This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. For courses in Human-Computer Interaction The Sixth Edition of Designing the User Interface provides a comprehensive, authoritative, and up-to-date introduction to the dynamic field of human-computer interaction (HCI) and user experience (UX) design. This classic book has defined and charted the astonishing evolution of user interfaces for three decades. Students and professionals learn practical principles and guidelines needed to develop high quality interface designs that users can understand, predict, and control. The book covers theoretical foundations and design processes such as expert reviews and usability testing. By presenting current research and innovations in human-computer interaction, the authors strive to inspire students, guide designers, and provoke researchers to seek solutions that improve the experiences of novice and expert users, while achieving universal usability. The authors also provide balanced presentations on controversial topics such as augmented and virtual reality, voice and natural language interfaces, and information visualization. Updates include current HCI design methods, new design examples, and totally revamped coverage of social media, search and voice interaction. Major revisions were made to EVERY chapter, changing almost every figure (170 new color figures) and substantially updating the references.
Author: Pedro A. Fuertes-Olivera
Release Date: 2017-10-02
Genre: Language Arts & Disciplines
The Routledge Handbook of Lexicography provides a comprehensive overview of the major approaches to lexicography and their applications within the field. This Handbook features key case studies and cutting-edge contributions from an international range of practitioners, teachers, and researchers. Analysing the theory and practice of compiling dictionaries within the digital era, the 47 chapters address the core issues of: The foundations of lexicography, and its interactions with other disciplines including Corpus Linguistics and Information Science; Types of dictionaries, for purposes such as translation and teaching; Innovative specialised dictionaries such as the Oenolex wine dictionary and the Online Dictionary of New Zealand Sign Language; Lexicography and world languages, including Arabic, Hindi, Russian, Chinese, and Indonesian; The future of lexicography, including the use of the Internet, user participation, and dictionary portals. The Routledge Handbook of Lexicography is essential reading for researchers and students working in this area.
Facts101 is your complete guide to Designing the User Interface, Strategies for Effective Human-Computer Interaction. In this book, you will learn topics such as as those in your book plus much more. With key features such as key terms, people and places, Facts101 gives you all the information you need to prepare for your next exam. Our practice tests are specific to the textbook and we have designed tools to make the most of your limited study time.
Author: Board on Human-Systems Integration
Publisher: National Academies Press
Release Date: 1992-01-01
Genre: Business & Economics
Does the education given by the nation's human factors graduate training programs meet the skill and knowledge needs of today's employers? Can the supply of trained human factors specialists be expected to keep pace with the demand? What are the characteristics, employment settings, gender distribution, and salaries of human factors specialists? These and other questions were posed by the committee as it designed mail-in and computer-aided telephone surveys used to query human factors specialists. The committee evaluates its findings and makes recommendations aimed at strengthening the profession of human factors. This book will be useful to educators as an aid in evaluating their graduate training curricula, employers in working with graduate programs and enhancing staff opportunities for continuing education, and professionals in assessing their status in relation to their colleagues.
Author: Adrian Stanciulescu
Publisher: Presses univ. de Louvain
Release Date: 2008-01-01
Genre: Business & Economics
The Graphical User Interface (GUI), as the most prevailing type of User Interface (UI) in today's interactive applications, restricts the interaction with a computer to the visual modality and is therefore not suited for some users (e.g., with limited literacy or typing skills), in some circumstances (e.g., while moving around, with their hands or eyes busy) or when the environment is constrained (e.g., the keyboard and the mouse are not available). In order to go beyond the GUI constraints, the Multimodal (MM) UIs apear as paradigm that provide users with great expressive power, naturalness and flexibility. In this thesis we argue that developing MM UIs combining graphical and vocal modalities is an activity that could benefit from the application of a methodology which is composed of: a set of models, a method manipulating these models and the tools implementing the method. Therefore, we define a design space-based method that is supported by model-to-model colored transformations in order to obtain MM UIs of information systems. The design space is composed of explicitly defined design options that clarify the development process in a structured way in order to require less design effort. The feasability of the methodology is demonstrated through three case studies with different levels of complexity and coverage. In addition, an empirical study is conducted with end-users in order to measure the relative usability level provided by different design decisions.
A Student Guide to Object-Oriented Development is an introductory text that follows the software development process, from requirements capture to implementation, using an object-oriented approach. The book uses object-oriented techniques to present a practical viewpoint on developing software, providing the reader with a basic understanding of object-oriented concepts by developing the subject in an uncomplicated and easy-to-follow manner. It is based on a main worked case study for teaching purposes, plus others with password-protected answers on the web for use in coursework or exams. Readers can benefit from the authors' years of teaching experience. The book outlines standard object-oriented modelling techniques and illustrates them with a variety of examples and exercises, using UML as the modelling language and Java as the language of implementation. It adopts a simple, step by step approach to object-oriented development, and includes case studies, examples, and exercises with solutions to consolidate learning. There are 13 chapters covering a variety of topics such as sequence and collaboration diagrams; state diagrams; activity diagrams; and implementation diagrams. This book is an ideal reference for students taking undergraduate introductory/intermediate computing and information systems courses, as well as business studies courses and conversion masters' programmes. Adopts a simple, step by step approach to object-oriented development Includes case studies, examples, and exercises with solutions to consolidate learning Benefit from the authors' years of teaching experience
Author: Hendrik Witt
Publisher: Springer Science & Business Media
Release Date: 2009-04-20
Hendrik Witt examines user interfaces for wearable computers and analyses the challenges imposed by the wearable computing paradigm through its dual-task character. He introduces a special software tool as well as the “HotWire” evaluation method to facilitate user interface development and evaluation. Based on the results of different end-user experiments conducted to study the management of interruptions with gesture and speech input in a wearable computing scenario, the author derives design guidelines and general constraints for forthcoming interface designs.
Much has changed since the first edition of "human computer interaction" was published. Ubiquitous computing and rich sensor-filled environments are finding their way out of the laboratory, not just into movies but also into our workplaces and homes. The computer has broken out of its plastic and glass bounds providing us with networked societies where personal computing devices from mobile phones to smart cards fill our pockets and electronic devices surround us at home and work. The web too has grown from a largely academic network into the hub of business and everyday lives. As the distinctions between the physical and the digital, and between work and leisure start to break down, human-computer interaction is also changing radically. The excitement of these changes is captured in this new edition, which also looks forward to other emerging technologies. However, the book is firmly rooted in strong principles and models independent of the passing technologies of the day: these foundations will be the means by which today s students will understand tomorrow s technology. The third edition of h"uman computer interaction" can be used for introductory and advanced courses on HCI, Interaction Design, Usability or Interactive Systems Design. It will also prove an invaluable reference for professionals wishing to design usable computing devices. Accompanying the text is a comprehensive website containing a broad range of material for instructors, students and practitioners, a full text search facility for the book, links to many sites of additional interest and much more: go to www.hcibook.com New to this edition: A revised structure, reflecting the growth of HCI as a discipline, separates out basic material suitable for introductory courses from more detailed models and theories. New chapter on Interaction Design adds material on scenarios and basic navigation design. New chapter on Universal Design, substantially extending the coverage of this material in the book. Updated and extended treatment of socio/contextual issues. Extended and new material on novel interaction, including updated ubicomp material, designing experience, physical sensors and a new chapter on rich interaction. Updated material on the web including dynamic content and WAP. Alan Dix is Professor in the Department of Computing, Lancaster, UK. Janet Finlay is Professor at the School of Computing, Leeds Metropolitan University, UK. Gregory Abowd is Assistant Professor in the College of Computing at Georgia Tech, USA. Russell Beale is lecturer at the School of Computer Science, University of Birmingham, UK. "
The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.
Author: Julie A. Jacko
Publisher: Springer Science & Business Media
Release Date: 2009-07-14
The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in the knowledge and effective use of computers in a variety of application areas.
Author: Andreas Butz
Publisher: Walter de Gruyter GmbH & Co KG
Release Date: 2017-08-21
Dieses kompakte Grundlagen-Lehrbuch orientiert sich in Inhalt und Aufbau an einer einführenden Vorlesung zum Thema Mensch-Maschine-Interaktion und lehnt sich an das von der Association for Computing Machinery (ACM) vorgeschlagene Curriculum des Gebiets an. Es besteht aus vier großen Teilen. Davon umfassen die ersten drei den Stoff der Grundvorlesung und behandeln nacheinander die menschliche Seite (u.a. Wahrnehmung, Informationsverarbeitung, Motorik), die Seite der Maschine (u.a. technische Grundlagen, etablierte Interaktionsformen) und den Entwicklungsprozess (User Centered Design, Prototypen, Evaluation). Der vierte Teil gibt einen Ausblick auf spezielle Anwendungsgebiete (Desktop und Web, Touch, mobile Interaktion, Ubiquitous Computing, VR und AR) und bildet damit den Leitfaden für eine aufbauende Vorlesung. Die vorliegende zweite Auflage wurde in den Grundlagenteilen ergänzt und im Anwendungsteil deutlich erweitert. Begleitet wird das Buch durch eine Webseite (mmibuch.de) mit Material für Studierende (Übungsaufgaben, Musterlösungen, multimediale Inhalte) und Dozenten (Bildmaterial, Vorlesungsfolien, weiterführende Literatur). Andreas Butz studierte Informatik an der Universitä t des Saarlandes und promovierte dort 1997. Nach einem Jahr an der Columbia University, New York sowie mehreren Jahren am DFKI Saarbrücken und als Geschäftsführer eines Technologie-Startup erhielt er 2004 einen Ruf an die Ludwig-Maximilians-Universität, München, wo er heute den Lehrstuhl für Mensch-Maschine-Interaktion innehat. Seit 2014 lehrt er das Fachgebiet zudem als Gastprofessor in Chengdu, China. Antonio Krüger studierte ebenfalls Informatik an der Universität des Saarlandes und promovierte dort 1999. Nach mehreren Jahren am Deutschen Forschungszentrum für Künstliche Intelligenz erhielt er 2004 einen Ruf an die Universität Münster und 2010 den Lehrstuhl für »Ubiquitous Media Technologies« an der Universität des Saarlandes. Daneben ist er Direktor des »Innovative Retail Laboratory« amDeutschen Forschungszentrum für Künstliche Intelligenz.
This book provides a comprehensive collection of methods and approaches for using formal methods within Human-Computer Interaction (HCI) research, the use of which is a prerequisite for usability and user-experience (UX) when engineering interactive systems. World-leading researchers present methods, tools and techniques to design and develop reliable interactive systems, offering an extensive discussion of the current state-of-the-art with case studies which highlight relevant scenarios and topics in HCI as well as presenting current trends and gaps in research and future opportunities and developments within this emerging field. The Handbook of Formal Methods in Human-Computer Interaction is intended for HCI researchers and engineers of interactive systems interested in facilitating formal methods into their research or practical work.