The document outlines the curricula for human-computer interaction provided by ACM SIGCHI in 1992. It covers topics such as human characteristics and information processing, computer system architecture including input/output devices and dialogue techniques, and the development process including design approaches, implementation, and evaluation. The curricula is organized into sections including use and context of computers, human characteristics, computer systems, and the development process. It provides details on subtopics within each section and related concepts to consider when designing human-computer interactions.
This silde is all about how to install or how to work operating systems on computers ..
all slides is about operating systems. .
how much types of OS is available on the computers ..
totally develop or invent by Mayank Thanki ( www.gujrattinfo.com )
This silde is all about how to install or how to work operating systems on computers ..
all slides is about operating systems. .
how much types of OS is available on the computers ..
totally develop or invent by Mayank Thanki ( www.gujrattinfo.com )
In this PPT i described about the operating system and what is window 10. also tell about the new feature that are in window 10,and of the PPT i write the conclusion of the window 10.
This PowerPoint slide shows you different types of User Interface such as Command Line Interface, Graphical User Interface, Menu based interface, Form based interface, Dialogue based interface, Gesture based interface and Natural based interface. And also it shows advantages and disadvantages of all the interface
Microsoft announced Windows 10 to buy back into the market that it had lost with the launch of Windows 8 and 8.1. This slideshare talks about new features in the Operating System and how it could be a game changer for Windows and Microsoft as well.
There are also discussions about how the Windows 10 OS has changed the way Operating Systems are distributed and tested, applications being made cross platform compatible and many new software components complementing existing hardwares.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
In this PPT i described about the operating system and what is window 10. also tell about the new feature that are in window 10,and of the PPT i write the conclusion of the window 10.
This PowerPoint slide shows you different types of User Interface such as Command Line Interface, Graphical User Interface, Menu based interface, Form based interface, Dialogue based interface, Gesture based interface and Natural based interface. And also it shows advantages and disadvantages of all the interface
Microsoft announced Windows 10 to buy back into the market that it had lost with the launch of Windows 8 and 8.1. This slideshare talks about new features in the Operating System and how it could be a game changer for Windows and Microsoft as well.
There are also discussions about how the Windows 10 OS has changed the way Operating Systems are distributed and tested, applications being made cross platform compatible and many new software components complementing existing hardwares.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
Usability of User Interface Styles for Learning Graphical Software ApplicationsWaqas Tariq
This paper examines usability of different user interface styles for learning graphical software applications, namely Adobe Flash CS4 and Microsoft Expression blend 4. An empirical study was performed to investigate the usability attributes of effectiveness, efficiency and satisfaction scores for learning the graphical software applications. There were 32 participants recruited whom consist of interface designers and software developers. A set of 7 tasks was designed to compare the different effects of user interface styles including graphical user interface (GUI) and command line interface (CLI). User Performance variables (effectiveness, efficiency, duration, number of errors and number of helps) were measured for tasks performed by all the participants in the test. Satisfaction score was measured using QUIS (Questionnaire for User Interface Satisfaction) tool. The result revealed that the average effectiveness scores are higher than 75% for both software applications. Although Adobe Flash CS4 gained slightly higher on effectiveness, Microsoft Expression Blend 4 obtained better results in terms of efficiency, duration, errors and helps. The user satisfaction rates also showed Microsoft Expression Blend 4 gained higher satisfaction comparing Adobe Flash CS4. Generally, both software applications gained scores above average (>3.5) for majority of the user interface satisfaction attributes of software regardless of users’ background.
Busy - Business Accounting Software - Corporate Presentation BUSYforSMEs
Busy Infotech Pvt. Ltd. (BIPL) is the developer and marketer of BUSY – a leading enterprise software for MSMEs in India, South Asia, Middle East Asia, and Africa. BUSY, was incorporated on Aug 12, 1997, to focus on software development activities, which were hitherto being undertaken as Software Division of Digitronics Infosolutions Pvt. Ltd.
The flagship product of Busy Infotech is BUSY – An Integrated Business Accounting Software covering Financial Accounting (Multi-Currency), Multi-location Inventory, Order Processing, User-configurable Invoicing & other Documents, Statutory Reports (Sales Tax, VAT, Excise, Service Tax, TDS etc.) and MIS. It is one of the leading accounting software in India with over 250,000 installations (over 0.6 million Users) in India and abroad.
BUSY was launched at IT-ASIA '94 held at Pragati Maidan, New Delhi and has received an overwhelming response since then. The list of clients includes World Bank, Institute of Chartered Accountants of India (ICAI), Le-Meridien Hotel, Asian Paints, Wembley Laboratories, Plaza Cables, Flair Pens, All India Management Association (AIMA), Archana Airways, Children Book Trust, Rotomac Greetings & Gifts, Delhi Public School and much more. Busy is also an active member of NASSCOM & ESC.
BUSY is being sold and supported all over India and overseas through a network of over 300 Channel Partners, besides own offices in Delhi, Mumbai & Kolkata.
A comparison of component-based software engineering and model-driven develop...Nikolay Grozev
Component-based software engineering (CBSE) and model-driven development (MDD) are two approaches for handling software development complexity. In essence, while CBSE focuses on the construction of systems from existing software modules called components; MDD promotes the usage of system models which after a series of transformations result with an implementation of the desired system. Even though they are different, MDD and CBSE are not mutually exclusive. However, there has not been any substantial research about what their similarities and differences are and how they can be combined. In this respect, the main goal of this thesis is to summarize the theoretical background of MDD and CBSE, and to propose and apply a systematic method for their comparison. The method takes into account the different effects that these development paradigms have on a wide range of development aspects. The comparison results are then summarized and analyzed.
The thesis also enriches the theoretical discussion with a practical case study comparing CBSE and MDD with respect to ProCom, a component model designed for the development of component-based embedded systems in the vehicular-, automation- and telecommunication domains. The aforementioned comparison method is refined and applied for this purpose. The comparison results are again summarized, analyzed and proposals about future work on ProCom are made.
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Detailing HCI Research ... Completely based on the ACM SIGCHI Curricula for Human-Computer Interaction.
Introduction to Computer Fundamentals:
Overview of Computer Fundamentals: Definition, importance, and evolution of computers.
Computer Hardware: Central Processing Unit (CPU), memory (RAM and ROM), input and output devices, storage devices.
Computer Software: Operating systems, application software, programming languages. Computer Applications in psychology
Adaptation of my IA 7/ UX 1 deck for an InnovationLab talk at Stabilo International, Heroldsberg on 10/17/2012.
Credits & image credits within the presentation.
A slide series with famous and not so well-known quotes. December Issue 2010.
Steve Ballmer, Don Norman, Jef Raskin, Alan Cooper, Peter Drucker, Sergey Brin, Larry Page, Groucho Marx, Not Seth Godin, Thomas Edison, Mark D. Lutchen, Peter Drucker, Georg Christoph Lichtenberg, Clay Shirky, Paul Klee, Jyri Engeström, Steve Jobs, The Cluetrain Manifesto, Kurt Cobain, Ben Bernanke, Ivan Turgenev, George Best, Herbert Simon, Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
Image credits: flickr.com/jdlasica , /sndrv, /dpritchard, /mwichary, /denejac, /alinetavernier, /dgroup, /cornelluniversitylibrary, /gloq, /photographi_esc_, /osucommons, /astrablog, /mini82, /giorgiotomassetti, /lwallenstein, /iamthestig2, /mogmismo, /kevinwhite, /miikka_skaffari, /phinz, /aasgier, /kenyee, /kevint, /antonkovalyov, /bgwilson89, /ucumari, /nationaalarchief, /rickharris, /quasimondo, /wongjunhao.
Phones are the new PCs. & the Red Fez Sketchbook, November 2010Harald Felgner, PhD
My sketchbook (was: playbook) for November 2010. Master slides and blank thoughts.
There is an increasing flood of smartphones, smartphone operating systems, browsers, and application stores.
No consolidation. Condensed layout.
New theme and typo ...
IA 7: IA? IxD? UX! is an uncooked
collection of definitions, categorizations, outlines, and visualizations concerning
⁄ Information architecture IA,
⁄ Interaction design IxD, and
⁄ User experience UX design.
This deck is an updated version of IA 3: IA Concepts. It’s main purpose is to sear the partially dry substances into my own memory.
Download is disabled due to the copyrighted material within the presentation.
Credits: Alan Dix, Ben Shneiderman, Christina Wodtke, Dan Brown, Don Norman, Erin Malone, George Olsen, Jan Borchers, Jesse James Garrett, Jess McMullin, Olga Howard, Peter Morville, Theo Mandel, Todd Warfel
Image credits: flickr.com/library_of_virginia, /liewcf, /nypl
Phones are the new PCs. & the Red Fez Playbook, November 2010Harald Felgner, PhD
My playbook for November 2010.
There is an increasing flood of smartphones, smartphone operating systems, browsers, and application stores.
No consolidation.
Cp the new "Sketchbook" version in http://www.slideshare.net/haraldf/sketchbook201011 ...
A slide series with famous and not so well-known quotes. November Issue 2010.
Alan Cooper, Peter Drucker, Sergey Brin, Larry Page, Groucho Marx, Not Seth Godin, Thomas Edison, Mark D. Lutchen, Peter Drucker, Georg Christoph Lichtenberg, Clay Shirky, Paul Klee, Jyri Engeström, Steve Jobs, The Cluetrain Manifesto, Kurt Cobain, Ben Bernanke, Ivan Turgenev, George Best, Herbert Simon, Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
Image credits: flickr.com/denejac, /alinetavernier, /dgroup, /cornelluniversitylibrary, /gloq, /photographi_esc_, /osucommons, /astrablog, /mini82, /giorgiotomassetti, /lwallenstein, /iamthestig2, /mogmismo, /kevinwhite, /miikka_skaffari, /phinz, /aasgier, /kenyee, /kevint, /antonkovalyov, /bgwilson89, /ucumari, /nationaalarchief, /rickharris, /quasimondo, /wongjunhao.
To organize the world's information. 30 quotes for your next presentation. Bu...Harald Felgner, PhD
A slide series with famous and not so well-known quotes. October Issue 2010.
Larry Page, Groucho Marx, Not Seth Godin, Thomas Edison, Mark D. Lutchen, Peter Drucker, Georg Christoph Lichtenberg, Clay Shirky, Paul Klee, Jyri Engeström, Steve Jobs, The Cluetrain Manifesto, Kurt Cobain, Ben Bernanke, Ivan Turgenev, George Best, Herbert Simon, Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
Image credits: flickr.com/cornelluniversitylibrary, /gloq, /photographi_esc_, /osucommons, /astrablog, /mini82, /giorgiotomassetti, /lwallenstein, /iamthestig2, /mogmismo, /kevinwhite, /miikka_skaffari, /phinz, /aasgier, /kenyee, /kevint, /antonkovalyov, /bgwilson89, /ucumari, /nationaalarchief, /rickharris, /quasimondo, /wongjunhao.
Pursue your dream--and never accept a proven solution! This is ... Paul OtletHarald Felgner, PhD
Paul Otlet—pronounced /ɒtˈleɪ/—is one of several people who has been considered the father of Information modern Science; a field he himself called ‘documentation.’
The best ideas come as jokes. Make your thinking as funny as possible. 28 quo...Harald Felgner, PhD
A slide series with famous and not so well-known quotes. September Issue 2010.
Seth Godin, Thomas Edison, Mark D. Lutchen, Peter Drucker, Georg Christoph Lichtenberg, Clay Shirky, Paul Klee, Jyri Engeström, Steve Jobs, The Cluetrain Manifesto, Kurt Cobain, Ben Bernanke, Ivan Turgenev, George Best, Herbert Simon, Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
Image credits: flickr.com/photographi_esc_, /osucommons, /astrablog, /mini82, /giorgiotomassetti, /lwallenstein, /iamthestig2, /mogmismo, /kevinwhite, /miikka_skaffari, /phinz, /aasgier, /kenyee, /kevint, /antonkovalyov, /bgwilson89, /ucumari, /nationaalarchief, /rickharris, /quasimondo, /wongjunhao.
Do not believe that it is very much of an advance to do the unnecessary three...Harald Felgner, PhD
A slide series with famous and not so well-known quotes. August Issue 2010.
Peter Drucker, Georg Christoph Lichtenberg, Clay Shirky, Paul Klee, Jyri Engeström, Steve Jobs, The Cluetrain Manifesto, Kurt Cobain, Ben Bernanke, Ivan Turgenev, George Best, Herbert Simon, Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty will be working on design research concerning multi-touch interfaces summer term 2008. Kicking off the project ...
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty will be working on design research concerning multi-touch interfaces summer term 2008. Kicking off the project ...
1. Inspiration and History: http://www.slideshare.net/haraldf/touch-research-1-inspiration
2. HCI Details: http://www.slideshare.net/haraldf/touch-research-2-hci-details
3. A Research Paper: http://www.slideshare.net/haraldf/touch-research-3
User experience patterns as presented at the University of Applied Sciences/ Communication Design faculty and the Bavarian Academy for Advertising and Marketing between 2003 and 2008.
Based on Defensive Design, How to Improve Error Messages, Help, Forms, and Other Crisis Points by Matthew Linderman and Jason Fried, New Riders, 2004.
IA 6: Patterns for Effective Interaction Design. Jenifer TidwellHarald Felgner, PhD
Interaction design patterns as presented at the University of Applied Sciences/ Communication Design faculty and the Bavarian Academy for Advertising and Marketing between 2003 and 2008.
Based on Designing Interfaces: Patterns for Effective Interaction Design by Jenifer Tidwell, O'Reilly, 2005.
Thanks, Jenifer Tidwell!
X-cultural Communication as presented at the University of Applied Sciences/ Communication Design faculty in Constance between 2004 and 2008.
Colors across cultures. 16 photographylizations.
The great visualization by http://www.informationisbeautiful.net/visualizations/colours-in-cultures/ and http://alwayswithhonor.com/#308787/Color-Culture inspired me to update my existing lecture material.
A slide series with famous and not so well-known quotes. Issue 7 in 2010.
Jyri Engeström, Steve Jobs, The Cluetrain Manifesto, Kurt Cobain, Ben Bernanke, Ivan Turgenev, George Best, Herbert Simon, Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
Those are the issues we are going to have to address. Business Quotes, June 2010Harald Felgner, PhD
A slide series with famous and not so well-known quotes. Issue 6 in 2010.
Kurt Cobain, Ben Bernanke, Ivan Turgenev, George Best, Herbert Simon, Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
A slide series with famous and not so well-known quotes. Issue 5 in 2010.
Ivan Turgenev, George Best, Herbert Simon, Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
A slide series with famous and not so well-known business quotes. April 2010.
Woody Allen, Kevin Kelly, Groucho Marx, Blaise Pascal, Matt Hunter, John Geleynse, A Chinese Proverb, David Ogilvy, Groucho Marx, Niels Bohr, Henry Ford, Jeffrey Zeldman.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
3. Overview
Curricula for Human-Computer Interaction: http://sigchi.org/cdg/
cdg2.html
by the ACM SIGCHI, 1992
Human-computer interaction is a discipline concerned with the
design, evaluation and implementation of interactive computing
systems for human use and with the study of major phenomena
surrounding them
4. Human-computer interaction is a discipline concerned with
the design, evaluation and implementation
of interactive computing systems for human use
and with the study of major phenomena surrounding them.
5. U Use and Context of Computers
U1 Human Social Organization and Work
U2 Application Areas
U3 Human-Machine Fit and Adaptation
6. H Human Characteristics
H1 Human Information Processing
H2 Language, Communication, Interaction
H3 Ergonomics
7. C Computer System and Interface Architecture
C1 Input and Output Devices
C2 Dialogue Techniques
C3 Dialogue Genre
C4 Computer Graphics
C5 Dialogue Architecture
8. D Development Process
D1 Design Approaches
D2 Implementation Techniques
D3 Evaluation Techniques
D4 Example Systems and Case Studies
9. Curricula for Human-Computer Interaction: http://sigchi.org/cdg/
cdg2.html
by the ACM SIGCHI, 1992
Compare:
Josep Blat http://www.iua.upf.es/~jblat/material/hci/
11. U Use and Context of Computers
U1 Human Social Organization and Work
U2 Application Areas
U3 Human-Machine Fit and Adaptation
12. The uses to which computers are put are spoken of as
'applications‘ (U2) in the computer world.
These uses and the extent to which the interface (and the
application logic in the rest of the system) fits (U3) them can
have a profound impact on every part of the interface and its
success.
Moreover, the general social, work, and business context (U1) may
be important.
13. U1 Human Social Organization and Work:
This section relates to the human as an interacting social being.
It includes a concern with the nature of work, and with the
notion that human systems and technical systems mutually adapt to
each other and must be considered as a whole.
• Points of view (e.g., industrial engineering, operations
research, Rasmussen's cognitive engineering, the Aarhus
participatory design approach, Hewitt's open systems)
• Models of human activity (e.g., opportunistic planning, open
procedures)
• Models of small-groups, organizations
• Models of work, workflow, cooperative activity, office work
• Socio-technical systems, human organizations as adaptive open
systems, mutual impact of computer systems on work and vice
versa, computer systems for group tasks, case studies
• Quality of work life and job satisfaction
14. U2 Application Areas:
The focus of this section is on classes of application.
• Characterization of application areas (e.g., individual vs.
group, paced vs. unpaced)
• Document-oriented interfaces: Text-editing, document
formatting, illustrators, spreadsheets, hypertext
• Communications-oriented interfaces: Electronic mail, computer
conferencing, telephone and voice messaging systems
• Design environments: programming environments, CAD/CAM
• On-line tutorial systems and help systems
• Multimedia information kiosks
• Continuous control systems: process control systems, virtual
reality systems, simulators, cockpits, video games
• Embedded systems: Copier controls, elevator controls, consumer
electronics and home appliance controllers (e.g., TVs, VCRs,
microwave ovens, etc.)
15. U3 Human-Machine Fit and Adaptation:
Part of the purpose of design is to arrange a fit between the
designed object and its use. Adjustments can be made (1) either
at design time or at time of use (2) by either changing the
system or the user and (3) the changes can be made by either the
users themselves or, sometimes, by the system.
• Alternate techniques for achieving fit
• Nature of adaptive systems, adaptations of human systems that
cancel reliability improvements, the nature of error in
adaptive redundant systems, empirical findings on user
improvisation with routine systems, determinants of successful
systems introduction,
• System selection: theories of system adoption
• System adaptation: customization and tailorability techniques
• User selection: compatibilities of user and system
characteristics
• User adaptation: ease of learning, training methods (e.g., on-
line tutorials), relation to system design
• User guidance: help techniques, documentation, error-handling
techniques
17. H Human Characteristics
H1 Human Information Processing
H2 Language, Communication, Interaction
H3 Ergonomics
18. It is important to understand something about human information-
processing characteristics,
how human action (H1) is structured,
the nature of human communication (H2), and
human physical and physiological requirements (ergonomics, H3).
19. H1 Human Information Processing:
Characteristics of the human as a processor of information.
• Models of cognitive architecture: symbol-system models,
connectionist models, engineering models
• Phenomena and theories of memory
• Phenomena and theories of perception
• Phenomena and theories of motor skills
• Phenomena and theories of attention and vigilance
• Phenomena and theories of problem solving
• Phenomena and theories of learning and skill acquisition
• Phenomena and theories of motivation
• Users' conceptual models
• Models of human action
• Human diversity, including disabled populations
20. H2 Language, Communication, Interaction:
Language as a communication and interface medium. Communication
phenomena.
• Aspects of language: syntax, semantics, pragmatics
• Formal models of language
• Pragmatic phenomena of conversational interaction (e.g., turn-
taking, repair)
• Language phenomena
• Specialized languages (e.g., graphical interaction, query,
command, production systems, editors)
• Interaction reuse (e.g., history lists)
21. H3 Ergonomics:
Anthropometric and physiological characteristics of people and
their relationship to workspace and environmental parameters.
• Human anthropometry in relation to workspace design
• Arrangement of displays and controls, link analysis
• Human cognitive and sensory limits
• Sensory and perceptual effects of CRT and other display
technologies, legibility, display design
• Control design
• Fatigue and health issues
• Furniture and lighting design
• Temperature and environmental noise issues
• Design for stressful or hazardous environments
• Design for the disabled
23. C Computer System and Interface Architecture
C1 Input and Output Devices
C2 Dialogue Techniques
C3 Dialogue Genre
C4 Computer Graphics
C5 Dialogue Architecture
24. Machines have specialized components for interacting with humans.
Some of these components are basically transducers for moving
information (C1) physically between human and machine.
Other components have to do with the control structure and
representation of aspects of the interaction (C2-C5).
25. C1 Input and Output Devices:
The technical construction of devices for mediating between
humans and machines.
• Input devices: survey, mechanics of particular devices,
performance characteristics (human and system), devices for the
disabled, handwriting and gestures, speech input, eye tracking,
exotic devices (e.g., EEG and other biological signals)
• Output devices: survey, mechanics of particular devices, vector
devices, raster devices, frame buffers and image stores,
canvases, event handling, performance characteristics, devices
for the disabled, sound and speech output, 3D displays, motion
(e.g., flight simulators), exotic devices
• Characteristics of input/output devices (e.g., weight,
portability, bandwidth, sensory modality)
• Virtual devices
26. C2 Dialogue Techniques:
The basic software architecture and techniques for interacting
with humans.
• Dialogue Inputs: Types of input purposes (e.g., selection,
discrete parameter specification, continuous control)
• Input techniques: keyboard techniques (e.g, commands, menus),
mouse-based techniques (e.g., picking, rubber-band lines), pen-
based techniques (e.g., character recognition, gesture), voice-
based techniques
• Dialogue Outputs: Types of output purposes (e.g., convey
precise information, summary information, illustrate processes,
create visualizations of information)
• Output techniques (e.g., scrolling display, windows, animation,
sprites, fish-eye displays)
• Screen layout issues (e.g., focus, clutter, visual logic)
• Dialogue Interaction Techniques: Dialogue type and techniques
(e.g., alphanumeric techniques, form filling, menu selection,
icons and direct manipulation, generic functions, natural
language)
• Navigation and orientation in dialogues, error management
27. C2 Dialogue Techniques:
The basic software architecture and techniques for interacting
with humans.
• Multimedia and non-graphical dialogues: speech input, speech
output, voice mail, video mail, active documents, videodisc,
CD-ROM
• Agents and AI techniques
• Multi-person dialogues
• Dialogue Issues: Real-time response issues
• Manual control theory
• Supervisory control, automatic systems, embedded systems
• Standards
• "Look and feel," intellectual property protection
28. C3 Dialogue Genre:
The conceptual uses to which the technical means are put. Such
concepts arise in any media discipline (e.g., film, graphic
design, etc.).
• Interaction metaphors (e.g., tool metaphor, agent metaphor)
• Content metaphors (e.g., desktop metaphor, paper document
metaphor)
• Persona, personality, point of view
• Workspace models
• Transition management (e.g., fades, pans)
• Relevant techniques from other media (e.g., film, theater,
graphic design)
• Style and aesthetics
29. C4 Computer Graphics:
Basic concepts from computer graphics that are especially useful
to know for HCI.
• Geometry in 2- and 3- space, linear transformations
• Graphics primitives and attributes: bitmap and voxel
representations, raster-op, 2-D primitives, text primitives,
polygon representation, 3-D primitives, quadtrees and octtrees,
device independent images, page definition languages
• Solid modeling, splines, surface modeling, hidden surface
removal, animation, rendering algorithms, lighting models
• Color representation, color maps, color ranges of devices
30. C5 Dialogue Architecture:
Software architectures and standards for user interfaces.
• Layers model of the architecture of dialogues and windowing
systems, dialogue system reference models
• Screen imaging models (e.g., RasterOp, Postscript, Quickdraw)
• Window manager models (e.g., Shared address-space, client-
server), analysis of major window systems (e.g., X, New Wave,
Windows, Open Look, Presentation Manager, Macintosh)
• Models of application-to-dialogue manager connection
• Models for specifying dialogues
• Multi-user interface architectures "Look and feel“
• Standardization and interoperability
32. D Development Process
D1 Design Approaches
D2 Implementation Techniques
D3 Evaluation Techniques
D4 Example Systems and Case Studies
33. The construction of human interfaces is both a matter of design
and engineering.
These topics are concerned with the methodology and practice of
interface design (D1).
Other aspects of the development process include the relationship
of interface development to the engineering (both software and
hardware, D2-D4) of the rest of the system.
34. D1 Design Approaches:
The process of design. Relevant topics from other design
disciplines.
• Graphic design basics (e.g., design languages, typography, use
of color, 2D & 3D spatial organization, temporal sequencing,
etc.)
• Alternative system development processes (e.g., waterfall
model, participatory design), lifecycle model, iterative
design, choice of method under time/resource constraint
• Task analysis techniques (e.g., field studies, analytical
methods), task allocation, market analysis
• Design specification techniques
• Design analysis techniques (e.g., objects and actions)
• Industrial design basics
• Design case studies and empirical analyses of design
35. D2 Implementation Techniques and Tools:
Tactics and tools for implementation.
• Relationships among design, evaluation, and implementation
• Independence and reusability, application independence, device
independence
• Prototyping techniques (e.g., storyboarding, video, "Wizard of
Oz", HyperCard, rapid prototype implementations)
• Dialogue toolkits (e.g., MacApp, NextStep, UIMS's, HyperCard)
• Object-oriented methods
• Data representation and algorithms
36. D3 Evaluation Techniques:
Philosophy and specific methods for evaluations.
• Productivity
• Figures of merit (e.g., time, errors, learnability, design for
guessing, preference, etc.)
• Usability testing techniques, linking testing to specifications
• Formative and summative evaluation techniques for empirical
evaluation, including, field observation methods, participant
observation, interviewing techniques, questionnaire design,
psychometric methods, video protocols, system logging,
experiment design (eg, concern with sample bias, etc.), methods
from psychological and sociological evaluation fields, ethics
of working with participants
42. U Use and Context of Computers
U1 Human Social Organization and Work: Cooperative activity ...
U2 Application Areas: Individual versus group ...
U3 Human-Machine Fit and Adaptation: User guidance ...
43. H Human Characteristics
H1 Human Information Processing: Learning and motor skills ...
H2 Language, Communication, Interaction: Graphical interaction
language ...
H3 Ergonomics. Displays and control ...
44. C Computer System and Interface Architecture
C1 Input and Output Devices: Hands on a surface ...
C2 Dialogue Techniques: Gesture, scrolling and panning ...
C3 Dialogue Genre: Tool metaphor ...
C5 Dialogue Architecture: Multi-user interface look and feel …
45. D Development Process
D1 Design Approaches: Sequencing ...
D2 Implementation Techniques: Prototyping (paper?) ...
D3 Evaluation Techniques: Productivity ...
D4 Example Systems and Case Studies: That’s where we started!