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UNIT I

FOUNDATIONS OF HCI

1.1 The Human

1.2 I/O channels

1.2.1 Vision

1.3 Human Memory

1.3.1 Sensory memory

1.3.2 Short-term memory

1.3.3 Long-term memory

Table of Contents

1.4 Reasoning and problem solving

1.4.1 Reasoning

1.4.2 Problem solving

1.4.3 Skill acquisition

1.4.4 Errors and mental models

1.5 The computer

1.5.1 A typical computer system

1.5.2 Levels of interaction batch processing

1.5.3 Richer interaction everywhere, everywhen

1.6 Devices

1.6.1 Text Entry Devices

1.6.2 Positioning, Pointing and Drawing

1.6.3 DISPLAY DEVICES

1.7 Memory

1.7.1 RAM and short-term memory (STM)

1.7.2 Disks and long-term memory (LTM)

1.7.3 Understanding speed and capacity

1.7.4 Compression

1.7.5 Storage format and standards

1.7.6 Methods of access

1.8 Processing and networks

1.8.1 Effects of finite processor speed

1.8.2 Limitations

1.8.3 Networked computing

on interactive performance

1.9 Interaction

1.10 Models

1.10.1 terms of interaction

The

1.10.2 executionevaluation cycle

1.10.3 The interaction framework

The

1.11 Frameworks

1.12 Ergonomics

1.12.1 Arrangement of controls and displays

1.12.3

Health issues

1.12.4 The use of color

1.12.5 Ergonomics and HCI

1.13 Styles

1.13.1 Command line interface

1.13.2 Menus

1.13.3 Natural language

1.13.4 Question/answer and query dialog

1.13.5 Form-fills and spreadsheets

1.13.6 The WIMP interface

1.13.7 Point-and-click interfaces

1.13.8 Three-dimensional interfaces

1.14 Elements

1.14.1 Windows

1.14.2 Icons

1.14.3 Pointers

1.14.4 Menus

1.14.5 Buttons

1.14.6 Toolbars

1.14.7 Palettes

1.14.8 Dialog boxes

1.15 Interactivity

1.15.1 THE CONTEXT OF THE INTERACTION

1.16 Paradigms

1.16.1

Time sharing

1.16.2

Video display units

1.16.3

Programming

toolkits

1.16.4

Personal computing

1.16.5

Window systems and the WIMP interface

1.16.6

The metaphor

1.16.7

Direct manipulation

1.16.8

Language versus action

1.16.9

Hypertext

1.16.10

Multi-modality

1.16.11

Computer-supported cooperative work

1.16.12

The world wide web

1.16.13

Agent-based interfaces

1.16.14

Ubiquitous computing

1.16.15

Sensor-based and context-aware interaction

UNIT II

DESIGN & SOFTWARE PROCESS

2.1 Interactive Design Basics

2.1.1 Design

2.2 Process

2.2.1 Analysis

2.2.3

Iteration and Prototyping

2.2.4 Implementation and Deployment

2.2.5 User Focus

2.3 Scenarios

2.4 Navigation

2.4.1 Local structure

2.4.2 Global structure hierarchical organization

2.4.3 Global

2.4.4 Wider still

structure dialog

2.5

Screen Design

2.5.1 Tools for layout

2.5.2 User action and control

2.5.3 Appropriate appearance

2.6 Iteration and prototyping

2.7 HCI in software process

2.8 software life cycle

2.8.1 Activities in the life cycle

2.8.2 Validation and verification

2.8.3 Management and contractual issues

2.8.4 Interactive systems and the software life cycle

2.9 usability engineering

2.9.1 Problems with usability engineering

2.10 Prototyping in practice

2.10.1 Techniques for prototyping

2.10.2 Warning about iterative design

2.11 Design rationale

2.11.1 Process-oriented design rationale

2.11.2 Design space analysis

2.11.3 Psychological design rationale

2.12 Design rules

2.13 Principles

2.13.1 Learnability

2.13.2 Flexibility

2.13.3 Robustness

2.14 Standards

2.14.1 Underlying theory

2.14.2 Change

2.15 Guidelines

2.16 Rules

2.16.1 Shneiderman’s Eight Golden Rules of Interface Design

2.16.2 Norman’s Seven Principles for Transforming Difficult Tasks into Simple Ones

2.17 Evaluation Techniques

2.17.1 What is Evaluation?

2.17.2 Goals of Evaluation

2.17.4

Evaluation Through User Participation

2.17.5 Choosing an Evaluation Method

2.18 Universal Design

2.18.1

Universal Design Principles

2.18.2

Multi-Modal Interaction

2.18.3

Touch in the interface

2.18.4

Handwriting recognition

2.18.5

DESIGNING FOR DIVERSITY

UNIT III

MODELS AND THEORIES

3.1 Cognitive models

3.1.1 Goal and Task hierarchies

3.1.2 Linguistic Models

3.1.3 Challenge of Display-Based Systems

3.1.4 Physical and Devices models

3.1.5 Cognitive Architectures

3.2 Socio-Organizational issues and stake holder requirements

3.2.1 Organizational Issues

3.2.2 Capturing Requirments

3.3 Communication and collaboration Models

3.3.1 Face-to-Face Communication

3.3.2 Conversation

3.3.3 Text-Based Communication

3.3.4 Group Working

3.4 Hypertext,

Multimedia and WWW

3.4.1 Understanding Hypertext

3.4.2 Finding Things

3.4.3 Web Technology and Issues

3.4.4 Satic Web Content

3.4.5 Dynamic Web Content

UNIT IV

MOBILE HCI

4.1. Mobile Ecosystem

4.1.1. Platforms

4.1.2. Application frameworks

4.2. Types of Mobile Applications

4.2.1. Widgets

4.2.2. Applications

4.2.3. Games

4.3. Mobile Information Architecture

4.3.1. Information Architecture

4.3.3.

The Design Myth

4.4. Mobile 2.0

4.4.1. Mobile 2.0: The Convergence of the Web and Mobile

4.4.2. The Mobile Web Browser as the Next Killer App

4.4.3. Mobile Web Applications Are the Future

4.4.4. JavaScript Is the Next Frontier

4.4.5. The Mobile User Experience Is Awful

4.4.6. Mobile Widgets Are the Next Big Thing

4.4.7. Carrier Is the New “C” Word

4.4.8. Mobile Needs to Check Its Ego

4.4.9. We Are Creators, Not Consumers

4.5. Mobile Design

4.5.1. Interpreting Design

4.5.2. The Mobile Design Tent-Pole

4.5.3. Designing for the Best Possible Experience

4.5.4. The Elements of Mobile Design

4.5.5. Mobile Design Tools

4.5.6. Designing for the Right Device

4.5.7. Designing for Different Screen Sizes

UNIT

V

WEB

INTERFACE DESIGN

5.1. Designing Web Interfaces

5.1.1. Single-Field Inline Edit

5.1.2. Multi-Field Inline Edit

5.1.3. Overlay Edit

5.1.4. Table Edit

5.1.5. Group Edit

5.1.6. Module Configuration

5.1.7. Guidelines for Choosing Specific Editing Patterns

5.2. Drag & Drop

5.2.1. Interesting Moments

5.2.2. Purpose of Drag and Drop

5.2.3. Drag and Drop Module

5.2.4. Drag and Drop List

5.2.5. Drag and Drop Object

5.2.6. Drag and Drop Action

5.2.7. Drag and Drop Collection

5.2.8. The Challenges of Drag and Drop

5.3. Direct Selection

5.3.1. Toggle Selection

5.3.2. Collected Selection

5.3.3. Object Selection

5.3.4. Hybrid Selection

5.4. Contextual Tools

5.4.1. Interaction in Context

5.4.3.

Contextual Tools

5.4.4. Always-Visible Tools

5.4.5. Hover-Reveal Tools

5.4.6. Toggle-Reveal Tools

5.4.7. Multi-Level Tools

5.4.8. Secondary Menu

5.5. Overlays

5.5.1. Dialog Overlay

5.5.2. Detail Overlay

5.5.3. Input Overlay

5.6. Inlays

5.6.1. Dialog Inlay

5.6.2. List Inlay

5.6.3. Detail Inlay

5.6.4. Tabs

5.6.5. Inlay Versus Overlay?

5.7. Virtual Pages

5.7.1. Virtual Scrolling

5.7.2. Inline Paging

5.7.3. Scrolled Paging: Carousel

5.7.4. Virtual Panning

5.7.5. Zoomable User Interface

5.7.6. Paging Versus Scrolling

5.8. Process Flow

5.8.1. Google Blogger

5.8.2. Magic Principle

5.8.3. Interactive Single-Page Process

5.8.4. Inline Assistant Process

5.8.5. Dialog Overlay Process

5.8.6. Configurator Process

5.8.7. Static Single-Page Process

5.9. Case Studies: Provide an Invitation

5.9.1. Static Invitations

5.9.2. Dynamic Invitations