Norman, Kent.

The Wiley Handbook of Human Computer Interaction Set. - 1st ed. - 1 online resource (1043 pages)

Intro -- Volume 1 -- Title Page -- Copyright Page -- Contents -- Notes on Contributors -- Acknowledgments -- Introduction: Human-Computer Interaction Yesterday, Today, and Tomorrow -- A Very Human Fascination -- The Expanding and Encompassing Interface -- Global Reach -- Organization -- The Future -- References -- Part I Design Issues -- Chapter 1 Interactive Critical Systems and How to Build Them -- Introduction -- Technical Debt -- Solving Problems -- What is the Key Problem with HCI? -- Picturing Abstractions -- Case Study 1: Numbers -- Case Study 2: Medical Device Directive 93/42/EEC -- Case Study 3: Loss of Situational Awareness -- The Sharp End and the Blunt End -- Going Further -- Conclusions -- Acknowledgements -- References -- Chapter 2 Semiotics and Human-Computer Interaction -- Introduction -- A Semiotic Vignette -- Human-Computer Interaction as Computer-mediated Human Communication -- Semiotic Theories and Approaches -- Concluding Remarks -- References -- Chapter 3 Benefiting from ISO Standards -- Introduction -- The User Interface and Interaction -- Usability and Human-centered Quality as Intended Outcomes -- Human-Centered Design -- The Capability of an Organization to Apply User-centered Design -- How can International Standards for HCI be Used? -- Development of ISO Standards -- Obtaining ISO Standards -- Conclusions -- Acknowledgments -- References -- Chapter 4 Gender and Human-Computer Interaction -- Introduction -- Problematic Gendering in HCI -- Towards Gender-Aware and Inclusive HCI -- Conclusion -- References -- Chapter 5 Usability and Digital Typography -- Human-computer Interaction (HCI), Usability, and Typography -- Can We Measure the Usability of Digital Type? -- Guidelines -- Conclusion -- References -- Part II Design Process -- Chapter 6 Agile User-Centered Design -- Introduction -- General Recommendations. Integrating Agile Methods and UCD -- Further reading -- References -- Chapter 7 Ethnographic Approach to Design -- Introduction -- The Ethnographic Past -- Ethnography and HCI -- Why Use Ethnography? -- "Doing" Ethnography -- Questioning Ethnography -- Special Cases and New Methods -- Sensitive or Private Settings -- Mobilities -- The Virtual -- References -- Chapter 8 User Modeling -- Introduction -- Modeling Cognition -- Modeling Visual Perception -- Modeling Movement -- Applications of User Modeling -- Issues with User Modeling -- Standardization -- Conclusion -- References -- Chapter 9 Kids and Design -- Overview and Introduction -- Context and History of Designing Technology for Children -- Specific Methods of Designing Technology for Children -- Special Circumstances when Designing with Children -- Technology Evaluation Methods with Children -- Current and Future Trajectories -- Conclusion -- References -- Part III Evaluation Factors -- Chapter 10 User Experience -- Two Stories on User Experience -- Dimensions of User Experience -- User Experience Design and Process -- User Experience Evaluation and Measurement -- What is a Practitioner to Do? -- References -- Chapter 11 Task Load and Stress -- Introduction -- Quantifying Task Load and Stress -- Investigating Task Load and Stress -- Measures of Task Load and Stress -- Implications for Interface and System Design -- Conclusion and Future Directions -- Acknowledgments -- References -- Chapter 12 Comparing Mobile Experience -- Introduction -- A Six-stage Approach -- A 3M Process -- Concluding Remarks -- References -- Chapter 13 Factors of Immersion -- What is Immersion? -- System Immersion versus Immersive Response -- Influences on Immersion -- Effects of Immersion -- Levels of Immersion -- Conclusion -- References -- Part IV Evaluation Methods -- Chapter 14 Usability Testing -- Introduction. Planning Usability Tests -- Conducting Test Sessions -- Analyzing and Communicating Results -- Modifications of Usability Testing -- References -- Chapter 15 Remote Usability Testing -- Introduction -- The Need for Remote Testing -- Advantages of Remote Testing -- Examples of Remote Testing -- Limitations of Remote Testing -- Remote Testing Workflow -- Using GUITAR -- Remote Testing Methods -- Remote Testing Metrics -- Remote Testing Practice -- The Future of Remote Testing -- Key Takeaways -- References -- Chapter 16 Applied User Research in Games -- Introduction -- History -- What is Games User Research? -- Our Approach to User Research in Games -- Testing Narrative in Games -- Providing Design Intelligence -- Conducting User Research with Kids -- Understanding User-Generated Content -- User Research in Motion Gaming -- The Lure of Biometrics -- Conclusion -- References -- Part V Input / Output -- Chapter 17 Fitts' Law -- Introduction -- Background -- Fitts' Experiments -- Refinements to Fitts' Law -- Adjustment for Accuracy -- What is Fitts' Law? -- ISO 9241‐9 -- Calculation of Throughput -- Example User Study -- Results and Discussion -- Conclusion -- References -- Chapter 18 Principles for Designing Body-Centered Auditory Feedback -- Scenario -- Introduction -- Self-representation via Sound in Mixed Reality Environments -- Altering Body Representation via Sound to Enhance Body Capabilities -- Altering Interactions with Objects and Multimedia Interfaces via Sound to Enhance Movement Dynamics and Emotional State -- Initial Learning from Work in Physical Rehabilitation -- Conclusions and Future Directions -- Acknowledgments -- References -- Chapter 19 Input Device-Motion Capture -- Introduction -- Structure of the Human Body and Motion-capture Data -- Methods of Motion Capture. Reuse of Motion‐capture Data: Motion-capture Databases and their Applications -- Summary -- References -- Chapter '20 Applications of Intelligent and Multimodal Eye-Gaze Controlled Interfaces -- Introduction -- New Gaze-Tracking Technologies -- Applications -- Summary -- Conclusions -- References -- Chapter 21 Corneal Imaging -- Preliminary Comments -- Introduction -- Eye Anatomy -- Eye Model -- Eye Pose Estimation -- Corneal Reflection Modeling -- Corneal Image Processing -- Applications -- Future Directions -- Conclusion -- References -- Volume 2 -- Title Page -- Copyright Page -- Contents -- Notes on Contributors -- Acknowledgments -- The Wiley Handbook of Human Computer Interaction -- Part VI Interfaces -- Chapter 22 Multisurface Environments -- Introduction -- Defining Multisurface Environments -- The Evolution of Multisurface Environments -- The Interaction Space -- Designing the Environment -- Conclusion -- References -- Chapter 23 A Natural Language Interface for Mobile Devices -- Introduction -- Goals of Natural Language Interfaces -- START -- StartMobile -- Commercial Systems -- Conclusion -- Acknowledgements -- References -- Chapter 24 Visual Query Interfaces -- Introduction -- Classifying Visual Query Systems -- Recent Applications of VQSs -- Visual Querying of Data Streams -- Concluding Remarks -- Acknowledgements -- References -- Chapter 25 Interfaces for Music -- Scenario -- Introduction -- Music Performance -- Performance Behaviors -- Ownership -- Energy Exchange -- Affordances, Constraints, and Musical Mappings -- Multiparametric Control -- Functionality, Immediacy, and Improvisation -- Liveness and the Aesthetics of Performance -- Repurposing -- Summary -- References -- Part VII Interaction -- Chapter 26 Embodied Conversational Agents -- Introduction -- Why ECA Instead of Communicational Robots? -- Brief History of ECA Developments. Standardization of ECA Development -- Common Framework for the Development of ECAs -- Conclusions -- References -- Chapter 27 Interacting with Mobile Media -- Mobile Interface Design and Usability -- Mobile Application Domains -- Concluding Remarks -- Acknowledgments -- References -- Chapter 28 Natural Human-Robot Interaction -- Introduction -- What is Natural HRI? -- Natural HRI Modalities -- Naturally Controllable Robots -- Naturally Behaving Robots -- Learning Interaction Protocols -- Human-Robot Interaction Corpuses -- Conclusion -- References -- Chapter 29 A Quick Look at Game Engagement Theories -- Background -- Methodology -- Theme 1: Needs Satisfaction -- Theme 2: Emotion -- Theme 3: Cognition -- Theme 4: Relationships -- Theme 5: Aesthetics -- Discussion -- Practical Guidelines -- Closing Remarks -- References -- Part VIII Accessibility -- Chapter 30 Accessibility -- Introduction and Background -- Disability and Interaction with Technology -- Technologies -- The Future -- References -- Chapter 31 Designing for and with People Living with Challenging Circumstances -- Starting Position -- Experience and Variation -- Applied Areas -- Photo-Sharing after Domestic Violence -- Themes in Designing with People Facing Challenging Circumstances -- Implications for HCI as We Study and Practise Today -- Summary -- References -- Chapter 32 Innovative Accessible Interfaces -- Introduction -- The Accessible Design Space -- Designing Accessible Applications -- New Technologies for Accessibility -- References -- Conclusions -- Chapter 33 A Concrete Example of Inclusive Design: Deaf-Oriented Accessibility -- Introduction -- Vocal Languages, Sign Languages and Accessibility -- A Close View of Sign Languages -- Examples of Strategies to Represent / Communicate Digital Resources for the Deaf -- Writing Systems for SL in Literature -- Digital SignWriting. Conclusions and Integration Perspectives.

9781118977262


Human-computer interaction.


Electronic books.

QA76.9.H85 .W554 2018

004.019