Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
Information Systems in Perspective
ACM Computing Surveys (CSUR)
Office Information Systems and Computer Science
ACM Computing Surveys (CSUR)
Guest Editor's Introduction: An Applied Psychology of the User
ACM Computing Surveys (CSUR)
Communications of the ACM
The natural language of interactive systems
Communications of the ACM
Proceedings of the ACM SIGPLAN SIGOA symposium on Text manipulation
The why and wherefore of the Cornell Program Synthesizer
Proceedings of the ACM SIGPLAN SIGOA symposium on Text manipulation
Etude and the folklore of user interface design
Proceedings of the ACM SIGPLAN SIGOA symposium on Text manipulation
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
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Current software and computer systems are being advertised and sold today as FRIENDLY systems that are EASY TO USE. Most also claim to be EASY TO LEARN as well. But what is it that makes a system FRIENDLY, EASY TO USE, or EASY TO LEARN? Is it sufficient to enshrine a group of interactive features in a video box connected to a single user microcomputer? If a system is EASY TO USE does that make it FRIENDLY? Or does EASY TO LEARN mean that it is EASY TO USE? Does your friendly, easy-going personal computer salesman differentiate between these terms! Although the physical aspects of human factors have been studied for several decades and have an established scientific base, there is very little published material on the software aspects of ergonomics that is based upon well controlled experimental investigation. However, there is a fair amount of literature in which individuals describe their experiences in various ad hoc situations. The similarities among these experiences has resulted in a fair amount of “folklore” which may be beneficially applied. The terms: EASY TO LEARN, EASY TO USE, and FRIENDLY are defined below according to this experiential base.