User:Xexeo/Books/Human Computar Interaction

Task Model

 * 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