HUMAN-COMPUTER INTERACTION SECOND EDITION
Dix, Finlay, Abowd and Beale


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Chapter 1 The human 1.7 Summary Page 51

In this chapter we have considered the human as an information processor, receiving inputs from the world, storing, manipulating and using information, and reacting to the information received. Information is received through the senses, particularly, in the case of computer use, through sight, hearing and touch. It is stored in memory, either temporarily in sensory or working memory, or permanently in long-term memory. It can then be used in reasoning and problem solving. Recurrent familiar situations allow people to acquire skills in a particular domain, as their information structures become better defined. However, this can also lead to error, if the context changes.


Chapter 1 The human Recommended reading Page 51

A textbook covering human senses and perception in detail. Easy to read with many home experiments to illustrate the points made.


Chapter 2 The computer Raster scan Page 73

The CRT is a cheap display device, and has fast enough response times for rapid animation coupled with a high colour capability. Note that animation does not necessarily mean little creatures and figures running about on the screen, but refers in a more general sense to the use of motion in displays: moving the cursor, opening windows, indicating processor-intensive calculations, or whatever. As screen resolution increases, however, the price rises. Because of the electron gun and focusing components behind the screen, CRTs are fairly bulky, though recent innovations have led to less bulky displays in which the electron gun is not placed so that it fires directly at the screen, but fires parallel to the screen plane with the resulting beam bent through 90 degrees to hit the screen.


Chapter 2 The computer Direct view storage tube (DVST) Page 75

Research into the potentially harmful effect of these emissions is generally inconclusive, in that it is difficult to determine precisely what the causes of illness are, and many health scares have been the result of misinformed media opinion rather than scientific fact. However, users who are pregnant ought to take especial care and observe simple precautions. Generally, there are a number of common-sense things that can be done to relieve strain and minimize any risk. These include


Chapter 2 The computer 2.7.1 Effects of finite processor speed Page 96

A second fault due to slow processing is where, in a sense, the program does the right thing, but the feedback is too slow, leading to strange effects at the interface. In order to avoid faults of the first kind, the system buffers the user input; that is, it remembers keypresses and mouse buttons and movement. Unfortunately, this leads to problems of its own. One example of this sort of problem is cursor tracking, which happens in character-based text editors. The user is trying to move backwards on the same line to correct an error, and so presses the cursor-left key. The cursor moves and when it is over the correct position, the user releases the key. Unfortunately, the system is behind in responding to the user, and so has a few more cursor-left keys to process -- the cursor then overshoots. The user tries to correct this by pressing the cursor-right key, and again overshoots. There is typically no way for the user to tell whether the buffer is empty or not, except by interacting very slowly with the system and observing that the cursor has moved after every keypress.


Chapter 3 The interaction 3.5.8 Three-dimensional interfaces Page 122

The simplest technique is where ordinary WIMP elements, buttons, scroll bars, etc., are given a 3D appearance using shading, giving the appearance of being sculpted out of stone. By unstated convention, such interfaces have a light source at their top right. Where used judiciously, the raised areas are easily identifiable and can be used to highlight active areas (Figure 3.13). Unfortunately, some interfaces make indiscriminate use of sculptural effects, on every text area, border and menu, so all sense of differentiation is lost.


Chapter 3 The interaction 3.5.8 Three-dimensional interfaces Page 122

A more complex technique uses interfaces with 3D workspaces. The objects displayed in such systems are usually flat, but are displayed in perspective when at an angle to the viewer and shrink when they are 'further away'. Figure 3.14 shows one such system, Web-book [38]. Notice how size, light and occlusion provide a sense of distance. Notice also that as objects get further away they take up less screen space. Three-dimensional workspaces give you extra space, but in a more natural way than iconizing windows.


Chapter 4 Usability paradigms and principles Overview Page 143
Abstract principles offer a way of understanding usability in a more general sense, especially if we can express them within some coherent catalogue.

Chapter 4 Usability paradigms and principles 4.2.8 Language versus action Page 153

The action and language paradigms need not be completely separate. In the above example, we distinguished between the two paradigms by saying that we can describe generic and repeatable procedures in the language paradigm and not in the action paradigm. An interesting combination of the two occurs in programming by example when a user can perform some routine tasks in the action paradigm and the system records this as a generic procedure. In a sense, the system is interpreting the user's actions as a language script which it can then follow.


Chapter 4 Usability paradigms and principles 4.2.10 Multi-modality Page 154

The vast majority of interactive systems use the traditional keyboard and possibly a pointing device such as a mouse for input and are restricted to one (possibly colour) display screen with limited sound capabilities for output. Each of these input and output devices can be considered as communication channels for the system and they correspond to certain human communication channels, as we saw in Chapter 1. A multi-modal interactive system is a system that relies on the use of multiple human communication channels. Each different channel for the user is referred to as a modality of interaction. In this sense, all interactive systems can be considered multi-modal, for humans have always used their visual and haptic (touch) channels in manipulating a computer. In fact, we often use our audio channel to hear whether the computer is actually running properly.


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