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Tables of Contents for Designing the User Interface
Chapter/Section Title
Page #
Page Count
CHAPTER 1 HUMAN FACTORS OF INTERACTIVE SOFTWARE
3
48
1.1 Introduction
4
5
1.2 Goals of System Engineering
9
5
1.2.1 Proper functionality
11
1
1.2.2 Reliability, availability, security, and data integrity
12
1
1.2.3 Standardization, integration, consistency, and portability
13
1
1.2.4 Schedules and budgets
14
1
1.3 Goals of User-Interface Design
14
2
1.4 Motivations for Human Factors in Design
16
2
1.4.1 Life-critical systems
16
1
1.4.2 Industrial and commercial uses
16
1
1.4.3 Office, home, and entertainment applications
17
1
1.4.4 Exploratory, creative, and cooperative systems
17
1
1.5 Accomodation of Human Diversity
18
10
1.5.1 Physical abilities and physical workplaces
18
2
1.5.2 Cognitive and perceptual abilities
20
1
1.5.3 Personality differences
21
2
1.5.4 Cultural and international diversity
23
1
1.5.5 Users with disabilities
24
2
1.5.6 Elderly users
26
2
1.6 Goals for Our Profession
28
4
1.6.1 Influencing academic and industrial researchers
28
3
1.6.2 Providing tools, techniques, and knowledge for systems implementers
31
1
1.6.3 Raising the computer consciousness of the general public
31
1
1.7 Practioner's Summary
32
1
1.8 Researcher's Agenda
32
19
CHAPTER 2 THEORIES, PRINCIPLES, AND GUIDELINES
51
44
2.1 Introduction
52
1
2.2 High-Level Theories
53
8
2.2.1 Conceptual, semantic, syntactic, and lexical model
54
1
2.2.2 GOMS and the keystroke-level model
55
2
2.2.3 Stages of action models
57
1
2.2.4 Consistency through grammars
58
2
2.2.5 Widget-level theories
60
1
2.3 Object-Action Interface Model
61
6
2.3.1 Task hierarchies of objects and actions
63
1
2.3.2 Interface hierarchies of objects and actions
64
1
2.3.3 The disappearance of syntax
65
2
2.4 Principle 1: Recognize the Diversity
67
7
2.4.1 Usage profiles
67
3
2.4.2 Task profiles
70
1
2.4.3 Interaction styles
71
3
2.5 Principle 2: Use the Eight Golden Rules of Interface Design
74
2
2.6 Principle 3: Prevent Errors
76
3
2.6.1 Correct matching pairs
77
1
2.6.2 Complete sequences
77
1
2.6.3 Correct commands
78
1
2.7 Guidelines for Data Display
79
3
2.7.1 Organizing the display
80
1
2.7.2 Getting the user's attention
81
1
2.8 Guidelines for Data Entry
82
1
2.9 Balance of Automation and Human Control
83
6
2.10 Practitioner's Summary
89
1
2.11 Researcher's Agenda
90
5
CHAPTER 3 MANAGING DESIGN PROCESSES
95
28
3.1 Introduction
96
1
3.2 Organizational Design to Support Usability
97
3
3.3 The Three Pillars of Design
100
4
3.3.1 Guidelines documents and processes
100
2
3.3.2 User-interface software tools
102
1
3.3.3 Expert reviews and usability testing
103
1
3.4 Development Methodologies
104
3
3.5 Ethnographic Observation
107
2
3.6 Participatory Design
109
2
3.7 Scenario Development
111
2
3.8 Social Impact Statement for Early Design Review
113
2
3.9 Legal Issues
115
3
3.10 Practitioner's Summary
118
1
3.11 Researcher's Agenda
118
5
CHAPTER 4 EXPERT REVIEWS, USABILITY TESTING, SURVEYS, AND CONTINUING ASSESSMENTS
123
32
4.1 Introduction
124
1
4.2 Expert Reviews
125
1
4.3 Usability Testing and Laboratories
127
5
4.4 Surveys
132
3
4.5 Acceptance Tests
135
10
4.6 Evaluation During Active Use
145
4
4.6.1 Interviews and focus-group discussions
145
1
4.6.2 Continuous user-performance data logging
146
1
4.6.3 Online or telephone consultants
147
1
4.6.4 Online suggestion box or trouble reporting
147
1
4.6.5 Online bulletin board or newsgroup
148
1
4.6.6 User newsletters and conferences
148
1
4.7 Controlled Psychologically Oriented Experiments
149
1
4.8 Practitioner's Summary
150
1
4.9 Researcher's Agenda
151
4
CHAPTER 5 SOFTWARE TOOLS
155
30
5.1 Introduction
156
1
5.2 Specification Methods
157
9
5.2.1 Grammars
158
2
5.2.2 Menu-selection and dialog-box trees
160
1
5.2.3 Transition diagrams
160
2
5.2.4 Statecharts
162
1
5.2.5 User-action notation (UAN)
163
3
5.3 Interface-Building Tools
166
11
5.3.1 Design tools
168
1
5.3.2 Software-engineering tools
169
8
5.4 Evaluation and Critiquing Tools
177
2
5.5 Practioner's Summary
179
2
5.6 Researcher's Agenda
181
4
CHAPTER 6 DIRECT MANIPULATION AND VIRTUAL ENVIRONMENTS
185
50
6.1 Introduction
186
1
6.2 Examples of Direct-Manipulation Systems
187
15
6.2.1 Command-line versus display editors versus word processors
187
4
6.2.2 The VisiCalc spreadsheet and its descendants
191
1
6.2.3 Spatial data management
192
1
6.2.4 Video games
193
4
6.2.5 Computer-aided design
197
2
6.2.6 Office automation
199
2
6.2.7 Further examples of direct manipulation
201
1
6.3 Explanations of Direct Manipulation
202
5
6.3.1 Problems with direct manipulation
204
1
6.3.2 The OAI model explanation of direct manipulation
205
2
6.4 Visual Thinking and Icons
207
3
6.5 Direct-Manipulation Programming
210
3
6.6 Home Automation
213
4
6.7 Remote Direct Manipulation
217
4
6.8 Virtual Environments
221
7
6.9 Practitioner's Summary
228
1
6.10 Researcher's Agenda
229
6
CHAPTER 7 MENU SELECTION, FORM FILLIN, AND DIALOG BOXES
235
40
7.1 Introduction
236
1
7.2 Task-Related Organization
237
15
7.2.1 Single menus
238
9
7.2.2 Linear sequences and multiple menus
247
1
7.2.3 Tree-structured menus
247
5
7.2.4 Acyclic and cyclic menu networks
252
1
7.3 Item Presentation Sequence
252
2
7.4 Response Time and Display Rate
254
1
7.5 Fast Movement Through Menus
255
2
7.5.1 Menus with typeahead: The BLT approach
255
1
7.5.2 Menu names or bookmarks for direct access
256
1
7.5.3 Menu macros, custom toolbars, and style sheets
257
1
7.6 Menu Layout
257
5
7.6.1 Titles
257
2
7.6.2 Phrasing of menu items
259
1
7.6.3 Graphic layout and design
259
3
7.7 Form Fillin
262
6
7.7.1 Form-fillin design guidelines
262
1
7.7.2 List and combo boxes
265
1
7.7.3 Coded fields
266
2
7.8 Dialog Boxes
268
2
7.9 Practioner's Summary
270
1
7.10 Researcher's Agenda
270
5
CHAPTER 8 COMMAND AND NATURAL LANGUAGES
275
30
8.1 Introduction
276
4
8.2 Functionality to Support User's Tasks
280
2
8.3 Command-Organization Strategies
282
3
8.3.1 Single command set
282
1
8.3.2 Command plus arguments
282
2
8.3.3 Command plus options and arguments
284
1
8.3.4 Hierarchical command structure
285
1
8.4 The Benefits of Structure
285
4
8.4.1 Consistent argument ordering
286
1
8.4.2 Symbols versus keywords
286
1
8.4.3 Hierarchical structure and congruence
287
2
8.5 Naming and Abbreviations
289
3
8.5.1 Specificity versus generality
289
1
8.5.2 Abbreviation strategies
290
1
8.5.3 Guidelines for using abbreviations
291
1
8.6 Command Menus
292
1
8.7 Natural Language in Computing
293
7
8.7.1 Natural-language interaction
294
2
8.7.2 Natural-language queries
296
1
8.7.3 Test-database searching
297
3
8.7.4 Natural-language text generation
300
1
8.7.5 Adventure and educational games
300
1
8.8 Practioner's Summary
300
1
8.9 Researcher's Agenda
301
4
CHAPTER 9 INTERACTION DEVICES
305
46
9.1 Introduction
306
1
9.2 Keyboards and Function Keys
307
8
9.2.1 Keyboard layouts
308
3
9.2.2 Keys
311
1
9.2.3 Function keys
312
1
9.2.4 Cursor movement keys
313
2
9.3 Pointing Devices
315
12
9.3.1 Pointing tasks
315
1
9.3.2 Direct-control pointing devices
316
3
9.3.3 Indirect-control pointing devices
319
4
9.3.4 Comparisons of pointing devices
323
2
9.3.5 Fitts' Law
325
1
9.3.6 Novel pointing devices
326
1
9.4 Speech Recognition, Digitization, and Generation
327
9
9.4.1 Discrete-word recognition
328
3
9.4.2 Continuous-speech recognition
331
1
9.4.3 Speech store and forward
332
1
9.4.4 Speech generation
333
2
9.4.5 Audio tones, audiolization, and music
335
1
9.5 Image and Video Displays
336
6
9.5.1 Display devices
336
3
9.5.2 Digital photography and scanners
339
1
9.5.3 Digital video
339
2
9.5.4 Projectors, heads-up displays, helmet-mounted displays
341
1
9.6 Printers
342
1
9.7 Practitioner's Summary
343
1
9.8 Researcher's Agenda
344
7
CHAPTER 10 RESPONSE TIME AND DISPLAY RATE
351
20
10.1 Introduction
352
2
10.2 Theoretical Foundations
354
4
10.2.1 Limitations of short-term and working memory
355
1
10.2.2 Sources of errors
356
2
10.3 Expectations and Attitudes
358
3
10.4 User Productivity
361
3
10.4.1 Repetitive tasks
361
1
10.4.2 Problem-solving tasks
362
2
10.4.3 Summary
364
1
10.5 Variability
364
2
10.6 Practitioner's Summary
366
1
10.7 Researcher's Agenda
367
4
CHAPTER 11 PRESENTATION STYLES: BALANCING FUNCTION AND FASHION
371
38
11.1 Introduction
372
1
11.2 Error Messages
373
7
11.2.1 Specificity
374
1
11.2.2 Constructive guidance and positive tone
375
1
11.2.3 User-centered phrasing
376
1
11.2.4 Appropriate physical format
376
1
11.2.5 Development of effective messages
377
3
11.3 Nonanthropomorphic Design
380
4
11.4 Display Design
384
14
11.4.1 Field layout
387
2
11.4.2 Empirical results
389
2
11.4.3 Display-complexity metrics
391
7
11.5 Color
398
5
11.6 Practitioner's Summary
403
1
11.7 Researcher's Agenda
403
6
CHAPTER 12 PRINTED MANUALS, ONLINE HELP, AND TUTORIALS
409
35
12.1 Introduction
410
2
12.2 Reading from Paper versus from Displays
412
2
12.3 Preparation of Printed Manuals
414
11
12.3.1 Use of the OAI Model to design manuals
415
2
12.3.2 Organization and writing style
417
4
12.3.3 Nonanthropomorphic descriptions
421
2
12.3.4 Development process
423
2
12.4 Preparation of Online Facilities
425
12
12.4.1 Online manuals
428
6
12.4.2 Online tutorials, demonstrations, and animations
434
2
12.4.3 Helpful guides
436
1
12.5 Practitioner's Summary
437
1
12.6 Researcher's Agenda
438
5
CHAPTER 13 MULTIPLE-WINDOW STRATEGIES
443
34
13.1 Introduction
444
4
13.2 Individual-Window Design
448
7
13.3 Multiple-Windows Design
455
3
13.4 Coordination by Tightly-Coupled Windows
458
4
13.5 Image Browsing and Tightly-Coupled Windows
462
6
13.6 Personal Role Management and Elastic Windows
468
4
13.7 Practitioner's Summary
472
1
13.8 Researcher's Agenda
472
5
CHAPTER 14 COMPUTER-SUPPORTED COOPERATIVE WORK
477
32
14.1 Introduction
478
1
14.2 Goals of Cooperation
479
3
14.3 Asynchronous Interactions: Different Time, Different Place
482
6
14.3.1 Electronic Mail
483
2
14.3.2 Newsgroups and network communities
485
3
14.4 Synchronous Distributed: Different Place, Same Time
488
6
14.5 Face to Face: Same Place, Same Time
494
4
14.6 Applying CSCW to Education
498
4
14.7 Practitioner's Summary
502
1
14.8 Researcher's Agenda
503
6
CHAPTER 15 INFORMATION SEARCH AND VISUALIZATION
509
42
15.1 Introduction
510
3
15.2 Database Query and Phrase Search in Textual Documents
513
6
15.3 Multimedia Document Searches
519
3
15.4 Information Visualization
522
19
15.5 Advanced Filtering
541
3
15.6 Practitioner's Summary
544
1
15.7 Researcher's Agenda
544
7
CHAPTER 16 HYPERMEDIA AND THE WORLD WIDE WEB
551
34
16.1 Introduction
552
4
16.2 Hypertext and Hypermedia
556
4
16.3 World Wide Web
560
2
16.4 Genres and Goals and Designers
562
3
16.5 Users and Their Tasks
565
2
16.6 Object-Action Interface Model for Web Site Design
567
13
16.6.1 Design of task objects and actions
567
2
16.6.2 Design of interface objects and actions
569
2
16.6.3 Case study with the Library of Congress
571
1
16.6.4 Detailed design issues
572
3
16.6.5 Web-Page design
575
4
16.6.6 Testing and maintenance of web sites
579
1
16.7 Practitioner's Summary
580
1
16.8 Researcher's Agenda
580
5
AFTERWORD SOCIETAL AND INDIVIDUAL IMPACT OF USER INTERFACES
585
20
A.1 Between Hope and Fear
586
6
A.2 Ten Plagues of the Information Age
592
4
A.3 Prevention of the Plagues
596
1
A.4 Overcoming the Obstacle of Animism
597
3
A.5 In the Long Run
600
1
A.6 Practitioner's Summary
601
1
A.7 Researcher's Agenda
601
4
Name Index
605
16
Subject Index
621