ABSTRACT
Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human c
TABLE OF CONTENTS
part |2 pages
Part I: What is Usability and Why Should I Care?
part |2 pages
Part II. Usability Techniques 101
part |2 pages
Part III: Focus on Special Contexts and Types of Players
part |2 pages
Part IV: Advanced Tactics
part |2 pages
Part V: Putting it all Together and Where Things are Going