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Meteor Garden (2018 TV series)
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Meteor Garden, 流星花園
Genre
Romantic comedy
Youth, School
Based on
Meteor Garden, Boys Over Flowers (花より男子, Hana Yori Dango)]
Written by
Sharon Mao[1]
Directed by
Lin Helong[2]
Starring
Shen Yue
Dylan Wang
Darren Chen
Connor Leong
Caesar Wu
Opening theme
For You by Dylan Wang (王鹤棣), Darren Chen (官鸿), Connor Leong (梁靖康), Caesar Wu (吴希泽)
Ending theme
Love, Existence (爱，存在) by Qiqi Wei (魏奇奇)
Country of origin
China
Original language(s)
Mandarin
No. of episodes
50
Production
Producer(s)
Angie Chai[1]
Running time
45 minutes
Production company(s)
Star Ritz
Mango Entertainment[1]
Edko Films
Budget
$33 million[1]
Release
Original network
Hunan Television, Netflix
First shown in
China
Original release
July 9 (2018-07-09) – August 28, 2018
Chronology
Related shows
Meteor Garden (2001, Taiwan)
Meteor Garden II (2002, Taiwan)
Hana Yori Dango (TV series) (2005, Japan)
Hana Yori Dango Returns (2007, Japan)
Hana Yori Dango Final (2008, Japan)
Boys Over Flowers (2009, South Korea)
Boys Over Flowers Season 2 (TV series) (2018, Japan)
Meteor Garden (Chinese: 流星花園; pinyin: Liúxīng Huāyuán) is a 2018 Chinese television series starring Shen Yue, Dylan Wang, Darren Chen, Connor Leong, and Caesar Wu. It is based on the first Meteor Garden series and the Japanese shōjo manga series Boys Over Flowers (花より男子, Hana Yori Dango) written by Yoko Kamio.[1] The series is produced by Angie Chai and directed by Lin Helong.[3][2] It is set in Shanghai.
The series reboot was first broadcast in China on Hunan Television, then made available after its airing to VIP users of its streaming counterpart, Mango TV. The stream is then made available to everyone the day after. Two episodes are released per day on a Monday to Wednesday basis. The show is expected to have 50 episodes.
The series is a remake of the 2001 Taiwanese series Meteor Garden.
Contents
1 Synopsis
2 Cast
2.1 Main Cast
2.2 Supporting Cast
2.3 Cameo
3 Production
4 Original Soundtrack
5 International Broadcast
6 Ratings
7 Episodes
7.1 Season 1 (2018)
8 References
9 External links
Synopsis[edit]
The story centers around an ordinary girl, Dong Shancai (Shen Yue) who is accepted to the most prestigious university in the country. She encounters F4, an exclusive group composed of the four popular boys in the institution - Dao Mingsi (Dylan Wang), Hua Zelei (Darren Chen), Yan Ximen (Caesar Wu), and Feng Meizuo (Connor Leong). Shancai is a girl from a family that is barely able to make ends meet. Due to the nature of her personality, she immediately clashes with F4, especially Dao Mingsi who is spoiled, arrogant, and a bully. She remains defiant even after becoming a target of Dao Mingsi and just when she's about to give up, Hua Zelei always seems to show up to comfort her. Eventually, the four boys begin to acknowledge Shancai's unyielding personality that is like her namesake, which is that of a weed that can never be brought down. She also begins to see the good in the boys, which paves the way for friendship and an eventual romance.
Cast[edit]
Main Cast[edit]
Actor/Actress
Character Names
Characteristics
Shen Yue Dong Shancai
(董杉菜)
The protagonist of the story. Dong Shancai is a strong-willed, stubborn, and kind girl who doesn't allow herself or others be bullied. After angering Daoming Si, she receives a sacred 'Joker' card given by the F4, who challenged her to a match of Contract bridge. Initially, she likes Huaze Lei who comes to her rescue during her worst moments; however, after a series of events, she starts developing feelings for Daoming Si. Due to her headstrong nature, she soon earns the respect of the F4 boys and becomes good friends with them.
Dylan Wang / Wang Hedi Daoming Si
(道明寺)
The stubborn, hot-headed, and arrogant leader of F4. Daoming Si comes from a wealthy, domineering family that believes money can buy everything. He never fully matured because his parents were not present for much of his life (his father died when he was in high school, and his mother was often busy leading her company overseas). Daoming Si gets easily angry when something doesn't go his way. Daoming Si slowly falls in love with Dong Shancai due to her defiant stance to his bullying ways. Although he may get irrationally angry due to jealousy, his feelings for Dong Shancai run deep. He strives to protect Dong Shancai at all costs and is willing to go to extreme ends to keep her safe.
Darren Chen / Guan Hong Huaze Lei
(花澤類)
A member of F4. On the exterior, Huaze Lei appears cold, quiet, and indifferent to those outside his circle of friends. In reality, he is protective of Dong Shancai and is grateful for her being there for him during his worst times. Also from a wealthy family, Huaze Lei has been friends with Daoming Si since they were kids. He is in love with his childhood friend Tengtang Jing, who befriended him despite his quiet demeanor due to his mild autism, when he was very young. He later on develops feelings for Shancai.
Connor Leong / Liang Jing Kang Feng Meizuo
(冯美作)
A member of F4. Meizuo enjoys making jokes and has an incredible memory. He is a flirtatious casanova. He expresses interest in Dong Shan Cai's impressive competitor in the Chinese Cuisine competition.
Caesar Wu / Wu Xize Ximen Yan
(西門彦)
A member of F4. Ximen is a playboy, although he expresses interest in Shan Cai's best friend, Xiaoyou .
Supporting Cast[edit]
Li Jiaqi as Jiang Xiaoyou
Liu Yinhao as Chen Qinghe[4]
Sun Qian as He Yuanzi[5] / Xiao Zi
Dee Hsu as Daoming Zhuang
An Ziyi as Li Xinhui
Dong Xin as Li Zhen
Wang Lin / Lilian Wang as Daoming Feng
Sun Yihan as Tengtang Jing
Wang Runze as Tian Ye
Blake Abbie as Thomas
Wang Zi Zhen as Jiang Bai He
Liu Ye as Zhou Cai Na
Zhao Hua Ran as Yan Shun Ping
Kirito Kirigaya as Ken[6]
Cameo[edit]
Wang Yue as Yue Ji
Amber Kuo as Guo Kai Jie
Jin Hao Chen as Yan Zhi Bu
Harlem Yu
Production[edit]
In April 2017, Angie Chai announced the remake of Meteor Garden, which she produced in 2001.[1] Prior to the announcement, Barbie Hsu hinted at the news on her Weibo account. Chai plans on making the remake a "fuller—and flashier—adaptation of the books".[7] The drama is budgeted at 720 million New Taiwan dollars (about US$24 million) with 15 million per episode, which is thirty times higher than the original.[1]
A casting call was announced on social media on June 21, 2017 with a video and the topic, "#FindingF4#".[8] On November 7, 2017, the actors playing the F4 were revealed, namely Dylan Wang (Daoming Si), Darren Chen (Huaze Lei), Connor Leong (Meizuo), and Caesar Wu (Xi Men).[9] Shen Yue's role as Dong Shancai was unveiled at a press conference in Shanghai on November 9.[10]
On February 2018, it was announced that the director has been changed from Xu Fuxiang to Lin Helong.[2]
Original Soundtrack[edit]
No.
Title
Singer
Length
1. "The Love You Want (Night Version) [你要的爱 (深夜版)]" Penny Tai (戴佩妮) 04:21
2. "For You" Dylan Wang (王鹤棣), Darren Chen (官鸿), Connor Leong (梁靖康), Caesar Wu (吴希泽) 03:32
3. "Waiting For Someone (等一个人)" Shennio Lin (林芯仪) 04:21
4. "Meteor Shower (流星雨)" Jerry Yan (言承旭), Vic Chou (周渝民), Ken Chu (朱孝天), Vanness Wu (吴建豪) 04:34
5. "Create Memories (创造回忆)" Dylan Wang (王鹤棣), Darren Chen (官鸿), Connor Leong (梁靖康), Caesar Wu (吴希泽) 05:17
6. "Never Thought Of (从来没想到)" Dylan Wang (王鹤棣), Darren Chen (官鸿), Connor Leong (梁靖康), Caesar Wu (吴希泽) 03:41
7. "I Don’t Even Think About It (想都不用想)" Dylan Wang (王鹤棣) 04:03
8. "Non-Small (非同小可)" Dylan Wang (王鹤棣) 02:51
9. "Gentle Behind The Flower (花背后的温柔)" Darren Chen (官鸿) 03:53
10. "Star Number Meteor (星星数流星)" Connor Leong (梁靖康) 03:28
11. "I Miss You Thinking About Going Crazy (想你想到快疯了)" Caesar Wu (吴希泽) 05:06
12. "Emotional (情非得已)" Harlem Yu (庾澄庆) 04:33
13. "I Miss You Thinking About Going Crazy (想你想到快疯了)" Clover Kao (高隽雅) 04:14
14. "Love, Existence (爱，存在)" Qiqi Wei (魏奇奇) 04:46
15. "The Love You Want (你要的爱)" Fu Yan (芙筱) 04:03
16. "River" Bishop Briggs 03:34
17. "Say Something" A Great Big World 03:52
18. "Anyone of Us (Stupid Mistake)" Gareth Gates 03:48
International Broadcast[edit]
Philippines: ABS-CBN It premiered on August 20, 2018 with high ratings.[11]
Indonesia: SCTV will have the rights to air the program.[12] However, Viu has the streaming rights to the program and air first on July 16.[13]
Besides Indonesia, Thailand, and the Philippines, the show will air as a Netflix Exclusive under the Netflix Originals category and will start streaming on July 13, 2018.
Ratings[edit]
Episode #
Original broadcast date
Average audience share (CSM52)
Average audience share (National Average)
Ratings
Audience share
Ranking
Ratings
Audience share
Ranking
1-2 July 9, 2018 1.126% 8.04% 4 1.11% 9.68% 3
3-4 July 10, 2018 1.032% 7.023% 4 1.11% 9.03% 4
5-6 July 11, 2018 0.991% 6.731% 5 1.12% 8.85% 4
7-8 July 16, 2018 0.931% 7.045% 6 1.1% 9.77% 3
9-10 July 17, 2018 0.919% 6.803% 8 1.12% 9.57% 4
11-12 July 18, 2018 0.983% 7.254% 8 0.97% 8.71% 4
13-14 July 19, 2018 0.922% 6.42% 9 1.12% 9.24% 4
15-16 July 23, 2018 0.861% 6.726% 9 0.97% 9.07% 5
17-18 July 24, 2018 0.893% 6.571% 8 1.09% 9.76% 4
19-20 July 25, 2018 0.969% 7.042% 8 0.99% 8.6% 3
21-22 July 30, 2018 0.916% 6.876% 6 1% 8.92% 4
23-24 July 31, 2018 0.914% 6.792% 5 1.09% 9.31% 4
25-26 August 1, 2018 0.872% 6.584% 6 0.81% 7.21% 5
27-28 August 6, 2018 0.824% 6.46% 7 0.89% 8.07% 4
29-30 August 7, 2018 0.781% 6.058% 7 0.92% 7.92% 4
31-32 August 8, 2018 0.792% 6.027% 6 0.97% 8.61% 4
33-34 August 13, 2018 0.756% 5.808% 7 0.84% 7.59% 5
35-36 August 14, 2018 0.749% 5.771% 5 0.78% 7.22% 4
37-38 August 15, 2018 0.669% 5.325% 6 0.72% 6.66% 4
39-40 August 20, 2018 0.751% 5.879% 3 0.77% 7.31% 3
41-42 August 21, 2018 0.709% 5.595% 3 0.69% 6.33% 3
43-44 August 22, 2018 0.592% 4.336% 7 0.57% 5.1% 5
45-46 August 27, 2018
47-48 August 28, 2018
49-50 August 29, 2018
Average
—
—
Episodes[edit]
Season 1 (2018)[edit]
No. Overall
No. in Season
Original Airdate
Summary
1 1 July 9, 2018 Eighteen-year-old Shancai kicks off her first year at Ming De University with misadventures, drawing the ire of popular school heartthrob Daoming Si. She hopes to study nutrition to help her mother's business. Ming De University is dominated by a group of 4 popular boys, known as F4. As students rush to take pictures of F4, Daoming Si unknowingly steps and cracks the screen of Shancai's phone. A junior describes the talents of F4 and also the fear they instill in their peers, but Shancai still goes to confront Daoming Si, the one who stepped on her phone. Instead, she accidentally pushes Mr. Bobbitt, a visitor to the university and is sent home. Later, Daoming Si orders 20 boxes of takeout from Shancai's mother's business. After she arrives, they bicker, and it culminates with him smashing one of the boxes on her neck. Once she leaves, she is assaulted by 2 men and is saved by Huaze Lei, another member of F4. The next day, she returns to kick Daoming Si, right in the face, knocking him out. Daoming Si's friends in F4 carry him away and leave him tied up in toilet paper.
After sucking out DaoMing si with one kick that has made her famous through the entire school, Shancai is puzzled when two men in suits extend her with an invitation to DaoMing si's mansion. She wonders if it's a trick since the men claim that DaoMing si is ready to apologize, but she gets in the car anyway. Upon her arrival, an army of stylists flock to her and after much poking and scrubbing against her will, Shancai emerges all made up in a cute outfit.
43 43 August 22, 2018 Si was rushed to a hospital operating room in Shanghai after being stabbed. The ICPO informed Si’s friends and Shancai that the suspects were two previous Daoming hotel employees seeking revenge for losing their job after poor management forced the hotel to shut down. The ICPO also informed them that Xiaozi confessed that the kidnapping was part of a prank of hers. Xiamen admitted that they were invited by Xiaozi to her island for a party and only later found out that it was a prank.
Xiaozi arrived at the hospital after her police interrogation and apologized to Shancai. Mrs. Daoming arrived a while later with Mrs. Yu. After seeing Si safely, she scheduled a ride for the next flight back to London and left Mrs. Yu to care for Si. As Mrs. Daoming was leaving the hospital, she warned Shancai to stop seeing Si and told Xiaozi to stop befriending Shancai. Shancai retorted that she will stay with Si until he personally tells her that he does not want her.
Si’s surgery was a success, but a skull injury caused a blood vessel clog. When Si woke from his coma, he remembers everyone except Shancai. At Meizuo’s suggestion, Shancai starts recalling their memories together and begs him to remember her. After she declares her love and vows that she will never leave him, he reveals the joke, surprising everyone but Lei who suspected it. Seeing that Si was back to normal, Lei asks Mrs. Yu to go home and rest, requesting that she does not inform Mrs. Daoming yet about Si regaining consciousness. Mrs. Yu assures him that she will only inform Zhuang, Si’s sister, about Si’s condition.
Shancai returns to school and gained sudden popularity due to her media coverage during the attack on Si. After Si got discharged from the hospital, he decides to stay in Lei’s house to avoid his mother's attention. He tells Lei about his plan to marry Shancai and hints on a secret plan for a new concept for the Daoming group hotels. Meanwhile, Xiaoyou joins the Way of Tea club where she forms an immediate bond with a short-haired lady called Yifen.
References[edit]
^ Jump up to: a b c d e f g "Trailblazing idol drama Meteor Garden getting S$33-million reboot". The Straits Times. April 12, 2017.
^ Jump up to: a b c "《流星花园》导演换人！疑因热恋陈意涵耽误拍摄". Sina (in Chinese). February 11, 2018.
Jump up ^ "Meet the new F4 and Shancai in the 2018 Meteor Garden TV reboot". The Straits Times. November 10, 2017.
Jump up ^ "新版《流星花园》热拍 刘尹昊演杉菜男闺蜜青和". Tencent (in Chinese). December 11, 2017.
Jump up ^ "孙千"流星花园"饰小姿 "快把我哥带走"破次元壁". Netease (in Chinese). February 9, 2018.
Jump up ^ </cite web|url=http://ent.qq.com/a/20171211/018909.htm%7Ctitle=新版《流星花园》热拍 刘尹昊演杉菜男闺蜜青和|date=December 11, 2017|website=Tencent|language=zh}}
Jump up ^ "'Meteor Garden' reboot will be flashier, show creator says". ABS CBN. April 14, 2017.
Jump up ^ "《流星花园》招募宣传片曝光 寻找F4全球计划启动！". ifeng (in Chinese). June 21, 2017.
Jump up ^ "新版《流星花园》要翻拍了！四位主演已公开". Netease (in Chinese). November 6, 2017.
Jump up ^ "新《流星花园》F4亮相 沈月得知将演杉菜兴奋跑圈". Sina (in Chinese). November 10, 2017.
Jump up ^ News, ABS-CBN. "'Meteor Garden' remake starring new F4 to air on ABS-CBN". ABS-CBN News. Retrieved 2018-07-11.
Jump up ^ "Meteor Garden 2018 Akan Tayang di TV Indonesia, Ini Trailer dan Daftar Pemainnya". Tribun Jateng (in Indonesian). 2018-06-01. Retrieved 2018-07-11.
Jump up ^ "Viu Indonesia on Twitter". Twitter. Retrieved 2018-07-16.
External links[edit]
Meteor Garden on Baidu
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t
e
Boys Over Flowers by Yoko Kamio
Manga
Chapters
Boys Over Flowers Season 2
Television series
Taiwan
Meteor Garden (2001)
Meteor Rain (2001)
Meteor Garden II (2002)
Japan
Hana Yori Dango (2005)
Hana Yori Dango Returns (2007)
Hana Nochi Hare (2018)
South Korea
Boys Over Flowers (2009)
China
Meteor Garden (2018)
Unlicensed
Meteor Shower (2009–2010) (China)
Boys Before Friends (2013) (United States)
Kaisi Yeh Yaariyan (2014) (India)
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Hana Yori Dango (1995)
Hana Yori Dango Final (2008)
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Fighter of the Destiny
Princess Agents
My Mr. Mermaid
Lightning
The Starry Night, The Starry Sea 2
The Endless Love
Love of Aurora
2018
To Love To Heal
Excellent Investor
Meet in Youth, Love in Foods
Meteor Garden
Fights Break Spheres
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Human–computer interaction
From Wikipedia, the free encyclopedia
Jump to: navigation, search
Human–Computer Interaction (commonly referred to as HCI) researches the design and use of computer technology, focused on the interfaces between people (users) and computers. Researchers in the field of HCI both observe the ways in which humans interact with computers and design technologies that let humans interact with computers in novel ways. As a field of research, human-computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their seminal 1983 book, The Psychology of Human-Computer Interaction, although the authors first used the term in 1980[1] and the first known use was in 1975.[2] The term connotes that, unlike other tools with only limited uses (such as a hammer, useful for driving nails but not much else), a computer has many uses and this takes place as an open-ended dialog between the user and the computer. The notion of dialog likens human-computer interaction to human-to-human interaction, an analogy which is crucial to theoretical considerations in the field.[3][4]
Contents
[hide]
1 Introduction
2 Goals for Computers
3 Differences with related fields
4 Design
4.1 Principles
4.2 Methodologies
5 Display designs
5.1 Thirteen principles of display design
5.1.1 Perceptual principles
5.1.2 Mental model principles
5.1.3 Principles based on attention
5.1.4 Memory principles
6 Human-computer interface
7 Current research
7.1 User customization
7.2 Embedded computation
7.3 Augmented reality
7.4 Social computing
7.5 Knowledge-driven human-computer interaction
7.6 Brain-computer interfaces
8 Factors of change
9 Scientific conferences
10 See also
11 Footnotes
12 Further reading
13 External links
Introduction[edit]
Humans interact with computers in many ways; the interface between humans and computers is crucial to facilitating this interaction. Desktop applications, internet browsers, handheld computers, and computer kiosks make use of the prevalent graphical user interfaces (GUI) of today.[5] Voice user interfaces (VUI) are used for speech recognition and synthesising systems, and the emerging multi-modal and Graphical user interfaces (GUI) allow humans to engage with embodied character agents in a way that cannot be achieved with other interface paradigms. The growth in human-computer interaction field has been in quality of interaction, and in different branching in its history. Instead of designing regular interfaces, the different research branches have had a different focus on the concepts of multimodality rather than unimodality, intelligent adaptive interfaces rather than command/action based ones, and finally active rather than passive interfaces.[citation needed] For instance, more recently, sensors like video cameras and eye trackers can be used to feed physiological information of humans back to computer systems.[6][7] Such information can be used by computers to dynamically adapt content of interfaces. Thus, computers could develop responsiveness to cognitive load[7] and human emotion[6].
The Association for Computing Machinery (ACM) defines human-computer interaction as "a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them".[5] An important facet of HCI is the securing of user satisfaction (or simply End User Computing Satisfaction). "Because human-computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in computer graphics, operating systems, programming languages, and development environments are relevant. On the human side, communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, social psychology, and human factors such as computer user satisfaction are relevant. And, of course, engineering and design methods are relevant."[5] Due to the multidisciplinary nature of HCI, people with a variety of different backgrounds contribute to its success. HCI is also sometimes termed human–machine interaction (HMI), man-machine interaction (MMI) or computer-human interaction (CHI).
Poorly designed human-machine interfaces can lead to many unexpected problems. A classic example of this is the Three Mile Island accident, a nuclear meltdown accident, where investigations concluded that the design of the human-machine interface was at least partly responsible for the disaster.[8][9][10] Similarly, accidents in aviation have resulted from manufacturers' decisions to use non-standard flight instrument or throttle quadrant layouts: even though the new designs were proposed to be superior in basic human-machine interaction, pilots had already ingrained the "standard" layout and thus the conceptually good idea actually had undesirable results.
Goals for Computers[edit]
Human–computer interaction studies the ways in which humans make, or do not make, use of computational artifacts, systems and infrastructures. In doing so, much of the research in the field seeks to improve human-computer interaction by improving the usability of computer interfaces.[11] How usability is to be precisely understood, how it relates to other social and cultural values and when it is, and when it may not be a desirable property of computer interfaces is increasingly debated.[12][13]
Much of the research in the field of human-computer interaction takes an interest in:
Methods for designing novel computer interfaces, thereby optimizing a design for a desired property such as, e.g., learnability or efficiency of use.
Methods for implementing interfaces, e.g., by means of software libraries.
Methods for evaluating and comparing interfaces with respect to their usability and other desirable properties.
Methods for studying human computer use and its sociocultural implications more broadly.
Models and theories of human computer use as well as conceptual frameworks for the design of computer interfaces, such as, e.g., cognitivist user models, Activity Theory or ethnomethodological accounts of human computer use.[14]
Perspectives that critically reflect upon the values that underlie computational design, computer use and HCI research practice.[15]
Visions of what researchers in the field seek to achieve vary. When pursuing a cognitivist perspective, researchers of HCI may seek to align computer interfaces with the mental model that humans have of their activities. When pursuing a post-cognitivist perspective, researchers of HCI may seek to align computer interfaces with existing social practices or existing sociocultural values.
Researchers in HCI are interested in developing new design methodologies, experimenting with new devices, prototyping new software and hardware systems, exploring new interaction paradigms, and developing models and theories of interaction.
Differences with related fields[edit]
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HCI differs from human factors and ergonomics as HCI focuses more on users working specifically with computers, rather than other kinds of machines or designed artifacts. There is also a focus in HCI on how to implement the computer software and hardware mechanisms to support human–computer interaction. Thus, human factors is a broader term; HCI could be described as the human factors of computers – although some experts try to differentiate these areas.
HCI also differs from human factors in that there is less of a focus on repetitive work-oriented tasks and procedures, and much less emphasis on physical stress and the physical form or industrial design of the user interface, such as keyboards and mouse devices.
Three areas of study have substantial overlap with HCI even as the focus of inquiry shifts. In the study of personal information management (PIM), human interactions with the computer are placed in a larger informational context – people may work with many forms of information, some computer-based, many not (e.g., whiteboards, notebooks, sticky notes, refrigerator magnets) in order to understand and effect desired changes in their world. In computer-supported cooperative work (CSCW), emphasis is placed on the use of computing systems in support of the collaborative work of a group of people. The principles of human interaction management (HIM) extend the scope of CSCW to an organizational level and can be implemented without use of computers.
Design[edit]
Principles[edit]
The user interacts directly with hardware for the human input and output such as displays, e.g. through a graphical user interface. The user interacts with the computer over this software interface using the given input and output (I/O) hardware.
Software and hardware must be matched, so that the processing of the user input is fast enough, the latency of the computer output is not disruptive to the workflow.
When evaluating a current user interface, or designing a new user interface, it is important to keep in mind the following experimental design principles:
Early focus on user(s) and task(s): Establish how many users are needed to perform the task(s) and determine who the appropriate users should be; someone who has never used the interface, and will not use the interface in the future, is most likely not a valid user. In addition, define the task(s) the users will be performing and how often the task(s) need to be performed.
Empirical measurement: Test the interface early on with real users who come in contact with the interface on a daily basis. Keep in mind that results may vary with the performance level of the user and may not be an accurate depiction of the typical human-computer interaction. Establish quantitative usability specifics such as: the number of users performing the task(s), the time to complete the task(s), and the number of errors made during the task(s).
Iterative design: After determining the users, tasks, and empirical measurements to include, perform the following iterative design steps:
Design the user interface
Test
Analyze results
Repeat
Repeat the iterative design process until a sensible, user-friendly interface is created.[16]
Methodologies[edit]
A number of diverse methodologies outlining techniques for human-computer interaction design have emerged since the rise of the field in the 1980s. Most design methodologies stem from a model for how users, designers, and technical systems interact. Early methodologies, for example, treated users' cognitive processes as predictable and quantifiable and encouraged design practitioners to look to cognitive science results in areas such as memory and attention when designing user interfaces. Modern models tend to focus on a constant feedback and conversation between users, designers, and engineers and push for technical systems to be wrapped around the types of experiences users want to have, rather than wrapping user experience around a completed system.
Activity theory: used in HCI to define and study the context in which human interactions with computers take place. Activity theory provides a framework to reason about actions in these contexts, analytical tools with the format of checklists of items that researchers should consider, and informs design of interactions from an activity-centric perspective.[17]
User-centered design: user-centered design (UCD) is a modern, widely practiced design philosophy rooted in the idea that users must take center-stage in the design of any computer system. Users, designers and technical practitioners work together to articulate the wants, needs and limitations of the user and create a system that addresses these elements. Often, user-centered design projects are informed by ethnographic studies of the environments in which users will be interacting with the system. This practice is similar but not identical to participatory design, which emphasizes the possibility for end-users to contribute actively through shared design sessions and workshops.
Principles of user interface design: these are seven principles of user interface design that may be considered at any time during the design of a user interface in any order: tolerance, simplicity, visibility, affordance, consistency, structure and feedback.[18]
Value sensitive design: Value Sensitive Design (VSD) is a method for building technology that account for the values of the people who use the technology directly, as well as those who the technology affects, either directly or indirectly. VSD uses an iterative design process that involves three types of investigations: conceptual, empirical and technical. Conceptual investigations aim at understanding and articulating the various stakeholders of the technology, as well as their values and any values conflicts that might arise for these stakeholders through the use of the technology. Empirical investigations are qualitative or quantitative design research studies used to inform the designers' understanding of the users' values, needs, and practices. Technical investigations can involve either analysis of how people use related technologies, or the design of systems to support values identified in the conceptual and empirical investigations.[19]
Display designs[edit]
Displays are human-made artifacts designed to support the perception of relevant system variables and to facilitate further processing of that information. Before a display is designed, the task that the display is intended to support must be defined (e.g. navigating, controlling, decision making, learning, entertaining, etc.). A user or operator must be able to process whatever information that a system generates and displays; therefore, the information must be displayed according to principles in a manner that will support perception, situation awareness, and understanding.
Thirteen principles of display design[edit]
Christopher Wickens et al. defined 13 principles of display design in their book An Introduction to Human Factors Engineering.[20]
These principles of human perception and information processing can be utilized to create an effective display design. A reduction in errors, a reduction in required training time, an increase in efficiency, and an increase in user satisfaction are a few of the many potential benefits that can be achieved through utilization of these principles.
Certain principles may not be applicable to different displays or situations. Some principles may seem to be conflicting, and there is no simple solution to say that one principle is more important than another. The principles may be tailored to a specific design or situation. Striking a functional balance among the principles is critical for an effective design.[21]
Perceptual principles[edit]
1. Make displays legible (or audible). A display's legibility is critical and necessary for designing a usable display. If the characters or objects being displayed cannot be discernible, then the operator cannot effectively make use of them.
2. Avoid absolute judgment limits. Do not ask the user to determine the level of a variable on the basis of a single sensory variable (e.g. colour, size, loudness). These sensory variables can contain many possible levels.
3. Top-down processing. Signals are likely perceived and interpreted in accordance with what is expected based on a user's experience. If a signal is presented contrary to the user's expectation, more physical evidence of that signal may need to be presented to assure that it is understood correctly.
4. Redundancy gain. If a signal is presented more than once, it is more likely that it will be understood correctly. This can be done by presenting the signal in alternative physical forms (e.g. colour and shape, voice and print, etc.), as redundancy does not imply repetition. A traffic light is a good example of redundancy, as colour and position are redundant.
5. Similarity causes confusion: Use distinguishable elements. Signals that appear to be similar will likely be confused. The ratio of similar features to different features causes signals to be similar. For example, A423B9 is more similar to A423B8 than 92 is to 93. Unnecessarily similar features should be removed and dissimilar features should be highlighted.
Mental model principles[edit]
6. Principle of pictorial realism. A display should look like the variable that it represents (e.g. high temperature on a thermometer shown as a higher vertical level). If there are multiple elements, they can be configured in a manner that looks like it would in the represented environment.
7. Principle of the moving part. Moving elements should move in a pattern and direction compatible with the user's mental model of how it actually moves in the system. For example, the moving element on an altimeter should move upward with increasing altitude.
Principles based on attention[edit]
8. Minimizing information access cost or interaction cost. When the user's attention is diverted from one location to another to access necessary information, there is an associated cost in time or effort. A display design should minimize this cost by allowing for frequently accessed sources to be located at the nearest possible position. However, adequate legibility should not be sacrificed to reduce this cost.
9. Proximity compatibility principle. Divided attention between two information sources may be necessary for the completion of one task. These sources must be mentally integrated and are defined to have close mental proximity. Information access costs should be low, which can be achieved in many ways (e.g. proximity, linkage by common colours, patterns, shapes, etc.). However, close display proximity can be harmful by causing too much clutter.
10. Principle of multiple resources. A user can more easily process information across different resources. For example, visual and auditory information can be presented simultaneously rather than presenting all visual or all auditory information.
Memory principles[edit]
11. Replace memory with visual information: knowledge in the world. A user should not need to retain important information solely in working memory or retrieve it from long-term memory. A menu, checklist, or another display can aid the user by easing the use of their memory. However, the use of memory may sometimes benefit the user by eliminating the need to reference some type of knowledge in the world (e.g., an expert computer operator would rather use direct commands from memory than refer to a manual). The use of knowledge in a user's head and knowledge in the world must be balanced for an effective design.
12. Principle of predictive aiding. Proactive actions are usually more effective than reactive actions. A display should attempt to eliminate resource-demanding cognitive tasks and replace them with simpler perceptual tasks to reduce the use of the user's mental resources. This will allow the user to focus on current conditions, and to consider possible future conditions. An example of a predictive aid is a road sign displaying the distance to a certain destination.
13. Principle of consistency. Old habits from other displays will easily transfer to support processing of new displays if they are designed consistently. A user's long-term memory will trigger actions that are expected to be appropriate. A design must accept this fact and utilize consistency among different displays.
Human-computer interface[edit]
Main article: User interface
The human-computer interface can be described as the point of communication between the human user and the computer. The flow of information between the human and computer is defined as the loop of interaction. The loop of interaction has several aspects to it, including:
Visual Based :The visual based human computer inter-action is probably the most widespread area in HCI(Human Computer Interaction) research.
Audio Based : The audio based interaction between a computer and a human is another important area of in HCI systems. This area deals with information acquired by different audio signals.
Task environment: The conditions and goals set upon the user.
Machine environment: The environment that the computer is connected to, e.g. a laptop in a college student's dorm room.
Areas of the interface: Non-overlapping areas involve processes of the human and computer not pertaining to their interaction. Meanwhile, the overlapping areas only concern themselves with the processes pertaining to their interaction.
Input flow: The flow of information that begins in the task environment, when the user has some task that requires using their computer.
Output: The flow of information that originates in the machine environment.
Feedback: Loops through the interface that evaluate, moderate, and confirm processes as they pass from the human through the interface to the computer and back.
Fit: This is the match between the computer design, the user and the task to optimize the human resources needed to accomplish the task.
Current research[edit]
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Topics in HCI include:
User customization[edit]
End-user development studies how ordinary users could routinely tailor applications to their own needs and use this power to invent new applications based on their understanding of their own domains. With their deeper knowledge of their own knowledge domains, users could increasingly be important sources of new applications at the expense of generic systems programmers (with systems expertise but low domain expertise).
Embedded computation[edit]
Computation is passing beyond computers into every object for which uses can be found. Embedded systems make the environment alive with little computations and automated processes, from computerized cooking appliances to lighting and plumbing fixtures to window blinds to automobile braking systems to greeting cards. To some extent, this development is already taking place. The expected difference in the future is the addition of networked communications that will allow many of these embedded computations to coordinate with each other and with the user. Human interfaces to these embedded devices will in many cases be very different from those appropriate to workstations.
Augmented reality[edit]
Main article: Augmented reality
A common staple of science fiction, augmented reality refers to the notion of layering relevant information into our vision of the world. Existing projects show real-time statistics to users performing difficult tasks, such as manufacturing. Future work might include augmenting our social interactions by providing additional information about those we converse with.
Social computing[edit]
In recent years, there has been an explosion of social science research focusing on interactions as the unit of analysis. Much of this research draws from psychology, social psychology, and sociology. For example, one study found out that people expected a computer with a man's name to cost more than a machine with a woman's name.[22] Other research finds that individuals perceive their interactions with computers more positively than humans, despite behaving the same way towards these machines.[23]
Knowledge-driven human-computer interaction[edit]
In human and computer interactions, there usually exists a semantic gap between human and computer's understandings towards mutual behaviors. Ontology (information science), as a formal representation of domain-specific knowledge, can be used to address this problem, through solving the semantic ambiguities between the two parties.[24]
Brain-computer interfaces[edit]
Main article: Brain-computer interface
Factors of change[edit]
Traditionally, as explained in a journal article discussing user modeling and user-adapted interaction, computer use was modeled as a human-computer dyad in which the two were connected by a narrow explicit communication channel, such as text-based terminals. Much work has been done to make the interaction between a computing system and a human more reflective of the multidimensional nature of everyday communication. However, as stated in the introduction, there is much room for mishaps and failure. Because of these potential issues, human-computer interaction shifted focus beyond the interface to respond to observations as articulated by D. Engelbart: "If ease of use was the only valid criterion, people would stick to tricycles and never try bicycles."[25]
The means by which humans interact with computers continues to evolve rapidly. Human–computer interaction is affected by the forces shaping the nature of future computing. These forces include:
Decreasing hardware costs leading to larger memory and faster systems
Miniaturization of hardware leading to portability
Reduction in power requirements leading to portability
New display technologies leading to the packaging of computational devices in new forms
Specialized hardware leading to new functions
Increased development of network communication and distributed computing
Increasingly widespread use of computers, especially by people who are outside of the computing profession
Increasing innovation in input techniques (e.g., voice, gesture, pen), combined with lowering cost, leading to rapid computerization by people formerly left out of the computer revolution.
Wider social concerns leading to improved access to computers by currently disadvantaged groups
The future for HCI, based on current promising research, is expected[26] to include the following characteristics:
Ubiquitous computing and communication. Computers are expected to communicate through high speed local networks, nationally over wide-area networks, and portably via infrared, ultrasonic, cellular, and other technologies. Data and computational services will be portably accessible from many if not most locations to which a user travels.
High-functionality systems. Systems can have large numbers of functions associated with them. There are so many systems that most users, technical or non-technical, do not have time to learn them in the traditional way (e.g., through thick manuals).
Mass availability of computer graphics. Computer graphics capabilities such as image processing, graphics transformations, rendering, and interactive animation are becoming widespread as inexpensive chips become available for inclusion in general workstations and mobile devices.
Mixed media. Commercial systems can handle images, voice, sounds, video, text, formatted data. These are exchangeable over communication links among users. The separate fields of consumer electronics (e.g., stereo sets, VCRs, televisions) and computers are merging partly. Computer and print fields are expected to cross-assimilate.
High-bandwidth interaction. The rate at which humans and machines interact is expected to increase substantially due to the changes in speed, computer graphics, new media, and new input/output devices. This can lead to some qualitatively different interfaces, such as virtual reality or computational video.
Large and thin displays. New display technologies are finally maturing, enabling very large displays and displays that are thin, lightweight, and low in power use. This is having large effects on portability and will likely enable developing paper-like, pen-based computer interaction systems very different in feel from desktop workstations of the present.
Information utilities. Public information utilities (such as home banking and shopping) and specialized industry services (e.g., weather for pilots) are expected to proliferate. The rate of proliferation can accelerate with the introduction of high-bandwidth interaction and the improvement in quality of interfaces.
Scientific conferences[edit]
One of the main conferences for new research in human-computer interaction is the annually held Association for Computing Machinery's (ACM) Conference on Human Factors in Computing Systems, usually referred to by its short name CHI (pronounced kai, or khai). CHI is organized by ACM Special Interest Group on Computer–Human Interaction (SIGCHI). CHI is a large conference, with thousands of attendants, and is quite broad in scope. It is attended by academics, practitioners and industry people, with company sponsors such as Google, Microsoft, and PayPal.
There are also dozens of other smaller, regional or specialized HCI-related conferences held around the world each year, including:[27]
ASSETS: ACM International Conference on Computers and Accessibility
CSCW: ACM conference on Computer Supported Cooperative Work
CC: Aarhus decennial conference on Critical Computing
DIS: ACM conference on Designing Interactive Systems
ECSCW: European Conference on Computer-Supported Cooperative Work
GROUP: ACM conference on supporting group work
HRI: ACM/IEEE International Conference on Human–robot interaction
HCII: Human-Computer Interaction International
ICMI: International Conference on Multimodal Interfaces
ITS: ACM conference on Interactive Tabletops and Surfaces
MobileHCI: International Conference on Human–Computer Interaction with Mobile Devices and Services
NIME: International Conference on New Interfaces for Musical Expression
OzCHI: Australian Conference on Human-Computer Interaction
TEI: International Conference on Tangible, Embedded and Embodied Interaction
Ubicomp: International Conference on Ubiquitous computing
UIST: ACM Symposium on User Interface Software and Technology
i-USEr: International Conference on User Science and Engineering
INTERACT: IFIP TC13 Conference on Human-Computer Interaction
See also[edit]
Outline of human-computer interaction
Information design
Experience design
Information architecture
Physiological interaction
User experience design
Mindfulness and technology
HCI Bibliography, a web-based project to provide a bibliography of Human Computer Interaction literature
Footnotes[edit]
Jump up ^ Card, Stuart K.; Thomas P. Moran; Allen Newell (July 1980). "The keystroke-level model for user performance time with interactive systems". Communications of the ACM. 23 (7): 396–410. doi:10.1145/358886.358895.
Jump up ^ Carlisle, James H. (June 1976). "Evaluating the impact of office automation on top management communication". Proceedings of the June 7–10, 1976, National Computer Conference and Exposition. pp. 611–616. doi:10.1145/1499799.1499885. Use of 'human-computer interaction' appears in references Missing or empty |url= (help)
Jump up ^ Suchman, Lucy (1987). Plans and Situated Action. The Problem of Human-Machine Communication. New York, Cambridge: Cambridge University Press. Retrieved 7 March 2015.
Jump up ^ Dourish, Paul (2001). Where the Action Is: The Foundations of Embodied Interaction. Cambridge, MA: MIT Press.
^ Jump up to: a b c Hewett; Baecker; Card; Carey; Gasen; Mantei; Perlman; Strong; Verplank. "ACM SIGCHI Curricula for Human-Computer Interaction". ACM SIGCHI. Retrieved 15 July 2014.
^ Jump up to: a b D, Fehrenbacher, Dennis (2017). "Affect Infusion and Detection through Faces in Computer-mediated Knowledge-sharing Decisions". Journal of the Association for Information Systems. 18 (10). ISSN 1536-9323 – via https://dennisfehrenbacher.files.wordpress.com/2013/09/fehrenbacher-2017-affect-infusion-and-detection-through-faces-in-computer-mediated-jais-published.pdf.
^ Jump up to: a b Fehrenbacher, Dennis D.; Djamasbi, Soussan (2017-05-01). "Information systems and task demand: An exploratory pupillometry study of computerized decision making". Decision Support Systems. 97 (Supplement C): 1–11. doi:10.1016/j.dss.2017.02.007.
Jump up ^ Ergoweb. "What is Cognitive Ergonomics?". Ergoweb.com. Retrieved August 29, 2011.
Jump up ^ "NRC: Backgrounder on the Three Mile Island Accident". Nrc.gov. Retrieved August 29, 2011.
Jump up ^ http://www.threemileisland.org/downloads/188.pdf
Jump up ^ Grudin, Jonathan (1992). "Utility and usability: research issues and development contexts". Interacting with Computers. 4 (2): 209–217. doi:10.1016/0953-5438(92)90005-z. Retrieved 7 March 2015.
Jump up ^ Chalmers, Matthew; Galani, Areti. "Seamful interweaving: heterogeneity in the theory and design of interactive systems". Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques: 243–252. Retrieved 7 March 2015.
Jump up ^ Barkhuus, Louise; Polichar, Valerie E. (2011). "Empowerment through seamfulness: smart phones in everyday life". Personal and Ubiquitous Computing. 15 (6): 629–639. doi:10.1007/s00779-010-0342-4. Retrieved 7 March 2015.
Jump up ^ Rogers, Yvonne (2012). "HCI Theory: Classical, Modern, and Contemporary". Synthesis Lectures on Human-Centered Informatics. 5: 1–129. doi:10.2200/S00418ED1V01Y201205HCI014. Retrieved 7 March 2015.
Jump up ^ Sengers, Phoebe; Boehner, Kirsten; David, Shay; Joseph, Kaye. "Reflective Design". CC '05 Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility. 5: 49–58. Retrieved 7 March 2015.
Jump up ^ Green, Paul (2008). Iterative Design. Lecture presented in Industrial and Operations Engineering 436 (Human Factors in Computer Systems, University of Michigan, Ann Arbor, MI, February 4, 2008.
Jump up ^ Kaptelinin, Victor (2012): Activity Theory. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "Encyclopedia of Human-Computer Interaction". The Interaction-Design.org Foundation. Available online at http://www.interaction-design.org/encyclopedia/activity_theory.html
Jump up ^ "The Case for HCI Design Patterns".
Jump up ^ Friedman, B., Kahn Jr, P. H., Borning, A., & Kahn, P. H. (2006). Value Sensitive Design and information systems. Human-Computer Interaction and Management Information Systems: Foundations. ME Sharpe, New York, 348–372.
Jump up ^ Wickens, Christopher D., John D. Lee, Yili Liu, and Sallie E. Gordon Becker. An Introduction to Human Factors Engineering. Second ed. Upper Saddle River, NJ: Pearson Prentice Hall, 2004. 185–193.
Jump up ^ Brown, C. Marlin. Human-Computer Interface Design Guidelines. Intellect Books, 1998. 2–3.
Jump up ^ Posard, Marek (2014). "Status processes in human-computer interactions: Does gender matter?". Computers in Human Behavior. 37 (37): 189–195. doi:10.1016/j.chb.2014.04.025.
Jump up ^ Posard, Marek; Rinderknecht, R. Gordon (2015). "Do people like working with computers more than human beings?". Computers in Human Behavior. 51: 232–238. doi:10.1016/j.chb.2015.04.057.
Jump up ^ Dong, Hai; Hussain, Farookh; Elizabeth, Chang. "A human-centered semantic service platform for the digital ecosystems environment". World Wide Web. 13 (1-2): 75–103.
Jump up ^ Fischer, Gerhard (1 May 2000). "User Modeling in Human–Computer Interaction". User Modeling and User-Adapted Interaction. 11 (1-2): 65–86. Retrieved 3 November 2016.
Jump up ^ SINHA, Gaurav; SHAHI, Rahul; SHANKAR, Mani. Human Computer Interaction. In: Emerging Trends in Engineering and Technology (ICETET), 2010 3rd International Conference on. IEEE, 2010. p. 1-4.
Jump up ^ "Conference Search: hci". www.confsearch.org.
Further reading[edit]
Academic overviews of the field
Julie A. Jacko (Ed.). (2012). Human-Computer Interaction Handbook (3rd Edition). CRC Press. ISBN 1-4398-2943-8
Andrew Sears and Julie A. Jacko (Eds.). (2007). Human-Computer Interaction Handbook (2nd Edition). CRC Press. ISBN 0-8058-5870-9
Julie A. Jacko and Andrew Sears (Eds.). (2003). Human-Computer Interaction Handbook. Mahwah: Lawrence Erlbaum & Associates. ISBN 0-8058-4468-6
Historically important classic[citation needed]
Stuart K. Card, Thomas P. Moran, Allen Newell (1983): The Psychology of Human–Computer Interaction. Erlbaum, Hillsdale 1983 ISBN 0-89859-243-7
Overviews of history of the field
Jonathan Grudin: A moving target: The evolution of human–computer interaction. In Andrew Sears and Julie A. Jacko (Eds.). (2007). Human-Computer Interaction Handbook (2nd Edition). CRC Press. ISBN 0-8058-5870-9
Myers, Brad (1998). "A brief history of human–computer interaction technology". Interactions. 5 (2): 44–54. doi:10.1145/274430.274436.
John M. Carroll: Human Computer Interaction: History and Status. Encyclopedia Entry at Interaction-Design.org
Carroll, John M. (2010). "Conceptualizing a possible discipline of human–computer interaction". Interacting with Computers. 22 (1): 3–12. doi:10.1016/j.intcom.2009.11.008.
Sara Candeias, S. and A. Veiga The dialogue between man and machine: the role of language theory and technology, Sandra M. Aluísio & Stella E. O. Tagnin, New Language Technologies and Linguistic Research, A Two-Way Road: cap. 11. Cambridge Scholars Publishing. (ISBN 978-1-4438-5377-4)
Social science and HCI
Nass, Clifford; Fogg, B. J.; Moon, Youngme (1996). "Can computers be teammates?". International Journal of Human-Computer Studies. 45 (6): 669–678. doi:10.1006/ijhc.1996.0073.
Nass, Clifford; Moon, Youngme (2000). "Machines and mindlessness: Social responses to computers". Journal of social issues. 56 (1): 81–103. doi:10.1111/0022-4537.00153.
Posard, Marek N (2014). "Status processes in human-computer interactions: Does gender matter?". Computers in Human Behavior. 37: 189–195. doi:10.1016/j.chb.2014.04.025.
Posard, Marek N.; Rinderknecht, R. Gordon (2015). "Do people like working with computers more than human beings?". Computers in Human Behavior. 51: 232–238. doi:10.1016/j.chb.2015.04.057.
Academic journals
ACM Transactions on Computer-Human Interaction
Behaviour & Information Technology [1]
Interacting with Computers
International Journal of Human-Computer Interaction
International Journal of Human-Computer Studies
Human-Computer Interaction [2] [3]
Collection of papers
Ronald M. Baecker, Jonathan Grudin, William A. S. Buxton, Saul Greenberg (Eds.) (1995): Readings in human–computer interaction. Toward the Year 2000. 2. ed. Morgan Kaufmann, San Francisco 1995 ISBN 1-55860-246-1
Mithun Ahamed, Developing a Message Interface Architecture for Android Operating Systems, (2015). [4]
Treatments by one or few authors, often aimed at a more general audience
Jakob Nielsen: Usability Engineering. Academic Press, Boston 1993 ISBN 0-12-518405-0
Donald A. Norman: The Psychology of Everyday Things. Basic Books, New York 1988 ISBN 0-465-06709-3
Jef Raskin: The Humane Interface. New directions for designing interactive systems. Addison-Wesley, Boston 2000 ISBN 0-201-37937-6
Bruce Tognazzini: Tog on Interface. Addison-Wesley, Reading 1991 ISBN 0-201-60842-1
Textbooks
Alan Dix, Janet Finlay, Gregory Abowd, and Russell Beale (2003): Human–Computer Interaction. 3rd Edition. Prentice Hall, 2003. http://hcibook.com/e3/ ISBN 0-13-046109-1
Yvonne Rogers, Helen Sharp & Jenny Preece: Interaction Design: Beyond Human–Computer Interaction, 3rd ed. John Wiley & Sons Ltd., 2011 ISBN 0-470-66576-9
Helen Sharp, Yvonne Rogers & Jenny Preece: Interaction Design: Beyond Human–Computer Interaction, 2nd ed. John Wiley & Sons Ltd., 2007 ISBN 0-470-01866-6
Matt Jones (interaction designer) and Gary Marsden (2006). Mobile Interaction Design, John Wiley and Sons Ltd.
External links[edit]
Wikimedia Commons has media related to Human-computer interaction.
Bad Human Factors Designs
The HCI Wiki Bibliography with over 100,000 publications.
The HCI Bibliography Over 100,000 publications about HCI.
Human-Centered Computing Education Digital Library
HCI Webliography
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text:
Red Asphalt
From Wikipedia, the free encyclopedia
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Red Asphalt is a series of instructional driver's education videos produced by the California Highway Patrol. The films are known for their graphic depictions of fatal car accidents. Horrendously injured and dismembered bodies are shown in the documentary, typically those of negligent drivers. Five volumes in the series have been produced, and some are still shown at some high schools and private driving schools.
The film has been criticized by the Los Angeles Times for its poor acting and being a "joyless ride" of gruesome images and statistics; the paper also called Red Asphalt "the Reefer Madness of driving: Forget trying to reason with teenagers, just scare 'em."[1]
Contents
[hide]
1 Installments
2 See also
3 References
4 External links
Installments[edit]
1964 Red Asphalt
1978 Red Asphalt II
1989 Red Asphalt III
1998 Red Asphalt IV
2006 Red Asphalt V
See also[edit]
Signal 30
References[edit]
Jump up ^ Martin J. Smith (21 June 2006). "Thrills! Nausea! Bad acting!". Los Angeles Times. Archived from the original on 6 November 2007. Retrieved 1 June 2011.
External links[edit]
Martin, Hugo (21 January 2003). "Gore or Emotion -- What Moves Teen Drivers?". Los Angeles Times.
Red Asphalt on IMDb
Red Asphalt II on IMDb
Red Asphalt III on IMDb
Red Asphalt IV on IMDb
Red Asphalt V on IMDb
Red Asphalt (1964) on YouTube (contains graphic imagery)
Red Asphalt II (1980) on YouTube (contains graphic imagery)
Red Asphalt III (1989) on YouTube (contains graphic imagery)
Red Asphalt IV (1998) on YouTube (contains graphic imagery)
Red Asphalt V (2006) on YouTube (contains graphic imagery)

This article about a short documentary film is a stub. You can help Wikipedia by expanding it.
v
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e
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