Query: Human-Computer Interaction

title: Human Computer Interaction
abstract: 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  Where's 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  Numeric keypads 2.2 Text entry devices 2.3 Positioning, pointing and drawing 2.4 Display devices Design  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  Choosing the right kind of speech Design Focus: Apple Newton 10.4 Designing for diversity  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: It's 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: Tomorrow's 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  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  Getting the size right 20.5 Summary Exercises Recommended reading Chapter 21 Hypertext, multimedia and the world wide web 21.1  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

title: Finding Common Ground: A Survey of Capacitive Sensing in Human Computer Interaction
abstract: For more than two decades, capacitive sensing has played a prominent role in human computer interaction research. Capacitive sensing has become ubiquitous on mobile, wearable, and stationary devices enabling fundamentally new interaction techniques on, above, and around them. The research community has also enabled human position estimation and whole body gestural interaction in instrumented environments. However, the broad field of capacitive sensing research has become fragmented by different approaches and terminology used across the various domains. This paper strives to unify the field by advocating consistent terminology and proposing a new taxonomy to classify capacitive sensing approaches. Our extensive survey provides an analysis and review of past research and identifies challenges for future work. We aim to create a common understanding within the field of human computer interaction, for researchers and practitioners alike, and to stimulate and facilitate future research in capacitive sensing.

title: User Centered System Design New Perspectives on Human Computer Interaction
abstract: HAL is a multi disciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L'archive ouverte pluridisciplinaire HAL, est destinee au depot et a la diffusion de documents scientifiques de niveau recherche, publies ou non, emanant des etablissements d'enseignement et de recherche francais ou etrangers, des laboratoires publics ou prives.  New Perspectives on Human Computer Interaction Roy D. Pea

title: Theoretical Importance of Contingency in Human Computer Interaction
abstract: A critical determinant of message interactivity is the presence of contingency, that is, the messages we receive are contingent upon the messages we send, leading to a threaded loop of interdependent messages. While this "conversational ideal" is easily achieved in face to face and computer mediated communications (CMC) imbuing contingency in human computer interaction (HCI) is a challenge. We propose two interface features interaction history and synchronous chat for increasing perceptions of contingency, and therefore user engagement. We test it with a five condition, between participants experiment (N 110) on a movie search site. Data suggest that interaction history can indeed heighten perceptions of contingency and dialogue, but is perceived as less interactive than chatting. However, the chat function does not appreciably increase perceived contingency or user engagement, both of which are shown to mediate the effects of message interactivity on attitudes toward the site. Theoretical implications for interactivity research and practical implications for interaction design are discussed.

title: Being Human: Human Computer Interaction in the Year 2020
abstract: The information, findings and opinions contained in this document are those of the authors and do not necessarily reflect the views of Microsoft Research Ltd or Microsoft Corporation. Microsoft Research Ltd and Microsoft Corporation do not guarantee the accuracy of any information presented herein. Personal non commercial use of this publication is permitted. For permission to reprint or republish any portion of this publication for commercial purposes, please contact as above. The question persists and indeed grows whether the computer will make it easier or harder for human beings to know who they really are, to identify their real problems, to respond more fully to beauty, to place adequate value on life, and to make their world safer than it now is.

title: Review of constraints on vision based gesture recognition for human computer interaction
abstract: The ability of computers to recognise hand gestures visually is essential for progress in human computer interaction. Gesture recognition has applications ranging from sign language to medical assistance to virtual reality. However, gesture recognition is extremely challenging not only because of its diverse contexts, multiple interpretations, and spatio temporal variations but also because of the complex non rigid properties of the hand. This study surveys major constraints on vision based gesture recognition occurring in detection and pre processing, representation and feature extraction, and recognition. Current challenges are explored in detail.

title: 23 Ways to Nudge: A Review of Technology Mediated Nudging in Human Computer Interaction
abstract: Ten years ago, Thaler and Sunstein introduced the notion of nudging to talk about how subtle changes in the 'choice architecture' can alter people's behaviors in predictable ways. This idea was eagerly adopted in HCI and applied in multiple contexts, including health, sustainability and privacy. Despite this, we still lack an understanding of how to design effective technology mediated nudges. In this paper we present a systematic review of the use of nudging in HCI research with the goal of laying out the design space of technology mediated nudging the why (i.e. which cognitive biases do nudges combat) and the how (i.e. what exact mechanisms do nudges employ to incur behavior change) All in all, we found 23 distinct mechanisms of nudging, grouped in 6 categories, and leveraging 15 different cognitive biases. We present these as a framework for technology mediated nudging, and discuss the factors shaping nudges' effectiveness and their ethical implications.

title: Intelligent Human Computer Interaction Based on Surface EMG Gesture Recognition
abstract: Urban intelligence is an emerging concept which guides a series of infrastructure developments in modern smart cities. Human computer interaction (HCI) is the interface between residents and the smart cities, it plays a key role in bridging the gap in applicating information technologies in modern cities. Hand gestures have been widely acknowledged as a promising HCI method, recognition human hand gestures using surface electromyogram (sEMG) is an important research topic in the application of sEMG. However, state of the art signal processing technologies are not robust in feature extraction and pattern recognition with sEMG signals, several technical problems are still yet to be solved. For example, how to maintain the availability of myoelectric control in intermittent use, since pattern recognition qualities are greatly affected by time variability, but it is unavoidable during daily use. How to ensure the reliability and effectiveness of myoelectric control system also important in developing a good human machine interface. In this paper, linear discriminant analysis (LDA) and extreme learning machine (ELM) are implemented in hand gesture recognition system, which is able to reduce the redundant information in sEMG signals and improve recognition efficiency and accuracy. The characteristic map slope (CMS) is extracted by using the feature re extraction method because CMS can strengthen the relationship of features cross time domain and enhance the feasibility of cross time identification. This study is focusing on optimizing the time differences in sEMG pattern recognition, the experimental results are beneficial to reducing the time differences in gesture recognition based on sEMG. The recognition framework proposed in this paper can enhance the generalization ability of HCI in the long term use and it also simplifies the data collection stage before training the device ready for daily use, which is of great significance to improve the time generalization performance of an HCI system.

title: Values and Ethics in Human Computer Interaction

title: Support vector machines to detect physiological patterns for EEG and EMG based human computer interaction: a review.
abstract: Support vector machines (SVMs) are widely used classifiers for detecting physiological patterns in human computer interaction (HCI) Their success is due to their versatility, robustness and large availability of free dedicated toolboxes. Frequently in the literature, insufficient details about the SVM implementation and/or parameters selection are reported, making it impossible to reproduce study analysis and results. In order to perform an optimized classification and report a proper description of the results, it is necessary to have a comprehensive critical overview of the applications of SVM. The aim of this paper is to provide a review of the usage of SVM in the determination of brain and muscle patterns for HCI, by focusing on electroencephalography (EEG) and electromyography (EMG) techniques. In particular, an overview of the basic principles of SVM theory is outlined, together with a description of several relevant literature implementations. Furthermore, details concerning reviewed papers are listed in tables and statistics of SVM use in the literature are presented. Suitability of SVM for HCI is discussed and critical comparisons with other classifiers are reported.