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Pick, click, flick! : the story of interaction techniques / Brad A. Myers.

EBSCOhost Academic eBook Collection (North America) Available online

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EBSCOhost eBook Community College Collection Available online

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Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Myers, Brad A., author.
Series:
ACM Books ; 57.
ACM Books ; 57
Language:
English
Subjects (All):
Education--Data processing.
Education.
Artificial intelligence.
Physical Description:
1 online resource (810 pages)
Edition:
First edition.
Place of Publication:
[New York] : Association for Computing Machinery, [2024]
Summary:
This book provides a comprehensive study of the many ways to interact with computers and computerized devices.
Contents:
Advance Praise for Pick, Click, Flick! The Story of Interaction Techniques
Pick, Click, Flick!
Table of Contents
Detailed Table of Contents
List of Figures
List of Tables
Acknowledgments
Preface
Overview:
Who is this book for:
Use in classes:
1 Introduction
1.1 Importance of the Topic
1.2 What Are Interaction Techniques?
1.3 Formal Definitions
1.3.1 User and Designer
1.3.2 User Interface and Usability
1.3.3 Pointing Device
1.3.4 Input and Output
1.3.5 Graphical User Interface
1.3.6 Human-Computer Interaction
1.3.7 States and State Diagrams
1.3.8 Interaction Technique
1.3.9 Other Names
1.4 What Is Not an Interaction Technique?
1.5 Why Am I Writing this Book?
1.6 Value of Interaction Techniques
1.7 Need for New Interaction Techniques
1.8 Why Are Interaction Techniques Hard to Design?
1.8.1 Many Needs
1.8.2 Details of the Behavior
1.8.3 Abort, Cancel, and Undo
1.8.4 The Look
1.8.5 Localization and Internationalization
1.9 Organization of the Book
I HISTORY AND BACKGROUND
2 History of Desktop Devices
2.1 Introduction
2.2 Computer Hardware
2.2.1 Mainframes
2.2.2 Personal Workstations
2.2.3 Personal Computers
2.2.4 Other Devices
2.3 Display Technologies
2.4 Important Systems
2.4.1 Sketchpad, 1963
2.4.2 NLS, 1968
2.4.3 Xerox Alto, 1970s
2.4.3.1 Smalltalk, 1976
2.4.3.2 Bravo Text Editor, 1974
2.4.3.3 Various Drawing and Painting Programs, 1970s
2.4.3.4 Xerox Programming Environments, 1980-1981
2.4.4 VisiCalc, 1977
2.4.5 Spatial Data Management System, 1978
2.4.6 Xerox Star, 1981
2.4.7 Apple Lisa (1983) and Macintosh (1984)
2.4.8 IBM PCs (1981) and Microsoft Windows (1985)
2.4.9 Apple HyperCard (1987)
2.4.10 Alternate Reality Kit, 1986
2.4.11 NeXT, 1985-1997.
2.4.12 SunWindows, NeWS, Andrew, X, OpenLook, and Motif
2.4.13 World Wide Web
2.5 Brief Overview of Human-Computer Interaction Technology
2.5.1 Interaction and Application Styles
2.5.1.1 Command Line Interfaces
2.5.1.2 Form Fill-in
2.5.1.3 Direct Manipulation of Graphical Objects
2.5.1.4 Window Managers
2.5.1.5 Drawing and Painting Programs
2.5.1.6 Text (Document) Editing
2.5.1.7 Spreadsheets
2.5.1.8 Hypertext and the World Wide Web
2.5.1.9 Computer-aided Design
2.5.1.10 Video Games
2.5.1.11 Gesture Recognition
2.5.1.12 Multimedia
2.5.1.13 3D
2.5.1.14 Virtual Reality and Augmented Reality
2.5.1.15 Computer-supported Cooperative Work
2.5.1.16 Natural Language and Speech
2.5.2 Implementation Techniques
2.5.2.1 User Interface Management Systems and Toolkits
2.5.2.2 Interface Builders
2.5.2.3 Component Architectures
2.6 Chapter Conclusion
3 History of Mobile Devices
3.1 Introduction
3.2 Definitions
3.2.1 Mobile Devices and Handheld Devices
3.2.2 Touchscreens and Touchpads
3.2.3 Palm-size Devices, Tablets, and Wearables
3.2.4 Pen Computing
3.2.5 Gestures
3.2.6 Handwriting Recognition and Hand Printing Recognition
3.2.7 Personal Digital Assistants
3.2.8 Mobile Phones, Feature Phones, and Smartphones
3.3 Calculators
3.4 Ubiquitous Computing
3.5 Pen Operating Systems
3.6 GRiDPad
3.7 Microsoft Pen Windows
3.8 Apple Newton
3.9 General Magic's "Magic Cap" OS
3.10 Early Wireless Phones
3.11 Early Smartphones
3.12 Wireless Networks
3.13 Palm
3.14 Windows CE, PocketPC, etc.
3.15 RIM Blackberry
3.16 Windows TabletPC
3.17 iPod
3.18 iPhone
3.19 Android
3.20 iPad
3.21 Chapter Conclusion
II SPECIFIC INTERACTION TECHNIQUES
4 Pointing Devices
4.1 Introduction
4.2 Cursor and Selection.
4.3 Mouse Buttons, Press, Hold, Click, Tap, and Drag-Definitions
4.4 Lightpen
4.5 Arrow Keys
4.6 Mouse
4.7 Joysticks and Trackballs
4.8 IBM TrackPoint
4.9 Graphics Tablets
4.10 Touchscreens
4.11 Remote Interaction
4.12 Dimensions for Pointing Devices
4.12.1 Direct versus Indirect
4.12.2 Absolute versus Relative
4.12.3 How Many States Are Supported?
4.13 Other Issues
4.14 Testing for Speed and Accuracy
4.14.1 Fitts' Law
4.15 Research About Pointing
4.16 Summary of the Considerations for Pointing
4.17 Chapter Conclusion
5 Scrolling and One-Dimensional Input
5.1 Introduction
5.2 Auto-Scroll
5.3 Knobs
5.4 Physical One-Dimensional Sliders
5.5 Keys and Physical Buttons
5.6 Scrollbars
5.6.1 Bravo's Scrollbar, 1974
5.6.2 Smalltalk's Scrollbar, 1977
5.6.3 Interlisp-D, Symbolics Lisp Machine, XDE Scrollbars, and Andrew, 1980-1984
5.6.4 Xerox Star (1981) and Viewpoint (1985)
5.6.5 Apple Lisa (1983) and Macintosh (1984) Scrollbars
5.6.6 Windows, OpenLook, and NeXT Scrollbars
5.6.7 Mobile Device Scrollbars
5.6.8 iPhone Scrollbars
5.6.9 Variations on Scrollbars
5.6.9.1 Showing Other Information in the Bar
5.6.9.2 Auto-Hide
5.6.9.3 Infinite Scrolling
5.7 Using a "Hand" to Scroll
5.8 Rate-Controlled Scrolling
5.9 Gestures for Scrolling
5.9.1 Flick-to-Scroll
5.9.2 One- and Two-Finger Scrolling
5.10 Sliders
5.11 Research on Scrolling and Sliders
5.11.1 Evaluating Scrolling Speed
5.11.2 Research on Scrolling and Sliders
5.12 Summary of the Considerations for Scrolling
5.13 Chapter Summary
6 Percent-done Progress Indicators
6.1 Introduction
6.2 History
6.3 Implementation
6.4 Variations
6.5 Design Considerations and Conclusions
7 Menus
7.1 Definitions
7.2 Different Categories of Menus
7.3 Dimensions.
7.3.1 How Many Options Can Be Selected?
7.3.2 How Many and What Kind of Options Are There?
7.3.3 Fixed or Popup?
7.3.4 Invalid?
7.3.5 Cancellable?
7.3.6 Submenus
7.3.7 Graphic Design
7.3.8 Default Value?
7.3.9 Layout
7.3.9.1 Pie Menus and Marking Menus
7.3.10 Where the Menu Is Displayed
7.3.11 Behaviors
7.3.11.1 How Many States
7.3.11.2 Moving from One Item to Another
7.3.11.3 Pointer Operation
7.3.11.4 Keyboard Operation
7.4 Examples of Historical Menus
7.5 Research on How to Organize Menu Contents
7.6 Summary of Design Considerations for Menus
7.7 Chapter Conclusions
8 Text Entry and Editing for Computers and Handhelds
8.1 Introduction
8.2 Text Entry for Desktops
8.2.1 Typewriters
8.2.2 Chinese Text Entry
8.2.2.1 The Chinese Language
8.2.2.2 Chinese Keyboard Typing Methods
8.2.2.3 Chinese Text Input Interaction Techniques
8.2.3 Chorded Text Entry
8.2.4 Other Text Entry for Desktops
8.3 Text Entry for Mobile Devices
8.3.1 Hand Printing and Handwriting
8.3.2 Gestural Alphabets
8.3.3 Keypads
8.3.3.1 Multi-tap
8.3.3.2 T9
8.3.4 Small Physical Keyboards
8.3.5 Portable Chording Keyboard
8.3.6 Virtual Keyboards
8.3.6.1 Research on Virtual Keyboard Layouts
8.3.6.2 Gestures Over Virtual Keyboards
8.3.7 Text Entry on Wearables and Watches
8.4 Auto-Fill, Auto-Correction, and Autocomplete
8.4.1 Auto-Fill
8.4.2 Spell Checking and Auto-Correction on Regular Computers
8.4.3 Autocomplete on Regular Computers
8.4.4 Auto-Correction and Autocompletion on Mobile Devices
8.5 Measuring Text Entry Speed and Accuracy
8.5.1 Speed
8.5.2 Learning
8.5.3 Accuracy
8.5.4 Confounds from Auto-Correct and Autocomplete
8.5.5 Target Text for Testing
8.5.6 Summary of Speed and Accuracies of Popular Methods.
8.6 Text Editing and Formatting
8.6.1 Brief History of Text Editing and Formatting
8.6.2 Editing Systems for Code
8.6.3 Text Editing Techniques
8.6.3.1 Moded versus Modeless Editing
8.6.3.2 Positioning the Text Cursor and Selecting Text on Desktops
8.6.3.3 Positioning the Text Cursor and Selecting Text on Mobile Devices
8.6.3.4 Operations for Editing
8.6.4 Multi-User Text Editing
8.7 Text Entry Widgets
8.8 Typeahead
8.9 Summary of Considerations for Designing New Text Entry Methods
8.10 Chapter Conclusions
9 Forms, Property Sheets, and Dialog Boxes
9.1 Introduction
9.2 Xerox Star Property Sheets
9.3 Apple's Dialog Boxes
9.4 Tabbed Dialog Boxes
9.5 Toolbars and Ribbons
9.6 Typical Built-In Dialog Boxes
9.7 Web Pages as Forms
9.8 Dialog Boxes on Mobile Devices
9.9 Research About Dialog Boxes
9.10 Summary of Design Considerations for Dialog Boxes
9.11 Chapter Conclusions
10 Creating, Selecting, and Manipulating Objects
10.1 Introduction
10.2 Syntax of Operations
10.3 Graphical Object Hierarchies
10.4 Creating New Objects and Painting
10.5 Selection of Graphics
10.5.1 Selecting One or Multiple Objects
10.5.2 Clicking on Objects
10.5.3 Selecting in a Region
10.5.4 Feedback for Selecting Objects
10.5.5 Selecting Pixels for Painting Programs
10.6 Specifying Position, Size, and Shape
10.6.1 Coordinate Systems
10.6.2 Global Parameters-Feedback and Aborting
10.6.3 Size and Position for Bounding Boxes
10.6.4 Size and Position for Lines, Curves, Polylines, and Freehand Scribbles
10.6.5 Grids
10.6.6 Snapping
10.7 Specifying Colors
10.8 Specifying Other Graphical Properties
10.9 Specifying Animations and Behaviors
10.10 Selection in Spreadsheets
10.11 Selections in Linear and Hierarchical Lists.
10.12 Selection in Consumer Electronics.
Notes:
Description based on publisher supplied metadata and other sources.
Description based on print version record.
Includes bibliographical references and index.
ISBN:
9798400709500
9798400709487
OCLC:
1427664832

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