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Pearson Education Limited Edinburgh Gate Harlow Essex CM20 2JE England and Associated Companies throughout the world Visit us on the World Wide Web at: www.pearsoned.co.uk Pearson Education Limited 2014 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without either the prior written permission of the publisher or a licence permitting restricted copying in the United Kingdom issued by the Copyright Licensing Agency Ltd, Saffron House, 6 10 Kirby Street, London EC1N 8TS. All trademarks used herein are the property of their respective owners. The use of any trademark in this text does not vest in the author or publisher any trademark ownership rights in such trademarks, nor does the use of such trademarks imply any affiliation with or endorsement of this book by such owners. ISBN 10: 1-292-02390-2 ISBN 13: 978-1-292-02390-8 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Printed in the United States of America

Chapter 4 Evaluating Interface Designs Rahman, M., High velocity human factors: Human factors in mission critical domains in non-equilibrium, Proc. Human Factors and Ergonomics Society, Fifty-First t Annual Meeting, HFES, Santa Monica, CA (2007), 273 277. Rubin, Jeffrey and Chisnell, Dana, Handbook of Usability Testing, John Wiley & Sons, Indianapolis, IN (2008). Ryu, Young Sam and Smith-Jackson, Tonya L., Reliability and validity of the mobile phone usability questionnaire (MPUQ), Journal of Usability Studies 2, 1 (November 2006), 39 53. Schultz, David, Usability tips & tricks for testing mobile applications, ACM interactions 13, 6 (November/December, 2006), 14 15. Sharp, Helen, Rogers, Yvonne, and Preece, Jenny, Interaction Design: Beyond Human-Computer Interaction, John Wiley & Sons, West Sussex, U.K. (2007). Sherman, Paul (Editor), Usability Success Stories, Gower Publishing, Hampshire, U.K. (2006). Shneiderman, Ben and Plaisant, Catherine, Strategies for evaluating information visualization tools: Multi-dimensional in-depth long-term case studies, Proc. 2006 AVI Workshop on Beyond Time and Errors: Novel Evaluation Methods for Information Visualization, ACM Press, New York (2006), 1 7. Snyder, Carolyn, Paper Prototyping, Morgan Kaufmann, San Francisco, CA (2003). Spool, Jared, Surviving our success: Three radical recommendations, Journal of Usability Studies 2, 4 (August, 2007), 155 161. Stone, Debbie, Jarrett, Caroline, Woodroffe, Mark, and Minocha, Shialey, User Interface Design and Evaluation, Morgan Kaufmann, San Francisco, CA (2005). Stross, Randall, Can t open your e-mailbox? Good luck, New York Times, 4 October 2008, BU4. Theofanos, Mary and Quesenbery, Whitney, Towards the design of effective formative test reports, Journal of Usability Studies 1, 1 (November 2005), 27 45. Tohidi, Maryam, Buxton, William, Baecker, Ronald, and Sellen, Abigail, User sketches: A quick, inexpensive and effective way to elicit more reflective user feedback, Proc. CHI 2006 Conference: Human Factors in Computing Systems, ACM Press, New York (2006a), 105 114. Tohidi, Maryam, Buxton, William, Baecker, Ronald, and Sellen, Abigail, Getting the right design and the design right: Testing many is better than one, Proc. CHI 2006 Conference: Human Factors in Computing Systems, ACM Press, New York (2006b), 1243 1252. Tullis, Thomas S., A system for evaluating screen formats: Research and application, in Hartson, H. Rex and Hix, D. (Editors), Advances in Human-Computer Interaction, Volume II, Ablex, Norwood, NJ (1988), 214 286. Tullis, Thomas S. and Albert, Bill, Measuring the User Experience, Morgan Kaufmann, Burlington, MA (2008). Tullis, Thomas S. and Stetson, Jacqueline N., A comparison of questionnaires for assessing website usability, Proc. UPA 2004, UPA, Bloomingdale, IL (2004). Wharton, Cathleen, Rieman, John, Lewis, Clayton, and Polson, Peter, The cognitive walkthrough method: A practitioner s guide, in Nielsen, Jakob and Mack, Robert (Editors), Usability Inspection Methods, John Wiley & Sons, New York (1994). 168

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170 From Chapter 5 of Designing the User Interface: Strategies for Effective Human-Computer Interaction, Fifth Edition. Ben Shneiderman, Catherine Plaisant, Maxine Cohen, Steven Jacobs. Copyright 2010 by Pearson Education, Inc. Publishing as Prentice Hall. All rights reserved.

CHAPTER Direct Manipulation and Virtual Environments Leibniz sought to make the form of a symbol reflect its content. In signs, he wrote, one sees an advantage for discovery that is greatest when they express the exact nature of a thing briefly and, as it were, picture it; then, indeed, the labor of thought is wonderfully diminished. Frederick Kreiling, Leibniz, Scientific American, May 1968 Written in collaboration with Maxine S. Cohen 171

CHAPTER OUTLINE 174 5.1 Introduction 5.2 Examples of Direct Manipulation 5.3 Discussion of Direct Manipulation 5.4 3D Interfaces 5.5 Teleoperation 5.6 Virtual and Augmented Reality 5.1 Introduction Certain interactive systems generate a glowing enthusiasm among users that is in marked contrast with the more common reaction of reluctant acceptance or troubled confusion. The enthusiastic users report the following positive feelings: Mastery of the interface Competence in performing tasks Ease in learning originally and in assimilating advanced features Confidence in the capacity to retain mastery over time Enjoyment in using the interface Eagerness to show off the interface to novices Desire to explore more powerful aspects These feelings convey an image of a truly pleased user. The central ideas in such satisfying interfaces, now widely referred to as direct-manipulation interfaces (Shneiderman, 1983), are visibility of the objects and actions of interest; rapid, reversible, incremental actions; and replacement of typed commands by a pointing action on the object of interest. Dragging a file to a trash can is a familiar example of direct manipulation, but direct-manipulation ideas are also at the heart of many contemporary and advanced non-desktop interfaces. Game designers continue to lead the way in creating visually compelling three-dimensional (3D) scenes with characters (sometimes designed and usercreated) controlled by novel pointing devices. At the same time, interest in teleoperated devices has blossomed, enabling operators to look through 172