abstract artifacts, 401
accessibility, 483
ACM see Association for Computing Machinery
ActiMates™, 200
ACTIVBoards, 156
see also lifecycle models
activity theory (AT)
field studies, 668–9, 670–3, 678
theoretical frameworks, 399–405
adaptive software development (ASD), 454
advanced graphical interfaces, 240–51, 549
adware, 342
aesthetic design, 687, 700, 705
anthropomorphism, 180, 199–202, 214
conversational interactions, 206–7
emotional design model, 180, 207–10
expressive interfaces, 180, 182–8
negative emotions, 180, 188–95, 208–9
persuasive technologies, 195–7
positive emotions, 182–8, 208–9
software upgrades, 193
technology as experience frameworks, 180
waiting, 193
affordance, 33
agents see virtual agents
air traffic management (ATM), 434–5
alternative
solutions, 417, 429, 433–44, 495, 503
ambient
intelligence, 7
sounds, 281
analysis of data see data analysis
analytical evaluation
DECIDE framework, 628
heuristic evaluation, 684, 686–702, 715, 718–22
keystroke level model, 708–12, 715
predictive models, 684
ANMs see auxiliary nurse midwives
anthropology, 631
anthropomorphism, 180, 199–202, 214, 285
appropriation, 401
artifacts
theoretical frameworks, 400, 401–2
artist-designer approach, 489–91
ASD see adaptive software development
Association for Computing Machinery (ACM), 633–4, 641
asynchronous
AT see activity theory
The Atlantic Systems Guild, 522–6
ATM see air traffic management; automated teller machines
attention
design implications, 98
goals, 95
information presentation, 95–7
audio recordings
transcription, 356–7, 358, 378–81
augmented reality interfaces, 216, 277–81
automated phone systems, 69–70
automated teller machines (ATM)
requirements, 497
automatic prototyping techniques, 575
auxiliary nurse midwives (ANMs), 595–600
avatars
3D gaming, 80
collaborative technologies, 152–3
evaluation, 606
lip-synch applications, 99
virtual reality/environments, 246–7
Bang and Olufsen, 669
bar graphs, 363, 364–5, 368, 372
beatbugs, 7
behavioral level processes, 207–8, 209
beta tests, 455
bias
evaluation, 640
participant selection, 663, 664
blank space, 98–9, 310–11, 692
blogging, 50
Bluetooth, 61
Blumberg, Bruce, 204
Braille-based cell phones, 8, 266–7, 552
brainstorming, 417, 437, 439, 503–4
briefing sessions, 700
browsers
interface metaphors, 63
memory, 102
budgetary constraints, 624, 632
call
boxes, 8
routing, 259
caller-led speech, 259
cameras see photography
CAQDAS Networking Project, 387
card-based prototypes, 534, 561–6, 575
case-based reasoning, 434
cash machines see automated teller machines
categorization, 373, 378–83, 386–7
cell phones
conceptual models, 542
design process, 441
field studies, 668
functionality, 40
physical design, 552
prototypes, 570
transparency, 119
chat rooms
affective aspects, 201
evaluation, 637
ClearBoard, 157
ClipArt, 240
closed questions
data gathering, 299–300, 304, 308, 309–11
closing sessions, 307
CMC see computer-mediated communication
coffee and donut tests, 616
COG, 182
computational offloading, 125, 126–8
conceptual frameworks, 92, 122
gulf of execution/evaluation, 121–2
memory, 94, 101–10, 125–6, 128–9
reflective, 94, 110–13, 114–16
cognitive
load, 700
collaborative immersive games, 602–5
collaborative technologies
asynchronous communication, 153–4
communication, 134, 141–60, 161–2, 177
computer-mediated communication, 152–60
coordination mechanisms, 141–3, 161–6
data gathering, 350
different locations, 143–8, 169
schedules, rules and conventions, 162, 164
shared external representations, 163, 168
social mechanisms, 134, 136–71, 177–8
synchronous communication, 152–3
technology-mediated social phenomena, 172–4
color-blindness, 483
command interfaces, 220–4, 286
command-based interactions, 73, 75, 79–81
communicability, 673
communication
collaborative technologies, 134, 141–60, 161–2, 177
conversational mechanisms, 136–41
different locations, 143–8, 169
social mechanisms, 134, 136–71
technology-mediated social phenomena, 172–4
component systems, 574
compound sentences, 304
computational offloading, 125, 126–8
computer games see gaming
computer-based tracking systems, 398–9
computer-mediated communication (CMC), 152–60
computer-supported cooperative work (CSCW), 10
conceptual frameworks, 92, 122
conceptual models
available information, 551
design principles, 540
functions, 550
interface metaphors, 44, 51–2, 58–63, 543–6
presentation, 549
prototypes, 528, 539–51, 576–7
relationships, 52
confidentiality, 634, 636, 657
conflict, 523
conscious requirements, 524
consistency
analytical evaluation, 687, 689, 693, 721
console interfaces, 284
constraints
conceptual models, 61
consumption habits, 375
content analysis, 382
context principle, 498
context of use, 479
context-aware environments, 55, 75, 77–8, 79–81
context-sensitive
information, 129
menus, 261
contextual
information, 310
inquiry, 421, 457, 498–9, 578–82
control, 686
controlled environments
data gathering, 321–2, 334–8, 344
usability testing, 644–66, 677–8
controlled experiments, 590
convenience sampling, 318
conventions
collaborative technologies, 162, 164
real-world/system-oriented, 686
conversation
analysis, 382
cool-off periods, 307
cooperative inquiry, 301
coordination mechanisms
designing collaborative technologies, 164–6
schedules, rules and conventions, 162, 164
shared external representations, 163, 168
verbal/non-verbal communication, 161–2
Crampton Smith, Gillian, 467–70
critical
mass, 607
Cruiser, 147
Crystal, 454
CSCW see computer-supported cooperative work
cultural aspects
cursor icons, 120
customer support centers, 396–9, 403–5
data analysis
categorization, 373, 378–83, 386–7
critical incidents, 373, 383–6
distributed cognition, 385, 394–9, 404–5
graphical representation, 362–6, 368, 371–3, 387, 394
interpretation, 354
observation, 358–9, 368–72, 384
presentation, 354, 405–9, 500–4
qualitative data, 354, 356–9, 372–86
quantitative data, 354, 356–72
recurring patterns or themes, 373–8
theoretical frameworks, 388–405
controlled environments, 334–8, 344
degree of participation, 326–7
diary studies, 294, 328, 338–40
envisioning future settings, 325–26
evaluation, 588–95, 596, 603–5, 632–3
field studies, 321–4, 667–8, 670–8
focus groups, 302–3, 308, 309, 343
information, 294
physiological data, 603–5, 633
problematizing existing settings, 325–6
questionnaires, 290, 294, 293, 308–21, 343
resources, 345
triangulation, 293
usability testing, 646, 652, 656–7
validation, 317
data logs
data analysis, 358–9, 368–72, 386
ethics, 639
usability testing, 646
data requirements, 479, 486–7, 500–1
DC see distributed cognition,
debriefing sessions, 701
deception, 639
constraints, 632
expertise, 632
demographic information, 310
DENIM, 572
alternative solutions, 417, 429, 433–44
attention, 99
command interfaces, 224
conceptual models, 540
good/poor design, 2–6
interaction design, 8–15, 17–38
language processing, 114
multidisciplinary teams, 11–13
perception, 101
process of interaction design, 17–19
reflective cognition, 115
upgrades, 112
usability, 4, 20–5, 27–8, 35–6
user-centered design, 425
virtual reality/environments, 246–7
what to design, 5–8
activities, 421, 428–9, 444–65
alternative solutions, 417, 429, 433–44
Crampton Smith, Gillian, 467–70
empirical measurement, 425, 427
expectation management, 418–9, 420
human–computer interaction, 448, 458–64
multidisciplinary teams, 420, 422, 462, 468–70
prototypes, 417–18, 420, 442, 460
requirements, 416, 418, 428–9, 432
software development, 422–3, 424, 445–7, 449–58
user-centered design, 412, 425–8, 430–3, 455–7, 464
users, 417–27, 430–3, 442–3, 470
design spaces
interface metaphors, 44, 51–2, 58–63
relationships, 52
designer's models, 85
dialog boxes
cognitive frameworks, 120
interfaces, 227
diaries
different-participant design, 663, 664
digital cameras, 239
Digital Desk, 277
digitizer tablets, 455
direct manipulation, 71–3, 79–81
direct observation
controlled environments, 334–8, 344
requirements, 495
disabilities
Braille-based cell phones, 8, 266–7, 552
requirements, 483
distributed cognition (DC)
collaborative technologies, 129–31
data analysis, 385, 394–9, 404–5
documentation, 687
domestic
robots, 284
DOS, 224
download times, 193
dynamic
icons, 184
dynamic systems development
Dynamo system, 149
e-tickets, 627
ecological validity, 641
efficiency, 21, 414, 443–4, 687
embedded adjacency pairs, 139
emotional
see also affective aspects
empirical measurement, 425, 427
environmental requirements, 479, 486–7
envisioning future settings, 325–26
ergonomics, 11
error messages
analytical evaluation, 687
design tips, 192
ESM see experience sampling method
essential use cases, 472, 501, 514–15
establishing requirements see requirements
ethics
DECIDE framework, 624, 626, 633–9
informed consent, 292–3, 635–7, 654
ethnography
data analysis, 374–8, 385, 387, 394, 401–2
requirements, 496
combined approaches, 592–5, 614–16
communicability, 673
controlled environments, 588–9, 590, 594
definitions, 590
expertise, 632
field studies, 588–95, 628, 677
lifecycle stage, 589–90, 594, 605–14, 620
methodology, 595, 596, 620, 628–9
opportunistic, 593
participant selection, 677
predictive, 590
predictive models, 684
prototypes, 528, 589, 602, 608
requirements, 497
users, 584, 590, 594, 616, 630–1
see also analytical evaluation; heuristic evaluation; usability testing
evaluation–redesign cycles, 472, 528
event languages, 574
evolutionary
upgrading, 112
expectation management, 418–9, 420
experience sampling method (ESM), 667–8
experiential
design, 9
experimental design, 661–6, 680–1
expressive interfaces, 180, 182–8
external
testing, 446
eXtreme programming (XP), 454–8
EyeToy, 261
feature teams, 446
feedback
affective aspects, 184, 195–8, 214
cognitive walkthroughs, 703
collaborative technologies, 178
data analysis, 390
data gathering, 351
evaluation, 593, 594, 600, 614–15, 624
heuristic evaluation, 690
interaction types, 73
interviews, 308
lifecycle models, 448, 449, 457
persuasive technologies, 195–7
questionnaires, 319
tangible interfaces, 277
field studies
activity theory, 669, 670–3, 678
communicability, 673
data gathering, 321–34, 343, 644, 667–78
degree of participation, 326–7
envisioning future settings, 325–26
experience sampling method, 667–8
participant selection, 677
problematizing existing settings, 325–6
stopping, 324
file locking, 164
financial modeling, 54
Flash, 535
flexibility, 687
Flickr, 50
focus groups
data gathering, 302–3, 308, 309, 343
formal
language-based tools, 574
formative evaluation, 589, 590
freedom, 686
frustrating interfaces, 180, 188–95
FTWs see future technology workshops
functional requirements, 477, 478, 486–7, 526
future technology workshops (FTWs), 492–4
futurefit, 493
futuristic scenarios, 507, 508
gaming
affective aspects, 202
cognition, 92
design principles, 27
EyeToy, 261
interaction types, 79
mixed reality interfaces, 280–1
problem spaces, 49
virtual reality/environments, 246
general valve theories, 117–18
global positioning systems (GPS), 321–2
global websites, 554
goals
attention, 95
usability, 20–5, 35, 38, 414, 485–7, 506
usability testing, 653
see also user experience goals goals, operations, methods and selection rules (GOMS), 515, 684, 706–13, 715
GPS see global positioning systems
granularity, 394
graphical authentication, 109
graphical user interfaces (GUIs)
conceptual models, 55–7, 65, 73–4, 548–9
design principles, 37
learning, 111
reflective cognition, 115
GroupSystem, 155
GUIs see graphical user interfaces
gulf of execution/evaluation, 121–2
hand-writing recognition, 571
Hawthorne effect, 641
HCI see human–computer interaction
head up displays (HUDs), 278
help facilities
analytical evaluation, 687
heuristic evaluation
interface metaphors, 59
principles, 590, 592, 594, 596, 684
usability, 687–9, 695–6, 718–20
web design, 689–96, 715, 718–22
hierarchical task analysis (HTA), 472, 515–19, 520
high-fidelity prototypes, 535–6, 576
home technologies, 328–30, 374–5
horizontal
prototyping, 537
HTA see hierarchical task analysis
HUDs see head up displays
human factors, 11
human-centered design, 458, 462–3
human–computer interaction (HCI)
affective aspects, 185
conceptual models, 85
field studies, 673
memory, 106
performance measures, 680
see also interfaces
The Hunting of the Snark, 280–1
HutchWorld
field studies, 668
heuristic evaluation, 696
Hydra, 145
hyperlinks, 692
hypermedia applications, 556
hypertext, 574
ICDL see International Children's Digital Library
icons
cursors, 121
dynamic, 184
interaction, 225
rollover functions, 240
IDE see interactive development environment
identifying needs see needs
ideo-pleasure, 210
illum commuting jacket, 7
imagineering, 492
inception stage, 428
incident diaries, 669
indirect observation
requirements, 495
individualism, 482
informal
information
architects, 15
data gathering, 294
informed consent, 292–3, 635–7, 654
innovation
inspections
heuristic evaluation, 684, 686–702
Institutional Review Boards (IRB), 634–6
inter-rater reliability, 378–9
interaction
interactive
graphical tools, 574
system design, design principles, 9
television, 243
interactive development environment (IDE), 705
advanced graphical interfaces, 240–51
anthropomorphism, 285
augmented reality, 216, 277–81
builders, 574
design principles, 9, 15, 27–8
evaluation, 608
information visualization, 249–51
interactive installations, 279–80
metaphors, 44, 51–3, 58–63, 543–6
mixed reality, 216, 277–81, 286
speech-based, 258–60, 270, 286
virtual reality/environments, 244–9, 286
wearable computing, 216, 281–4, 286
see also disabilities; graphical user interfaces
internal
consistency, 687, 689, 693, 721
testing, 446
International Children's Digital Library (ICDL), 674–6
interpretation principle, 498
interviews
conducting, 307
data analysis, 357–9, 393–4, 403
data gathering, 290, 298–308, 343
enrichment, 308
focus groups, 302–3, 308, 309, 343
online, 308
unstructured, 298
usability testing, 646
introductions, 307
IRB see Institutional Review Boards
iteration
conceptual models, 540
requirements, 472, 474, 500, 501
JAD see joint application development
joint application development (JAD), 452, 453
Jordan's pleasure model, 180, 210
keystroke
language-based tools, 575
LCD see learner-centered design
learner-centered design (LCD), 122, 244
learning
collaborative technologies, 154–6, 177
scenarios, 510
Crampton Smith, Gillian, 467–70
dynamic systems development method, 452–3
human–computer interaction, 448, 458–64
interaction design models, 448–9, 462–3
joint application development, 452, 453
parallel interaction design, 455–8
rapid applications development, 449, 450–3
spiral lifecycle model, 449–50, 451
synch and stabilize process, 445–7
user-centered design, 455–7, 464
waterfall lifecycle model, 449, 450
linguistic integrity, 522
lip-synch applications, 99
local websites, 554
logging see data logs
long term orientation (LTO), 482
low-fidelity prototypes, 531–5, 536, 538–9, 577
LTO see long term orientation
McCarthy's technology as experience framework model, 180
Macintosh desktop interface, 73–4
main sessions, 307
Manifesto for Agile Software Development,, 454
manipulating, 64, 70–6, 79–81, 548
maps, 279
marble answering machine, 3–4
Mars Exploration Rovers (MERs), 331–2
masculinity–femininity, 482
massively multiplayer online role-playing games (MMPORGs), 369–72
matched-pairs design, 663, 664
media experiences, 375
Media Space, 145
medical applications
augmented reality interfaces, 278
design process, 439
evaluation, 595–600, 605–14, 619–20, 638
field studies, 668
web design, 650–60, 678, 689–91
MedlinePlus, 650–60, 678, 689–91
memory
context, 102
design implications, 106–7, 110
recognition/recall, 102, 105–7, 109–10, 687
strategies, 103
menus
context-sensitive, 261
heuristic evaluation, 690, 692
interaction, 225
online questionnaires, 317, 319–21
MERs see Mars Exploration Rovers
metaphors see interface metaphors
Microsoft design process, 419–20, 421, 445–7
Milgram, Stanley, 639
Miller's 7 ± 2 rule, 105–7, 665
minimalist design, 687
mixed reality interfaces, 216, 277–81, 286
MMPORGs see massively multiplayer online role-playing games
mnemonics, 103
mobile
record-keeping devices, 595–600
MobiLearn, 510
model-based prototyping, 575
modifying existing products, 528
MoFax, 698
MOOs see multi-user role-playing
more is more mentality, 118, 269, 688
MUDs see multi-user role-playing
multi-user role-playing (MUDs/MOOs), 143–5, 369–72
multidisciplinary teams
collaborative technologies, 179
design process, 419–20, 422, 462, 468–70
requirements, 504
multimedia interfaces, 241–4, 286
multimodal interfaces, 269–72, 286
multinational companies, 554
N6387
National Library of Medicine (NLM), 650–60, 678, 689–91
needs
identifying, 474, 499–500, 519
negative emotions, 180, 188–95, 208–9
negative questions, 310
NetMeeting, 648
neutral probes, 300
NLM see National Library of Medicine
non-functional requirements, 477–8, 525–6
non-verbal communication, 136, 161–2
Norman's emotional design model, 180, 207–10
note-taking
Nvivo, 387
object-oriented software engineering (OOSE), 460, 510, 574
objectivity, 389
controlled environments, 321–2, 334–8, 344
data analysis, 358–9, 368–72, 373, 384, 401–2
degree of participation, 326–7
envisioning future settings, 325–26
evaluation, 321, 334, 596, 601–2, 607, 632–3
goals, 324
problematizing existing settings, 325–6
requirements, 495
socialization, 333
stopping, 324
Olympic Messaging System (OMS)
design process, 425
evaluation, 614–16, 619–20, 627
OMS see Olympic Messaging System
one-stop car shop, 559–60, 561
online
interviews, 308
OOSE see object-oriented software engineering
open questions
data gathering, 298–300, 304, 308, 311–12
operating systems, 65
opportunistic evaluation, 593
organizational
culture, 537
requirements, 479
orphan pages, 692
over-specification, 58
Palo Alto Research Center (PARC), 274–5, 349–52
parallel interaction design, 455–8
PARC see Palo Alto Research Center
PARCTAB system, 274
participant observers, 326–7, 330–1
partnership principle, 498
passwords
graphical authentication, 109
patient support systems, 605–14
PD see power distance
PDAs see personal digital assistants
perception
design implications, 101
information presentation, 99–100
performance measures, 646, 656–8, 661, 680
peripheral awareness, 167
permissions, 638
personal digital assistants (PDAs)
personal information management (PIM), 103
personas, 481, 484–5, 509, 519
persuasive technologies, 195–9
photo sharing applications, 50
photography
requirements, 490
physical
artifacts, 401
see also tangible interfaces
physical–digital interaction, 70–1
physio-pleasure, 210
physiological data, 603–5, 633
pie charts, 363
PIM see personal information management
Playmates Toys, 200
pluralistic walkthroughs, 705–6
pointers, 225
pop-ups
affective aspects, 195
menus, 317
portable usability laboratories, 335
positive emotions, 182–8, 208–9
positive questions, 310
power distance (PD), 482
power relationships, 639
Powerpoint, 536
predictive evaluation, 590
predictive models
keystroke level model, 708–12, 715
problems and limitations, 712–13
presentation
conceptual models, 549
data analysis, 354, 405–9, 500–4
primary users, 430
probes
interviews, 300
neutral, 300
problematizing existing settings, 325–6
process-oriented conceptual models, 545–6, 547
product development
design principles, 8–9
product-oriented conceptual models, 545–6
productivity, 722
project
drivers, 525
failure, 475
Project Ernestine, 712
propagation of representational states, 395–6, 397–9
conceptual models, 528, 539–51, 576
definition, 530
design process, 417–20, 442, 460
evaluation, 528, 589, 602, 608
low-fidelity, 531–5, 536, 538–9, 576
modifying existing products, 528
physical design, 528, 551–4, 567–73
requirements, 493–4, 496, 500, 528, 539–51
scenarios, 531–4, 540–2, 554–60, 575–6
proxy-users, 418
psycho-pleasure, 210
qualitative data
categorization, 373, 378–83, 386–7
content analysis, 382
conversation analysis, 383
critical incidents, 373, 383–6
distributed cognition, 385, 394–9, 404–5
ethnography, 374–8, 385, 387, 394, 401–2
evaluation, 594
observation, 358–9, 368–72, 373, 384, 401–2
recurring patterns or themes, 373–8
theoretical frameworks, 385, 388–405
quality, 442
quantitative data
evaluation, 594
graphical representation, 362–6, 368, 371–3
Likert scales, 361
semantic differential scales, 366–8
tools, 387
questionnaire for user interaction satisfaction (QUIS), 310–11, 315–16, 656
questionnaires, 290, 308–21, 343
data validation, 317
evaluation, 596, 609, 628, 630
incentives, 293
ranges, 313
usability testing, 646
QUIS see questionnaire for user interaction satisfaction
RAD see rapid applications development
radio frequency identification (RFID), 70
ranges, 313
rapid applications development (RAD), 449, 450–3
Rapid CD, 582–3
rapid prototyping, 460
Rea, 206
real-world conventions, 686
recall, 687
recognition/recall, 102, 105–7, 109–10, 687
record-keeping, 504
recurring patterns or themes, 373–8
reflective
level processes, 207–8, 209–10
reliability
evaluation, 640
testing, 616
remote control devices, 4–6, 14
representational states, 130, 395–6, 397–9
accessibility, 483
aims, 474
alternative solutions, 495, 503
artist-designer approach, 489–91
design process, 416, 418, 428–9, 432
essential use cases, 472, 501, 514–15
evaluation, 497
function, 475
functional, 477, 478, 486–7, 526
future technology workshops, 492–4
graphical representation, 516–17
hierarchical task analysis, 472, 515–19, 520
identifying needs, 474, 499–500, 519, 524
personas, 481, 484–5, 509, 519
prototypes, 493–4, 496, 500, 528, 539–51
scenarios, 472, 501, 505–10, 519–20
user characteristics, 481, 484, 486–7
retrofit, 493
revolutionary upgrading, 112
RFID see radio frequency identification
RNIB see Royal National Institute for the Blind
robotic interfaces, 284–5, 286
role-playing
requirements, 493
rollover functions, 240
Royal National Institute for the Blind (RNIB), 552
rules
collaborative technologies, 162, 164
safety
design principles, 21
navigation systems, 46
same-participant design, 663, 664
scatter diagrams, 363–6, 372–3
scenarios
prototypes, 531–4, 540–2, 554–60, 576–7
requirements, 472, 501, 505–10, 519–20
schedules
coordination mechanisms, 162, 164
design process, 446
screen capture tools, 386
screen readers, 257
scripting languages, 574
SCRUM, 454
search engines
affective aspects, 201
cognition, 98, 99, 105, 119–20
data gathering, 336
interface metaphors, 58
secondary users, 430
security
graphical authentication, 109
see-through displays, 281
self-documenting, 294
self-selecting populations, 318
semantic differential scales, 313–16, 366–8
semi-structured interviews, 299–300, 306
semiotic engineering, 673
sensitivity, 389
shareable interfaces, 272–5, 286, 549
shared
external representations, 163, 168
shortcuts, 690
sign language, 262
Silas T. Dog, 204
Six Sigma, 583
sketches
requirements, 504
Smalltalk, 535
Smartphone, 507
Smartskin, 272
SMS texting
conversational mechanisms, 148
sociable robots, 284
social mechanisms
activity theory, 401
asynchronous communication, 153–4
collaborative technologies, 134, 136–71, 177–8
computer-mediated communication, 152–60
conversational mechanisms, 136–41
coordination mechanisms, 141–3, 161–6
different locations, 143–8, 169
requirements, 479
schedules, rules and conventions, 162, 164
shared external representations, 163, 168
synchronous communication, 152–3
technology-mediated social phenomena, 172–4
verbal/non-verbal communication, 136, 161–2
socio-pleasure, 210
soft displays, 264
softkeys, 266
software bots, 201
software development
Crampton Smith, Gillian, 467–70
design principles, 9
design process, 422–3, 424, 445–7, 449–58
prototypes, 535
requirements, 477
sound effects, 184
spaghetti code, 538
spatio-temporal thread, 211–13
specification documents, 446
speculation, 457
speech act theory, 142
speech-based interfaces, 258–60, 270, 286
speech-recognition, 67, 555, 557–8
spiral lifecycle model, 449–50, 451
splash pages, 195
spoken messages, 184
Spotlight search tool, 104, 105
spreadsheets
data analysis, 360, 362–6, 386
SPSS see Statistical Package for the Social Sciences
SpyCam, 493
spyware, 342
stakeholders
Star interface, 55–7, 91, 224, 235
Star Wars Galaxies (SWG), 369–72
state charts, 501
Statistical Package for the Social Sciences (SPSS), 387
storyboarding, 530, 531, 558–60, 579
see also scenarios
structured
summative evaluation, 589, 590
SWG see Star Wars Galaxies
Symbian, 507
synch and stabilize process, 445–7
synchronous
system
images, 85
monitors, 342
system-oriented conventions, 686
Tablet PC, 455
tangible interfaces, 216, 275–7, 286, 549
task
allocation, 550
analysis, 472, 515–19, 520, 581
development, 653
performance, 596
technical environment, 479
technology as experience frameworks, 180
technology-mediated social phenomena, 172–4
telephone interviews, 307, 309
telephone response information system (TRIS), 712
tensions, 403
tertiary users, 430
text messaging see SMS texting
text-based
data, 387
theoretical frameworks, 388–405
distributed cognition, 385, 394–9, 404–5
think-aloud protocols
data analysis, 358–9, 378, 379–83
Third Age suit, 542
thumbnails, 253
ticketing machines, 67
TiVo remote control device, 4–6, 14
togetherness, 375
tool support
usability testing, 683
training-wheels learning, 111
transcription
data analysis, 356–7, 358, 378–81
design process, 424
travel planners
conceptual models, 544–5, 550, 561
design process, 414–16, 431, 435, 443–4
triangulation, 293
TRIS see telephone response information system
trust, 635
try-to-destroy-it tests, 616
turn-taking, 138
tutors, 201
UA see uncertainty avoidance
UbiComp see ubiquitous computing ubiquitous computing (UbiComp), 218–19
UCD see user-centered design
UED see user environment design
UIMS see user interface management tools
UML see unified modeling language
uncertainty avoidance (UA), 482
unconscious requirements, 524
unified modeling language (UML), 406
uniform resource locators (URLs), 48–9, 52–3
unstructured interviews, 298
upgrades
affective aspects, 193
design principles, 112
evaluation, 589
URLs see uniform resource locators
Urp, 276
usability
criteria, 25
design principles, 4, 20–5, 27–8, 35–6
design process, 414, 433, 455, 457
engineering, 15, 443, 460–2, 591
evaluation, 587–8, 590, 610–11
goals, 20–5, 35, 38, 414, 485–7, 506
heuristic evaluation, 687–9, 695–6, 718–20
laboratories, 321–2, 334–5, 590, 647–9
wearable computing, 283
web-based interfaces, 251, 253–5
usability testing, 644–66, 677–8
data gathering, 646, 652, 656–7
evaluation, 590–1, 593–5, 602, 605–14, 628–9, 659
experimental design, 661–6, 680–1
goals, 653
heuristic evaluation, 719
mobile testing equipment, 649–50
participant selection, 653, 662–3, 664
prototypes, 580
questions, 653
task development, 653
tool support, 683
use cases
card-based prototypes, 561–6, 575
design process, 472
scenarios, 559
use-oriented scenarios, 557
user environment design (UED), 579–81
user experience
architects, 15
design principles, 15–17, 20–38
goals
design principles, 25–9, 35, 38
evaluation, 603
prototypes, 570
problem spaces, 48
user interface management tools (UIMS), 574
see also usability testing
design process, 412, 425–8, 430–2, 455–7, 464
users
artist-designer approach, 489–91
behavior, 426
characteristics, 426, 481, 484, 486–7
collaborative technologies, 176–9
consultation, 426
context, 426
control, 686
design process, 417–27, 430–2, 442–3, 470
error messages, 687
evaluation, 584, 590, 594, 616, 630–2
freedom, 686
frustrating interfaces, 180, 188–95
models, 85
profiles, 481
what to design, 5–8
see also interfaces; requirements
UTOPIA project, 567
validation of data, 317
validity, evaluation, 640, 641
VBIC see Virtual Business Information Center
vertical prototyping, 537
video
data analysis, 358–9, 384–6, 387–8
videoconferencing
collaborative technologies, 157, 159
usability testing, 648
virtual
environments, 75, 76, 244–9, 286
virtual agents
affective aspects, 202–7, 213–14
Virtual Business Information Center (VBIC), 634–6
Virtual Zoo project, 245
visceral level processes, 207–8, 209
vision statements, 446
voice
mail systems, 2–4
voice user interfaces (VUIs), 258–60
Volere process, 476–7, 500–1, 510, 519
VUIs see voice user interfaces
waiting, 193
warm-up
exercises, 504
sessions, 307
waterfall lifecycle model, 449, 450
WCAG see Web Content Accessibility Guidelines
wCommerce, 507
wearable computing, 216, 281–4, 286
web browsers
interface metaphors, 63
memory, 102
Web Content Accessibility Guidelines (WCAG), 256
web design
consultants, 14
design process, 441
evaluation, 584
heuristic evaluation, 689–96, 715, 718–22
prototypes, 576
requirements, 519
usability testing, 650–60, 665–6
web portals, 60
web-based
whiteboards, 166
WIMPs see windows, icons, menus, pointer interfaces
windows
managers/toolkits, 574
windows, icons, menus, pointer interfaces (WIMPs), 224–40
Windows operating system, 435–6
WinWin spiral model, 450
wireless technology, 61
Wizard of Oz prototypes, 535, 614
wizards, 201
Woggles, 203
word games, 504
work-arounds, 418
XP see eXtreme programming