The Resonant Interface: HCI Foundations for Interaction Design
Steven Heim · 2007
SECTION I USING COMPUTERS Chapter 1 Interaction Paradigms 1.1. Innovation 1.1.1 Memex 1.1.2 Human Augmentation System 1.1.3 OLIVER 1.1.4 The Ultimate Display 1.2. Computing Environments 1.2.1 Physical Computing Environment 1.2.2 Social Computing Environment 1.2.3 Cognitive Computing Environment 1.3. Analyzing Interaction Paradigms 1.3.1 5W+H 1.3.2 Terms 1.4. Interaction Paradigms 1.4.1 Large-Scale Computing 1.4.2 Personal Computing 1.4.3 Networked Computing 1.4.4 Mobile Computing 1.4.5 Collaborative Environments 1.4.6 Embodied Virtuality 1.4.7 Contemporary Approaches in Embodied Virtuality 1.4.8 Virtual Reality 1.4.9 Augmented Reality Chapter 2 Interaction Frameworks and Styles 2.1. Frameworks for Understanding Interaction 2.1.1 Execution/Evaluation Action Cycle 2.1.2 Interaction Framework 2.2. Coping with Complexity 2.2.1 Mental Models 2.2.2 Mapping 2.2.3 Semantic and Articulatory Distance 2.2.4 Affordances 2.3. Interaction Styles 2.3.1 Command Line 2.3.2 Menu-Based Interface 2.3.3 Form Fill-In 2.3.4 Question and Answer 2.3.5 Direct Manipulation 2.3.6 Metaphors 2.3.7 Web Navigation 2.3.8 Three-Dimensional Environments 2.3.9 Zoomable Interface 2.3.10 Natural Language SECTION II Designing Interaction Chapter 3 Interaction Design Process 3.1. Iterative Design 3.2. User-Centered Design 3.3. Interaction Design Models 3.3.1 Waterfall Model 3.3.2 Spiral Model 3.3.3 Dynamic Systems Development Method 3.3.4 Prototype-Based Models 3.3.5 Discount Usability Engineering 3.3.6 Contextual Inquiry 3.4. Overview of Interaction Design Models 3.4.1 The Design Process Model Chapter 4 Discovery 4.1. Discovery Phase Framework 4.1.1 Exploring the Work Domain 4.1.2 Organizing the Discovery Process 4.2. Collection 4.2.1 Methods of Collection 4.2.2 Observation 4.2.3 Elicitation 4.3. Interpretation 4.3.1 Task Analysis 4.3.2 Storyboarding 4.3.3 Use Cases 4.3.4 Primary Stakeholder Profiles 4.4. Documentation 4.4.1 Mission Statement 4.4.2 Requirements Document 4.4.3 Project Management Document Design Scenario: Circumference: Requirements Chapter 5 Design 5.1. Technology Myopia 5.2. Conceptual Design 5.2.1 Brainstorming 5.2.2 Card Sort 5.2.3 Semantic Networks 5.2.4 Personas 5.2.5 Scenarios, Flowcharts, and Cognitive Walkthroughs 5.3. Physical Design 5.3.1 Prototypes 5.3.2 Low-Fidelity Prototypes 5.4. Evaluation 5.4.1 Heuristic Evaluation 5.4.2 Nielsen's Heuristics 5.5. Physical Design Continued 5.5.1 Wireframes 5.5.2 Web Formats 5.5.3 Functional Prototypes 5.6. Interface Design Standards 5.6.1 Graphical Libraries 5.6.2 User Interface Toolkits 5.6.3 Visual Interface Builders 5.6.4 Web Development Tools 5.6.5 Emerging Standards 5.7. Designing the Facets of the Interface Design Scenario: Physical Design Chapter 6 Design Principles 6.1. Principles of Interaction Design 6.1.1 Framework for Design Principles 6.2. Comprehensibility 6.3. Learnability 6.4. Effectiveness/Usefulness 6.4.1 Utility 6.4.2 Safety 6.4.3 Flexibility 6.4.4 Stability6.5. Efficiency/Usability 6.5.1 Simplicity 6.5.2 Memorability 6.5.3 Predictability 6.5.4 Visibility6.6. Grouping 6.6.1 Gestalt Principles of Perception 6.7. Stimulus Intensity 6.8. Proportion 6.8.1 Golden Ratio 6.9. Screen Complexity 6.10. Resolution/Closure 6.11. Usability Goals 6.11.1 Goals to Principles 6.11.2 Principles to Guidelines Design Scenario: Application of Design Principles Chapter 7 Interaction Design Models 7.1 Model Human Processor 7.1.1 Working Memory 7.1.2 Long-Term Memory 7.1.3 Processor Timing 7.2 Keyboard Level Model 7.2.1 Operators 7.2.2 Encoding Methods 7.2.3 Heuristics for M Operator Placement 7.2.4 What the Keyboard Level Model Does Not Model 7.2.5 Application of the Keyboard Level Model7.3 GOMS 7.3.1 CMN-GOMS 7.3.2 CMN-GOMS Analysis 7.3.3 Other GOMS Models 7.4 Modeling Structure 7.4.1 Hick's Law 7.5 Modeling Dynamics 7.5.1 State Transition Networks 7.5.2 Three-State Model 7.5.3 Glimpse Model 7.6 Physical Models 7.6.1 Fitts' LawDesign Scenario: Scrolling versus Paging Chapter 8 Usability Testing 8.1 What Is Usability? 8.2 What Is a Usability Test? 8.2.1 Phases of a Usability Test 8.3 Design the Test 8.3.1 Why: Define the Purpose 8.3.2 What: Define Your Concerns and Goals 8.3.3 What: Define the Tasks 8.3.4 What: Create the Scenarios 8.3.5 What: Define the Measurements 8.3.6 How: Define the Test Method 8.3.7 Where: Determine the Location of the Tests 8.3.8 Who: Select Participants, Testers, and Observers 8.4 Prepare for the Test 8.4.1 When: Create a Test Schedule 8.4.2 Writing Scripts 8.4.3 Running a Pilot Test 8.5 Perform the Test 8.5.1 Test Phases 8.6 Process the Data 8.6.1 Activities Performed on the Day of the Test 8.6.2 Follow-Up Activities Design Scenario: Defining and Refining Usability Goals SECTION III FACETS OF INTERACTION Chapter 9 Color 9.1 The Human Perceptual System 9.1.1 Color Perception 9.1.2 Color Deficiencies 9.1.3 Individual and Cultural Issues 9.2 Using Color in Interaction Design 9.2.1 Clarification, Relation, and Differentiation 9.2.2 Searching 9.2.3 Comprehension, Retention, and Recall 9.2.4 Tasks and Performance 9.2.5 Redundant Coding 9.3 Color Concerns for Interaction Design 9.3.1 Indistinguishable Differences 9.3.2 Optimal Colors 9.3.3 Number of Colors 9.3.4 Incompatible Differences 9.3.5 Color Backgrounds 9.4 Technical Issues Concerning Color 9.4.1 Color Displays 9.4.2 Computing Environment 9.4.3 Color Systems 9.4.4 Color Contrast 9.4.5 Color Space 9.4.6 Web-Based Color 9.4.7 The Color Picker Design Scenario: Color Scheme Chapter 10 Interface Components 10.1. The WIMP Interface 10.1.1 Windows 10.1.2 Icons 10.1.3 Menus 10.1.4 Pointers10.2. Other Components 10.2.1 Lists 10.2.2 Controls 10.2.3 Display Components 10.2.4 Text Entry Components 10.2.5 Tool ContainersDesign Scenario: Web Form Chapter 11 Icons 11.1 Human Issues Concerning Icons 11.1.1 Novice User 11.1.2 The Dual Nature of Icons 11.1.3 Real-World Expectations 11.1.4 Recall/Recognition 11.1.5 Icon Analysis Chart 11.2 Using Icons in Interaction Design 11.2.1 Search 11.2.2 Screen Real Estate 11.2.3 Conventions 11.2.4 Context 11.2.5 Globalization-Localization 11.3 Technical Issues Concerning Icons 11.3.1 Icon Terminology 11.3.2 Principles for Icon Creation 11.3.3 Icon Grammar 11.3.4 Universal Systems 11.3.5 Deconstructing Icons 11.3.6 Icon Size 11.3.7 Transparency and Background 11.3.8 Current Practices Design Scenario: Icons Chapter 12 Text 12.1 Human Issues Concerning Text 12.1.1 The Reading Process 12.1.2 The Reading Purpose 12.1.3 Paper versus Screens 12.2 Using Text in Interaction Design 12.2.1 Legibility 12.2.2 Readability 12.2.3 Physical Factors 12.3 Technical Issues Concerning Text 12.3.1 Components of Digital Text 12.3.2 Web Text 12.3.3 Globalization/Localization 12.3.4 Dynamic Text Presentation Design Scenario: Text Formatting Chapter 13 Speech and Hearing 13.1 The Human Perceptual System 13.1.1 Hearing 13.1.2 Speech 13.1.3 Nonspeech 13.2 Using Sound in Interaction Design 13.2.1 Redundant Coding 13.2.2 Positive/Negative Feedback 13.2.3 Speech Applications 13.2.4 Nonspeech Applications 13.3 Technical Issues Concerning Sound 13.3.1 Sound Waves 13.3.2 Computer-Generated Sound 13.3.3 Speech Recognition Design Scenario: Auditory Display Chapter 14 Touch and Movement 14.1 The Human Perceptual System 14.1.1 Physical Aspects of Perception 14.1.2 Psychological Aspects of Perception 14.2 Using Haptics in Interaction Design 14.2.1 Teleoperation 14.2.2 Medical Uses 14.2.3 Users with Disabilities 14.2.4 Aerospace 14.2.5 Scientific Visualizations 14.2.6 Modeling 14.2.7 Art 14.2.8 Collaboration 14.2.9 Data Representations-Graphs 14.2.10 Gaming 14.3 Technical Issues Concerning Haptics 14.3.1 Haptic Displays 14.3.2 Tactile Displays 14.3.3 Force Feedback Displays 14.3.4 Desktop Devices 14.3.5 Haptic System Concerns Design Scenario: Coding Information for a Haptic Navigation Device Appendixes Appendix A Vision Appendix B Accessibility Guidelines Appendix C Input/Output Devices References Photo Credits Index