Category Archives: Lecture Note

Text Input

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

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

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

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