Table of contents for Usability engineering : process, products, and examples / Laura M. Leventhal, Julie A. Barnes.

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Table of Contents
Section 1 - Introduction to usability
Chapter 1 - What is a user interface?
Chapter 2 - What do we mean by HCI, usability and user interfaces?
Chapter 3 - Defining usability and models of usability 
Section 2 - The process of usability engineering
Chapter 4 - The process of usability engineering
Section 3 - Defining and documenting the user's needs
Chapter 5 - Understanding and documenting the UI that the user has in mind
Chapter 6 - Large-scale example of analysis and specification of user context, tasks and characteristics
Section 4 - Designing a user interface to match the user needs
Chapter 7 - Designing the interaction and designing a solution
Chapter 8 - Interaction styles and how they relate to project situations
Chapter 9 - More guidelines, some standards and generally some more ideas to improve your design of interaction
Section 5 - Revisiting the process
Chapter 10 - Revisiting the process: Prototyping your interaction
Chapter 11 - Usability assessment
Section 6 - A little more about design
Chapter 12 - Interaction design and evaluation example
Chapter 13 - Specifying and analyzing your (quality) software design
Section 7 - Context, constraints and responsibilities for user interface design
Chapter 14 - The ¿H¿ in HCI
Chapter 15 - Usability for everyone
Chapter 1 ¿ What is a user interface?
Motivation
1.1 Introduction
1.2 Common objects and what we can learn from them
1.3 How do users know what to do with an interface?
1.3.1 Perceptibility of salient cues from the interface
1.3.2 User models of devices
What do you perceive that you can do with the user interface?
What are the limitations of a user interface?
What happens when we operate the interface?
An example ¿ a jar lid
1.3.3 Designing aggravating interfaces
1.3.4 How do we know that our mental model fits the device?
Conclusions
Exercises
Chapter 2 ¿ What do we mean by HCI, usability and user interfaces?
Motivation
2.1 What do we mean by HCI?
2.2 What factors influence the success of a user interface?
2.3 Who is qualified to participate in HCI? 
2.4 Why is there interest in usability and user interfaces now?
2.4.1 Changes in hardware environments 
2.4.2 Changes in user characteristics
2.4.3 Changes in software environments and applications
2.4.4 More history of HCI
2.5 HCI grows within the computer science field
2.6 The context of HCI
2.7 The process of usability engineering
2.8 Why is usability engineering hard?
2.8.1 How do we guarantee usability?
2.9 Where are we going?
Conclusions
Exercises
Chapter 3 ¿ Defining usability and models of usability
Motivation
3.1 Introduction: What does usability mean exactly?
3.2 Shackel¿s model of usability
3.3 Nielsen¿s model of usability
3.4 Eason¿s model of usability
3.4.1 System (user interface) characteristics
3.4.2 Task characteristics
3.4.3 User characteristics
3.4.4 An example to illustrate the use of Eason¿s model
3.4.5 Is there any evidence to support the Eason model of usability?
3.5 A note about causality and usability models
3.6 Our model of usability
3.6.1 Situational variables ¿ Task
Frequency
Rigidness
Situational constraints
3.6.2 Situational variables ¿ User
User expertise
User motivation
3.6.3 User interface (system) variables
Ease of use, ease of learning and ease of relearning
Task Match
Flexibility
Satisfaction
3.7 What do you do with a model of usability?
3.8 An example of applying our model
3.8.1 Assessing task characteristics
Frequency
Rigidness
Situational Constraints
3.8.2 Assessing user characteristics
User motivation
User expertise
3.8.3 Assessing user interface characteristics
Ease of learning
Ease of use
Ease of relearning
Task match
Flexibility
Satisfaction
3.8.4 Now what?
3.9 Conclusions about measurements
3.10 What parts of the system have to be usable?
3.11 Usability characteristics and POET
Conclusions
Exercises
Chapter 4 ¿ The process of usability engineering
Motivation
4.1 Building a UI is part of software development and software development is hard
4.2 UI development adds special challenges to SW development
4.3 Process of development
4.4 Software life cycle
4.4.1 Systems engineering and analysis
4.4.2 Software requirements analysis and specification
4.4.3 Software design
4.4.4 Coding
4.4.5 Testing
4.4.6 Maintenance
4.4.7 Guessing game
4.4.8 Issues for the Waterfall Model
4.4.9 Some problems with the Waterfall Model
4.5 Building a model that includes usability engineering
4.5.1 What activities are necessary for usability engineering?
4.6 Methodologies, methods, models, notations and mechanics
4.6.1 Methodologies
4.6.2 Models
4.6.3 Notation
4.6.4 Mechanics
4.7 The development team
4.7.1 Team structure
4.8 How involved are the users?
Conclusions
Exercises
Chapter 5 ¿ Understanding and documenting the UI that the user has in mind
Motivation
5.1 Introduction
5.2 Context setting and context specification
5.3 Understanding the user¿s problem by understanding their tasks
5.3.1 Strategy 1 - Use Case analysis
5.3.2 Strategy 2 - Analysis using scenarios
5.3.3 Strategy 3 - Hierarchical task analysis
5.3.4 Which approach to use?
5.3.5 Our analysis and specification strategy - how to do it
5.3.6 Task analysis and specification process example
5.3.7 Completing the specification
5.3.8 Task analysis ¿Do's and Don'ts¿
5.3.9 Task analysis challenges
5.3.10 Task analysis and specification errors
5.3.11 Tasks versus implementation
5.3.12 Task analysis and specification summary
5.3.13 Additional or missing information relevant to the specification
5.3.14 Eliciting task information from users
5.4 Developing user profiles
5.4.1 How user characteristics may impact your final system
5.4.2 Where to start in building user profiles
5.4.3 Structure of a user profile document
5.5 Other specification documents and information
Conclusions
Exercises
Chapter 6 ¿ Large-scale example of analysis and specification of user context, tasks and characteristics
Motivation
6.1 Introduction
6.1.1 Steps for our analysis and specification
6.2 Task analysis and specification for the Audio Catalog
6.2.1 Audio Catalog tasks narrative description
6.2.2 Typical scenarios for the Audio Catalog
Scenario One
Informal Use Case One
Scenario Two
Informal Use Case Two
Scenario Three
Informal Use Case Three
Scenario Four
Informal Use Case Four
Scenario Five
Informal Use Case Five
Scenario Six
Informal Use Case Six
Scenario Seven
Informal Use Case Seven
Scenario Eight
Informal Use Case Eight
6.2.3 Identifying primary entities - Who and what are the important players and ¿things¿?
6.2.4 Use Cases and scenarios
6.2.5 More information from users
6.3 Analyzing the user tasks
Songs
CDs
Shopping Lists
Reports
Queries
Labels
Categories
Catalog
Description of Task 3: Manage CDs
Description of Task 3.1: Add a New CD to Catalog
Description of Task 3.2.2: Add Attributes to an Existing CD
Description of Task 3.2.4.3: Paste, Existing CD
6.4 User profiles
6.5 Context setting
6.6 Some notes about groups and tools
Conclusions
Exercises
Chapter 7¿ Designing the interaction and a solution
Motivation
7.1 Introduction
7.2 Design of interaction
7.3 Overview - interaction styles
7.4 Major categories of interaction styles - quick descriptions
7.4.1 Manipulation of visual elements
7.4.2 Conversational interactions
7.4.3 Manipulable and combination interaction styles
7.5 General design guidelines
7.5.1 Guideline 1 - Facilitate the development and use of workable mental models
7.5.2 Guideline 2 - Use meaningful analogies and metaphors
7.5.3 Guideline 3 - Avoid anthropomorphism
7.5.4 Guideline 4 - Minimize modal interactions
7.5.5 Guideline 5 - Reduce the cognitive workload of the user
7.5.6 Guideline 6 - Let the user be in charge
7.5.7 Conclusions about general guidelines
7.6 Beyond guidelines - Relating situational variables to interaction design decisions
7.6.1 Relating task characteristics to interaction design decisions
Frequently performed tasks
Infrequently performed tasks
Rigid tasks
Non-rigid tasks
Situational Constraints
7.6.2 Relating user characteristics to interaction design decisions
Novice users
Occasional users
Expert users
Conclusions
Exercises
Chapter 8 ¿ Interaction styles and how they relate to project situations
Motivation
8.1 Introduction
8.2 Getting started
8.3 Manipulation of visual elements interaction styles
8.3.1 Menus or menu-based interactions
Advantages and disadvantages of menus
Design decisions for menus
Menu architecture
Actual content and layout of menus
Semantic (meaning-based) organization of the menu options
Navigational structure of menus
Physical access to menus
Support for expert users
Menu types
Keyboard-based menus
Pull-down menus
Layered context-dependent (Lotus-style) menus
Pop-up menus
Picture menus
Pie menus
Check boxes (multiple selections)
Selecting a menu type
8.3.2 Windowed interactions
Design decisions for windowed interactions
8.3.3 Form fill-in interactions
Design decisions for form fill-in interactions
Navigation across multiple forms
Distinguishing between data and commands
Organization, labeling and contents of fields
User feedback and management of errors
8.3.4 Graphical direct manipulation
Direct manipulation examples
Direct manipulation design decisions and guidelines
Providing feedback
Choice of graphical representation and ¿physics¿
Support for expert users
Role of text
Direct manipulation open questions
8.4 Conversational interactions: Verbal, symbol exchange
8.4.1 Command-line interactions
Command-line language design decisions
8.4.2 Natural language and speech-based processing interfaces
8.4.3 Question-and-answer interactions
8.5 Manipulable and combination interactions
8.5.1 Haptic interactions
8.5.2 Multimodal and multimedia interactions
8.5.3 Virtual reality interactions
Design decisions for virtual reality interactions
8.5.4 Video and electronic game interactions
8.5.5 Mobile and handheld computer interactions
8.6 A reminder about hardware
8.7 To web or not to web?
Conclusions
Exercises
Chapter 9 ¿ More guidelines, some standards and generally some more ideas to improve your design of interaction
Motivation
9.1 Introduction
9.2 What are guidelines?
9.3 Commercial platform guidelines
9.4 Project guidelines
9.5 External standards
9.6 Conclusions about guidelines and standards
9.7 Guidelines for visual design
9.7.1 Color
9.7.2 Organizing interface elements
9.7.3 Fonts
9.7.4 Labels
9.7.5 Drawing attention to the wrong information
9.7.6 Using symbols and visual metaphors
9.7.7 Use of spacing, groupings and balance within a window, field or dialogue
Conclusions
Exercises
Chapter 10 ¿ Revisiting the process: Prototyping your interaction
Motivation
10.1 Why discuss prototyping here?
10.2 Introduction to prototyping and iterative design
10.3 Steps for prototyping - the prototyping lifecycle
10.4 Advantages to prototyping
10.5 How extensive or complete should the prototype be?
10.6 Styles of prototypes
10.6.1 Low-fidelity prototypes
Scenario and storyboard prototypes
Demonstration prototypes
10.6.2 High-fidelity prototypes
Version 0 prototypes
10.6.3 Horizontal and vertical prototypes
10.6.4 ¿Wizard of Oz¿ prototypes
10.7 Conclusions about prototypes and prototyping
10.8 Tools for interface construction and Version 0 prototypes
10.8.1 Event-driven programming languages
10.8.2 Specific user interface development tools
10.8.3 Toolkits
10.8.4 UIMS and dialog management
Conclusions
Exercises
Chapter 11 ¿ Usability assessment
Motivation
11.1 Introduction
11.2 Evaluation is a process
11.2.1 What steps are part of the evaluation process?
11.2.2 When should usability assessment be performed during development?
11.2.3 What kind of evaluation: Analytic evaluation, evaluation by experts or evaluation by users?
11.3 Getting started: The process
11.3.1 What are the steps in the process?
Understand the evaluation
Design the evaluation at a high level
Design the evaluation at a low level: Operationalize variables and benchmark tasks
Design the evaluation at a low level: To measure or not to measure - opinions or performance
Design the evaluation at a low level: Where to evaluate - laboratory, controlled setting or real site?
Design the evaluation at a low level: Developing a procedure
Design the evaluation at a low level: Developing the structure of experiments
Evaluate: pilot test or the real thing
11.4 When to evaluate?
11.4.1 Formative evaluation
11.4.2 Summative evaluation
11.4.3 Connection between the type and the time of the evaluation
11.5 What kind of evaluation?
11.5.1 Analytic evaluation
11.5.2 Evaluation by experts
Evaluation by experts: heuristic evaluation
Evaluation by experts: cognitive walkthrough
11.5.3 Evaluation by users: user testing
11.5.4 Performance measurements
11.5.5 Subjective measurements
11.5.6 Observational measurements
11.5.7 Users as informed participants
Conclusions
Exercises
Chapter 12 ¿ Interaction design and evaluation example 
Motivation
12.1 Introduction
Design of interaction: High-level design
Design of interaction: Low-level design
12.2 Design of interaction
12.2.1 Step 1. Review the values of the situational variables for your project.
What are the user characteristics for your project?
What are the characteristics of the tasks in your project?
What are the user characteristics for the Audio Catalog?
What are the characteristics of the tasks in the Audio Catalog?
12.2.2 Step 2. Choose an interaction style or styles.
12.2.3 Step 3. Use general guidelines to eliminate unworkable ideas and expand workable ideas.
12.2.4 Step 4. Identify and make specific decisions for your interaction style.
Design decisions for menus
12.2.5 Step 5. Identify a standard ¿look¿ for your screens.
12.2.6 Step 6. Design the ¿feel¿ of the interactions.
12.2.7 Step 7. Review general and visual guidelines. Re-design and re-evaluate.
12.3 Low-level design of interaction
12.3.1 Step 1. Map your task structure onto your design of interaction.
12.3.2 Step 2. Design individual interactions to support the tasks identified in the task analysis.
12.3.3 Step 3. Check the design of individual screens.
12.4 Re-evaluate your design decisions
12.5 Analyzing the design
12.6 Another evaluation of our design
Conclusions
Exercises
Chapter 13 ¿ Specifying and analyzing your (quality) software design
Motivation
13.1 Introduction
13.2 From interaction design to software development
13.3 Software requirements specification to support interaction
13.3.1 Specification of interface: A hard software engineering problem
13.3.2 Specifying the requirements for your interface software: What information should be included?
13.3.3 Look of interface and composition interface objects
13.3.4 Using UML models to specify ¿look¿ and ¿feel¿
13.3.5 Static structure of the interface: Class Diagrams
13.3.6. Relationships between classes
Associations
13.3.7 Showing behavior
13.3.8 Activity Diagram
Activity modeling and diagrams
13.3.9 State Diagram
13.3.10 Conclusions: Unified Software Engineering Methodology, UML and the specification of interfaces
13.4 Design of interface: A software design problem
13.4.1 What is designed during design of interface?
13.4.2 Software design quality
Functional independence
Coupling
Cohesion
Class coupling and cohesion
Encapsulation
Software reuse
13.4.3 Object-oriented paradigm and design quality
13.4.4 Object-oriented design and user interface design
13.5 A brief note about software testing
13.6 Other notations to support the specification and construction of interface software
13.7 Challenges for notations and methodologies
Conclusions
Exercises
Chapter 14 ¿ The ¿H¿ in HCI
Motivation
14.1 Introduction
14.2 The person as an information processor
14.3 Human input/output (I/O)
14.3.1 Attention
Designer Lessons
14.3.2 Insights about human input/output
Designer Lessons
14.3.3 Text and HCI
Designer Lessons
14.3.4 Hearing and audition
Designer Lessons
14.3.5 Touch
Designer Lessons
14.3.6 What about smell and taste?
14.3.7 What about output? Fitts¿ Law
14.4 Memory and storage
14.4.1 Sensory memory
14.4.2 Short-term memory (STM)
Chunking and the design of user interfaces
Designer Lessons
14.4.3 Working memory (WM)
Designer Lessons
14.4.4 Long-term memory (LTM)
Designer Lessons
Types of knowledge in LTM
Representation of knowledge
Designer Lessons
Skill acquisition
14.5 Cognitive and thinking processes
14.5.1 What is thinking?
14.5.2 Problem solving
Designer Lessons
More about problem solving and user interfaces
Designer Lessons
14.5.3 Decision making
14.5.4 Reasoning
Conclusions
Exercises
Chapter 15 ¿ Usability for everyone
Motivation
15.1 Introduction
15.2 Universal access as a matter of law in the United States
15.3 Diversity of users
15.3.1 Usability for users with disabilities
15.3.2 Usability for the elderly
15.3.3 Usability for children
15.3.4 Usability and gender
15.4 Real strategies for universal usability
15.4.1 To work within the context of established infrastructure to promote universal usability.
15.4.2 To use good engineering practice.
15.4.3 To design for a diverse audience.
15.4.4 To use and accommodate a wide variety of technologies.
15.5 Universal usability and the marketplace
15.6 Why now?
Conclusions
A final thought
Exercises
Chapter 16 ¿ References

Library of Congress Subject Headings for this publication:

User interfaces (Computer systems).
Computer software -- Development.
System design.