Design rules based on analyses of human error
Communications of the ACM
Evaluation and analysis of users' activity organization
CHI '83 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Questionnaires as a software evaluation tool
CHI '83 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A proposal for user centered system documentation
CHI '83 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Software psychology: Human factors in computer and information systems (Winthrop computer systems series)
An object-oriented approach to graphical interfaces
ACM Transactions on Graphics (TOG)
Impulse-86: a substrate for object-oriented interface design
OOPLSA '86 Conference proceedings on Object-oriented programming systems, languages and applications
Experiences with the alternate reality kit: an example of the tension between literalism and magic
CHI '87 Proceedings of the SIGCHI/GI Conference on Human Factors in Computing Systems and Graphics Interface
Cost/benefit analysis for incorporating human factors in the software lifecycle
Communications of the ACM
Navigating integrated facilities: initiating and terminating interaction sequences
CHI '88 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Learning tool for signed English
SAC '92 Proceedings of the 1992 ACM/SIGAPP Symposium on Applied computing: technological challenges of the 1990's
When the interface is a talking dinosaur: learning across media with ActiMates Barney
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing organizational interfaces
CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Connecting theory and practice: a case study of achieving usability goals
CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The effect of windows on man-machine interfaces (or opening doors with windows)
CSC '85 Proceedings of the 1985 ACM thirteenth annual conference on Computer Science
Systems, interactions, and macrotheory
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 2
The effect of Windows on man-machine interfaces (or opening doors with windows
ACM SIGDOC Asterisk Journal of Computer Documentation
Software engineering for user interfaces
ICSE '84 Proceedings of the 7th international conference on Software engineering
Dialogue management in the personal sequential inference machine (PSI)
ACM '84 Proceedings of the 1984 annual conference of the ACM on The fifth generation challenge
The cognitive model: an approach to designing the human-computer interface
ACM SIGCHI Bulletin
A Typology of Real-Time Validations in Web-Based Surveys
Social Science Computer Review - History and computing
The prospects for psychological science in human-computer interaction
Human-Computer Interaction
Design Reasoning Improves Software Design Quality
QoSA '08 Proceedings of the 4th International Conference on Quality of Software-Architectures: Models and Architectures
Formal interactive systems analysis and usability inspection methods: two incompatible worlds?
DSV-IS'00 Proceedings of the 7th international conference on Design, specification, and verification of interactive systems
Natural interaction for cultural heritage: the archaeological site of Shawbak
Proceedings of the international conference on Multimedia
Concept analysis as a formal method for menu design
DSVIS'05 Proceedings of the 12th international conference on Interactive Systems: design, specification, and verification
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If the field of Human Factors in Computer Systems is to be a success it must develop design principles that are useful, principles that apply across a wide range of technologies. In the first part of this paper I discuss some the properties that useful principles should have. While I am at it, I warn of the dangers of the tar pits and the sirens of technology. We cannot avoid these dangers entirely, for were we to do so, we would fail to cope with the real problems and hazards of the field. The second part of the paper is intended to illustrate the first part through the example of tradeoff analysis. Any single design technique is apt to have its virtues along one dimension compensated by deficiencies along another. Tradeoff analysis provides a quantitative method of assessing tradeoff relations for two attributes xi and xj by first determining the User Satisfaction function for each, U(x), then showing how U(xi) trades off against U(xj). In general, the User Satisfaction for a system is given by the weighted sum of the User Satisfaction values for the attributes. The analysis is used to examine two different tradeoffs of information versus time and editor workspace versus menu size. Tradeoffs involving command languages versus menu-based systems, choices of names, and handheld computers versus workstations are examined briefly.