Handbook of Human-Computer InteractionM.G. Helander, T.K. Landauer, P.V. Prabhu Elsevier, 1997 M08 18 - 1582 pages This completely revised edition, of the Handbook of Human-Computer Interaction, of which 80% of the content is new, reflects the developments in the field since the publication of the first edition in 1988. The handbook is concerned with principles for design of the Human-Computer Interface, and has both academic and practical purposes. It is intended to summarize the research and provide recommendations for how the information can be used by designers of computer systems. The volume may also be used as a reference for teaching and research. Professionals who are involved in design of HCI will find this volume indispensable, including: computer scientists, cognitive scientists, experimental psychologists, human factors professionals, interface designers, systems engineers, managers and executives working with systems development. Much of the information in the handbook may also be generalized to apply to areas outside the traditional field of HCI. |
Contents
Design and Development of Software Systems | 229 |
User Interface Design | 421 |
Evaluation of HCI | 651 |
Individual Differences and Training | 779 |
Multimedia Video and Voice | 875 |
Programming Intelligent Interface Design and KnowledgeBased Systems | 1103 |
Input Devices and Design of Work Stations | 1283 |
CSCW and Organizational Issues in HCI | 1431 |
1519 | |
1551 | |
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Common terms and phrases
action activities application approach behavior Carroll CIELAB CIELUV cognitive color communication complex Computing Systems concept context database direct manipulation direct manipulation interfaces display domain effective end-users ergonomic errors evaluation example Factors in Computing Figure Formal Methods formation function goals graphical graphs Human Factors Human-Computer Interaction icons identify input inter interface design interface metaphors Landauer layout Lifecycle longshot luminance measure ment mental models metaphor natural language navigation objects operator options organization participants participatory design perceptual performance problem Proceedings prototype relevant representation requirements scenarios screen selection simulation space spatial specific standard strategy structure target task analysis task model techniques tion usability usability engineering user interface user model user's virtual environment visual window workspace York