Human-Computer Interaction Books
Related Subjects: Software Departments Hardware Organizations Companies and Consultants Conferences
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Seminal Work on Human FactorsReview Date: 2006-05-24
Ergo BusterReview Date: 2000-06-19
My most valuable bookReview Date: 2002-11-13
When I'm stuck for a quality resource, I find what I need here. Ouch! I'm still paying for it though.

Used price: $11.41

Excellent source for getting the most out of Second LifeReview Date: 2007-10-31
I keep this book on my computer desk for quick reference. As an experienced user with a bloated inventory I found the topics on asset backup, inventory searches, and inventory organization extremely helpful.
Absolutely Fabulous!Review Date: 2008-02-27
Lanesa Stubbs
This is the guide to buy for SL!Review Date: 2007-11-10

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Excellent book, especially for designersReview Date: 2000-04-21
I find that I like read the chapters in order of what interests me, not necessarily in the order they are bound together in the book. And that is a strength of the book - it acts more like a reference than like a novel. In this way, it reminds me of Brenda Laurel's excellent book "The Art of Human Computer Interaction."
A superb bookReview Date: 2000-05-13
Great book on a important topicReview Date: 2000-04-17

A little known classic - should be required readingReview Date: 2000-10-30
I'm serious.
For me, a guy with a solid background in networking and systems architecture but without the classical human factors education required for intelligent product design this one document did a far better job of firmly rooting me in the basics than anything else.
Mad props to Norman and Neilsen for pointing me in this direction in the first place. But with this book I finally felt "full."
There were a solid list of findings I'd never heard of until I'd opened this book. Not only did this book introduce me to these sorts of things, it also illustrated them to me. I walked away understanding.
Like all of my other faves, this book is opened often. I've bought many copies for friends (with friends like me...) and I reference it often.
Its notable that the most leading edge work today related to this topic is being driven by the same guys who wrote this book so long ago. Its among my top five most suggested books for those I know who want to take their design to the next level.
The SourceReview Date: 2004-09-01
A too-little-known classicReview Date: 2000-05-25
This book, though nearly 20 years old, contains much essential material that is unknown to many practitioners in the field! If you are designing interfaces, on the Web, for PCs, or for information appliances, you should read and understand the basic material in this book, which can never go out of date as long as humans use keyboards and mice with their hands and scan the screen with their eyes.
My own recent book, The Humane Interface, is -- in many aspects -- just following in the footsteps of this pathbreaking, pioneering, and important work.

Perhaps we will read this in our dreamsReview Date: 2007-07-01
The old man can still write!Review Date: 2002-04-12
Five Stars for Bob, but...Review Date: 2006-07-29
Again this book is NOT published. Regardless what Amazon's information may say. According to New Falcon, the release has been delayed due to Wilson's health and unfortunately, may never be published.
Bob, if you read this, you have many fans who hope you are not suffering and wish you the best.

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Highly recommended!Review Date: 2002-07-30
"The job is dead," the authors declare. "Job" is part of the "old deal" marked by cradle-to-grave security. "The New Deal will require us to act as adults, not children." Employees will be increasingly responsible for acquiring the skills needed by their employers. Narrow job descriptions are already giving way to broader, more flexible skill sets. The authors claim this shift will help organizations run more effectively and will increase worker satisfaction.
Don't be mistaken; Work and Rewards is not a pie-in-the-sky futurists dream. It is based on the real life experiences the authors have had with dozens of clients, including Sony, Corning, and others. Work and Rewards is packed with practical models, steps, outlines, case studies, plans, and formulas. These tools can help organizations evaluate the cost of going virtual, determine what key drivers the organization wants to reward, and how to manage the transition.
I highly recommend Work and Rewards.
Chapters include:
1. Forging a New Compact Between People and Technology
2. Working in the Virtual Workplace
3. Exploring the Virtual Workplace
4. Work Design
5. Skills and Competencies
6. Rewards in the Virtual Workplace
7. The Blended Workforce
8. The Economics of the Virtual Workplace
9. Getting to the New Deal in the Virtual Workplace
"New paradigm as skill-or competency-based pay."Review Date: 2000-05-22
In this context, in Chapter Six, they examine how the role of rewards and compensation changes when an organization evolves from a traditional to a virtual workplace. Firstly, they define job in a traditional organization and argue: "The job concept served traditional organizations well. Work has been organized in a command-and-conrol bureaucracy characterized by functional specifications and hierarchy. It is a paradigm shaped by early twentieth-century thinking of Max Weber and Frederick W. Taylor, implemented by Henry Ford, and cast in the legislation of Franklin D. Roosevelt's New Deal of the 1930s. Unfortunatelly the paradigm no longer serves us because the job has died. Globalization of production and technological revolution have forced us into a post-industrial model for producing goods and services. The work designs of the virtual workplace have forced companies to tear down hierarchy do away with functional specialization, and organize all activities according to entire business processes that cut across traditional departments and occupations."
Hence, they compare traditional and virtual base pay models, and argue that in the new workplace people are paid not for the job they hold but for the role they are expected to play.
I. Base Pay Model in the Traditional Workplace:
1. Unit of analysis: Job
2. Basis for determining value: Job evaluation
3. What pay is for: Work performed
4. Base pay progression: (a). Modest movement within grades to mid-point. Pay is controlled to mid-point. (b). Promotion required for significant advancement.
5. Base pay structure: Many narrow grades, hierarchically arranged.
II. Base Pay Model in the Virtual / New Paradigm Workplace:
1. Unit of analysis: Personal role
2. Basis for determining value: Personal evaluation
3. What is pay for: Capacity to perform
4. Base pay progression: Significant movement from entry rate to target rate based on capacity acquisition.
5. Base pay structure: Few, broad bands
Finally, they define this new paradigm as skill-or-competency-based pay, and argue: " the base pay progression policy that best serves the virtual workplace is skill-or competency-based pay.
I highly recommend.
An insightful tour through virtual organization realitiesReview Date: 1998-08-14
On a macro level, the authors aim to show how a new social contract (New Deal) is developing between individuals and organizations, replacing the traditional employer-employee relationship. Through this virtual revolution, the conflict, as many see and experience it today, between people and technology will be overcome. And free market dynamics make it inevitable that virtual organizations will and must continue emerging.
Moving from the macro to the micro, the authors explore some of the pivotal changes taking place today; changes in the nature of the workplace, the design of work, the use of competencies, the characteristics of reward systems, learning, career opportunities, and staffing. Numerous tables and diagrams, as well as illustrations from company experiences, highlight key points and make the distinctions between traditional and virtual workplaces vivid. There is a lot to be gained from each chapter. Guidelines are presented to help practitioners address their needs for taking action. The authors are also helpful in laying bare serious problems that companies have faced in applying such concepts as skill- or competency-based pay and broad bands which I, as a consultant in organization and compensation, welcome seeing in print. Additionally, the authors present a model to demonstrate the economic value of the virtual workplace. This is an excellent book, impressive in scope and rich in substance.

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Excellent Getting-Started and a Must-Have for ReferenceReview Date: 2004-03-27
This Author Knows How To WriteReview Date: 2004-01-18

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Excellent articles all computer professionals should read.Review Date: 2007-06-19
Information technology in a global societyReview Date: 2000-04-06
What I love is that you can pick up the book and find the relavant information your looking for without having to read the whole book.

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A valuable resource and discussion pieceReview Date: 2000-03-17
excellent analysis on all aspects of cyberspace!Review Date: 1999-02-26


Interface Design is a Life and Death MatterReview Date: 2007-07-26
Situation Awareness refers to the OO of the OODA loop - getting input from the environment - Observing - and understanding the significance of that input now and in the future - Orienting. It is a concept used widely in aviation, medicine, and the military - areas where life and death decisions are routinely made based on situation awareness.
One study cited in this book identifies flawed situation awareness as the root cause of 88% of aircraft crashes due to human error. In the remaining 12% the wrong decision was made or there was a problem with execution. With these sobering figures, this book lays out design guidelines to enhance situation awareness.
A formal situation awareness design approach would involve realistic prototyping and rigorous testing as you'd expect for anything related to aviation or medicine. This book provides 50 concrete design principles in six different areas to assist this formal design cycle, but as the book says: "These principles can be applied to a wide range of systems from a variety of domains where achieving and maintaining SA [Situation Awareness] is challenging."
Anyone designing interfaces to support situation awareness or quick comprehension - like performance dashboards - can learn from this book. Unlike software design examples, the examples in this book contain flight numbers and phrases like "killing all aboard" that underscore how very critical situation awareness is, and how driven the authors are to help raise the standards of design.
The only minor criticism I can level is a feeling that this book was rushed together; but with the critical importance of the topic I can see why. I look forward to the recently announced second edition.
A Must Read for Designers of Problem-Solving and Decision-Making Support ToolsReview Date: 2006-10-12
Chapter 4 should be required reading for all user interface design practitioners and students. In this chapter, Dr. Endsley (who comes from the human factors and ergonomics field) and her colleagues lay out a much better description of the process of designing and developing user interface software than any I have seen anywhere in the human-computer interaction or software engineering literature.
This book is the result of years of exhaustive research that sets a gold standard for use-inspired basic research. It is useful to researchers as well as practitioners. I am in awe of the quality of the work and the quality of the results.
Related Subjects: Software Departments Hardware Organizations Companies and Consultants Conferences
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"Handbook of Human Factors and Ergonomics" is an excellent seminal work on human factors and ergonomics. It is a well researched and well written book on the subject, well illustrated with case studies, examples, tables and figures.
The book has a comprehensive coverage of the subject and covers a wide range of subjects and applications which makes it an indispensable part of the library for human factor and ergonomics practitioners, safety managers and auditors, engineers and other specialists. This weighty tome is worth the price and should not intimidate the reader.