Product dimensions: 6.26 (w) x 9.13 (h) x 0.67 (d)
Table of Contents
FOR PREVIEW BOOKLET:
1. Human Factors of Interactive Software. 2. Theories, Principles, and Guidelines. Essay 1: Universal Usability: Pushing Human-Computer Interaction Research to Empower Every Citizen. Essay 2: ACM's Computing Professionals Face New Challenges. Essay 3: Designing Trust into Online Experiences. Essay 4: A Photo History of SIGCHI: Evolution of Design from Personal to Public.
FOR THIRD EDITION OF BOOK:
(each chapter begins with an introduction and ends with a Practitioner's Summary and Researcher's Agenda.). 1. Human Factors of Interactive Software.
Goals of System Engineering.
Goals of User-Interface Design.
Motivations for Human Factors in Design.
Accommodation of Human Diversity.
Goals for Our Profession.
2. Theories, Principles, and Guidelines.
Object-Action Interface Model.
Principle 1: Recognize Diversity.
Principle 2: Use the Eight Golden Rules of Interface Design.
Principle 3: Prevent Errors.
Guidelines for Data Display.
Guidelines for Data Entry.
Balance of Automation and Human Control.
3. Managing Design Processes.
Organizational Design to Support Usability.
The Three Pillars of Design.
Social Impact on Statement for Early Design Review.
4. Expert Reviews, Usability Testing, Surveys, and Continuing Assessments.
Usability Testing and Laboratories.
Evaluation During Active Use.
Controlled Psychologically Oriented Experiments.
5. Software Tools.
Evaluation and Critiquing Tools.
6. Direct Manipulation and Virtual Environments.
Examples of Direct-Manipulation Systems.
Explanations of Direct Manipulation.
Visual Thinking Icons.
Remote Direct Manipulation.
7. Menu Selection, Form Fillin, and Dialog Boxes.
Item Presentation Sequence.
Response Time and Display Rate.
Fast Movement Through Menus.
8. Command and Natural Languages.
Functionality to Support Users' Tasks.
The Benefits of Structure.
Naming and Abbreviations.
Natural Language in Computing.
9. Interaction Devices.
Keyboards and Function Keys.
Speech Recognition, Digitization, and Generation.
Image and Video Displays.
10. Response Time and Display Rate.
Expectations and Attitudes.
11. Presentation Styles: Balancing Function and Fashion.