A directory of resources inthe field of technical communication.

ACM SIGCHI

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1.
#10057

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

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

ACM SIGCHI. Organizations>Human Computer Interaction

2.
#26454

ACM SIGCHI Job Postings in HCI

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

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

3.
#21763

ACM/SIGCHI Mailing Lists and Aliases

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

ACM SIGCHI. Resources>Mailing Lists>Human Computer Interaction

4.
#26455

BayCHI Job Bank

The BayCHI Job Bank is a service that enables local employers to publish job openings to the members of BayCHI. The job bank connects the BayCHI members, who are professionals in the Human-Computer Interaction field, with job openings in the local HCI industry. Bay Area employers may submit descriptions for jobs that are relevant to our membership to the job bank at no charge.

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

5.
#19137

Building a User-Defined Interface

A measurably easy-to-use interface has been built using a novel technique. Novices attempted an electronic mail task using a command-line interface containing no help, no menus, no documentation, and no instruction. A hidden operator intercepted commands when necessary, creating the illusion of a true interactive session. The software was repeatedly revised to recognize users' new commands; in essence, the users defined the interface. This procedure was used on 67 subjects. The first version of the software could recognize only 7% of all the subjects' spontaneously generated commands; the final version could recognize 76% of those commands. This experience contradicts the idea that people are not good at designing their own command languages. Through careful observation and analysis of user behavior, a mail interface unusable by novices evolved into one that let novices do useful work within minutes.

Wixon, Dennis, John Whiteside, Michael Good and Sandra Jones. ACM SIGCHI (1983). Design>User Centered Design>User Interface

6.
#18819

CHI Letters   (peer-reviewed)   (members only)

CHI Letters is an edited collection of the very best proceedings from conferences sponsored by SIGCHI.

ACM SIGCHI. Journals>Human Computer Interaction

7.
#21762

CHI-WEB Mailing List

CHI-WEB is an ACM SIGCHI moderated discussion list on the human factor aspects of the World Wide Web.

ACM SIGCHI. Resources>Mailing Lists>Human Computer Interaction

8.
#18820

CHI-WEB Mailing List Archives   (peer-reviewed)

CHI-WEB is an ACM SIGCHI moderated discussion list on the human factor aspects of the World Wide Web.

ACM SIGCHI. Resources>Mailing Lists>Human Computer Interaction

9.
#33245

Ethics, Lies and Videotape...

Videotape has become one of the CHI community's mostuseful technologies: it allows us to analyze users' interactions with computers,prototype new interfaces, and present the results of our research andtechnical innovations to others. But video is a double-edged sword. It isoften misused, however unintentionally. How can we use it well, without compromising our integrity? This paper presents actual examples of questionable videotaping practices. Next, it explains why we cannot simply borrow ethical guidelines from otherprofessions. It concludes with a proposal for developing usable ethical guidelines for the capture, analysis andpresentation of video.

Mackay, Wendy E. ACM SIGCHI (1995). Articles>Human Computer Interaction>Usability>Testing

10.
#19140

How Do People Really Use Text Editors?

Keystroke statistics were collected on editing systems while people performed their normal work. Knowledge workers used an experimental editor, and secretaries used a word processor. Results show a consistent picture of free use patterns in both settings. Of the total number of keystrokes, text entry accounted for approximately 1/2, cursor movement for about 1/4, deletion for about 1/8, and all other functions for the remaining 1/8. Analysis of keystroke transitions and editing states is also presented. Implications for past research, editor design, keyboard layout, and benchmark tests are discussed.

Whiteside, John, Norman Archer, Dennis Wixon and Michael Good. ACM SIGCHI (1982). Articles>Usability>Software>Word Processing

11.
#14258

Human Factors in Software Development: Models, Techniques, and Outcomes

We present the results of a survey designed to identify ways that human factors engineers have been successfully involved in software projects. Surveys describing successful and unsuccessful outcomes were returned by 14 human factors engineers and 21 software and documentation engineers at Hewlett Packard. In addition to describing the type of involvement and techniques used, respondents were also asked to define what they considered to be a successful outcome and give their views on what factors contribute to success or failure. The results of this study suggest ways in which the human factors/R&D partnership can be more effective in current development scenarios.

Lundell, Jay and Mark Notess. ACM SIGCHI (1991). Design>Human Computer Interaction>Software

12.
#30035

Implications for Designing the User Experience of DVD Menus

DVD menus often miss out on usability and are complex and difficult to navigate through. One of the main problems is the lack of design standards. By conducting an expert walkthrough we identified typical usability issues of DVD menus and verified them with usability testing and a user survey. Our research goal is to develop a set of specific solutions for designing usable DVD menus to improve the overall user experience. As a first step towards this goal we present an initial set of usability issues that are specifically relevant for DVD menu design.

Koltringer, Thomas, Martin Tomitsch, Karin Kappel, Daniel Kalbeck and Thomas Grechenig. ACM SIGCHI (2005). Design>User Experience>Multimedia>DVD

13.
#32902

Interface Design for Children’s Searching and Browsing

Elementary-age children are among the largest user groups of computers and the Internet, so it is important to design searching and browsing tools that support them. However, many interfaces for children do not consider their skills and preferences. Children are capable of doing Boolean searches, but have difficulty with the sequential presentation of hierarchical structures used in many category browsers. Based on previous research, we believed a simultaneous presentation of a flat category structure might better support children. We conducted two studies of searching and browsing with these two types of category browsers. Our results suggest that a flat, simultaneous interface provides advantages for both Boolean searching and casual browsing. These results add to the understanding of children’s searching and browsing skills and preferences and suggest guidelines for other interface designers.

Hutchinson, Hilary Browne, Benjamin B. Bederson and Allison Druin. ACM SIGCHI (2005). Articles>Web Design>Usability>Children

14.
#14257

Local Chapters of the ACM SIGCHI

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

ACM SIGCHI. Organizations>Human Computer Interaction>Regional

15.
#13653

Online Communities

A study of how a rhetorical perspective can help to improve the construction of virtual communities. By applying rhetorical theory to environments and communication, my research demonstrates that the relationship between a speaker and audience is in part determined by spatial cues. That means that the architecture of a virtual environment creates interactional expectations that guide activity within the environment. A major component of these expectations is the authority of a participant in relation to others; spatial cues help speakers determine the ethos -- or relational background -- of others. Researching this relationship across a variety of online environments has demonstrated that the structure of public and private spaces within an online community will affect congregating patterns, conversational habits, genres of discourse, community coherence, and social structure. In addition to spatial cues, representational choices also influence participants’ expectations of themselves and others. In my most recent study I have created an online environment that incorporates an @race property into the familiar litany of @gender, @description, and @research found in many educational and social environments.

Kolko, Beth E. ACM SIGCHI (1999). Articles>Collaboration>Online

16.
#22248

Post-Cognitivist HCI: Second-Wave Theories   (peer-reviewed)   (members only)

Historically, the dominant paradigm in HCI, when it appeared as a field in early 80s, was information processing ('cognitivist') psychology. In recent decades, as the focus of research moved beyond information processing to include how the use of technology emerges in social, cultural and organizational contexts, a variety of conceptual frameworks have been proposed as candidate theoretical foundations for 'second-wave' HCI and CSCW. The purpose of this panel is to articulate similarities and differences between some of the leading 'post-cognitivist' theoretical perspectives: language/ action, activity theory, and distributed cognition.

Kaptelinin, Victor, Bonnie A. Nardi, Susanne Bodker, John M. Carroll, Jim Hollan, Edwin Hutchins and Terry Winograd. ACM SIGCHI (2003). Articles>Human Computer Interaction>History

17.
#33180

Readability of Fonts in the Windows Environment

The readability of twelve different fonts and sizes in the Microsoft Windows environment was studied. The specific fonts were Arial, MS Sans Serif, MS Serif, and Small Fonts. Their sizes ranged from 6.0 to 9.75 points. These were presented using black text on either a white or gray background and either bold or non-bold style. There were significant differences between the various font/size combinations in terms of reading speed, accuracy, and subjective preferences. There were no consistent differences as a result of background color or boldness. The most preferred fonts were Arial and MS Sans Serif at 9.75. Most of the fonts from 8.25 to 9.75 performed well in terms of reading speed and accuracy, with the exception of MS Serif at 8.25. Arial at 7.5 and both of the Small Fonts (6.0 and 6.75) should generally be avoided.

Tullis, Thomas S., Jennifer L. Boynton and Harry Hersh. ACM SIGCHI (1995). Articles>Typography>Usability>Microsoft Windows

18.
#13092

SIGCHI Tutorials To Go Program

The Tutorials To Go program enables local SIGs to sponsor professional seminars for their members, both for purposes of professional development and for purposes of outreach to others who might eventually become members of the local SIG. These seminars are based on successful CHI Conference Tutorials, chosen by a committee of SIGCHI members, and agreed to by the developers of each Tutorial. The program is sponsored by the ACM SIGCHI Executive Committee, and was developed by Tom Hewett and colleagues listed below.

ACM SIGCHI (1999). Articles>Education>Usability

19.
#13991

SIGCHI.NL

Het doel van deze website is om leden van en geïnteresseerden in de vereniging SIGCHI.NL een platform te bieden om op de hoogte te blijven van de stand van zaken op HCI-gebied.

ACM SIGCHI. (Dutch) Organizations>Human Computer Interaction>Regional>Netherlands

20.
#18818

Tools and Trade-Offs: Making Wise Choices for User-Centered Design

How can we choose among customer data collection methods when limited staff and financial resources must be spread across the whole development cycle? This tutorial helps participants understand the tradeoffs, so they can make effective choices among methods at different points during product design and development. It focuses on early user-centered intervention to gain cost-effective, reusable end-user information.

Rosenbaum, Stephanie L., Judee Humburg, Judith A. Ramey and Anne Seeley. ACM SIGCHI (1995). Design>User Centered Design>Human Computer Interaction>Usability

21.
#19339

Web Navigation: Resolving Conflicts between the Desktop and the Web

This paper summarizes a workshop at CHI98 that focused on navigational problems caused by differences in navigational models between the desktop and the Web. The goal of this workshop was to identify usability problems encountered when users move from the 'traditional' desktop to the Web and to identify ways to minimize transfer-learning problems between the two platforms.Workshop papers will soon be available online.

Fellenz, Carola, Jarmo Parkkinen and Hal Shubin. ACM SIGCHI (1998). Design>Web Design>Information Design>Usability

22.
#19053

What Makes People Trust Online Gambling Sites?   (PDF)

A validated model of trust was used as a framework for an empirical study to identify on- and offline factors that influence gamblers’ perception of an online casino’s trustworthiness. The results suggest that the quality with which casinos address gamblers’ trust concerns by providing appropriate content is the prime factor. However, designing for trust must be part of a consistent strategy that also involves customer service and usability.

Shelat, B. and F.N. Egger. ACM SIGCHI (2002). Design>Web Design>E Commerce>Usability

23.
#26438

RusCHI

RusCHI serves as an inter-disciplinary group for the exchange of ideas and experience in the field of usability and human-computer interaction (HCI) by bringing together people working on the design, evaluation, implementation, and study of interactive systems.

ACM SIGCHI (2004). (Russian) Organizations>Human Computer Interaction>Regional>Russia

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