TY - BOOK AU - Kim,Gerard Jounghyun TI - Human-computer interaction: fundamentals and practice SN - 9781482233896 (hardback) U1 - 004.019 KW - Human-computer Interaction KW - Computer Software KW - Development N1 - Chapter 1 Introduction 1.1 What HCI Is and Why It Is Important 1.2 Principles of HCI 1.2.1 "Know Thy User" 1.2.2 Understand the Task 1.2.3 Reduce Memory Load 1.2.4 Strive for Consistency 1.2.5 Remind Users and Refresh Their Memory 1.2.6 Prevent Errors/Reversal of Action 1.2.7 Naturalness 1.3 Summary References Chapter 2 Specific HCI Guidelines 2.1 Guideline Categories 2.2 Examples of HCI Guidelines 2.2.1 Visual Display Layout (General HCI Design) 2.2.2 Information Structuring and Navigation (General HCI Design) 2.2.3 Taking User Input (General HCI Design) 2.2.4 Users with Disability (User Type) 2.2.5 Mobile Device (Platform Type) 2.2.6 Icons for Apple iOS and Fonts for Windows XP (Vendor) 2.2.7 "Earcon" Design for Aural Interface (Modality^ 2.2.8 Cell Phones (or Making Calls) in Automobiles (Task) 2.2.9 E-Commerce (Application) 2.3 Summary References Chapter 3 Human Factors as HOI Theories 3.1 Human Information Processing 3.1.1 Task Modeling and Human Problem- Solving Model 3.1.2 Human Reaction and Prediction of Cognitive Performance 3.2 Sensation and Perception of Information 3.2.1 Visual 3.2.2 Aural 3.2.3 Tactile and Haptic 3.2.4 Multimodal Interaction 3.3 Human Body Ergonomics (Motor Capabilities) 3.3.1 Fittss Law 3.3.2 Motor Control 3.4 Others 3.5 Summary References Chapter 4 HCI Design 4.1 The Overall Design Process 4.2 Interface Selection Options 4.2.1 Hardware Platforms 4.2.2 Software Interface Components 4.3 Wire-Framing 4.4 "NaiVe" Design Example: No Sheets 1.0 4.4.1 Requirements Analysis 4.4.2 User Analysis 4.4.3 Making a Scenario and Task Modeling 4.4.4 Interface Selection and Consolidation 4.5 Summary References Chapter 5 User Interface Layer 5.1 Understanding the UI Layer and Its Execution Framework 5.2 Input and Output at the Low Level 5.3 Processing the Input and Generating Output 5.3.1 Events, UI Objects, and Event Handlers 5.3.2 Event-Driven Program Structure 5.3.3 Output 5.4 Summary Reference Chapter 6 Chapter 7 Chapter 8 Chapter 9 Ul Development Toolkit 6.1 User Interface Toolkit 6.2 Java AWT UI Toolkit 6.3 Android UI Execution Framework and Toolkit 6.4 Examples: iOS UIKit Framework and Toolkit 6.5 Summary References Interactive System Development Framework 7.1 Model, View, and Controller (MVC) 7.1.1 Model 7.1.2 View 7.1.3 Controller 7.1.4 View/Controller 7.2 Example of MVC Implementation 1: Simple Bank Application 7.3 Example of MVC Implementation 2: No Sheets 7.4 Summary References User Interface Evaluation 8.1 Evaluation Criteria 8.2 Evaluation Methods 8.2.1 Focus Interview/Enactment/Observation Study 8.2.2 Expert Heuristic Evaluation 8.2.3 Measurement 8.2.4 Safety and Ethics in Evaluation 8.3 Summary References Future of HCI 9.1 Non-WIMP/Natural/Multimodal Interfaces 9.1.1 Language Understanding 9.1.2 Gestures 9.1.3 Image Recognition and Understanding 9.1.4 Multimodal Interaction 9.2 Mobile and Handheld Interaction 9.3 High-End Cloud Service and Multimodal Client Interaction 9.4 Natural/Immersive/Experiential Interaction 9.5 Mixed and Augmented Reality 9.6 Others 9.7 Summary ReferencesChapter 1 Introduction 1.1 What HCI Is and Why It Is Important 1.2 Principles of HCI 1.2.1 "Know Thy User" 1.2.2 Understand the Task 1.2.3 Reduce Memory Load 1.2.4 Strive for Consistency 1.2.5 Remind Users and Refresh Their Memory 1.2.6 Prevent Errors/Reversal of Action 1.2.7 Naturalness 1.3 Summary References Chapter 2 Specific HCI Guidelines 2.1 Guideline Categories 2.2 Examples of HCI Guidelines 2.2.1 Visual Display Layout (General HCI Design) 2.2.2 Information Structuring and Navigation (General HCI Design) 2.2.3 Taking User Input (General HCI Design) 2.2.4 Users with Disability (User Type) 2.2.5 Mobile Device (Platform Type) 2.2.6 Icons for Apple iOS and Fonts for Windows XP (Vendor) 2.2.7 "Earcon" Design for Aural Interface (Modality^ 2.2.8 Cell Phones (or Making Calls) in Automobiles (Task) 2.2.9 E-Commerce (Application) 2.3 Summary References Chapter 3 Human Factors as HOI Theories 3.1 Human Information Processing 3.1.1 Task Modeling and Human Problem- Solving Model 3.1.2 Human Reaction and Prediction of Cognitive Performance 3.2 Sensation and Perception of Information 3.2.1 Visual 3.2.2 Aural 3.2.3 Tactile and Haptic 3.2.4 Multimodal Interaction 3.3 Human Body Ergonomics (Motor Capabilities) 3.3.1 Fittss Law 3.3.2 Motor Control 3.4 Others 3.5 Summary References Chapter 4 HCI Design 4.1 The Overall Design Process 4.2 Interface Selection Options 4.2.1 Hardware Platforms 4.2.2 Software Interface Components 4.3 Wire-Framing 4.4 "NaiVe" Design Example: No Sheets 1.0 4.4.1 Requirements Analysis 4.4.2 User Analysis 4.4.3 Making a Scenario and Task Modeling 4.4.4 Interface Selection and Consolidation 4.5 Summary References Chapter 5 User Interface Layer 5.1 Understanding the UI Layer and Its Execution Framework 5.2 Input and Output at the Low Level 5.3 Processing the Input and Generating Output 5.3.1 Events, UI Objects, and Event Handlers 5.3.2 Event-Driven Program Structure 5.3.3 Output 5.4 Summary Reference Chapter 6 Chapter 7 Chapter 8 Chapter 9 Ul Development Toolkit 6.1 User Interface Toolkit 6.2 Java AWT UI Toolkit 6.3 Android UI Execution Framework and Toolkit 6.4 Examples: iOS UIKit Framework and Toolkit 6.5 Summary References Interactive System Development Framework 7.1 Model, View, and Controller (MVC) 7.1.1 Model 7.1.2 View 7.1.3 Controller 7.1.4 View/Controller 7.2 Example of MVC Implementation 1: Simple Bank Application 7.3 Example of MVC Implementation 2: No Sheets 7.4 Summary References User Interface Evaluation 8.1 Evaluation Criteria 8.2 Evaluation Methods 8.2.1 Focus Interview/Enactment/Observation Study 8.2.2 Expert Heuristic Evaluation 8.2.3 Measurement 8.2.4 Safety and Ethics in Evaluation 8.3 Summary References Future of HCI 9.1 Non-WIMP/Natural/Multimodal Interfaces 9.1.1 Language Understanding 9.1.2 Gestures 9.1.3 Image Recognition and Understanding 9.1.4 Multimodal Interaction 9.2 Mobile and Handheld Interaction 9.3 High-End Cloud Service and Multimodal Client Interaction 9.4 Natural/Immersive/Experiential Interaction 9.5 Mixed and Augmented Reality 9.6 Others 9.7 Summary References ER -