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READINGS
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READINGS (Updated
4/09/01)
REQUIRED MATERIALS
-
Baecker, Ronald M.,[et al. eds.].(1998).
Readings in Human-Computer Interaction:Toward the Year 2000. (2nd ed.)San
Francisco, CA: Morgan Kaufman
-
Norman, Donald A. (1988) The Design
of Everyday Things. New York,NY: Currency Doubleday.
-
Preece, Jenny. (1994). Human-computer
interaction. Reading,MA: Addison-Wesley.
-
CoursePAKs to be picked up at the Copy
Center include:
-
Dr. Furness' lecture slides (CoursePAK
#1)
LECTURE/ASSIGNMENT READINGS
ON USERS and METAPHORS
-
Monin, Nanette and John D. Monin (1994).
"Personification of the Computer: A Pathological Metaphor in IS". In
Proc of SIGCPR '94. March, 1994, Alexandria, VA, USA. 283-288.
-
Carroll, J. (1987)."Paradox of the Active
User". In Interfacing Thought: Cognitive Aspects of Human-Computer Interaction.
MIT Press, Cambridge.
-
Marx, Adam. "Using Metaphor Effectively
in User Interface Design". In Proc of CHI '94 . April 24-28, 1994,
Boston, MA, USA. 379-380. (tutorial abstract) Boston, MA. 379-380.
-
Marcus, Aaron. "Metaphor Design for User
Interfaces". In Proc of CHI'98.April 18-23, 1998, Los Angeles, CA,
USA. 129-130. (tutorial abstract)
ON SCENARIOS and CONTEXTUAL DESIGN
-
Carroll, John. [Ed.] (1995)."Introduction:
The Scenario Perspective on System Development". In Scenario-based design:
envisioning work and technology in system development . New York: Wiley,
3-16.
-
Kuutti, Kari. "Work Processes: Scenarios
as a Preliminary Vocabulary". In Carroll, J. [Ed.] Scenario-based design:
envisioning work and technology in system development . New York: Wiley,
3-16.
-
Beyer, Hugh and Karen Holtzblatt. (1999)
"Contextual Design". Interactions 6,1, January, 1999. 32-42.
ARCADE GAME READINGS posted outside office: AERB
114A
-
Crawford, C. (1990). "Lessons from Computer
Game Design". In Laurel, B. (Ed.) The Art of Human-Computer Interface
Design, Reading, MA: Addison-Wesley, 103-111.
-
Crawford, C. (1982). "The Art of Computer
Game Design". Berkeley, CA: Osborne/McGraw Hill, 77-92.
-
Standifer, C. (1997). "Apparent Intelligence
or Inanimate Objects Make Good Friends," In Proc. of Computer Game Developers
Conference '97, April, 1997, Santa Clara, CA, USA, 771-776.
-
Meretzky, S. (1997). "Humor in Game Design,"
In
Proc. of Computer Game Developers Conference '97, April, 1997, Santa
Clara, USA, 573-581.
-
Wickens, C. (1992). "Spatial Perception
and Cognition and the Display of Spatial Information". Chapter 4 in Engineering
Psychology and Human Performance. (2nd ed.)Harper Collins. New York:
116-166.
-
Pausch, R. and Jon Snoddy. (1996) "Disney's
Aladdin:First Steps Toward Storytelling in Virtual Reality". In Proc.
of SIGGRAPH '96. August 4-9, 1996, New Orleans, LA, ACM. 193-203.
SUGGESTED HCI READINGS available at Enginering
Library.
-
Dix, Alan J. [et al.].(1998). Human-computer
interaction. New York,NY: Prentice Hall.
-
Schneiderman, Ben. (1988) Designing
the user interface: strategies for effective human-computer-interaction.
(3rd Ed.) Reading, MA: Addison Wesley Longman.
-
REPRESENTATIONAL
CONSTRUCT SLIDES (PowerPoint
presentation)
DEFINITIONS
-
Human Engineering: The designing
of machines and associated products to suit the needs of humans.
-
Human-machine Interface: The boundary
at which people make contact with and use machines; when applied to programs
and operating systems, it is more widely known as the user interface. Microsoft
(R) Bookshelf (R) Computer and Internet Dictionary (C) 1997, Microsoft
Corporation
-
Ergonomics: The applied science
of equipment design, as for the workplace, intended to maximize productivity
by reducing operator fatigue and discomfort. Also called biotechnology,
human engineering, and human factors engineering. Excerpted
from The American Heritage (R) Dictionary of the English Language, Third
Edition (C) 1996, Houghton Mifflin Company.