QWERTY Keyboard
http://en.wikipedia.org/wiki/QWERTY_Keyboard
Dvorak Keyboard
http://en.wikipedia.org/wiki/Dvorak_keyboard
Maltron Keyboard
http://en.wikipedia.org/wiki/Maltron_keyboard
Chord Keyboard
http://en.wikipedia.org/wiki/Chord_keyboard
T9 (Predictive Text Entry for Mobile Phone)
http://en.wikipedia.org/wiki/T9_(predictive_text)
Graffiti (Palm OS) Handwriting Recognition System
http://en.wikipedia.org/wiki/Graffiti_(Palm_OS)
Speech Recognition
http://en.wikipedia.org/wiki/Speech_recognition
IBM ViaVoice http://en.wikipedia.org/wiki/IBM_ViaVoice
Category Archives: Lecture Note
lecture4
Desktop Metaphor (Wikipedia)
데스크톱 메타포(desktop metaphor)는 그래픽 사용자 인터페이스에 쓰이는 통일 개념의 집합이자 인터페이스로, 사용자들이 컴퓨터와 더 쉽게 상호 작용할 수 있게 도와 준다.[1] 데스크톱 메타포는 컴퓨터의 모니터를 마치 사용자의 책상처럼 보이게 하여, 여기에다 문서, 파일 폴더를 놓을 수 있게 한다.
마이크로소프트 윈도 환경에서는 “바탕 화면”으로, 맥 OS X에서는 “데스크탑”으로 부른다.
http://ko.wikipedia.org/wiki/%EB%8D%B0%EC%8A%A4%ED%81%AC%ED%86%B1_%EB%A9%94%ED%83%80%ED%8F%AC
lecture3
Interaction Design Principles
- Visibility – Know state of device and actions available
- Feedback – Sending information back to the user about what action has been done and what has been accomplished
- Constraints – Restricting the possible user actions that can be performed
- Consistency – Design interfaces to have similar operations and use similar elements for achieving similar tasks
- Affordance – Attribute of an object that allows people to know how to use it
HCI Design Principles
- Know your user
– This can be hard when your user group is very general
- Reduce cognitive load
– This concerns designing so that users don’t have to remember large amounts of detail
- Engineering for errors
– Engineering for errors includes forcing a user to prevent him or her from making an error or at least make it more difficult
- Maintain consistency and clarity
– You can maintain consistency by using standard operations and representations and from using appropriate metaphors that help to build and maintain a user’s mental model of the system
User Experience
- Satisfying
- Enjoyable
- Fun
- Entertaining
- Helpful
- Motivating
- Aesthetically pleasing
- Supportive of creativity
- Rewarding
- Emotionally fulfilling
Usability
can be broken down into the following goals:
- Effectiveness – How accurately and completely users can
accomplish tasks
- Efficiency – How quickly users can complete tasks
- Safety – Avoid dangerous situations caused by interaction with
technology
- Utility – Provide enough functionality for users to accomplish
necessary tasks
- Learnability – How easy is it to learn to use technology
- Memorability – How easy is it to remember how to use a
technology once you have learned how to use it