Human-Computer Interaction: An Empirical Research Perspective

author: MacKenzie

  1. Historical Context
  2. The Human Factor
  3. Interaction Elements
  4. Scientific Foundations
  5. Designing HCI Experiments
  6. Hypothesis Testing
  7. Modeling Interaction
  8. Writing and Publishing a Research Paper

An Introduction to Human Factors Engineering

author: Wickens, Lee, Liu, Becker

  1. Human Factors Engineering
  2. Design and Evaluation Methods
  3. Visual Sensory System
  4. Auditory, Tactile, and Vestibular System
  5. Cognition    —   see Readings
  6. Decision Making    —   see Readings
  7. Displays
  8. Controls
  9. Engineering Anthropometry and Workspace Design
  10. Biomechanics at Work
  11. Work Physiology
  12. Stress and Workload
  13. Safety, Accidents, and Human Error
  14. Human-Computer Interaction
  15. Automation
  16. Transportation Human Factors
  17. Selection and Training
  18. Social Factors
  19. Research Methods

Sketching User Experiences: The Workbook

authors: Buxton, Marquardt, Carpendale, Greenberg

  1. Getting Into the Mood
  2. Introduction: Sketching the User Experience
  3. Why Should I Sketch?: A Synopsis of Buxton’s Sketching User Experiences: Getting
  4. The Sketchbook: Your Basic Resource for Recording, Developing, Showing and Archiving Ideas
  5. 10 Plus 10: Descending the Design Funnel: Developing 10 Different Ideas and Refinements of Selected Ideas
  6. Sampling the Real World
  7. Scribble Sketching: Rapidly Sketching Out Ideas – Anywhere, Anytime – to Capture the Essence of that Idea
  8. Sampling with Cameras: Capturing Trigger Moments
  9. Collecting Images & Clippings: Becoming a Semi-Organized Hunter/Gatherer
  10. Toyboxes and Physical Collections: Collecting Physical Stuff
  11. Sharing Found Objects: Seeing Each Other’s Collections to Encourage Conversation
  12. The Single Image
  13. Warm Up to Sketching: A Sketching Exercise You Can Always Learn From
  14. Sketching What You See: An Exercise on Drawing Accurately
  15. Sketching Vocabulary: Drawing Objects, People, and Their Activities
  16. The Vanilla Sketch: Basic Elements Of A Sketch: Drawing, Annotations, Arrows and Notes
  17. The Collaborative Sketch: Sketching to Brainstorm, Express Ideas and Mediate Interaction
  18. Slideware for Drawing: Exploiting Commonly Available Digital Presentation Tools for Sketch Drawing
  19. Sketching with Office Supplies: Using Commonly Available Office Supplies to Create Editable Sketches
  20. Templates: Pre-Draw the Constant, Non-Changeable Parts of Your Sketch as a Template that You Can Use and Reuse
  21. Photo Traces: Create Collections of Sketch Outlines that Form the Basis of Composed Sketches
  22. Hybrid Sketches: Combining Sketches With Photos
  23. Sketching with Foam Core: Sketching in a Physical Medium
  24. Snapshots in Time: The Visual Narrative
  25. Sequential Storyboards: Visually Illustrating an Interaction Sequence Over Time
  26. The State Transition Diagram: A Way to Visually Illustrate Interaction States, Transitions and Decision Paths Over Time
  27. The Branching Storyboard: Visually Illustrating Interaction Decisions Over Time
  28. The Narrative Storyboard: Telling a Story About Use and Context Over Time
  29. Animating the User Experience
  30. The Animated Sequence: Animating a Single Interaction Sequence of Registered Images
  31. Motion Paths: Smoothly Animating Movement Emphasizes the Feeling of Interaction
  32. Branching Animations: Animating Different Interaction Paths in a Branching Sequence
  33. Keyframes and Tweening: Creating More Complex Animations
  34. Linear Video: Using a Movie to Illustrate an Interaction Sequence With Paper
  35. Involving Others
  36. Uncovering the Initial Mental Model: Discovering How People Initially Interpret Your Sketched Interface From its Visuals
  37. Wizard of Oz: A Human ‘Wizard’ Controls How Your Sketch Responds to a Person’s Interactions
  38. Think Aloud: Discovering What People are Thinking as they Use Your Sketched Interface
  39. Sketch Boards: Arrange Your Sketches On Poster Boards to Share them With Others
  40. The Review: Presenting Your Ideas and Getting Others to Critique Them