Cyberpsychology An Introduction to Human Computer Interaction 2nd edition by Kent Norman – Ebook PDF Instant Download/Delivery: 1108206441, 9781108206440
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Product details:
ISBN 10: 1108206441
ISBN 13: 9781108206440
Author: Kent Norman
This textbook provides a comprehensive overview of the human-computer interface in clear, non-technical language, making it an ideal introduction for students of both psychology and computer science. Covering the past, present, and future developments in technology and psychology, it combines cutting-edge academic research with engaging illustrations and examples that show students how the material relates to their lives. Topics addressed include: human factors of input devices, and the basics of sensation and perception; memory and cognitive issues of users navigating their way through interfaces; communication via programming languages and natural speech interaction; cyberpathologies such as techno-stress and Internet addiction disorders; and challenges surrounding automation and artificial intelligence. This thoroughly updated second edition features new chapters on virtual reality and cybersecurity; expanded coverage of social media, mobile computing, e-learning, and video games; and end-of-chapter review questions that ensure students have mastered key objectives.
Cyberpsychology An Introduction to Human Computer Interaction 2nd Table of contents:
Part I: Fundamentals
One: Introduction
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Scenarios
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Scenario 1
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Scenario 2
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Contents
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1.1 Overview
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1.2 Psychology or Computer Science? Two Paths, One Journey: A Personal Reflection
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1.3 What Is Human–Computer Interaction?
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1.4 What Is Cyberpsychology?
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1.5 The Impact and Importance of Cyberpsychology and the Human–Computer Interface
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1.6 A Brief History of Psychology
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1.6.1 Wilhelm Wundt
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1.6.2 William James
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1.6.3 John Watson
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1.6.4 Ivan Pavlov
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1.6.5 Max Wertheimer
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1.6.6 Sigmund Freud
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1.7 Current Trends in Psychology
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1.8 A Brief History of Computers
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1.8.1 History of Hardware
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1.8.1.1 First Generation (1940–1956)
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1.8.1.2 Second Generation (1956–1963)
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1.8.1.3 Third Generation (1964–1971)
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1.8.1.4 Fourth Generation (1971–Present)
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1.8.2 History of Software
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1.8.2.1 Programming
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1.8.2.2 Binary Code and Logic
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1.8.2.3 Languages
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1.8.2.4 Operating Systems
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1.9 A Brief History of the Internet
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1.10 A Brief History of Human–Computer Interaction and Cyberpsychology
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1.10.1 Generation 0
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1.10.2 Generation 1
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1.10.3 Generation 2
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1.10.4 Generation 3
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1.11 Organization of this Book
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PART I: Fundamentals
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Chapter 1: Introduction: Importance, Implications, and Historical Perspectives
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Chapter 2: Fundamentals: Biological and Technological Bases
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Chapter 3: Theoretical Approaches: Models and Metaphors
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Chapter 4: Research: Modes and Methods
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PART II: Systems
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Chapter 5: Sensory–Motor Interfaces: Input and Output
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Chapter 6: Virtual Environments
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Chapter 7: Learning and Memory, Transfer and Interference
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Chapter 8: Thinking and Problem Solving
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Chapter 9: Language and Programming
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PART III: Relationships
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Chapter 10: Individual Differences: People, Performance, and Personality
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Chapter 11: Motivation, Emotion, and Affective Computing
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Chapter 12: Social Media and Interpersonal Relations
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Chapter 13: Cyberpathologies and Cybertherapies
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PART IV: Applications
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Chapter 14: Automation and Artificial Intelligence
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Chapter 15: Assistive Technologies
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Chapter 16: Video Games and Entertainment
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Chapter 17: Technology and Education
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Chapter 18: Cybersecurity
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Chapter 19: The Future: The Ultimate Human–Computer Interface
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1.12 End Thoughts
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1.13 Review Questions
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1.14 Suggested Exercises
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1.15 References
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Two: Fundamentals
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Scenarios
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Scenario 1
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Scenario 2
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Contents
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2.1 Overview
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2.2 The Computer
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2.2.1 Hardware Architecture
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2.2.1.1 The CPU
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2.2.1.2 The Bus
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2.2.1.3 Memory
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2.2.1.4 Peripherals
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2.2.1.5 Communications
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2.2.2 Logic and Programming
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2.2.2.1 Elementary States
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2.2.2.2 Registers
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2.2.2.3 Instruction Set
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2.2.2.4 Signals
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2.2.2.5 Operating Systems
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2.2.3 Summary
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2.3 The Human
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2.3.1 The Neuron
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2.3.1.1 Structure of the Neuron
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2.3.1.2 Neuron State
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2.3.1.3 The Synapse
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2.3.2 Systems
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2.3.2.1 The Central Nervous System: The Brain and Spinal Column
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2.3.2.2 The Peripheral Nervous System: The Somatic and Autonomic Systems
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2.3.2.3 The Endocrine System
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2.4 Differences and Similarities
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2.4.1 Plasticity versus Programmability
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2.4.2 Digital versus Analog
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2.4.3 Principle of Mass Action
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2.4.4 Localization of Function
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2.4.5 Parallel versus Serial Processing
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2.4.6 Memory Differences
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2.4.7 Autonomic Systems, Homeostasis, and Autonomy
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2.4.8 Coding and Encryption
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2.5 End Thoughts
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2.6 Review Questions
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2.7 Suggested Exercises
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2.8 References
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Three: Theoretical Approaches
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Scenarios
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Scenario 1
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Scenario 2
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Contents
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3.1 Overview
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3.2 The Human–Computer Interface
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3.2.1 The Loop of Interaction
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3.2.2 Task Environment
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3.2.3 Machine Environment
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3.2.4 Areas of the Interface
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3.2.5 Input Flow
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3.2.6 Output Flow
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3.2.7 Feedback Loops
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3.3 The Models
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3.3.1 Interface Object Models
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3.3.2 Mental Model of Operator
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3.3.3 System Model of Operator
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3.3.4 Cognitive Models
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3.3.5 Conceptual Models
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3.3.6 Interface Models
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3.4 User–Task Interaction Models
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3.4.1 Process Models
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3.4.2 Procedural Models
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3.4.2.1 GOMS
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3.4.2.2 ACT-R
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3.4.2.3 Soar
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3.5 General Models, Theories, and Perspectives
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3.5.1 Interface Characteristic Models
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3.5.1.1 Viscosity
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3.5.1.2 Asymmetry
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3.5.1.3 Apparency
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3.5.1.4 Perceived Affordance
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3.5.1.5 Ripple Effect
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3.5.1.6 Interface Memory and Undo-Ability
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3.5.2 Symbiotic Models
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3.5.3 Activity Theory
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3.5.4 Interface Design Models
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3.5.5 Diffusion of Innovation Theory
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3.6 End Thoughts
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3.7 Review Questions
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3.8 Suggested Exercises
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3.9 References
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Four: Research
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Scenarios
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Scenario 1
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Scenario 2
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Contents
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4.1 Overview
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4.2 Theory Building
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4.2.1 Conceptualize the Problem
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4.2.2 Collect Research Information
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4.2.3 Analyze the Data
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4.2.4 Draw Conclusions
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4.3 Empirical Methods
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4.3.1 Controlled Laboratory Experiments
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4.3.2 Controlled Field Experiments
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4.3.3 Observational Field Studies
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4.3.4 Survey and Correlational Methods
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4.4 Threats to Research Methods in Human–Computer Interaction
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4.4.1 Nonrandom Assignment to Groups
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4.4.2 Experimenter Bias
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4.4.3 Participant Bias
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4.4.4 Cultural, Language, Gender, and Ethnic Biases
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4.5 Usability Evaluation
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4.5.1 Expert Reviews
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4.5.2 Usability Testing
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4.5.2.1 User Testing Methods
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4.5.2.2 Usability Labs
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4.5.2.3 Remote User Testing
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4.6 Ethics in Research
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4.6.1 Informed Consent
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4.6.2 Confidentiality and Privacy
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4.6.3 Ethical Guidelines for Human–Computer Interaction Research
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4.7 End Thoughts
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4.8 Review Questions
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4.9 Suggested Exercises
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4.10 References
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Tags: Kent Norman, Computer Interaction, An Introduction