Introduction: The Importance of Fundamentals.
Keep the Simple Simple.
Human-Centered Design and User-Centered Design.
Tools That Do Not Facilitate Design Innovation.
Interface Design in the Design Cycle.
Definition of a Humane Interface.
2. Cognetics and the Locus of Attention.
Ergonomics and Cognetics: What We Can and Cannot Do.
Cognitive Conscious and Cognitive Unconscious.
Locus of Attention.
Formation of Habits.
Execution of Simultaneous Tasks.
Singularity of the Locus of Attention.
Origins of the Locus of Attention.
Exploitation of the Single Locus of Attention.
Resumption of Interrupted Work.
3. Meanings, Modes, Monotony, and Myths.
Nomenclature and Notations.
Definition of Modes.
Modes, User-Preference Settings, and Temporary Modes.
Modes and Quasimodes.
Noun-Verb versus Verb-Noun Constructions.
Visibility and Affordances.
Myth of the Beginner-Expert Dichotomy.
Quantitative Analyses of Interfaces.
GOMS Keystroke-Level Model.
GOMS Calculation Examples.
Measurement of Interface Efficiency.
Efficiency of Hal's Interfaces.
Other Solutions for Hal's Interface.
Fitts' Law and Hick's Law.
Uniformity and Elementary Actions.
Elementary Actions Cataloged.
Highlighting, Indication, and Selection.
Display States of Objects.
File Names and Structures.
String Searches and Find Mechanisms.
Units of Interaction.
Cursor Design and a Strategy for Making Selections.
Cursor Position and LEAP.
Commands and Transformers.
6. Navigation and Other Aspects of Humane Interfaces.
Intuitive and Natural Interfaces.
Better Navigation: ZoomWorld.
Techniques and Help Facilities in Humane Interfaces.
Cut and Paste.
Messages to the User.
Time Delays and Keyboard Tricks.
Letter from a User.
7. Interface Issues Outside the User Interface.
More Humane Programming Language Environments.
System and Development Environment.
Importance of Documentation in Program Creation.
Modes and Cables.
Ethics and Management of Interface Design.
Appendix A: The One-Button Mouse History.
Appendix B: SwyftCard Interface Theory of Operation.