User:Xexeo/Books/Human Computar Interaction


Human Computar Interaction

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Task Model

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Introduction
User interface
Human–computer interaction
Human-centered computing
Human-centred system
Human reliability
Computer user satisfaction
Human factors and ergonomics
Outline of ergonomics
End-user
Information
Cognition & Psicology
Action research
Human processor model
Cognitive ergonomics
Cognitive complexity
Activity-centered design
Aesthetics
Safety
Cognitive walkthrough
Comfort
Chunking (psychology)
Applied behavior analysis
Mental model
Learning curve
Experience
Design Techniques
Design
Participatory design
Design thinking
Interaction design
Empathic design
Needs analysis
Contextual design
User analysis
User interface design
Use case
User-centered design
Topics
Contextual inquiry
Direct Instruction
Job analysis
Kansei engineering
Maynard Operation Sequence Technique
Methods-time measurement
Performance management
Persona (user experience)
Predetermined motion time system
Presentation program
Programmed instruction
Correlacionados
Business process mapping
Requirements analysis
Systems analysis
Evaluation
Software testing
Component-based usability testing
Comparison of usability evaluation methods
Retrospective think aloud
Software inspection
Partial concurrent thinking aloud
Heuristic evaluation
Usability testing
Work sampling
Meta-analysis
Pluralistic walkthrough
Protocol analysis
Usability inspection
Focus group
Think aloud protocol
Task Analysis
Task analysis
GOMS
CMN-GOMS
CPM-GOMS
NGOMSL
Keystroke-level model
Fitts's law
Steering law
Prototypes
Iterative design
Paper prototyping
Cardboard modeling
Prototype
Website wireframe
Proof of concept
Storyboard
Software prototyping
List of human–computer interaction topics
Wizard of Oz experiment
Mockup
Rapid prototyping
Interview
Interaction technique
Point and click
Pointing device gesture
Computer keyboard
Button (computing)
Hands-free computing
Input device
Game controller
Paddle (game controller)
Gamepad
Digital camera
Pointer (graphical user interfaces)
Scenario (computing)
Desktop environment
Web design
Mouse (computing)
Activity theory
CREAM
ConcurTaskTrees
Principles of user interface design
Usability lab
Drag and drop
Window manager
Human–computer information retrieval
User experience design
Bodystorming
Brainstorming
Pictive
Hick's law
Ethnography
Context menu
Command (computing)
Business object
Pen computing
Handwriting recognition
Tangible user interface
Interface metaphor
Affordance
Information visualization
Gulf of evaluation
Accessibility
Adaptive autonomy
Banner blindness
Gender HCI
Gulf of execution
Habituation
Human action cycle
Principle of least astonishment
Computer accessibility
Usability
Usability engineering
Progressive disclosure
Sonic interaction design
Attentive user interface
Object-oriented user interface
Natural language user interface
Information overload
Assistive technology
Devices & Interfaces
Graphical user interface elements
Archy
Chorded keyboard
Wii Remote
Pointing device
Zooming user interface
Crossing-based interface
Joystick
Keyer
IBM LPFK
Cut, copy, and paste
Computer icon
Kinect
Brushing and linking
Command-line interface
Pointing stick
Multiple document interface
GUI widget
Modality (human–computer interaction)
Pie menu
Usage-centered design
Graphical user interface
Model of hierarchical complexity
WIMP (computing)
Single document interface
Tab (GUI)
Alpha compositing
10-foot user interface
Gesture recognition
Pixel
WYSIWYG
Command prompt
Post-WIMP
Touch user interface
Switch access
Web hosting control panel
History of the graphical user interface
Transparency (human–computer interaction)
Virtual artifact
Look and feel
Physiological interaction
Kinetic user interface
Human interface device
Natural user interface
Mode (computer interface)
User assistance
Desktop metaphor
Task-focused interface
Touchscreen
Output device
Stylus
Virtual user interface