratively creating the user interface in a Windows Presentation Foundation (WPF) application.  WPF is part of the .NET 3.0 framework. Why discuss these very technical things in a design blog post? The answer is simple: because XAML is designed for designers. It has other uses of course, but one of its main tenets is that XAML enables the separation of UI and logic (code).&#xD;&#xD;That is a very powerful concept! In this and future posts, I will explain how a few of us at Autodesk are using XAML in our design process as a way to enable design refinement during the Development phase.</description>
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		<title>Preferences Considered Harmful</title>
		<link>http://tc.eserver.org/35573.html</link>
		<guid>http://tc.eserver.org/35573.html</guid>
		<description>Every programmer and user interface designer eventually comes to this point: You can’t decide how a specific part of your user interface should behave. It’s easy, of course. Just make it a preference, and everyone will be happy.</description>
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		<title>Touchscreen Usability</title>
		<link>http://tc.eserver.org/35574.html</link>
		<guid>http://tc.eserver.org/35574.html</guid>
		<description>Touchscreen devices can only work well if both hardware and software are uniquely optimized for touch interaction. Simply adding touch interaction to an existing device will make the user experience worse instead of better.</description>
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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>Minimizing Complexity In User Interfaces</title>
		<link>http://tc.eserver.org/35459.html</link>
		<guid>http://tc.eserver.org/35459.html</guid>
		<description>Clean. Easy to use. User-friendly. Intuitive. This mantra is proclaimed by many but often gets lost in translation. The culprit: complexity. How one deals with complexity can make or break an application. A complex interface can disorient the user in a mild case and completely alienate them in an extreme case. But if you take measures first to reduce actual complexity and then to minimize perceived complexity, the user will be rewarded with a gratifying experience.</description>
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		<title>Bringing Gaming to the Disabled</title>
		<link>http://tc.eserver.org/35387.html</link>
		<guid>http://tc.eserver.org/35387.html</guid>
		<description>To a huge number of gamers and would-be gamers, though, even the most sensible and well-laid-out controller scheme is unplayable. For them, accessibility and interface issues make gaming at best an incomplete experience and at worst a total impossibility.</description>
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		<title>Powers of 10: Time Scales in User Experience</title>
		<link>http://tc.eserver.org/35307.html</link>
		<guid>http://tc.eserver.org/35307.html</guid>
		<description>From 0.1 seconds to 10 years or more, user interface design has many different timeframes, and each has its own particular usability issues.</description>
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		<title>Enhancing User Interaction With First Person User Interface</title>
		<link>http://tc.eserver.org/35216.html</link>
		<guid>http://tc.eserver.org/35216.html</guid>
		<description>First person user interfaces can be a good fit for applications that allow people to navigate the real world, “augment” their immediate surroundings with relevant information, and interact with objects or people directly around them.</description>
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		<title>A Review of the Balsamiq Mockups wireframing application</title>
		<link>http://tc.eserver.org/35206.html</link>
		<guid>http://tc.eserver.org/35206.html</guid>
		<description>This is a review for Balsamiq Mockups. This is a reasonably-priced application for creating wireframes that is easy to learn and use suitable for smaller projects. Creating interactive prototypes out of Balsamiq wireframes is now possible with the release of another application called Napkee. This review talks talks about: Balsamiq Mockup specifications; Balsamiq’s distinct visual character and how it work both in favor and against Balsamiq being adopted by users; Pros and cons of the application; and a conclusion with a recommendation on who should use and what to use Balsamiq Mockups for.</description>
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		<title>User Interface Pattern Documentation Review</title>
		<link>http://tc.eserver.org/35179.html</link>
		<guid>http://tc.eserver.org/35179.html</guid>
		<description>User interface (UI) patterns have the potential to make software development more efficient. The prospect of such efficiency gains has led to interest in user interface (UI) patterns by individuals and organizations looking for ways to increase quality while at the same time reducing the costs associated with software development.</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>Engineering Software for Accessibility</title>
		<link>http://tc.eserver.org/35150.html</link>
		<guid>http://tc.eserver.org/35150.html</guid>
		<description>If a majority of your users could benefit from your product being accessible, doesn’t it just make sense to build an accessible product? If you have decided to do so, you are sending a message to your customers that their needs matter. Populations in many countries are getting older. Civil rights for people with disabilities are gradually being extended to encompass digital inclusion. Governments are requiring procurement officials to purchase products that are the most accessible (mandated in the U.S. by Section 508 of the Rehabilitation Act). For technology producers, creating accessible products is just the right thing to do, and it makes good business sense.</description>
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		<title>Inside Out: Interaction Design for Augmented Reality</title>
		<link>http://tc.eserver.org/35101.html</link>
		<guid>http://tc.eserver.org/35101.html</guid>
		<description>While ubiquitous computing remains an unpleasant mouthful of techno-babble to most people who know the term, and everyware is still an essentially unknown idea, the visibility of augmented reality has surged in the last twelve months.</description>
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		<title>Systems Thinking: A Product Is More Than the Product</title>
		<link>http://tc.eserver.org/35092.html</link>
		<guid>http://tc.eserver.org/35092.html</guid>
		<description>A product is actually a service. Although the designer, manufacturer, distributer, and seller may think it is a product, to the buyer, it offers a valuable service. In reality a product is all about the experience.</description>
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		<title>The Yahoo! User Interface Library</title>
		<link>http://tc.eserver.org/35071.html</link>
		<guid>http://tc.eserver.org/35071.html</guid>
		<description>The YUI Library is a set of utilities and controls, written in JavaScript, for building richly interactive web applications using techniques such as DOM scripting, DHTML and AJAX. YUI is available under a BSD license and is free for all uses.</description>
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		<title>The Art of Icons</title>
		<link>http://tc.eserver.org/34935.html</link>
		<guid>http://tc.eserver.org/34935.html</guid>
		<description>Being &quot;minimalist&quot; and &quot;streamlined&quot; is not always most effective. Have you ever written yourself a quick, shorthand note, only to find later that you had no way to unpack your own great idea?&#xD;&#xD;Icons work similarly. They are pictures – meant to provide a visual shorthand to users moving through a task. While research indicates that icons are best when initially paired with text to increase recognition and learnability, users experienced with a given set of icons will begin to ignore the text, scanning for and acting from the image alone.</description>
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		<title>Beware of Style in Icon Design!</title>
		<link>http://tc.eserver.org/34950.html</link>
		<guid>http://tc.eserver.org/34950.html</guid>
		<description>The icons or baby faces used as part of user interface have now turned into a major aspect of product branding. With powerful computers, enhanced graphics capabilities, advanced tools for illustration, and professionals to advocate rich user experience, icon design has become more important and complex than ever before! Windows Vista has raised the standard of quality icons even higher. An interface design project forced me to think about ’style’ in icon design. It raised some basic questions in my mind.</description>
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		<title>Search Goal Redefinition Through User-System Interaction</title>
		<link>http://tc.eserver.org/34969.html</link>
		<guid>http://tc.eserver.org/34969.html</guid>
		<description>The purpose of this research is to examine search goal redefinition during users&apos; interaction with information retrieval systems.</description>
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		<title>情報アーキテクチャの間違いトップ10</title>
		<link>http://tc.eserver.org/34903.html</link>
		<guid>http://tc.eserver.org/34903.html</guid>
		<description>ウェブサイトは、その構造とナビゲーションシステムとが互いに支え合っていなければならない。検索システムとも結びついていなければならない。サブサイトに至るまで一体化していなければならない。複雑で、一貫性が無く、選択肢が隠れていて、UIが扱いにくければ、ユーザーは必要なものを見つけられない。 </description>
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		<title>The Worst Interface Ever</title>
		<link>http://tc.eserver.org/34871.html</link>
		<guid>http://tc.eserver.org/34871.html</guid>
		<description>Never, ever, ever let systems-level engineers do human interaction design unless they have displayed a proven secondary talent in that area.</description>
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		<title>Using Wikis to Document UI Specifications</title>
		<link>http://tc.eserver.org/34751.html</link>
		<guid>http://tc.eserver.org/34751.html</guid>
		<description>As Agile gains momentum as a development approach of choice, documenting design becomes a challenge. Peter Gremett shows how using a wiki to capture your design is a great way to be adaptive as you build and deliver product to customers.</description>
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		<title>Reusing the User Experience</title>
		<link>http://tc.eserver.org/34645.html</link>
		<guid>http://tc.eserver.org/34645.html</guid>
		<description>As a rule of thumb, the earlier in the development process reuse can occur, the more efficient reuse becomes. Like software component reuse, the reuse of UX design elements can be a very efficient form of reuse—particularly because this form of reuse occurs very early in the product development cycle. The ability to reuse prior work effectively is one characteristic of a mature discipline.</description>
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		<title>Great Designs Should Be Experienced and Not Seen</title>
		<link>http://tc.eserver.org/34563.html</link>
		<guid>http://tc.eserver.org/34563.html</guid>
		<description>When things are going well in a design, we don&apos;t pay attention to them. We only pay attention to things that bother us. The same is true with online designs. We attend to things that aren&apos;t working far more than we attend to things that are. When the online experience frustrates us, we pay attention to its details, often because we&apos;re trying to figure out some way to outsmart it.</description>
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		<title>What Makes a Good Mobile Interface?</title>
		<link>http://tc.eserver.org/34546.html</link>
		<guid>http://tc.eserver.org/34546.html</guid>
		<description>While the perfect mobile user interface is beast that doesn&apos;t exist, there are good interfaces that work around any issues there are with the displays on mobile devices.</description>
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		<title>Top-Ten Information Architecture (IA) Mistakes</title>
		<link>http://tc.eserver.org/34539.html</link>
		<guid>http://tc.eserver.org/34539.html</guid>
		<description>Structure and navigation must support each other and integrate with search and across subsites. Complexity, inconsistency, hidden options, and clumsy UI mechanics prevent users from finding what they need.</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>How to Improve the UI--Really!</title>
		<link>http://tc.eserver.org/34446.html</link>
		<guid>http://tc.eserver.org/34446.html</guid>
		<description>A colleague has made me realize that user assistance writers are codependents of bad UI design. Because we explain how the UI really works, we somehow leave our developers and companies feeling like they&apos;re &quot;covered&quot; when the users have a bad experience.</description>
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		<title>Refreshable Braille and the Web</title>
		<link>http://tc.eserver.org/34428.html</link>
		<guid>http://tc.eserver.org/34428.html</guid>
		<description>Many people have not had the opportunity to see someone use a refreshable Braille device to access the web. I recently videoed Bruce Maguire describing how he uses the Internet with a refreshable Braille display. He also demonstrates finding a book on the Amazon site. Transcript of the video is at the end of this document.</description>
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		<title>Using Verbs As Nouns in User Interfaces</title>
		<link>http://tc.eserver.org/34408.html</link>
		<guid>http://tc.eserver.org/34408.html</guid>
		<description>To better manage interactions with such large datasets, we’ve incorporated the concept of views, in the same way that Microsoft Outlook and SQL Builder use them. However, my initial usability testing has found that the concept of views is escaping most people, and I think it often boils down to the term itself. Even if I show users what the software does—and they pretty much always like it when they see it—they still often cannot get over the initial hurdle of the naming convention.</description>
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		<title>Operating System Interface Design Between 1981-2009</title>
		<link>http://tc.eserver.org/34320.html</link>
		<guid>http://tc.eserver.org/34320.html</guid>
		<description>Over the years a range of GUI’s have been developed for different operating systems such as OS/2, Macintosh, Windowsamiga, Linux, Symbian OS, and more.&#xD;&#xD;We’ll be taking a look at the evolution of the interface designs of the major operating systems since the 80’s.</description>
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		<title>Seven Interface Design Techniques to Simplify and De-Clutter Your Interfaces</title>
		<link>http://tc.eserver.org/34321.html</link>
		<guid>http://tc.eserver.org/34321.html</guid>
		<description>What is simplicity? Simplicity is the quality of being natural, plain and easy to understand. It is not surprising then that simplicity is often thrived for in user interface design. Most people naturally dislike complexity in devices and software. Yes, some people find joy in figuring out how something works, but for most of us, being unable to operate a device leads to wasted time and frustration, and that’s not a good thing.&#xD;&#xD;If you can take a complex device or a piece of software and somehow rearrange, reorganize and redesign the interface to make it easy to use and understand, then you’re well on the way to delivering a better user experience.&#xD;&#xD;In this article I’m going to talk about 7 practical techniques that you can utilize in web design to make your websites or web applications simpler and less cluttered.</description>
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		<title>On User Interface Design, Part I</title>
		<link>http://tc.eserver.org/34171.html</link>
		<guid>http://tc.eserver.org/34171.html</guid>
		<description>The first of a pair of presentations by Alan Kay (of Smalltalk fame). The presentation is from 1983 and discusses the development of user interface design from the 1960s onward.</description>
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		<title>On User Interface Design, Part II</title>
		<link>http://tc.eserver.org/34172.html</link>
		<guid>http://tc.eserver.org/34172.html</guid>
		<description>The second of a pair of presentations by Alan Kay (of Smalltalk fame). The presentation is from 1983 and discusses the development of user interface design from the 1960s onward.</description>
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		<title>Including Recommendations in User Interfaces to Enhance Motivation</title>
		<link>http://tc.eserver.org/34097.html</link>
		<guid>http://tc.eserver.org/34097.html</guid>
		<description>Motivation is an important factor in any kind of online interaction or transaction. People need a little encouragement when they’re not really convinced they should take any action or are uncertain about what action to take next. As users perform tasks online, they need to understand what’s happening and expect you to help them move forward. This article discusses the responsibility of a user interface to provide recommendations along a user’s path of interaction.</description>
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		<title>Putting the Wrecking Ball to the User Interface (UI)</title>
		<link>http://tc.eserver.org/34065.html</link>
		<guid>http://tc.eserver.org/34065.html</guid>
		<description>Does a truly intuitive user interface exist? The author of this blog post doesn&apos;t think so. To create one, designers and developers really need to put the wrecking ball to the UI as it is now.</description>
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		<title>Reviewing User Interfaces</title>
		<link>http://tc.eserver.org/33954.html</link>
		<guid>http://tc.eserver.org/33954.html</guid>
		<description>While user interface (UI) reviews often occur at the end of the development cycle, I recommend that you get involved early in the process, preferably when the designers create the initial wireframes or paper prototypes. Why? Making changes early in the process reduces development costs. Plus, if you identify usability issues early, it’s much more likely the team can remedy them before launch, preventing bad reviews.</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>Antipatterns</title>
		<link>http://tc.eserver.org/33720.html</link>
		<guid>http://tc.eserver.org/33720.html</guid>
		<description>Using patterns has become a well-known design practice and is also considered best practice in the software development community. While UX teams can and should constantly promote best practice, we can also approach tackling poor design practice from the other side: antipatterns. Antipatterns are approaches to common problems that might appear obvious, but are less than optimal in practice.</description>
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		<title>Text Treatment and the User Interface</title>
		<link>http://tc.eserver.org/33723.html</link>
		<guid>http://tc.eserver.org/33723.html</guid>
		<description>Before graphic user interfaces, text was the primary means of both input and output defining human-computer interactions. Even today, much of the information user interfaces present is textual. Therefore, we should not underestimate how the right text treatment can measurably improve user productivity and increase user satisfaction. As new technologies become available—for example, larger monitors with higher resolutions—a good foundation of knowledge about effective text treatment can help designers create usable user interfaces for them more quickly.</description>
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		<title>Usability in Practice: The Human Face Of Software</title>
		<link>http://tc.eserver.org/33590.html</link>
		<guid>http://tc.eserver.org/33590.html</guid>
		<description>Welcome to Usability In Practice. This is the first in a series of columns that will focus on the design of the user experience (UX). In the past, user experience was not a high priority for most development projects, but that&apos;s changed. Today, end users have a lot of experience with the Web and with software. They want design that&apos;s easy to learn and use and that fits their workflow. This column will show you how to deliver such designs.</description>
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		<title>Intuitiveness and Adaptability</title>
		<link>http://tc.eserver.org/33495.html</link>
		<guid>http://tc.eserver.org/33495.html</guid>
		<description>With few exceptions, intuitive user interfaces really don&apos;t exist. Familiar interfaces do, however. But does that mean developers need to be locked into the same old design patterns? There&apos;s no reason why they should.</description>
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		<title>Create the World, The Interface Will Follow</title>
		<link>http://tc.eserver.org/33485.html</link>
		<guid>http://tc.eserver.org/33485.html</guid>
		<description>In user experience design, there is a growing emphasis on starting projects by creating robust descriptions of the prospective users. Through contextual inquiry and persona development we gain insight into people’s needs; ascertain their desires; and illuminate their behavior, wishes, hopes and dreams. But in an attempt to create archetypal descriptions of people, the specificity of the environments people inhabit are often times diminished—research is conducted across broad cross-sections of markets to ensure that common experiences are identified and explored.</description>
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		<title>Jensen Harris Tells Dan About Microsoft Office&apos;s Ribbon Interface</title>
		<link>http://tc.eserver.org/33486.html</link>
		<guid>http://tc.eserver.org/33486.html</guid>
		<description>Dan Harrelson, design technologist at Adaptive Path, recently spoke with Jensen Harris, Group Program Manager of Microsoft’s Office User Experience team. Jensen was one of the key designers behind the new Ribbon user interface introduced in Office 2007. Dan and Jensen chatted about Office’s redesign and the techniques he uses to keep the focus on user needs within an organization the size of Microsoft.</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>Year&apos;s 10 Best Application User Interfaces</title>
		<link>http://tc.eserver.org/33461.html</link>
		<guid>http://tc.eserver.org/33461.html</guid>
		<description>Many winners employ dashboards to give users a single overview of complex information and use lightboxes to ensure that users notice dialogs. Also, the Office 2007 ribbon showed surprisingly strong early adoption.</description>
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		<title>Polite Computers Win Users&apos; Hearts and Minds</title>
		<link>http://tc.eserver.org/33467.html</link>
		<guid>http://tc.eserver.org/33467.html</guid>
		<description>Computer glitches would be a lot less annoying if the machines were programmed to acknowledge errors gracefully when something goes wrong, instead of merely flashing up a brusque &quot;you goofed&quot; message.</description>
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		<title>Could You Repeat That in English?</title>
		<link>http://tc.eserver.org/33468.html</link>
		<guid>http://tc.eserver.org/33468.html</guid>
		<description>Frequently, error messages are totally uninformative -- or, worse, just plain wrong. Here, we look at how meaningful error messages can make it easier for users to correct problems without having to rely on technical support, and how poorly chosen messages can turn users into ex-users.</description>
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	<item>
		<title>The Human Factors of Touch Input Devices</title>
		<link>http://tc.eserver.org/33469.html</link>
		<guid>http://tc.eserver.org/33469.html</guid>
		<description>The popularity of touch input devices for use in a wide variety of information, telecommunication, and other systems applications warrants a review of the role of human factors in the design and use of these devices, particularly touch screens and touch pads. This report reviews empirical research into the human interface design issues of touch input devices including display mounting angle, touch biases, touch area size and shape, feedback, and touch key interaction strategies. The limitations and capabilities of the devices for supporting a variety of tasks are examined as are comparisons between these devices and more conventional input devices such as keyboards. Attempts to improve the user interaction with these devices are also reviewed. Conclusions and recommendations regarding the use and design of touch input devices are provided.</description>
	</item>
	<item>
		<title>Persuasive Design: Tapping the Main Line</title>
		<link>http://tc.eserver.org/33432.html</link>
		<guid>http://tc.eserver.org/33432.html</guid>
		<description>We love stories, recognise patterns in fractions of a second and have a set of highly developed social behaviours. In &quot;Persuasive Design&quot; Mike will be running through a collection of these hard-wired influence points and exploring how they can be used in the design of products, interfaces and experiences.</description>
	</item>
	<item>
		<title>AJAX Interface Design</title>
		<link>http://tc.eserver.org/33384.html</link>
		<guid>http://tc.eserver.org/33384.html</guid>
		<description>AJAX enables faster, more responsive Web applications through a combination of asynchronous Javascript, the Document Object Model (DOM), and XMLhttpRequest. What this means for Web interface designers is that a DHTML-based Web application can make quick, incremental updates to a user interface without reloading the entire screen.</description>
	</item>
	<item>
		<title>UI and Us</title>
		<link>http://tc.eserver.org/33369.html</link>
		<guid>http://tc.eserver.org/33369.html</guid>
		<description>UI and us is a place for discussing and questioning the computer software and hardware UI’s and experiences that we take for granted. The good, the bad and the ugly as well as some history and some news.</description>
	</item>
	<item>
		<title>The Art of Expectations</title>
		<link>http://tc.eserver.org/33371.html</link>
		<guid>http://tc.eserver.org/33371.html</guid>
		<description>I’d personally love a computer experience which emphasized ‘flow’ and gradual, constant change. No longer would every little change pull your attention away from an important task. Instead, those Mail notifications, system messages and the like could gently change without you noticing, until you decided you wanted to actually look.</description>
	</item>
	<item>
		<title>Impairment and Design</title>
		<link>http://tc.eserver.org/33373.html</link>
		<guid>http://tc.eserver.org/33373.html</guid>
		<description>We are all impaired to some amount. I realized this a few years ago as a musician, moving heavy amplifiers to gigs. Those little ramps that had been required by law (at least here in Australia) for wheelchairs were my saving grace.. instead of lifting the hefty equipment I could roll it into the building. It probably saved me more than once from back injury. And yet, there would be no way the institutions would have put in those ramps for my convenience.</description>
	</item>
	<item>
		<title>Touchscreen: Usability Guidelines</title>
		<link>http://tc.eserver.org/33293.html</link>
		<guid>http://tc.eserver.org/33293.html</guid>
		<description>Are touchscreens always good news for users? Our consultants suggest guidelines to ensure touchscreen devices are both usable and useful.</description>
	</item>
	<item>
		<title>Guidelines on the Common Features of Mobile Phone Interfaces</title>
		<link>http://tc.eserver.org/33294.html</link>
		<guid>http://tc.eserver.org/33294.html</guid>
		<description>An ever increasing range of mobile phones are appearing on the market, each with their own features, designs and interfaces. Our extensive experience of working with a wide range of phones suggests that, despite their many differences, there are some user interface requirements common to all mobile phones. These requirements are presented as guidelines below.</description>
	</item>
	<item>
		<title>Image Links vs. Text Links</title>
		<link>http://tc.eserver.org/33203.html</link>
		<guid>http://tc.eserver.org/33203.html</guid>
		<description>Years back, we compared successful clickstreams (clickstreams that resulted in users accomplishing their goals, as observed in tons of usability tests) with unsuccessful clickstreams (clickstreams where users abandoned their goals before completing), looking for any clues that would help us predict behaviors in one that we didn’t see in the other.&#xD;&#xD;One factor we looked for was whether the clickstreams contained image links versus text links — does one type of link show up more often in successful clickstreams than the other.&#xD;&#xD;Our finding was when users clicked in image links they were just as likely to succeed or fail as when the clicked on text links. There was no statistically-meaningful difference.</description>
	</item>
	<item>
		<title>Interface Design and Optimization of Reading of Continuous Text</title>
		<link>http://tc.eserver.org/33179.html</link>
		<guid>http://tc.eserver.org/33179.html</guid>
		<description>At present, we do not know how to optimize reading via electronic equipment. In this chapter, some considerations that may help us do this in the future will be raised, and some of the relevant evidence and theory that do exist will be cited and briefly highlighted. The focus of this paper is on reading of continuous text, whether in linear form or hypertext form, and with or without the presence of graphics or other types of information.&#xD;</description>
	</item>
	<item>
		<title>Typography and the User Interface</title>
		<link>http://tc.eserver.org/33120.html</link>
		<guid>http://tc.eserver.org/33120.html</guid>
		<description>While processing speed and computational flexibility have grown at incredible rates, our displays, the most human-facing elements of our digital lives, lag behind.</description>
	</item>
	<item>
		<title>Where Visual Literacy and Interface Design Meet</title>
		<link>http://tc.eserver.org/32983.html</link>
		<guid>http://tc.eserver.org/32983.html</guid>
		<description>Scientists tell us that visual communication is natural human behaviour which all normally sighted persons engage in every day and take for granted, yet it is the product of a complex human intelligence that is very poorly understood.</description>
	</item>
	<item>
		<title>Clean, Cutting-Edge UI Design Cuts McAfee&apos;s Support Calls by 90%</title>
		<link>http://tc.eserver.org/33001.html</link>
		<guid>http://tc.eserver.org/33001.html</guid>
		<description>When McAfee Inc. recently introduced its ProtectionPilot software--a dashboard-type management console for its Active VirusScan SMB Edition and Active Virus Defense SMB Edition suites--the trial downloads were fast and furious: In the first 10 weeks after release, more than 20,000 users went online to get a copy.</description>
	</item>
	<item>
		<title>Interior Design Versus Product Design</title>
		<link>http://tc.eserver.org/33011.html</link>
		<guid>http://tc.eserver.org/33011.html</guid>
		<description>From my outsider’s point of view, automobile interior design seems to be first and foremost about appearance, about style. Function matters, but it is not the primary focus, except for anomalies, such as when consumers force cupholders down the throats of reluctant designers or insist upon easy to fold rear seats for SUVs and the ilk. It feels as if dashboard designers see functions as irritants: so many controls and devices, so little room. How can we ever manage?</description>
	</item>
	<item>
		<title>Error Message Gallery</title>
		<link>http://tc.eserver.org/32932.html</link>
		<guid>http://tc.eserver.org/32932.html</guid>
		<description>A collection of humourous error messages and dialogue boxes that you can add to by making your own.</description>
	</item>
	<item>
		<title>Hidden Settings in Word</title>
		<link>http://tc.eserver.org/32933.html</link>
		<guid>http://tc.eserver.org/32933.html</guid>
		<description>If you&apos;ve been having trouble with Word lately, this could be the reason why!</description>
	</item>
	<item>
		<title>The Effect of Input Device on Video Game Performance</title>
		<link>http://tc.eserver.org/32802.html</link>
		<guid>http://tc.eserver.org/32802.html</guid>
		<description>First-person shooter (FPS) games have become increasingly popular, and the player’s ability to accurately control their weapon is very important in these games. This study assesses players’ accuracy on eliminating targets in the FPS game Star Wars Battlefront II using three different input devices (mouse, Playstation 2 controller, and joystick) with two different rifle types (sniper and blaster rifle). No significant performance differences were found between input devices although subjectively participants believed they peformed the worst with the joystick.</description>
	</item>
	<item>
		<title>Creative User Interfaces in Modern Web Design</title>
		<link>http://tc.eserver.org/32721.html</link>
		<guid>http://tc.eserver.org/32721.html</guid>
		<description>The whole may be more than the sum of its parts, but without the parts, there is no whole. Lest that sound like some weird philosophical meandering to you, take comfort in observing the finer aspects of creative and appealing user interface design.</description>
	</item>
	<item>
		<title>Fun with Overflows</title>
		<link>http://tc.eserver.org/32672.html</link>
		<guid>http://tc.eserver.org/32672.html</guid>
		<description>Making use of the overflow and scrollLeft DOM property to scroll elements is a much more effective use of the CPU, over animating using CSS top/left. So this episode of J4D demonstrates the same effect used in two completely different ways.</description>
	</item>
	<item>
		<title>Toward a More Human Interface Device: Integrating the Virtual and Physical</title>
		<link>http://tc.eserver.org/32676.html</link>
		<guid>http://tc.eserver.org/32676.html</guid>
		<description>As UX professionals, we often take for granted the fact that our users will be dealing with a keyboard, mouse or track pad, and monitor. We think about users’ physical relationship with their digital devices very selectively, if at all. But, as we explore new human interface devices and incorporate new interactions into our designs, we have the opportunity to create deep connections between users and their technology.</description>
	</item>
	<item>
		<title>Transforming Taiwan Aboriginal Cultural Features into Modern Product Design: A Case Study of a Cross-Cultural Product Design Model</title>
		<link>http://tc.eserver.org/32585.html</link>
		<guid>http://tc.eserver.org/32585.html</guid>
		<description>With their beautiful and primitive visual arts and crafts, Taiwan’s aboriginal cultures offer great potential for enhancing design value and becoming recognized in the global market. Evidence shows very high prospects for Taiwan’s local cultures to become crucial cultural elements in future design applications. The purpose of this paper is to explore the meaning of cultural objects from Taiwan’s aboriginal cultures and to extract their cultural features. The paper attempts to illustrate how, by enhancing the original meaning and images of these cultural features and by taking advantage of new production technologies, they can be transformed into modern products that meet the needs of the contemporary consumer market.</description>
	</item>
	<item>
		<title>Emotion and Voice User Interfaces</title>
		<link>http://tc.eserver.org/32589.html</link>
		<guid>http://tc.eserver.org/32589.html</guid>
		<description>When you hear the term voice user interface (VUI), what comes to mind? Most likely, memories of an interactive voice response system (IVR) for customer service arise. IVRs are certainly not going away. For many companies, they remain the foremost contact point with customers. But voice user interfaces are more than just IVRs. In fact, VUIs have tremendous potential for enhancing the experience of any mobile phone user. As the use of mobile devices and applications proliferates internationally, understanding how to integrate, or mash up, graphic user interfaces (GUI) and VUIs is becoming critically important.</description>
	</item>
	<item>
		<title>The Thirteen Greatest Error Messages of All Time</title>
		<link>http://tc.eserver.org/32377.html</link>
		<guid>http://tc.eserver.org/32377.html</guid>
		<description>They&apos;re rarely helpful. Actually, they usually add insult to injury. But what would computing be without &apos;em? Herewith, a tribute to a baker&apos;s dozen of the best (or is that worst?).</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>What We Can Learn from Microsoft Mojave</title>
		<link>http://tc.eserver.org/32073.html</link>
		<guid>http://tc.eserver.org/32073.html</guid>
		<description>A pretty interface doesn’t make an application or website. Even the early releases of Microsoft Vista looked amazing.  The graphics, interface, and &apos;look&apos; of the system were much more impressive than XP.  But looks alone don’t make the package.  It lacked in usability, creating error messages and not having a standard navigation schema.  Users didn’t know if they were to click a button, an image, or text to complete their task.  It is important to create a standardized and intuitive interface, as well as nice looking, so that users can navigate your site or application.</description>
	</item>
	<item>
		<title>Creating a Digital World: Data As Design Material</title>
		<link>http://tc.eserver.org/32029.html</link>
		<guid>http://tc.eserver.org/32029.html</guid>
		<description>The common wisdom is that we now live in the age of information; the freedom and access we have to data is unprecedented in history; and the efficiency and convenience of online commerce, research, and communication has already transformed our lives for the better. While this is true, of course, our excitement should be tempered by a few realizations.</description>
	</item>
	<item>
		<title>IDEA 2008: An Interview with Bill DeRouchey</title>
		<link>http://tc.eserver.org/31997.html</link>
		<guid>http://tc.eserver.org/31997.html</guid>
		<description>Bill DeRouchey is fascinated with buttons and the history of interface design. He talks to us as he prepares for IDEA 2008, October 7-8. In Chicago, Bill hopes to help attendees expand their sources of inspiration to&#xD;include just about anything in their everyday lives.</description>
	</item>
	<item>
		<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>
	</item>
	<item>
		<title>Your New Excuse to Get an Xbox: How UX Professionals Can Learn from Video Game Design</title>
		<link>http://tc.eserver.org/31999.html</link>
		<guid>http://tc.eserver.org/31999.html</guid>
		<description>Games are fun, addictive, beautiful, and immersive. Websites, for the most part, are not. Take a moment and think about what video games look like, what they sound like, the way you can move on the screen, what “you” can be. Think of how you feel when you play and who you play with. Consider the launch of Halo 3 on Xbox 360, with unprecedented graphics, sound, and interactivity that Time.com called “refined to the point where it delivers only pure unadulterated gaming bliss.”</description>
	</item>
	<item>
		<title>OK-Cancel or Cancel-OK?</title>
		<link>http://tc.eserver.org/31907.html</link>
		<guid>http://tc.eserver.org/31907.html</guid>
		<description>Should the OK button come before or after the Cancel button? Following platform conventions is more important than suboptimizing an individual dialog box. </description>
	</item>
	<item>
		<title>Top-10 Application-Design Mistakes</title>
		<link>http://tc.eserver.org/31916.html</link>
		<guid>http://tc.eserver.org/31916.html</guid>
		<description>Application usability is enhanced when users know how to operate the UI and it guides them through the workflow. Violating common guidelines prevents both. </description>
	</item>
	<item>
		<title>Barrierefreie Informationstechnik: ein Thema nicht nur für behinderte Menschen</title>
		<link>http://tc.eserver.org/31147.html</link>
		<guid>http://tc.eserver.org/31147.html</guid>
		<description>Abgeflachte Bürgersteige, Rampen statt Stufen, tiefergelegte Busse - an den alltäglichen baulichen Barrieren für Kinderwägen und Rollstuhlfahrer wird gearbeitet. Im IT-Bereich dagegen ließ Barrierefreiheit bislang auf sich warten: Viele Websites sind nicht für jeden zugänglich. Mit dem Gesetz zur Gleichstellung behinderter Menschen sind öffentliche Institutionen seit Anfang Mai 2002 verpflichtet, ihre Websites barrierefrei zu gestalten.</description>
	</item>
	<item>
		<title>Usability and Taking Chances  </title>
		<link>http://tc.eserver.org/31113.html</link>
		<guid>http://tc.eserver.org/31113.html</guid>
		<description>A blog post that discusses the XO laptop, and the risks that the designers and developers took when creating the user interface for the device - for the most part they succeeded in creating an intuitive interface and a usable computer.</description>
	</item>
	<item>
		<title>Looking At GUI Libraries: Spotlight On Infragistics</title>
		<link>http://tc.eserver.org/31036.html</link>
		<guid>http://tc.eserver.org/31036.html</guid>
		<description>As a Graphical User Interface (GUI) programmer, I have many interface development tools to choose from. Over the years, my development environment changes to accommodate my needs. This often includes learning new languages and the tools that go with them.</description>
	</item>
	<item>
		<title>Better Business Analysis through User Interface Prototyping</title>
		<link>http://tc.eserver.org/30875.html</link>
		<guid>http://tc.eserver.org/30875.html</guid>
		<description>User Interface (UI) prototyping can help business analysts to address many challenges, even though it is usually considered to be part of design rather than requirements analysis. The rest of this article briefly describes UI prototyping, and some of the benefits and risks it offers to business analysts.</description>
	</item>
	<item>
		<title>DVD Menu Design: The Failures of Web Design Recreated Yet Again</title>
		<link>http://tc.eserver.org/30862.html</link>
		<guid>http://tc.eserver.org/30862.html</guid>
		<description>Designers of DVDs have failed to profit from the lessons of previous media: Computer software, Internet web pages, and even WAP phones. As a result, the DVD menu structure is getting more and more baroque, less and less usable, less pleasurable, less effective. It is time to take DVD design as seriously as we do web design. The field needs some discipline some attention to the User Experience, and some standardization of control and display formats.</description>
	</item>
	<item>
		<title>Web 2.0 Can Be Dangerous</title>
		<link>http://tc.eserver.org/30828.html</link>
		<guid>http://tc.eserver.org/30828.html</guid>
		<description>AJAX, rich Internet UIs, mashups, communities, and user-generated content often add more complexity than they&apos;re worth. They also divert design resources and prove (once again) that what&apos;s hyped is rarely what&apos;s most profitable.</description>
	</item>
	<item>
		<title>The Perpetual Super-Novice</title>
		<link>http://tc.eserver.org/30824.html</link>
		<guid>http://tc.eserver.org/30824.html</guid>
		<description>The problem of the perpetual super-novice is the tendency of people to stop learning about a digital product--whether it&apos;s an operating system, desktop application, Web site, or hardware device.</description>
	</item>
	<item>
		<title>Build a Customizable RSS Feed Aggregator in PHP</title>
		<link>http://tc.eserver.org/30804.html</link>
		<guid>http://tc.eserver.org/30804.html</guid>
		<description>RSS (Rich Site Summary, RDF Site Summary, or Really Simple Syndication) has been around since the mid-1990s. Over the years, several variants of the RSS format have popped up and several claims have been made about its ownership. Despite these differences, RSS never ceased to serve its usefulness in distributing Web content from one Web site to many others. The popularity of RSS gave way to the growth of a new class of Web software called the feed reader, also known as the feed aggregator. Although there are several commercially available feed aggregators, it&apos;s easy to develop your own feed aggregator, which you can integrate with your Web applications. You&apos;ll appreciate this article&apos;s fully functional PHP code snippets, demonstrating the use of PHP-based server-side functions to develop a customizable RSS feed aggregator. In addition, you&apos;ll reap instant benefits from using the fully functional RSS feed aggregator code, which you can download from this article.</description>
	</item>
	<item>
		<title>Solid Ajax Applications, Part 2: Building Ajax Back Ends</title>
		<link>http://tc.eserver.org/30805.html</link>
		<guid>http://tc.eserver.org/30805.html</guid>
		<description>Back end processing -- server-side scripts and programs -- can&apos;t always be tossed into an Ajax application and behave well. Instead, careful planning to ensure data is sent in an appropriate and efficient form ensures your entire application is cohesive, rather than needlessly complex. Brett McLaughlin explains how a good server-side script complements Ajax behavior.</description>
	</item>
	<item>
		<title>Visio: The Interaction Designer&apos;s Nail Gun</title>
		<link>http://tc.eserver.org/30803.html</link>
		<guid>http://tc.eserver.org/30803.html</guid>
		<description>How to use Visio for rapid prototyping - now with scrolling pages and sketchy interface widgets.</description>
	</item>
	<item>
		<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>
	</item>
	<item>
		<title>The Application of Model Matching Principle in User Interface Design: Part 1</title>
		<link>http://tc.eserver.org/30793.html</link>
		<guid>http://tc.eserver.org/30793.html</guid>
		<description>By its nature, all UI consists of two parts: input and output. When designing output information, the matching between system model and conceptual model actually results in another commonly used UI design principle: &apos;use users&apos; language&apos;. To be more specific, when displaying information to users, such as prompt messages or error messages, the words or terms used should be understandable to users.</description>
	</item>
	<item>
		<title>The Application of Model Matching Principle in User Interface Design: Part 2</title>
		<link>http://tc.eserver.org/30794.html</link>
		<guid>http://tc.eserver.org/30794.html</guid>
		<description>For programmers, a programming language is a software tool. Its interface consists of its lexicon, grammar and semantic rules. From this view, using a language to do programming is actually using that tool to accomplish something. As we will see shortly, different languages vary greatly in the degree of how they get close to programmer&apos;s conceptual model.</description>
	</item>
	<item>
		<title>Creating Coloured Hyperlinks in an Index in a PDF File</title>
		<link>http://tc.eserver.org/30786.html</link>
		<guid>http://tc.eserver.org/30786.html</guid>
		<description>This article explains how to create coloured hyperlinks in an index in a PDF file, using Microsoft Word as the source document for the PDF file.&#xD;&#xD;Many authors create PDF files using Word as the source document. Most Word-to-PDF converters create a hyperlink in the PDF file if a hyperlink exists in the Word document. Unfortunately, Word does not create hyperlinked cross-references in an index, so no PDF creation tool can directly generate a hyperlinked index.&#xD;&#xD;The Sonar Bookends Activate plug-in for Acrobat creates hyperlinks for page numbers in indexes in PDF files. The plug-in does not change the colour of new hyperlinks, and it does not create visible rectangles for the hyperlinks. This article explains how to colour the hyperlinks in the Word source document using macro.</description>
	</item>
	<item>
		<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>
	</item>
	<item>
		<title>Motorcycle UX: Riding in the Fast Lane</title>
		<link>http://tc.eserver.org/30683.html</link>
		<guid>http://tc.eserver.org/30683.html</guid>
		<description>The design decisions that both industrial designers and interaction designers have made on the Breva provide an enhanced experience for the rider--that is, for me.</description>
	</item>
	<item>
		<title>Building the Front End: Craft Intelligent and Intuitive Front Ends for Ajax Applications</title>
		<link>http://tc.eserver.org/30665.html</link>
		<guid>http://tc.eserver.org/30665.html</guid>
		<description>With Ajax still one of the industry&apos;s hottest buzzwords, more and more applications are being built with Ajax technologies. However, it&apos;s not always easy to build a good application. This article focuses on how to build intuitive, easy-to-use Ajax-driven applications.</description>
	</item>
	<item>
		<title>GUI Bloopers 2.0: Common User Interface Design DON&apos;Ts and DO&apos;s</title>
		<link>http://tc.eserver.org/30642.html</link>
		<guid>http://tc.eserver.org/30642.html</guid>
		<description>GUI Bloopers 2.0 describes common user-interface mistakes found in today&apos;s software products and services, and provides design rules and guidelines to avoid them. Johnson describes the design decisions that lead to misuse of controls, poor navigation, prose-riddled labels, bad design and layout, faulty interaction, and poor responsiveness. GUI Bloopers 2.0 is well illustrated with hundreds of examples from real products and online services, and stories from his own experience.</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>Uses for Virtual Reality in the Workplace and Classroom</title>
		<link>http://tc.eserver.org/30609.html</link>
		<guid>http://tc.eserver.org/30609.html</guid>
		<description>Virtual reality and game technology can be used in the technical communication classrooms and the workplace as well as the laboratory. Because our communication into the 21st century will take many &quot;technical&quot; forms, the technology, creativity, degree of interaction, and multimedia designs of virtual reality simulations should become part of our communication technology in the 1990s. Although hypertext, hypermedia, computer-aided design (CAD), and multimedia, multisensory training applications are becoming more common in the workplace, the concept of virtual reality has seldom been translated into practical applications that require business and technical communicators to have special skills. As well, advances in holographic information create exciting new educational designs for the future.</description>
	</item>
	<item>
		<title>Task Analysis and Associated User Interfaces for CD-ROM</title>
		<link>http://tc.eserver.org/30586.html</link>
		<guid>http://tc.eserver.org/30586.html</guid>
		<description>With its enormous storage capacity, cost-effectiveness, and convenience, the CD-ROM is quickly becoming a significant research and business tool. To retrieve data from the CD-ROM, users access a search program that helps them select a subset of data from the entire database. Because the selection includes a series of complex tasks that most users are unfamiliar with, user interfaces must be task-oriented as well as intuitive and interactive. Even with a variety of interfaces, users wanted more paper documentation. When users have little experience or familiarity with the concepts and the tasks, written documentation is a better information source than computer-based information.</description>
	</item>
	<item>
		<title>Easy, Intuitive and Metaphor, and Other Meaningless Words</title>
		<link>http://tc.eserver.org/30479.html</link>
		<guid>http://tc.eserver.org/30479.html</guid>
		<description>A vital skill for designers is to notice fine detail in the other designs which form part of the technological ecosystem in which their design will live. For example, on Mac OS there are now two different styles of text entry fields for forms. One has square corners, and is used for general data entry. The other has rounded ends, and is used for entering searches. I was recently outraged to find a piece of software which used the rounded style for data entry. This kind of design vandalism muddies the rules which users would otherwise learn, and devalues all software on the platform.</description>
	</item>
	<item>
		<title>User Interface Design: An International Approach</title>
		<link>http://tc.eserver.org/30345.html</link>
		<guid>http://tc.eserver.org/30345.html</guid>
		<description>A well-thought-out design and well-written content reduces the time required for good international products and saves money. As a bonus, most internationalization issues apply across all languages and usually help improve the quality of the American-language product as well.</description>
	</item>
	<item>
		<title>Writing at the User Interstices</title>
		<link>http://tc.eserver.org/30354.html</link>
		<guid>http://tc.eserver.org/30354.html</guid>
		<description>The most coveted writing assignment in the computer industry is the overview of an integrated software package. It calls for careful pacing, creative metaphor, and lavish graphics, all integrated with the highest skill. Here stands the pinnacle of a career, to be &apos;writing at the user interface.&apos;</description>
	</item>
	<item>
		<title>The Gap Between 25 Seconds and 5 Seconds</title>
		<link>http://tc.eserver.org/30225.html</link>
		<guid>http://tc.eserver.org/30225.html</guid>
		<description>If designers took the perspective of users in the design of air conditioners, perhaps the wait for the cold air would not have been 25 seconds, unless you really think that 25 seconds of waiting time is fun for users.</description>
	</item>
	<item>
		<title>Generic Commands</title>
		<link>http://tc.eserver.org/30196.html</link>
		<guid>http://tc.eserver.org/30196.html</guid>
		<description>Applications can give users access to a richer feature set by using the same few commands to achieve many related functions.</description>
	</item>
	<item>
		<title>Developing Interface Standards: Compliance From a Corporate Perspective</title>
		<link>http://tc.eserver.org/30146.html</link>
		<guid>http://tc.eserver.org/30146.html</guid>
		<description>This paper discusses the role of an information developer in defining application interface standards and ensuring compliance across all applications. An interface, such as an application screen or system-generated report, should be consistent to enhance ease-of-processing for the end users.</description>
	</item>
	<item>
		<title>Developing User Interface Guidelines for DVD Menus</title>
		<link>http://tc.eserver.org/30033.html</link>
		<guid>http://tc.eserver.org/30033.html</guid>
		<description>Watching DVDs can be a frustrating experience, because DVD menus often miss out on usability and are complex and difficult to navigate through. Similar to the early years of web development, there is a lack of design standards. In this paper, we show the development of user interface guidelines for DVD menus. These guidelines can be used to design and evaluate DVD menus. We built a prototype according to the guidelines, conducted usability tests with the prototype and evaluated other movie DVDs using the guidelines to show the applicability, utility and usability of the guidelines.</description>
	</item>
	<item>
		<title>Guidelines for Designing Usable DVD Menus</title>
		<link>http://tc.eserver.org/30036.html</link>
		<guid>http://tc.eserver.org/30036.html</guid>
		<description>DVD menus often suffer from serious usability problems, which has a negative impact on the user experience. The reason for this is that there is a lack of design standards. In this paper we describe the development of user interface guidelines for DVD menus and present the final guidelines. In order to obtain usable and applicable guidelines we went through three phases, which included among other usability-engineering methods an expert walkthrough, a ua prototype, and validating and improving the guidelines. </description>
	</item>
	<item>
		<title>Panic! How it Works and What To Do About It</title>
		<link>http://tc.eserver.org/30031.html</link>
		<guid>http://tc.eserver.org/30031.html</guid>
		<description>When we create technologies that are extremely complex and do not provide comprehensive feedback for each and every possible error, such as a seat belt left unbuckled, people have a tendency to drive their aircraft into garden parties. When we create technologies where similar actions produce dissimilar results, such as placing a brake and accelerator pedal side-by-side, to be actuated in the identical manner by the identical limb, people will periodically die.</description>
	</item>
	<item>
		<title>Design for Emotion: Ready for the Next Decade?</title>
		<link>http://tc.eserver.org/30027.html</link>
		<guid>http://tc.eserver.org/30027.html</guid>
		<description>The experience profile of a product can be described in terms of these experiential components. Once such an experience profile has been properly defined, it must be translated in all product properties the designer can affect. It has an effect on the sensorial aspects of the product, but also on the way it functions, it affects the way people operate the product and even the way the product is marketed. In sum, the profile has an impact on all aspects that together shape the human-product interaction.</description>
	</item>
	<item>
		<title>The Composite Intelligence of Virtual Assistants</title>
		<link>http://tc.eserver.org/30025.html</link>
		<guid>http://tc.eserver.org/30025.html</guid>
		<description>Five levels of software intelligence can, in my opinion, make the dream of virtual assistants a reality. Collectively, they make up the concept of composite intelligence, which comprises various software components--each gifted with some moderate degree of intelligence.</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>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>
	</item>
	<item>
		<title>The Emperor Has No Clothes: Naked Objects Meet the Interface</title>
		<link>http://tc.eserver.org/30015.html</link>
		<guid>http://tc.eserver.org/30015.html</guid>
		<description>Naked Objects, the latest incarnation of the persistent notion of object-oriented user interfaces, proposes to eliminate the need for visual and interaction design of user interfaces by always presenting users with unadorned domain objects in a standard form and by constraining all interaction to the same few interaction idioms. Such simplistic user interfaces can be generated automatically through a software framework. This article examines the likely impact of the Naked Objects approach in light of its strengths and shortcomings as well as its undeniable appeal to developers and decision makers seeking shortcuts to user interface design. The ultimate significance of Naked Objects may be in the lessons it offers for practicing professionals, lessons that highlight the need for empowering users as problem-solvers by giving them better tools that enable them to achieve diverse ends by diverse means.</description>
	</item>
	<item>
		<title>Essential Use Cases and Responsibility in Object-Oriented Development</title>
		<link>http://tc.eserver.org/30021.html</link>
		<guid>http://tc.eserver.org/30021.html</guid>
		<description>Essential use cases are abstract, lightweight, technology-free dialogues of user intentions and system responsibilities that effectively capture requirements for user interface design. Employing essential use cases in typical object-oriented development processes requires designers to translate them into conventional use cases, costing time, imposing rework, and delaying work on the object-oriented development until the user interface design is complete. We describe how essential use cases can drive object-oriented development directly, without any intervening translation, allowing user interface development to proceed in parallel. Working with essential use cases yields some unexpected further benefits: analysts can take advantage of recurring patterns in essential use cases, and the crucial common vocabulary of responsibilities lets designers trace directly from the essential use cases to the objects in their design.</description>
	</item>
	<item>
		<title>From Essential Use Cases to Objects</title>
		<link>http://tc.eserver.org/30014.html</link>
		<guid>http://tc.eserver.org/30014.html</guid>
		<description>One of the main motivations for essential use cases was the context of user interface design. We, however, have been exploring the application of essential use cases in general object-oriented system development. Our experience has been very positive, and we found advantages to essential use cases that assist in both analysis and in design. This paper outlines two techniques involving essential use cases: use of role-play in requirements analysis, and distribution of system requirements from essential use cases to objects.</description>
	</item>
	<item>
		<title>From Usage Scenarios to User Interface Elements in a Few Steps</title>
		<link>http://tc.eserver.org/30018.html</link>
		<guid>http://tc.eserver.org/30018.html</guid>
		<description>In practice, designers often select user interface elements like widgets intuitively. So, important design decisions may never become conscious or explicit, and therefore also not traceable. In order to improve this situation, we propose a systematic process for selecting user interface elements (in the form of widgets) in a few explicitly defined steps, starting from usage scenarios. This process provides a seamless way of going from scenarios through (attached) subtask definitions and various task classifications and (de)compositions to widget classes. In this way, it makes an important part of user interface design more systematic and conscious. For an initial evaluation of the usefulness of this approach, we conducted a small experiment that compares the widgets of an industrial GUI that was developed as usual by experienced practitioners, with the outcome of an independent execution of the proposed process. Since the results of this experiment are encouraging, we suggest to investigate this approach further in real-world practice.</description>
	</item>
	<item>
		<title>Instructive Interaction: Making Innovative Interfaces Self-Teaching</title>
		<link>http://tc.eserver.org/30020.html</link>
		<guid>http://tc.eserver.org/30020.html</guid>
		<description>An innovative approach to enhancing ease of use and learning for novel user interfaces is described. Instructive interaction comprises a body of techniques based on a learning-by-doing model that is supported by three design principles: explorability, predictability, and guidance. Taken together, these principles form the basis for creative designs that can support highly efficient production use by experienced users while also enabling new users to understand and make effective use of an unfamiliar system almost immediately. The underlying principles of instructive interaction are presented here and an assortment of specific techniques based on these principles is described.</description>
	</item>
	<item>
		<title>Ajax for Lightboxes</title>
		<link>http://tc.eserver.org/29954.html</link>
		<guid>http://tc.eserver.org/29954.html</guid>
		<description>In a world where everything is designed to amaze and distract, it&apos;s awfully difficult to get a user&apos;s attention. Learn how to use new techniques such as lightboxes, pop-ups, windows, and fading messages with your Ajax tools to get your users&apos; eyes on your content.</description>
	</item>
	<item>
		<title>Develop an Ajax-Based File Upload Portlet Using DWR</title>
		<link>http://tc.eserver.org/29964.html</link>
		<guid>http://tc.eserver.org/29964.html</guid>
		<description>File upload is a basic function of today&apos;s Web portals. In this article, authors Xiaobo Yang and Rob Allan describe how to develop an Ajax-based file upload JSR 168-compliant portlet using DWR (Direct Web Remoting). DWR is an ideal Ajax framework for Java developers that dynamically generates JavaScript based on server-side deployed Java classes. You will learn how you can use DWR to retrieve file upload progress from the portal server.</description>
	</item>
	<item>
		<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>
	</item>
	<item>
		<title>Exploring Types and Characteristics of Product Forms</title>
		<link>http://tc.eserver.org/29820.html</link>
		<guid>http://tc.eserver.org/29820.html</guid>
		<description>Incorporating emotional value into products has become an essential strategy for increasing a product&apos;s competitive edge in the consumer market. It is therefore important for product manufacturers to understand how products affect consumers&apos; emotions. This study was undertaken to investigate the types and characteristics of household products that elicit pleasurable responses, in particular among young, college-age consumers. The results of the study could suggest the types and characteristics to consider when developing pleasurable products aimed at young consumers.</description>
	</item>
	<item>
		<title>Framework of Product Experience</title>
		<link>http://tc.eserver.org/29822.html</link>
		<guid>http://tc.eserver.org/29822.html</guid>
		<description>In this paper, we introduce a general framework for product experience that applies to all affective responses that can be experienced in human-product interaction. Three distinct components or levels of product experiences are discussed: aesthetic experience, experience of meaning, and emotional experience. All three components are distinguished in having their own lawful underlying process.</description>
	</item>
	<item>
		<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>
	</item>
	<item>
		<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>
	</item>
	<item>
		<title>Is Consistency Boring?</title>
		<link>http://tc.eserver.org/29793.html</link>
		<guid>http://tc.eserver.org/29793.html</guid>
		<description>What do customers want from our software and documentation? They want to accomplish tasks, and to obtain information about tasks, as quickly and painlessly as possible. Do they also expect to be entertained along the way? No, not when there is work to be done. Years of usability analysis in the software industry indicates very clearly that clarity and ease-of-use is topmost on the minds of software users.</description>
	</item>
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