December 2013
Beginner
250 pages
6h 52m
English
When people interact purposefully with the world around them, including computer systems, some aspects of their behavior follow predictable patterns, some of which result from the limited capacity of attention and short-term memory. This chapter describes these patterns and explains how interactive systems can support these patterns by following certain design guidelines.
short-term memory; working memory; attention; behavior patterns; goals; tools; awareness; detection; inattention blindness; change blindness; external aids; information “scent,” familiarity; modes
When people interact purposefully with the world around them, including computer systems, some aspects ...
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