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Theoretical Foundations of 3D-Metaphors 


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61 at 1.0   HCI  Input 
Article:www.inf.ethz.ch/personal/kettner/pub/3d-metaphors.workshop.html
A 3D-metaphor explains the handling of a 3D-operation with a two dimensional input device. Current developments emphasize new input devices with higher degrees of freedom for interaction with three-dimensional graphics application. virtual-sphere-metaphor = ( parallel { turntable-angle-metaphor, turntable-axis-metaphor }, variants = ( ...

 

THE CYBORG'S DILEMNA: PROGRESSIVE EMBODIMENT IN VIRTUAL ENVIRONMENTS, BY Frank Biocca 


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62 at 1.0      
www.ascusc.org/jcmc/vol3/issue2/biocca2.html
Abstract Minding the Body, the Primordial Communication Medium Embodiment: The Teleology of Interface Design Embodiment: Thinking through our Technologically Extended Bodies User Embodiment and Three Forms in Which the Body "Feels" Present in the Virtual Environment Presence: Emergence of a Design Goal and Theoretical Problem Being There: The Sense of Physical Presence in Cyberspace Being with another Body: Designing the Illusion of Social Presence Is This Body Really "Me"? The effect of ...

 

ACM/SIGCHI Mailing Lists 


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63 at 1.0   HCI   
Discussion:www.acm.org/sigchi/listserv
Guidelines for participating in the popular CHI-Web@acm.org mailing list. A description of the new SIGCHI mailing lists and aliases on the ACM LISTSERV. Browse the list of public lists and aliases at L-Soft.

 

Oxford Presentation 


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64 at 1.0   HCI  Screens 
hubel.sfasu.edu/research/Oxford.html
The current study examined the readability of GUI's using four levels of textured backgrounds (plain, small, medium, large), two levels of saturation (dark, light), and three colours (blue, grey, yellow). Participants (N=34) found target words ("square", "circle", "triangle") embedded in the text excerpts (black text) that were placed on top of the textured backgrounds. In general, the plain backgrounds led to faster search times than did the medium-textured backgrounds, and the blue ...

 

Working Paper: A Three-Part Framework for Information Design  


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65 at 1.0   HCI  Information Architecture 
Article:web.bentley.edu/empl/c/scarliner/id/newmodel.htm
Since Felker, Pickering, Charrow, Holland, and Redish published the first Guidelines for Document Designers in 1981, the guidelines revolutionized and focused technical communicators on producing functional, readable documents. Although document design is intended to focus the efforts of communicators on helping readers achieve their goals, in practice, the appearance of pages and screens, and the editorial quality of the writing predominate. Consider informal comments by many technical ...

 

1999 ASIS Annual Meeting Contributed Paper 


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66 at 1.0   WebHCI  Searching 
Article:donturn.fis.utoronto.ca/papers/asis99/asis99.html
The study suggests that a behavioral framework that relates motivations (Aguilar) and moves (Ellis) may be helpful in analysing patterns of Web-based information seeking. Section 3 integrates elements from research in information seeking and organizational scanning into a behavioral model of Web-based information seeking. The figure below identifies four main modes of information seeking on the Web: undirected viewing, conditioned viewing, informal search, and formal search.

 

The Perfect User Interface 


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67 at 1.0   HCI  Criticism,40000 
Discussion:advogato.org/article/239.html
Posted 2 Feb 2001 by maphew The computer User Interface is something I spend a lot of time thinking about, and even more time cussing and fretting widely used.   Shortcut keys for all commands, wherever possible and it makes sense.   To assign a new keyboard shortcut to a command, open the menu as you normally would, select but don't activate the command, press the desired key, and voila!

 

Principles of good GUI Design 


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68 at 1.0   HCI  GUI 
Article:axp16.iie.org.mx/Monitor/v01n03/ar_ihc2.htm
Graphical user interfaces (GUIs) have become the user interface of choice. GUI designers' predilection for control is evident in applications that continually attempt to control user navigation by graying and blackening menu items or controls within an application. The Dispatch button invokes a modal dialog box instead of a modeless child window.

 

3D UI Sampler 


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69 at 1.0   HCI  3d 
Collection:www.research.microsoft.com/~dcr/ui/sampler/3d_sampler.asp
-- choose a WORK page: Resume Publications 3D Whitepaper 3D UI Sampler 3D UI Primer 3D UI Talk (new) Task Gallery - Home Task Gallery - Press Easy Living Slides User Interface RG Adaptive Systems RG User Interface RG (Int.) -- choose an ART page: my ex-Apartment Architecture - AMP Architecture - Beach House Architecture - Decon House Architecture - Diner Architecture - Glass House Architecture - Knife House Architecture - Playground Clock Radio Control/ed Installation Flash Animations ...

 

Human Behavior and the Web Research Center - Human-Computer Interaction 


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70 at 1.0   HCI   
Collection:www.cio.com/forums/behavior/hci.html
Jared Spool on Studying DesignHow to build better products.November 1, 1999 - CIO WebBusiness The Liquid Information OrganizationSee Articles link for writings on human-computer interaction. Virtual Design Profiles: Making Sense of Web Site Design GuidesSlide show with linked examples. HCI Resources:WWW/Internet ResourcesA list of human-computer interface/interaction and ergonomics resources related to the WWW, Linköping University.

 

Research and Publications 


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71 at 1.0   HCI  GUI 
Collection:tcomber.scu.edu.au/research/index.htm
The main focus of my work so far has been on layout complexity but of neccessity I'm also having to look at related metrics eg white space, layout appropriateness, grouping, balance. (1997) Interact'97 (Doctoral Consortium) Layout Complexity: Does It Measure Usability? (1996) DSV-IS'96/CADUI'96: Investigating Layout Complexity This is an extended summary of my research and literature review.

 

A Pattern Language 


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72 at 1.0   HyperMedia  Patterns 
HomePage:apatternlanguage.net/
There is a wonderful book called A Pattern Language. This site is about experiences with that pattern language. Some people, while thinking about what makes web sites and pages good, have looked at this book and begun to wonder what a pattern language for the web might be like.

 

Web Informant #68, 13 May 1997  


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73 at 1.0   WebHCI   
Article:strom.com/awards/68.html
Content may be why people visit a site. -- Tom Rielly, CEO of PlanetOut, quoted in last week's Business Week cover story on building on-line communities. I was present last night at a peculiar gathering: the celebration of the opening of Barnes and Noble's web site.

 

GI'99 Programme 


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74 at 1.0   HCI  GUI 
Collection:www.dgp.toronto.edu/gi/gi99/papers/programme.html
Click on a title to get the abstract and a further link to the Postscript paper. See also the list of posters. Will Anyone Really Use Radiosity?

 

Joel on Software User Interface Design for Programmers 3 


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75 at 1.0   HCI  GUI 
HypertextNode:joel.editthispage.com/stories/storyReader$61
User Interface Design for Programmers 3 Posted by Joel Spolsky, 4/12/00 at 9:59:49 PM. Chapter 3: Choices When you go into a restaurant and you see a sign that says "No Dogs Allowed," you might think that sign is purely proscriptive: Mr. Restaurant doesn't like dogs around, so when he built the restaurant he put up that sign. Pull up the Tools Options dialog box and you will see a history of arguments that the software designers had about the design of the product.

 

Hack the Planet Prime: Re: XML and user interfaces 


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76 at 1.0   HCI  Criticism 
Discussion:wmf.editthispage.com/discuss/msgReader$1643
Jolon Faichney: What makes user interfaces awful is that Apple and Microsoft aren't prepared to take them seriously and to develop user interfaces that are very good. Thus, it is up to the application designers to figure out the higher level semantics of their application and then come up with a way to implement those semantics. Adobe developed a UI for Photoshop, initially on the Mac, that made heavy use of tabbed palettes to control their extremely feature rich application.

 

Ford/Forlizzi: Theories of Experience 


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77 at 1.0   HCI  UE 
Article:www.goodgestreet.com/experience/theory.html
Alben and her colleagues developed a set of criteria for assessing quality of user experience in order to judge entries in the first ACM/interactions Design Awards. The jury was interested in how effective interaction design could provide people with sucessful and satisfying experiences. The criteria fall into two categories: those that directly impact user experience (e.g., learnable and usable), and those that make their contribution indirectly (e.g., understanding of users and effective ...

 

Measuring the Usability of Web Sites 


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78 at 1.0   WebHCI   
www.research.att.com/conf/hfweb/proceedings/kirakowski/index.html
A 60-item questionnaire for evaluating the users’ satisfaction of a web site was developed following a factor model used with success for conventional software evaluation. The results indicate that visitors reported higher satisfaction for the web sites which had some explicit HCI involvement in their development. The authors have developed a similar questionnaire for the evaluation of user satisfaction with web sites.

 

Experiences -- A Pattern Language for User Interface Design 


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79 at 1.0   HCI  Patterns 
Article:www.maplefish.com/todd/papers/experiences/Experiences.html
We will be concentrating our patterns on the place where a user interacts with the application: the user interface. Single Setting Command Control Center

 

Usability Pattern Language Workshop - Example Patterns 


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80 at 1.0   HCI  Patterns 
HyperTextNode:www.it.bton.ac.uk/staff/rng/UPLworkshop99/Patterns.html
Usability Pattern Language Workshop - Example Patterns NoMetaDescription Information on Demand   Behaviour Anticipation   Information-Interaction Decoupling   Behavioural Grouping  PDF  Just the Usual   Let People Overhear 

 

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