Rochester Institute of Technology
RIT Scholar Works
Theses
Thesis/Dissertation Collections
1-1-1998
Highly interactive multimedia application design
Woo-Jong Yoo
Follow this and additional works at:
http://scholarworks.rit.edu/theses
This Thesis is brought to you for free and open access by the Thesis/Dissertation Collections at RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please [email protected].
Recommended Citation
ROCHESTERINSTITUTE OF TECHNOLOGY
AThesis submittedto the
Faculty
of the College ofImaging
Arts and Sciences in candidacyfor thedegree of Masterof Fine Arts.
HIGHLY INTERACTIVE MULTIMEDIA APPLICATION DESIGN
Approvals
Chief Advisor:
Jim Ver Hague
Date
If
10,
9S
Associate Advisor:
Nancy A. Ciolek
Date'-
5.::..-_
...
--:7~-
7(P'..J..L..
_
Associate Advisor:
Chris Jackson
Chairperson:
Nancy A. Ciolek
Date
S
79eP
I, Woo-Jong Yoo, hereby grant permission to the Wallace
memorial Library of RIT to reproduce my thesis in whole or in part. Any reproduction will not be for commercial use or profit.
Signature
table of contents
preface dedication
foreword introduction
about my thesis.
aboutthis paper.
4
5
research some issues for
highly
interactive interfaceintensity
of interaction 8direct manipulation
animation
8
10
synchronization
-audiotovisualinformation 11
3-dimensional metaphors 12
consistency
in layout
in feedback
in function of element
in color use
simplicity of navigation.
14 15 16 17 18 19
design and implementation overall design concept
navigational structure _
interface and screen design
dedication
foreword
introduction
about
my
thesis
introduction
Interactive multimedia is not aterm fora fewpeople any more in
daily
life eventhough it has a relatively short history.
However,
it is noteasyto define precisely
what interactive multimedia is and what it should be. In the
foggy
confusionabout multiple media,
defining
what interactive multimedia is more difficultbecause making the word,
interactive,
clear is as difficult as "multimedia". As theEnglish consultant
Tony
Feldman mentioned, if we assumethat "multimedia isthe seamless integration of
text,
sound, images of all kinds and control softwarewithin a single digital information environment,"
what is the definition of "interac
tive"
? In spite of all of the obvious power, efficiency, and
flexibility
of digitalmedia, it is a curiously disembodied form of communication. Unlike older media
such as print or even videotape, digital information has no required physical
form,
and one of digital media's main advantages is preciselythat it can changeform and arrangement in response to the user's interactions.
Today,
rapid progress in computertechnology
isbringing
enormous new interactions between a machine and a
human,
these include speech understanding,eye
tracking,
head tracking, and gesture recognition, which are considered morehuman than keyboards and mice.
Yet,
it wouldtake quite along
time beforethey
appear in the market. Infact,
afterthe success ofApple and Macintosh inthe mass market, GUI
(
graphical userinterface)
became a mainstream modelin the Ul (user
interface)
world. Despite some limits that micehave,
theintroduction
As GUI
dominates,
transferring
information through screens isthe main route tocommunicate between humans and computers. As a matter of
fact,
communication between users and computers occurs when usersface screens.
Thus,
asuccessful communication needs a successful interface
design,
which contains successful interactions and good screen design.However,
interactivity
is notaboutclicking buttons and
being
shown material, whether it is graphic, text,sound orvideo, but is a wayof
involving
the audience oruserto a high degreeto achieve successful communication. How can users be involved to an interac
tive multimedia application? The only way that makes it possible is to
keep
continuous
intensity
of interactions between users and computers. If so, howcanwe
keep
continuousintensity
of interactions? It is notthat easy to answer. Theanswer should be provided
by
cooperative efforts of experts from severalfields,
such as interface
designers,
psychologists, human factors experts, and comput erscientists.Aboutmythesis
The purpose ofthis thesis isto
develop
an interactive multimedia applicationwhich offers
highly
intensive interactions to achieve active engagement fromusers, like games do. In addition, the project is
basically
intended notto make acommercial-looking application, butto explore new possibilities of user-comput
er interactions based on the GUI. To accomplish the goal, this thesis requires
not only technical knowledge and skills but also
deep
understanding about human factors and computer-human interaction. Macromedia Directorandappli-introduction
cation with three-dimensional animated interfaces.
Also,
Adobe After Effects wilbe utilized in many partsto create two- dimensional motion graphics and
Quicktime movies.
Aboutthis paper
Basically,
my thesis project consists oftwo parts, writing a paper and making aprototype. This paper was intended to visualize my thesis in a literal form. I did
my best to make the paperbe complete
by
itself.However,
the two parts arebasically
linked with a complimentary relation toeach other.Also,
there wouldbe some details which can not be described in a literal way. I recommend that
research: some
issues for
highly
interactive interface.
intensity
ofinteraction
consistency
research
As I mentioned
before,
the primary goal of my thesis project is todevelop
ahighly
interactive multimedia application based on the GUI.First,
in ordertoachieve the goal I had to define the meaning of
"highly
interactive".Then,
I hadto look closely into how it is related with graphical user interfaces.
Those are some issues that I considered in the process of
developing
my thesisprototype.
However,
I do not think that those rules can be appliedto all multimedia applications perfectly at any time. There are numerous kinds of multimedia
applications, users, and information.
Thus,
the process ofdeveloping
an interactive multimedia application should be a process ofcompromising things that
intensity
of interaction 81.
Intensity
of
interactions
If we considerthat the goal of multimedia is effective and expressive communi cation between users and computers, what can make that communication possi ble? One of the most importantthings that can lead the communication to a success is intensive interactions between humans and computers. What does
"intensive interactions"
mean? Itmeans continuous,
immediate,
andinteresting
interactions through multiple media and modalities. Higherintensity
of interac tions keeps users in continuous communication with computers or applications with a lot of fun. In other words, interactions should be a way ofinvolving
theaudience orthe users to a high degree.
However,
effort spenton the user inter face is valuable when it adds value to the content, but annoying when itbecomesthe focus of the application.
1.1
Direct
manipulationThetypes of human computer interaction can be categorized primarily into five
types: menu selection, form
filling,
commandlanguage,
naturallanguage,
anddirect manipulation.
[Shneiderman,
1993]
They
are utilizedby
character of tasksand expected users.
Therefore,
blending
several interaction styles may beappropriate when the required tasks and users are diverse. Each style has its own advantages and disadvantages.
However,
in terms ofintensity
of interac tions, direct manipulation is most powerful todevelop
highly
interactive multimeintensity
of interactionWith the introduction of direct manipulation, GUI design has grown rapidly. The
concept of direct manipulation offers bidirectional communication between
humans and computers through the physical manipulation of icons and visual
elements. With the evolution of graphical technologies, interactive graphical
interfaces are replacing physical control panels across all forms of tools
machines, appliances, and otherdevices.
[
Meera M. Blattnerand RogerB.Dannenberg,
1995]
The success of direct-manipulation interfaces is indicative of the power of using
computers in a more visual or graphic manner. Apicture is often cited to be
worth athousand words and, forsome
tasks,
it is clearthat a visual presentation is
dramatically
easierto use than textual description ora spoken report. Thedirect manipulation has several advantages. It presents task concepts visually. It
is easyto learn and easy to retain. It also encourages exploration and permits
high subjective satisfaction.
In direct manipulation, the elements on the screen behave as if
they
are theobjectsthat
they
represent.According
to Brenda Laurell "Thedistinguishing
features of direct manipulation are claimed to be continuous representation ofthe
objects of
interest,
physical actions instead of complicated syntax, and rapid,incremental,
reversible operations immediatevisual feedback."
[Laurel,
1995 a]The
following
is advantages of direct manipulation style.Advantages
intensity
of interaction 10-is easyto learn
-is easyto retain
-allows errors to be avoided
-encourages exploration
-permits high subjective satisfaction.
1.2
Animation
Animation can be primarily categorized into two
forms,
best described as staticand dynamic. Astatic animation appearance is unchanged over a period oftime
and changes only atthe moment a system event occurs. Adynamic animation
movement is independent of a system event, changing appearanceto represent
functions,
processes, states, state transitions.Animation can be used to providefeedbackwhich can
help
us answerthe questions: "How did I getthere?","Where I am?", and "Where am I going?", and tocreate visual interest.
We shall describeeightuses of animation - animationas:
- Identification:
What is this?
-transition: From where have I come, towhere have I gone?
- choice: Whatcan I do now?
- demonstration: What can I do with this?
-feedback: What is happening?
- history:
What have I done?
- guidance: What should I do now?
intensity
of interaction 111
.3Synchronization
-- audiotovisual informationIt is critical that multimedia events should be activated and inactivated on
schedule: "The required accuracy of the activation events depends onthe type
of information
being
synchronized.Synchronizing
sound to sound requires mostprecision. Deviations of morethan 3 ms are perceptible in audio mixing.
Deviation of morethan approximately33 ms are perceptible in mixing visual
information.
Synchronizing
audioto visual information is in the same conditionas synchronizing visuals tovisuals."
[Blattnerand
Dannenberg,
1995b]
Because a computer is
interrupt-driven,
devicesliterally
have to interrupt theCPU to get it to
drop
its presenttask and devote time to the request forserviceuntil something more important comes along and demands attention.
Programmers are very cleverat
developing
contention schemes that make theCPU look like it's
devoting
attention to several events atthe same time, but theinevitable result is that the computer slows down and loses the control of syn
chronizing when things get
busy
as the CPU rushes aroundtrying
to service allthe requests. Even if itworks well on yourcomputer, you never assumethat it
would work on anothercomputer which may have different configuration. This
offers a major challenge to the distribution of multimedia programs, [multimedia
creation,
1993]
In particular, synchronizing audioto visual information is more critical when it
involves animations, movies, transitions, and feedbacks. The failures of syn
intensity
of interaction 12which is a critical part of active engagement of users. Even worse, the rhythm of
communication between users and computerswill be disturbed. In essence, no
audio is betterthan unsynchronized audio tovisuals.
1
.43D
metaphorsA recenttrend to improve the adaptiveness of users'
mental models of systems
in that of
incorporating
so-called metaphors within interface design. If an interface
display
looks and works like afiling
cabinet, for example, the user will notneed to learn much to know howto file and retrieve documents. As a result, the
needfor
learning
is minimized through predictabilityin terms of how real worldobjects behave. The closer a representation of a metaphor isto reality, the more
effective it isto build a user's mental model of a system.
Basically,
the spatial relationships ofthree-dimensional objects is fundamental toour vision and understanding of the world. Users assume that interface ele
ments rendered as three-dimensional objects will function much like their
real-world counterparts. For example, control panels,
buttons,
and other interfaceobjects meant to be "manipulated"or clicked on are often rendered as if
they
existed as real three-dimensional objects.Thus,
three-dimensional spatial representations compliment and reinforce interface metaphors. It is a comprehensible
trend that thethree-dimensional metaphors dominate in
GUI,
afterthe field ofthree-dimensional computer graphics has vividly demonstrated thepower ofthree-dimensional modeling, rendering,
display
and interaction. Thisintensity
of interaction 13The abilityto represent interactive three-dimensional objects is one ofthe most
unique aspects of interactive multimedia, offering opportunities for multimedia
designers to move beyond merely converting existing print oraudiovisual con
consistency
1 42.
Consistency
We,
users as well as interfacedesigners,
have atendency
to perceive smooth,continuous patterns ratherthan discontinuous ones. Users are eager forconti
nuity, and if a designer does not provide
it, they
attemptto improve it on theirown. Part ofthe covenant oftrust is thatyou design and
develop
the medium,presentation, organization, and content of your information in such away as to
take advantage of continuity. The continuity must be intuitive and transparent to
users. Users should always see the
flowing
sine wave and never even be awareof the possibility of
disjointed,
alternating semicircles.[Coe, 1996]
People perceive a system as a single entity. To
them,
it shouldlook,
act, and feel similarlythroughout.
Consistency
in interfaces primarily refersto common action sequences, terms,units,
function,
layouts,
color,typography,
and so on within a application or system.
Consistency
also enhances a user's expectation of what would happen asa sequence of theiractions.
[Laurel,
1995 c] Consistent formatshelp
userstolocate necessary
information,
focus users'attention on relevant material and
reduce
users'
frustration
by
offering transparent predictability.[Shneiderman,
1993
b]
The predictability makes interactions more natural and continuous.Because short-term memory and working memoryare
highly
volatile, discontinuity
can cause loss of memory, anddelay
can require that the memory beconsistency
1 5Inconsistency
needs morelearning
requirements and more cognitionloading
time. Excess
learning
requirements become a barrierto their achievingandmaintaining high performance and can ultimately influence user acceptance of
the system. One study reported that user
thinking
time nearly doubledwhen theposition of visual elements, such astitles andfield captions, wasvaried on a
series of menu screens.
[Galitz,
1996 a]Resultof
inconsistency
in interfaces
-more specialization
by
system users.
-greaterdemand for higher skills.
- more preparation time and production time.
more time to find information in documents.
- more things to do wrong.
-more
help
system.- more cognition
loading
time[Galitz,
1996b]
The followings are some aspects that I considered to achieve successful consis
tency
indeveloping
my thesis prototype that makes interactions predictable andtransparent.
2.1 In layouts
In the process of screen
design,
some critical things that should be consideredconsistency
1 6in location is most critical in layouts because people dotend to have better
memories for locations ofthings. If an
inconsistency
will benefit the user, suchas calling attention to something extremely critical, consider
deviating
from consistency.
However,
casualinconsistency
must be avoided. Without a strongmotivating reason, these constant changes cause the usertowork harderto
understand the essential message ofthe screen.
visualelements thatneedconsistencyin size andlocation
-windows
- buttons
-icons and logos
-text
- background
- labels
-fonts and
typography
2.2 In feedback
There are three categories offeedback: auditory, visual, tactile. Interface feed
back isthe process of managing the timeliness and manner ofthe computer's
response to a user's actions. Feedback
is,
also, an indication of whatwe havedone with an object. Positive feedback indicates that we have successfully used
an object. Negative feed back indicates that we have not successfully used an
object. In communication, feedback means any indication that the receiver has
consistency
1 7Efficient
learning
of the mental model will not occur unless feedback is providedconcerning
the correctness of all actionstaken. Asystem should acknowledgeall actions
by
immediate execution, change in state orvalue, correction mes
sage, confirmation message, and in-progress message. Feedback is a conver
sational interaction which should be consistentas well as immediateand unam
biguous,
in the form of visual or auditory signals that the computerhas receivedinput from the user and is acting upon that stimulus. Human-computer interac
tion cannot exist without
immediate,
clearfeedbacks because feedbacks are aroute of interactions as well as interactionsthemselves.
Thus,
inconsistency
infeedback means confusion,
frustration,
and anxietyto users because of the factthat
inconsistency
in feedback meansdisability
of conversation between a userand a system.
two aspects ofconsistencyin feedback.
-consistency in channels visual, auditory, ortactile
-consistency in reactions
highlight, blinking,
colorchange, size change,animation, message
box,
narration, sound effect,and so on.
2.3 in function of elements
There are two aspects of consistency interms of function of elements: internal
consistencyand external consistency. The simple principle of internal consisten
cy in function is thatthe GUI should depend on the same conventions and rules
for all elements. If one
function,
for example, has been assigned to a given visual element, do not reassign it later to a different element. The lackof external
consistency can cause confusion for users moving across applications.
consistency
18Imagine what would
happen,
forexample, if each measure uses different measuring system.
Consistency
infunction can makelearning
of new applicationssimple and reduce the likelihood of negative
transfer,
which can happen whendifferent programs require different user responses to initiatethe same function.
2.4 Color use
Color adds new possibilities to screen usability after colormonitors became
available. Color draws attention because it attracts a person's eye.If used prop
erly, it can enhance the logical organization of
information,
facilitate the discrimination of screen components, accentuate differences among elements, create
ambience in an application, and makethe
display
more interesting.[Galitz,
1996b]
Consistency
in color usage should existwithin a screen, a set ofscreens, and asystem. Aperson can sense the relation of color in space and overtime.
An identical background color in windows on different screens, for example, will
be seen as related.
Also,
If error messages are in red, then make surethatevery error message appears in red in the system. Achangeto yellowmay be
interpreted as a change in importance ofthe message. If common meanings of
colors are
involved,
consistency should be more critical.Inconsistency
in colornavigation 1 g
3.
Simplicity
in
Navigation
The user's primary form of interaction in interactive multimedia applications is
navigating through the contents.
Basically,
interaction design is really navigationdesign. In a relatively simple linearstructure or a hierarchal structure, it is not a
big
deal.However,
the user can get lost easily in a application that iscomplexand that contains a large amount of information. The user needs to knowwhere
she/he
is,
what she/he can dothere,
and howshe/he can get out.According
to BrendaLaurell,
"Users tend to makeheavy
use of spatialmetaphors:
they
reportfeeling
"lost," speakof going"up"
and
"down"
between
levels orgoing "in" and "out" of situations. Users often spontaneouslyconstruct
spatial mental models or mental "maps" in orderto move easily from one con
text to another. This has obvious implications for design.
Reducing
the memoryload on the user is one benefit of makingthese mental "maps" explicit. Users
can referto the map instead of
trying
to retrieve memoryto tell them "wherethey
are."
Another benefit is that a map can form the basis of a mental model on
which the user relies to infer howto get from point Ato point B without
having
tokeep
in mind a set of procedures for navigation.Thus,
by
exploiting spatialmetaphors and allowing the userto make the
inference,
designers canhelp
users avoid
having
to ask the question, "How do I get from pointAto pointB?"
[Laurel,
1995d]
navigation 20
mental models that are intended
by
designers fora short time. Too much traveland leaps within a document means nothing but confusion which is negative to
build mental "maps" and mental models.
Also,
inconsistency
in visual elements,such as
headlines,
backgrounds,
and otherkey
graphics, acceleratetheconfusion.
As a rule, good navigation design minimizestravel to createthe simplest and
shortest paths, depth to create a
hierarchy
with the fewest possible levelsbecause extra levels mean extratravel steps, and redundancy to avoid creating
multiple paths to the same place from the same screen to avoid confusion about
which to choose. In addition, a good navigation design
definitely
needs consistency
in interface design. As far as navigation design is concerned, the rule, less21
design
process:
developing
a prototypeoverall
design
conceptnavigational structure
interface
design
anddesign process 22
overall
design
concept
As the title
indicates,
my prototype is about the British progressive rockband,
Pink Floyd. The topics dealt inthis project are not a lot different from others
which concern similar subject matters in the market.
However,
the project has aquite different design approach. This prototype, entitled "The PINK FLOYD
-Interactive
Journey
Through Time andSpace",
is an experimental project to lookfornew ways of interactions which are based on the issues that I considered in
the research part. In other words, the priority in the prototype is not
developing
a well-polished commercial-looking application, but exploring and prospecting
new possibilities that GUIs may need in the future.
Creating
ahighly
interactivemultimedia application which has one
identity
and one atmosphere through thedesign process 23
navigational
structure
The navigational structure ofmy prototype is quite simple. In orderto increase
accessibility, depth of levels and width of
traveling
are minimized. The prototypecontainsfourtopic sections, members,
history, discography,
and index underthemain menu screen where users can access everysection like mainstream multi
media applications.
Only
the members section and thehistory
section havelower levels to show more information in detail. Others do not have additional
levels. Users can visitany screen
by
clicking five buttons that appear on allscreens in the project.
Quitting
the application is always available at any screen.The
following
flowchart shows the navigational structure and the access routesin the prototype.
f
openingtitle")
C
main menu>
<i
B
(
members")*++(
history)****(
disc9raPhy)***^
fndex)
:c
credits &quit?}
design process 24
asass^ss^Bssssg
screen
design
and
interaction
design
opening sequence
The opening screen starts with a name of a virtual studio, NEW MEDIA
LAB,
that I imagined. The logo stays on the center of the screen for seconds, then
dissolves out. As soon asthe logo
disappears,
a sequence of animated titles,which is created in Adobe After
Effects,
displays the title and the sub title oftheapplication with a powerful sound effect which is manipulated in MacroMedia
SoundEdit 16 after
being
recorded from a digital keyboard. Before thesubtitledisappears replacing its location with a small animation which is athumbnail of
the main screen, there is no interaction between the computer and the user.
By
clicking the thumbnail the user can enter to the main menu screen.
Seefigure 1.
main menu screen
Generally,
designers spend relatively lots of time creating main menu screensbecause of the factthat
they
should contain much more information and controlsthat take users to the places
they
wantto go. It also must be visuallyattractive.
Dealing
with thatmany things in one small screen effectively is not aneasy task.
Sometimes,
too manythings in a main menu makes a userfeel confusion and frustration. It even makes the user give up exploringthe application.
Thus,
I avoided putting too manythings in the main menu. This screen mainlyconsists oftwo visual elements, a 3D rendered image and five buttons below
design process 25
in Adobe AfterEffects. The five buttons on the bottom of thescreen can take a
usertofive different sections: members,
history, discography, index,
quit confirmation, and credits.
They
do not indicate whatthose buttons are for before auser rolls over one ofthe buttons. When a user rolls over one ofthem, it splits
into two pieces, showing what the button is for. The 3d image represents the
philosophy of Pink Floyd's music, time and space which can be seen often in
their themes of music. There arefour spinning sand glasses around the sphere
like shape which is suspended in the air surrounded
by
four water-texturedplanes. The sand glasses are also buttons thatcan take the userto the five dif
ferent sections. See figure 2.
members
Onthis screen, each ofthe members'
photos is shown in cells of an film strip
nearthe center ofthe screen. When a user rolls over one of the photos, thecur
sor
disappears,
andinstead,
a greenframe appears and tracks the location ofthe invisible cursor,
highlighting
the member in the green frame. Ifthe userclicks onthe selected photo, the user is taken to the next level screen that dis
plays the profile and
biography
of the memberand foursmall identical movieswhich show several different photos ofthe member. See figure 3.
history
There arethree difficulties in
dealing
with this part.First,
the main type of information is not visual, buttext, which is not an ideal type of information for inter
active multimedia.
Second,
it is not easyto arrange anddisplay
the 30 year-longdesign process 26
as independent incidents. The screen should offer a more attractive interface
design and interactionsto coverthe weakness that text has. It also needs a new
way of presenting data to avoid users
being
overwhelmedby
too much information at a time. As a result, it requires more
interesting
interactions and fewercontrols in orderto compensate forthe weakness of this section.
Figure 4 shows how the interface of this section works in details.
discography
Thirty
sixtiny
blue squares appear on theflat,
deep-blue typography. The bluesquares are buttons that take a userto individual album sections which contain
information about the album selected. When the usertouches one ofthe
squares, the cover of the albumwhich is assigned to the button comes up from
the square,
indicating
which album section the user is entering. In this section, Iintended that the cover of the album appears atthe exactly same location on
the individual album section as a part ofvisual element in orderto
keep
visualconsistency.
By
clicking on the cover ofthe album as well as thediscography
buttons which appear on every screen with the otherfour
buttons,
the usercanreturn to the main
discography
section. See figure 5.index
This part is still
being
developed.credits & quit
The credits page does not exist independently. When a user clicks on one ofthe
quit buttons which appear on every page, an animatedcredits text is activated.
After that animation, the quit-confirmation button appears. Ifthe user selects
conclusion 27
conclusion
Even if interactive multimedia became one of the mainstream mass media, it is
still in the toddlerstage. There is no commonly accepted principles about inter
active multimedia. In this confusion, nobody can offer an comprehensible expla
nation what good interface design should be for successful interactive
multimedia.
Ifwe,
however,
assume that pursuing a good interface is for better communication between a userand acomputer, it is not so difficult to answerwhat the
good interfaces are. In otherwords, successful communication between a
human and a computer can not be possible without continuous and intensive
interactions which can involve the user in that communication because commu
nication is a conversational action.
Thus,
awell designed interface enhancesinteractions to a high degree. To achieve the goal, the interface should be
delightful. What makes interactions delightful? Thequestion is quite simple. If an
application offers surprise, confirmation of expectations, and aesthetic stimula
tion via
intuitive,
transparent, and predictable interfaces andinteractions,
the28
appendix
figures
figures 29
PINK FLOYD
PINK FLOYD
INK FLOYD
smc&
figures
30figures 31
figures 32
figures 33
ASGURffl^ff
SKIER
A&u<*ffuiC5* S*** ft$*?s?'^*K'
llsswst'i EtilrHHMf
lifts Sites
Richard 111*!
Iltck Iflasei*
appendix 34
bibliography
[Shneiderman 1993 a] Ben Shneiderman.
"Designing
the UserInterfaces",
Addison-Wesley
publishing company, pp.69, 1993[Blattner and
Dannenberg
1995 a] Meera M. Blattner and Roger B.Dannenberg."MultiMedia Interface
Design",
acm press, pp.321, 1992[Laurel 1995 a] Brenda Laurel. "The Art of Human Computer interface
design",
Addison
Wesley,
pp.393, 1995[Laurel 1995
b]
Brenda Laurel. "The Art of Human Computer InterfaceDesign",
Addison
Wesley,
pp.257 -258, 1995[Blattner and
Dannenberg
1995b]
Meera M. Blattnerand Roger B.Dannenberg."MultiMedia Interface
Design",
acm press, pp.369, 1992[Coe
1996]
Dannenberg."MultiMedia InterfaceDesign",
ACMPress,
pp.369,1992 Mariana Coe. "Human Factors for Technical
Communication",
AddisoWesley,
pp.20, 1996[Laurel 1995 c] Brenda Laurel. "The Art of Human Computer Interface
Design",
Addison
Wesley,
pp.77, 1995[Shneiderman 1993
b]
Ben Shneiderman."Designing
the UserInterfaces",
Addison-Wesley
publishing company, pp.125, 1993[Galitz 1996 a] Wilbert O. Galitz. "Essential guide to User Interface
Design",
Wiley,
pp.39, 1996[Baecker,
Gradin,
Buxton,
andGreenburg 1995]
Ronald M.Baeker,
Jonathan
Grudin,
WilliamA.S.Buxton,
and Saul Greenberg. "Human-ComputerInteraction: Toward the year
2000",
MorganKoufmann,
pp.427, 1995[Galitz 1996
b]
Wilbert O. Galitz. "Essential guide to User InterfaceDesign",
appendix 35
[Laurel 1995
d]
Brenda Laurel. "TheArt of Human Computer InterfaceDesign",