The second edition of Human-Computer Interaction established itself as one of the classic textbooks in the area, with its broad coverage and rigorous approach, this new edition builds on the existing strengths of the book, but giving the text a more student-friendly slant and improving the coverage in certain areas. The revised structure, separating out the introductory and more advanced material will make it easier to use the book on a variety of courses. This new edition now includes chapters on Interaction Design, Universal Access and Rich Interaction, as well as covering the latest developments in ubiquitous computing and Web technologies, making it the ideal text to provide a grounding in HCI theory and practice.
                         
                        
                            Contents Foreword Preface to the third edition  Preface to the second edition  Preface to the first edition  Introduction  Part 1 Foundations  Chapter 1 The human  1.1 Introduction  1.2 Input-output channels  Design Focus: Getting noticed  Design Focus: Wheres the middle?  1.3 Human memory  Design Focus: Cashing in  Design Focus: 7 +- 2 revisited  1.4 Thinking: reasoning and problem solving  Design Focus: Human error and false memories  1.5 Emotion  1.6 Individual differences  1.7 Psychology and the design of interactive systems  1.8 Summary  Exercises  Recommended reading  Chapter 2 The computer  2.1 Introduction  Design Focus: Numeric keypads  2.2 Text entry devices  2.3 Positioning, pointing and drawing  2.4 Display devices  Design Focus: Hermes: a situated display  2.5 Devices for virtual reality and 3D interaction  2.6 Physical controls, sensors and special devices  Design Focus: Feeling the road  Design Focus: Smart-Its - making sensors easy  2.7 Paper: printing and scanning  Design Focus: Readability of text  2.8 Memory  2.9 Processing and networks  Design Focus: The myth of the infinitely fast machine  2.10 Summary  Exercises  Recommended reading  Chapter 3 The interaction  3.1 Introduction  3.2 Models of interaction  Design Focus: Video recorder  3.3 Frameworks and HCI  3.4 Ergonomics  Design Focus: Industrial interfaces  3.5 Interaction styles  Design Focus: Navigation in 3D and 2D  3.6 Elements of the WIMP interface  Design Focus: Learning toolbars  3.7 Interactivity  3.8 The context of the interaction  Design Focus: Half the picture?  3.9 Experience, engagement and fun  3.10 Summary  Exercises  Recommended reading  Chapter 4 Paradigms  4.1 Introduction  4.2 Paradigms for interaction  4.3 Summary  Exercises  Recommended reading  Part 2 Design process  Chapter 5 Interaction design basics  5.1 Introduction  5.2 What is design?  5.3 The process of design  5.4 User focus  Design Focus: Cultural probes  5.5 Scenarios  5.6 Navigation design  Design Focus: Beware the big button trap  Design Focus: Modes  5.7 Screen design and layout  Design Focus: Alignment and layout matter  Design Focus: Checking screen colors  5.8 Iteration and prototyping  5.9 Summary  Exercises  Recommended reading  Chapter 6 HCI in the software process  6.1 Introduction  6.2 The software life cycle  6.3 Usability engineering  6.4 Iterative design and prototyping  Design Focus: Prototyping in practice  6.5 Design rationale  6.6 Summary  Exercises  Recommended reading  Chapter 7 Design rules  7.1 Introduction  7.2 Principles to support usability  7.3 Standards  7.4 Guidelines  7.5 Golden rules and heuristics  7.6 HCI patterns  7.7 Summary  Exercises  Recommended reading  Chapter 8 Implementation support  8.1 Introduction  8.2 Elements of windowing systems  8.3 Programming the application  Design Focus: Going with the grain  8.4 Using toolkits  Design Focus: Java and AWT  8.5 User interface management systems  8.6 Summary  Exercises  Recommended reading  Chapter 9 Evaluation techniques  9.1 What is evaluation?  9.2 Goals of evaluation  9.3 Evaluation through expert analysis  9.4 Evaluation through user participation  9.5 Choosing an evaluation method  9.6 Summary  Exercises  Recommended reading  Chapter 10 Universal design  10.1 Introduction  10.2 Universal design principles  10.3 Multi-modal interaction  Design Focus: Designing websites for screen readers  Design Focus: Choosing the right kind of speech  Design Focus: Apple Newton  10.4 Designing for diversity  Design Focus: Mathematics for the blind  10.5 Summary  Exercises  Recommended reading  Chapter 11 User support  11.1 Introduction  11.2 Requirements of user support  11.3 Approaches to user support  11.4 Adaptive help systems  Design Focus: Its good to talk - help from real people  11.5 Designing user support systems  11.6 Summary  Exercises  Recommended reading  Part 3 Models and theories  Chapter 12 Cognitive models  12.1 Introduction  12.2 Goal and task hierarchies  Design Focus: GOMS saves money  12.3 Linguistic models  12.4 The challenge of display-based systems  12.5 Physical and device models  12.6 Cognitive architectures  12.7 Summary  Exercises  Recommended reading  Chapter 13 Socio-organizational issues and stakeholder requirements  13.1 Introduction  13.2 Organizational issues  Design Focus: Implementing workflow in Lotus Notes  13.3 Capturing requirements  Design Focus: Tomorrows hospital - using participatory design  13.4 Summary  Exercises  Recommended reading  Chapter 14 Communication and collaboration models  14.1 Introduction  14.2 Face-to-face communication  Design Focus: Looking real - Avatar Conference  14.3 Conversation  14.4 Text-based communication  14.5 Group working  14.6 Summary  Exercises  Recommended reading  Chapter 15 Task analysis  15.1 Introduction  15.2 Differences between task analysis and other techniques  15.3 Task decomposition  15.4 Knowledge-based analysis  15.5 Entity-relationship-based techniques  15.6 Sources of information and data collection  15.7 Uses of task analysis  15.8 Summary  Exercises  Recommended reading  Chapter 16 Dialog notations and design  16.1 What is dialog?  16.2 Dialog design notations  16.3 Diagrammatic notations  Design Focus: Using STNs in prototyping  Design Focus: Digital watch - documentation and analysis  16.4 Textual dialog notations  16.5 Dialog semantics  16.6 Dialog analysis and design  16.7 Summary  Exercises  Recommended reading  Chapter 17 Models of the system  17.1 Introduction  17.2 Standard formalisms  17.3 Interaction models  17.4 Continuous behavior  17.5 Summary  Exercises  Recommended reading  Chapter 18 Modeling rich interaction  18.1 Introduction  18.2 Status-event analysis  18.3 Rich contexts  18.4 Low intention and sensor-based interaction  Design Focus: Designing a car courtesy light  18.5 Summary  Exercises  Recommended reading  Part 4 Outside the box  Chapter 19 Groupware  19.1 Introduction  19.2 Groupware systems  19.3 Computer-mediated communication  Design Focus: SMS in action  19.4 Meeting and decision support systems  19.5 Shared applications and artifacts  19.6 Frameworks for groupware  Design Focus: TOWER - workspace awareness  Exercises  Recommended reading  Chapter 20 Ubiquitous computing and augmented realities  20.1 Introduction  20.2 Ubiquitous computing applications research  Design Focus: Ambient Wood - augmenting the physical  Design Focus: Classroom 2000/eClass - deploying and evaluating ubicomp  20.3 Virtual and augmented reality  Design Focus: Shared experience  Design Focus: Applications of augmented reality  20.4 Information and data visualization  Design Focus: Getting the size right  20.5 Summary  Exercises  Recommended reading  Chapter 21 Hypertext, multimedia and the world wide web  21.1 Introduction  21.2 Understanding hypertext  21.3 Finding things  21.4 Web technology and issues  21.5 Static web content  21.6 Dynamic web content  21.7 Summary  Exercises  Recommended reading  References  Index