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Human-Computer Interaction in Game Development with Python: Design and Develop a Game Interface Using HCI Technologies and Techniques 1st Edition Joseph Thachil George download

The document discusses the book 'Human-Computer Interaction in Game Development with Python' by Joseph Thachil George, which focuses on designing and developing game interfaces using HCI technologies. It covers essential concepts of HCI, interface design, and practical applications in game development, particularly using Python. The book also addresses various research topics related to HCI in gaming, including usability, gamification, and the development process in the gaming industry.

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100% found this document useful (2 votes)
16 views

Human-Computer Interaction in Game Development with Python: Design and Develop a Game Interface Using HCI Technologies and Techniques 1st Edition Joseph Thachil George download

The document discusses the book 'Human-Computer Interaction in Game Development with Python' by Joseph Thachil George, which focuses on designing and developing game interfaces using HCI technologies. It covers essential concepts of HCI, interface design, and practical applications in game development, particularly using Python. The book also addresses various research topics related to HCI in gaming, including usability, gamification, and the development process in the gaming industry.

Uploaded by

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Joseph Thachil George and Meghna Joseph George

Human-Computer Interaction in Game


Development with Python
Design and Develop a Game Interface Using HCI
Technologies and Techniques
Joseph Thachil George
Hannover, Germany

Meghna Joseph George


Hannover, Germany

ISBN 978-1-4842-8181-9 e-ISBN 978-1-4842-8182-6


https://doi.org/10.1007/978-1-4842-8182-6

© Joseph Thachil George, Meghna Joseph George 2022

Standard Apress

Trademarked names, logos, and images may appear in this book. Rather
than use a trademark symbol with every occurrence of a trademarked
name, logo, or image we use the names, logos, and images only in an
editorial fashion and to the benefit of the trademark owner, with no
intention of infringement of the trademark. The use in this publication
of trade names, trademarks, service marks, and similar terms, even if
they are not identified as such, is not to be taken as an expression of
opinion as to whether or not they are subject to proprietary rights.

The publisher, the authors and the editors are safe to assume that the
advice and information in this book are believed to be true and accurate
at the date of publication. Neither the publisher nor the authors or the
editors give a warranty, express or implied, with respect to the material
contained herein or for any errors or omissions that may have been
made. The publisher remains neutral with regard to jurisdictional
claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress


Media, LLC, part of Springer Nature.
The registered company address is: 1 New York Plaza, New York, NY
10004, U.S.A.
Introduction
The goal of this book is to boost your knowledge of human-computer
interaction (HCI) in the context of game production. In computer
games, interface design and development are critical. This book focuses
on and investigates human-computer interaction (HCI) design in
computer game interfaces in order to meet their collaborative and
interactive requirements.
We begin with a brief overview of HCI's essential concepts and
methods. Following that, we go into the fundamental concepts of
gaming interface design and technology. We also look at how to create a
gaming interface that is effective in terms of HCI, all using practical
Python examples.
We go through the primary concerns game developers and
publishers, as well as how various HCI approaches can help tackle these
problems. Additionally, we consider “playability” throughout the entire
game development process.
Gamification has a strong impact on human-computer interaction
based research these days, and we discuss gamification and its
applications, as well as how it improves human-computer interaction.

Human-Computer Interaction Research Topics


This book also covers a wide range of research subjects relating to
game development based on human-computer interaction with a focus
on the theory, apps, practice, and verification in the field of human-
computer interaction, with the goal of changing behavior. This
approach covers the traditional arenas, including cognition, cognitive
science, instructional technology, video games, game-based
rehabilitative services, neuro feedback, wellness, universal health care,
physical and mental health, machine intelligence, digital technology,
and so on. From these perspectives, new scientific approaches,
including test results and real-world applications, are strongly
encouraged.

Source Code
All source code used in this book can be downloaded from
github.com/apress/hci-gamedev-python.
Any source code or other supplementary material referenced by the
author in this book is available to readers on GitHub
(https://github.com/Apress). For more detailed information, please
visit http://www.apress.com/source-code.
Table of Contents
Chapter 1:​Human-Computer Interaction Tools and Methodologies
Fundamentals of Human-Computer Interaction
Digging Deeper
Designing the Interface
Adaption and Interfaces
Interfaces of Multi-Device
Evolutionary Trends
Evaluation of Usability
Bringing Usability and Accessibility Together
Analysis of Task Situations
Techniques and Tools for Human-Computer Interaction
Development
Techniques for Defining Specifications
The Cycle of Tool Life and Methodologies Taxonomy
Selecting Instruments, Techniques, and Resources
The Eye Tracking Technique and Usability
Eye Tracking Studies
User Control
Usability Testing
Why Eye Tracking?​
Creating an Effective Interface
Graphical User Interfaces
Characteristics of User Interfaces
Summary
Chapter 2:​Human-Computer Interaction Tools and Game
Development
Tools and Techniques for General Game Development
The Video Game Interface
Video Game Development and Interaction
Video Game Users’ Requirements and Needs
Interactive UI Design for a Game
Panel Design
Window Architecture
Icon Design
Color Development
Eye-Tracking Techniques
The Impact of Eye Tracking in Games
Eye Tracking in Games
Face and Eye Recognition
Modeling and Development
Conclusions and Problems
Creating the Data Structure
Modeling and Development
Conclusions and Problems
Applying Photographic Filters
Modeling and Development
Conclusions
Recognizing the Iris
Modeling and Development
Conclusions and Problems
Edge Detection
Modeling and Development
Conclusions and Problems
Parameter Analysis on Blur, CLAHE, and CANNY Filters
Modeling and Development
Analysis
Iris Recognition (2)
Modeling and Development
Conclusions and Problems
“Average Color” Recognition
Modeling and Development
Conclusions
Project Analysis
Data Analysis
Project Conclusions
Summary
Chapter 3:​Developing a Video Game
Roles in the Video Game Industry
Producers
Publishers
Game Developers
Roles and Processes of Game Development
Game Design
Game Art Design
Game Programming
Game Testing
Software Development
Game Development Phases
Pre-Production Phase
Outsourcing
Production Phase
Milestones:​The Cornerstones of Development
Post-Production Phase
Localization
Fan Translation
Summary
Chapter 4:​Turning Points in Game Development
Game Engines
Rendering Engine
Indie Video Games
Crowdfunding
The Case of Dreams:​Developing a Game Within a Video Game
Current Problems in the Development of Video Games
Crunch Time
Piracy
Programming Stages
Paradigms and Programming Languages
Visual Programming
Summary
Chapter 5:​Developing a Game in Python
Python and Pygame
Designing the Video Game
Development Team
Game Design Document and Production
Game Menu
Short Introduction to Pygame
Game Interface
The Player
Powering Up
The Enemies
The Bosses
Collision Management
The Levels
Summary
Chapter 6:​Game Development – Industry Standards
Game Terminology
Overall Design of the Game
Frontend and Backend in Game Development
Verify the Token
General Description of the Game’s Services
Network Interfaces and Sequence Diagram for the Game
Development Cycle
Game Network Interfaces
Sequence Diagrams
Security of Online Games Through a Web Portal
Secure Code for Games
Secure by Design
Security Control
Summary
Chapter 7:​Gamification in Human-Computer Interaction
Gamification Strategy
Gamification Examples
Common Risks and Mistakes
Gamification in Education
Aspects of the Game’s Foundation
The Different Game Categories
Psychology and Motivation in Gamification
The Two Different Types of Motivation
Playing and Learning
Gamification in the Classroom
Factors that Make Gamification in the Classroom Easier
How Can Gamification Help with Learning?​
Games-Based Learning vs Gamification
Solutions for an Educational Game
Designing a Gamified Application
Math Games for Kids
Gamified Applications Dedicated to Training
Methodology for Creating Gamified Applications
Web Application
Native Application
Native App vs Web App
The PhoneGap Framework
Why PhoneGap?​
PhoneGap’s Architecture
Anaconda Python and the PyQT5 GUI Framework
Anaconda Installation
PyQT5 Installation
PyQT Events
Drawbacks to Gamification
Avoiding the Drawbacks
Summary
Chapter 8:​Human-Computer Interaction Research and
Development
Human-Computer Interaction with a Head-Mounted Display
Human-Machine Interfaces:​Future Development
The Touchscreen Revolution
Direct Communication with the Mind
Gesture Engagement Taken to a New Level
Applications of Spatial Cognition Human Contact Research
Interaction with the Voice
Interactions Between the Brain and the Computer
Summary
Chapter 9:​Recommendations and Concluding Comments
Recommendations
Broad HCI Assessment Criteria
Information and Communication Technology (ICT)
Development
New Trends
Promising HCI Technologies
Important Considerations for Building a User-Friendly
Interface
Final Thoughts on Game Design and HCI
Summary
Index
About the Authors
Joseph Thachil George
is an IT security engineer based in
Germany. He also worked as a technical
consultant for International Game
Technology (IGT) in Italy. Joseph is
currently pursuing his PhD in computer
science and engineering at the University
of Lisbon, Portugal. He has an MS in
cybersecurity from the University of
Florence, Italy. He is also part of the
DISIA research group at the University of
Florence, Italy, and the research group
(INESC-ID Lisbon) at the University of
Lisbon, Portugal. His research interests
cover automatic exploit generation,
exploitation of vulnerabilities, chaining of vulnerabilities, security of
web applications, and JavaScript code exploits. At IGT, he has been a
part of various projects related to game configuration and integration
in various platforms, specializing in Java and Spring Boot–based
projects. He has also worked for various companies in India, Angola,
Portugal, and the UK and has seven years of experience with various IT
companies.

Meghna Joseph George


is a cloud engineer based in Germany. She is an AWS-certified solutions
architect. She has a BS in system management and an MS in economics.
About the Technical Reviewer
Deepak Jadhav
is a game developer based in Bonn,
Germany. He received a B.S. in computer
technology and an M.S. in game
programming and project management.
Deepak has been involved in developing
games on multiple platforms, including
mobiles, consoles, and PCs. He has a
strong background in C# and C++, as
well as years of experience using Unity,
Unreal Engine for Game Development,
augmented reality, mixed reality, and
virtual reality.
© The Author(s), under exclusive license to APress Media, LLC, part of Springer
Nature 2022
J. T. George, M. J. George, Human-Computer Interaction in Game Development with
Python
https://doi.org/10.1007/978-1-4842-8182-6_1

1. Human-Computer Interaction Tools


and Methodologies
Joseph Thachil George1 and Meghna Joseph George1
(1) Hannover, Germany

The core concepts of human-computer interaction (HCI) and its tools


and methodologies are presented in this introductory chapter. We will
also explore how a computer’s interaction with a user/player is meant
to provide them with a unique new POV that allows them to connect
with the computer. We cover usability, interface patterns, and design for
user-computer interactions. Understanding these technologies is
crucial to creating effective games and web applications that utilize
human-computer interaction.

Fundamentals of Human-Computer Interaction


HCI’s main objective is to improve user-computer interactions by
making computers more responsive to the game player’s input. This is
done through the following three interfaces: the command line, the
graphical user interface, and a standardized user interface.
Advantages of the command-line interface include:
Use of “options” allows for flexibility.
Easier for “skilled” players since operations can be accessed rapidly.
Most efficiently uses the operating system.
Advantages of the Graphical User Interface (GUI) include:
Uses panels, icons, menu, and arrows that may be moved about with
a cursor.
The best UI for unskilled or new players. However, web
applications/games consume a lot of computer resources. Most
common interface applications/games have a similar functionality.
Advantages of the standardized user/player interface include:
Increases training velocity.
Increases trust from beginner players.
Expanded range of tasks to be solved by players.
Expanded choice of applications for the ordinary computer game
player.
Are easy to use.
To better understand what human-computer interaction and
usability are, let’s take a look at Norman’s Model 1, which identifies the
main phases of user interaction. This model provides a valid, if
simplified, logical framework for design and evaluation. There are
seven possible steps to describe human-computer interaction:
1. Formulate the goal.

2. Formulate the intention.

3. Identify the action.

4. Perform the action.

5. Perceive the status of the system.

6. Interpret the system’s status.

7. Evaluate the result against the goal.

Norman places the seven phases in the context of the cycle of an


interaction and identifies the “execution” (the difference between the
user intentions in terms of actions to be carried out and the actions
permitted by the system) and the “evaluation” (the difference between
the representations provided by the system and what it expects from
the user).
In interfaces with poor usability, where the tasks to be done are
badly supported, these two evaluations can be useful for identifying
discrepancies between what the users would like to do and what they
can do (execution) and between what the system presents and what the
users do (evaluation). See Figure 1-1. In both cases, it is possible to
identify the cognitive distance indicated by the quantity and quality of
the information processed by the users in order to bridge the gap.

Figure 1-1 Norman’s cycle of interaction

To better understand these concepts, let’s look at various examples.

Digging Deeper
A fairly intuitive example is a game that consists of the numbers 1 to 9,
which are all initially available to each of the two players. The players
play one at a time. During each turn, the players choose one of the
remaining numbers (making it unavailable). If a player has three
numbers whose sum is 15, they win.
First you need to understand the problem. Both players share a
common goal, which is to win the game. There is also another objective:
“If at a certain point I can’t win, then I want to prevent the other player
from winning”. One possible strategy is to choose a number from the
remaining numbers that might prevent the other player from winning.
So the “background” activity is remembering the numbers that you
already chose, remembering the remaining numbers (and those taken
by your opponent), and remembering whose turn it is. This game
becomes non-trivial. Suppose you need to design a user interface that
makes it easier to play this game. One solution is represented by the
interface shown in Figure 1-2.

Figure 1-2 Interface for the game that consists of a choice between numbers to add
up to 15

As you can see, it is clearly highlighted who has to play. It also shows
which numbers have been selected (in red) and which are available (in
green), as well as who has selected them. However, players still have to
understand which number to choose to prevent their opponent from
winning. There is a considerable cognitive distance between choosing
suitable actions and the user’s initial objective. An interface that limits
this cognitive load, and so is more usable, is shown in Figure 1-3.
The idea is that the players use a substantially different interface: A
3×3 matrix where one player can place Xs and the other Os. Assuming
that the matrix corresponds to numbering, as that indicated by the
small matrix on the left, the game becomes like the Tic Tac Toe (known
in Italy as Three of a Kind), whereby the aim of the players is to place
three elements in a row or diagonally. Understanding if your opponent
is about to win now becomes very intuitive, detectable at a glance, and
doesn’t require particularly complicated processing.

Figure 1-3 A more intuitive interface for the game

A fundamental principle of HCI is understanding your users and the


tasks they intend to perform. These tasks are the activities necessary to
achieve a goal, where the goal can be modifying the status of an
application (for example, adding new data) or accessing information
contained in applications.
The user interface must allow users to carry out these activities in
the most immediate and intuitive way possible. To this purpose, an
important phase in the design is the analysis of the tasks, which aims to
identify the most relevant tasks and their characteristics.
To understand this, it is important to involve the end users in the
design and keep in mind how they currently carry out such activities.
This can be accomplished through interviews, workshops,
questionnaires, and by observing the users in the usual context.
Analyzing tasks can be done at different levels of granularity, also
depending on the objectives. It can focus on a person interacting with
an application via a computer or it can extend to the whole process and
involve several people. The interface design aids in your understanding
of the system and its goals.

Designing the Interface


Interface design is about communication with the end users. It’s about
designing forms and spaces in the context of one specific task or
problem[3]. To this purpose, you must avoid considering internal
functional aspects alone and find solutions that have a general
foundation. Don’t rely only on the designer’s intuition; instead, you
must find the right balance between method and intuition.
The aim is to define clear, economical, convincing solutions that you
can operate immediately and that can be more easily assimilated,
understood, and remembered. They should immediately attract the
users to the important aspects and allow them to reach their goals
without errors. Often the simplest solutions are the most usable. Think
about sites that, when accessed, start animations that don’t provide
particular additional information, but are simply tinsel.
Think of the user who perhaps logs in via a slow modem connection
and is having to undergo an animation, perhaps without the possibility
to skip it, for many minutes.
This does not mean that animation should never be used, but, when
it fits, it has to provide something additional and not to be an element
for its own sake. For example, animation can be useful for
understanding dynamic phenomena that evolve over time. Hence,
effective design should reduce the elements to their essence.
One example is the horizontal bar at the top the window that
contains applications in Windows PC environments and others: think
about how many tasks it can support! This area indicates the name of
the file associated with the application, the type of application, if the
window is the one currently selected, the ability to minimize or
maximize the size of the window, the ability to close it, and the ability
to move it around the screen. All thanks to a small rectangular strip,
which is also extremely unobtrusive!
Another important aspect in designing user interfaces is how to
structure and organize their presentation. To this purpose, there are a
series of communication techniques that aim to help the users scroll
through the interface, interpret the elements, and find what they are
looking for.
What the designer must try to do is to group elements, create
hierarchies, represent relationships, indicate order between the
elements and, in the end, find an overall balance. Grouping elements is
useful for indicating those that are more semantically connected,
creating hierarchies serves to highlight the most important elements
(for example, those that are accessed most frequently), relationships
are used to make users understand how one or more elements can
influence other elements and, finally, there can be various types of
logical or temporal ordering between groups of elements.
See for example the web page of a popular newspaper in Figure 1-4
to understand how these techniques can be used. As you can see, there
is a clear hierarchy between the various elements. The information
deemed most important is highlighted in the center with a large image
and a title with large fonts. The next most important information is
underneath and uses less space, a smaller image, and a smaller font. On
the sides there are groupings of information of similar types, such as
the services of Repubblica.it and 24 hours (which contain the latest
news).

Figure 1-4 Example of design techniques applied to a web interface


At the top, there is an example element (Site Search), which is in
relation to others. If it’s selected, it changes the page to allow users to
search the information on the site. Also in the upper area, there is the
ability to select a set of elements associated with various sections that
are logically ordered between them (politics, news, economics, etc.).
You can see, therefore, how all the various relationships are highlighted
with design techniques so users can perceive them in the most
immediate way.
In general, there are various ways to consider an interactive system.
One way is to consider the tasks to be performed to achieve the user’s
goals and the logical objects needed. This is a logical view of the system
that can be discussed with other people involved in the design (end
users, clients, interface designers, and software developers). There is
another view, which is also logical but is more focused on the interface,
and that is to consider the presentations and the interactions and how
to move from one presentation to the other. Interactions are identified
based on their semantics (the results they allow you to obtain). For
example, it can be said that at a certain point you need a selection
without specifying the type of mode required to make it (which can be,
for example, graphical, vocal, or through a gesture)
There is, then, a possible more concrete description where the
methods and techniques of interaction are specified. For example, it can
be said that, in a graphical desktop system, selections are made via a
list with a scroll bar.
Finally, there is the implementation, which can be in HTML, Java, etc.
When designing the interface, the level of abstraction of the starting
point can change depending on the case. Sometimes, the tasks to be
supported are identified, so those are the starting point and, through
subsequent refinements, lead to the implementation. In other cases,
you start from an existing implementation and try to understand if
indeed it is the best way to support the user’s activities. Because of the
abundance of information technology, interactive systems may be used
in a variety of ways. These ways can be utilized with the help of
adaption and interface techniques.

Adaption and Interfaces


The wealth of information technology allows for many uses of
interactive systems. User interfaces often have to know how to adapt to
the context, which can be considered from three points of view: those
relating to the user, the device, and the surrounding environment. As
for the user, important aspects are the objectives and related tasks,
preferences, and the level of knowledge of the application domain and
the methods of interaction.
Regarding the device used for the interaction, it is important to
consider the supported modes, the amplitude and the screen
resolution, the capabilities, and the connection speed with other
devices. Finally, the environment has various aspects that can affect the
interaction modes, such as the level of noise and light, and objects that
are available. User interfaces have to adapt to these factors for better
usability.
There are two types of adaptation. Adaptability can be the ability to
change aspects at the explicit request of the user in accordance with
predefined options, or it can be the ability of the system to dynamically
modify aspects without explicit user requests. While adaptability
essentially allows you to choose the methods of interaction with an
application from a predefined set, it implies that systems dynamically
change with respect to the context.
On the one hand, this implies greater flexibility, but on the other
hand, it means that new usability issues can arise if these changes occur
in a way that are not easily understood by the users. There are three
types of aspects that can be adapted: presentations (layouts, attributes,
graphs, etc.), dynamic behavior (navigation methods, enabling and
disabling the techniques of interaction, etc.), and the content of the
information provided. Figure 1-5 shows an example of an adaptable
interface. Depending on the type of user that’s visiting, different ways of
accessing the application are activated.
Figure 1-5 Sample adaptable interfaces
In the case of tourists, the possibilities of accessing information are
generic and they see a map of the city and the museum. They can then
select items of interest for which they will receive information. In the
case of students, the site assumes some basic knowledge, so they can
activate lists of elements on the aspects of greater interest. It also
shows an interface for an expert, who can compose detailed requests.
Always in the same area, it is possible see an example of interaction
that adapts to the device and the environment. In this case, the site
considers the users inside a museum and uses a handheld guide to aid
their visit (see Figure 1-6). The guide tries to be as unobtrusive as
possible, providing a lot of information in a vocal way, to allow the
users to appreciate the objects that are in the museum while providing
additional information. The visual channel is used by the handheld
guide to provide useful information to understand where you are and
what other elements of interest are nearby. It also checks the
parameters of the guide to access videos that provide information
about related topics that are not in the museum.

Figure 1-6 Handhelds are used as a support for visiting museums. The visitor’s
position is detected with infrared devices
This solution was adopted by the Carrara Marble Museum[2] and it
depends on the user’s location, which is automatically detected. This is
achieved through infrared devices on the ceiling at the entrance to each
room. They emit a signal that contains a room identifier (see Figure 1-
6). In fact, each device is composed of multiple infrared signal emitters
to increase the ease of detection. When the device detects the signal, it
identifies the room and automatically emits sound feedback. It shows
on the screen where the user is, after which the first selection shows
the map of the new room with icons for each work of art.2
There are icons for each type and, by selecting an icon, the user
receives additional information in a vocal way and can access videos on
related topics (if any). This solution is made possible due to the
availability of 1GB handhelds that record rich multimedia information.
This limits the interaction with the outside world to detect signals
that allow the museum to identify the environment the user is in.
Another possible solution would have been to identify the nearest work
of art and automatically activate a corresponding voice comment. The
limitation of this solution is that it can, in some cases, become too
intrusive and provide unwanted comments. Sometimes you need to use
multiple devices for such interfaces.
As an example, you can see how an app’s UI varies depending on
whether it’s in landscape or portrait mode. First of all, you need to open
the Settings app. Go to Accessibility ➤ AssistiveTouch. Make sure the
toggle at the top of the screen is in the On position. Tap one of the four
options (Single Tap, Double Tap, Long Press, or 3D Touch) and set it to
Open Menu (https://support.apple.com/en-ca/HT202658).

Interfaces of Multi-Device
One of the main issues currently impacting user interfaces is the
continuous introduction of new types of interactive devices: from
interactive digital wall-mounted telephones to PDAs, telephones UMTS,
and tablet PCs, to name a few. Interacting with interactive services
becomes a multi-device experience. It is important to understand the
new issues that are introduced into this context. The first thing to
understand is that it isn’t possible to do everything through all devices.
There are features of the devices that can make them suitable to
support tasks but are inadequate for others. For example, most users
would never use (let alone pay for) a service that allows them to use a
telephone to watch a movie or a whole game of football, as the
experience would be somewhat cramped and would not allow them to
appreciate detail. Conversely, if you were stuck in traffic and wanted to
find an alternative route, a mobile device is key. In other cases,
supported activities can be accessed across different devices, but the
modes change.
For example, a hotel booking made via mobile phones with web or
WAP access enables users to communicate arrival and departure dates.
Using a desktop system, you can comfortably provide an evening of
additional information, for example, to express your preferences in
terms of rooms, meals, etc. Or the desktop system can present extensive
booking forms where various fields can be filled in for different orders,
while the mobile site can impose some sequence in providing the
request parameters due to the smaller screen.
There are activities through one type of device that can enable or
disable activities through another. For example, you can make an airline
reservation via a desktop system, and then you can access real-time
information via your mobile phone related to the flight you booked.
There are also activities that remain the same regardless of the device.
For example, logging in remains more or less the same across different
types of devices. In adapting to the type of device, it is also necessary to
consider the supported modes, because this influences the possibilities
of interaction.
Tasks can be influenced by the interaction mode: a set of inputs can
require separate interactions through a graphic device, while such
information can be provided through a single interaction using a voice
interface. There are inherent differences between the various modes.
For example, voice channels are best suited for short messages, to
report events and immediate actions, to avoid visual overload, and
when users are on the move. The visual channel is more useful for
complex or long messages, for identifying spatial relationships, and
when actions need to be performed in multiple, noisy environments or
when users are stationary.
When a system supports multiple modes (for example, graphical
and vocal interaction), the possible implementation techniques is wide.
You must consider different ways to combine the modalities:
complementary (both modalities are used synergistically to
complement interaction), assignment (a specific method is used to
create a certain purpose), redundancy (multiple modes are used to
achieve the same effect), and equivalence (users choose between
multiple modes to achieve the same effect).
This has been an introduction to the fascinating world of the
human-computer interaction, explaining its objectives and fundamental
concepts and showing application examples. It has witnessed a real
explosion of interest and has substantially evolved.

Evolutionary Trends
This evolution continues, driven by the evolution of interaction
technologies and the constantly changing user requirements. The
continued introduction of new interactive computer devices in our
homes, offices, cars, and places of commerce and tourism implies the
need to plan a pervasive usability that can guarantee satisfaction in the
different contexts of use. This opens up the possibility of creating
migration services in the future—interactive services that follow users
in their movements and adapt to the new devices available in these new
environments. The goal is to allow users to continue the interaction
where they left off with the device in the previous environment.
Consider a person who is registering for a service through the
system desktop. They suddenly realize that they are late and so take
their PDA and continue the registration as they exit the office. When
they get into the car, they complete the registration using a voice
interaction system, all without having to redo any transactions carried
out through previously used devices. The interfaces adapt to the new
devices used. This level of multimodality will increase significantly for
many reasons.
Some technologies are substantially improving, like those related to
voice interaction. They show a growing ability to interpret human input
and so have begun to be supported, in a stable way, for interaction via
the web. Technologies that detect user presence are diversifying and
improving. The improvement of shape recognition techniques and
elements in the images is increasing the possibility of interaction
through gestures, whereby different functions are activated depending
on the recognized gesture. These and other possibilities have the aim of
making the interaction with computers similar to that between human
beings. This can lead to the affirmation of the paradigm of natural
interaction, which guarantees usability that’s extremely immediate and
spontaneous.

Evaluation of Usability
The usability assessment can be carried out for different purposes.
There may be precise goals, such as wanting users to be able to perform
a task with a certain number of interactions or in a certain period of
time.
There are various methods that are considered when evaluating
usability:
Inspection -based evaluation: In these cases an expert evaluates
the prototype or final implementation of the user interface according
to predefined criteria, which can be a series of properties that must
be met (such as providing continuous feedback of the status of the
interaction) or indications of aspects to be considered by simulating
user interaction (such as what occurs with the cognitive
walkthrough).
Evaluation based on user tests in the laboratory: In this case,
laboratories equipped with cameras store user sessions, in an
environment that tries to be as unobtrusive as possible.
Evaluation based on user feedback: In this case, feedback is
collected informally through questionnaires, workshops, focus
groups, and interviews.
Remote assessment: The user and the assessor are separated in
time and/or space, for example, log files of interactions with users
are automatically created and then analyzed using specific tools.
Model-based assessment (simulation): A model is created to
predict and analyze how tasks are performed in a certain interface.
Evaluation based on user observation in the field: Users are
observed for long periods when interacting with the system in their
daily environment.
Choosing the method for evaluating usability may depend on
various factors, such as the number and type of users available. It may
be useful to combine multiple methods. For example, starting with an
analysis of users and tasks, then creating prototypes that they may be
subjected to heuristic evaluation, and then using empirical tests until
satisfactory results are achieved.

Bringing Usability and Accessibility Together


If there is no integration between accessibility and usability, there is a
risk of having systems that allow access even to disabled users but with
difficulty. To better understand these issues, we can take the example of
the interaction of blind users through screen readers, devices that
convert all the information that is on the screen into voice format. To
facilitate interaction, they have commands that allow users, for
example, to access the list of links or frames that are on a web page. The
accessibility guidelines are applied (for example, those of the W3C), yet
various navigation problems may still emerge for users interacting via
screen readers:
Lack of context in the presentation: By reading through the screen
reader, the user can lose the overall context of the page and read only
small portions of text. For example, when moving from one link to
another with the Tab key, the blind user reads the link text via the
Braille device or listens to it via the speech synthesizer (for example,
“.pdf,” “more detail,” etc.), but does not know the text that is before
and after this link.
Information overload: The static portion of the page (link, frame,
etc.) can overload the reading through the screen reader because the
user must read this part again, even when accessing different pages,
thus slowing down navigation.
Excessive sequencing in the reading of information: The
commands to navigate and read can force the user to acquire the
content of the page sequentially. Therefore, it is important to
introduce mechanisms to facilitate the identification of precise parts
on the page. An example is the results page generated by a search
engine. Usually, in the upper part of such pages, there are several
links, advertisements, a search button, and other buttons, and the
search results appear below all this.
To overcome these problems, there is a need to identify design
criteria which, in addition to ensuring accessibility, also allow for high
ease of use when the systems are accessed by disabled users.

Analysis of Task Situations


Two important techniques for analyzing user needs and designing
usable systems are scenarios and analysis of tasks. Scenarios are used
to understand user behavior in real life. They describe specific users in
specific circumstances.
Usually three to four scenarios describe standard users. It is a cheap
technique as it does not require excessive effort, but it can be limited
when there are many types of users or many possible interactions. It’s
about a compact and informal description of one or more specific users
who interact with a specific interface, to achieve a specific result, in
specific circumstances. It is useful for capturing the context in which an
application is used, soliciting a discussion that’s useful for identifying
requirements, capturing important episodes from user behavior
studies, and providing a context for carrying out the assessment.
These scenarios can be noted with an indication of the positive and
negative consequences deriving from their occurrence. In the analysis
of tasks, the activities that must be supported, the objects that are used
to perform the activities, the knowledge required to perform the tasks,
the possible allocation of tasks between system, and the users are
identified.
Various techniques can be used to support the analysis of tasks:
interviews or workshops; questionnaires, user observations, analysis of
how activities are performed, analysis of existing documentation, and
methods of formation. From an analysis of the tasks, it is possible to
derive real models that define the semantic relationships and time
between tasks. Such descriptions can be used in a complementary way
with the scenarios, because the scenarios are informal but detailed
descriptions of a specific use in a specific context, whereas the task
templates describe the possible activities and their relationships.
Scenarios can support the development of task models by indicating
part of the activities to be considered and, conversely, there may be
scenarios derived from specific sequences of tasks to be performed.
In general, task models can be useful for understanding an
application domain, memorizing the result of an interdisciplinary
discussion, designing a new application consistent with the user’s
conceptual model, analyzing and evaluating the usability of an existing
application, helping the user during a session with the online help
system, and documenting an interactive application.

Techniques and Tools for Human-Computer


Interaction Development
All systems design starts with tools and methodologies. Methods might
be formal and well-structured, or they can be haphazard and
impromptu. Programming languages and advanced software
environment that facilitate coding are examples of such tools.
UI architects and developers employ tools and approaches that have
been expressly created to create highly useable interfaces. The creation
of user interfaces necessitates a consumer or oriented approach in
which the system’s prospective users engage in some manner in the
design and implementation process from the start. As a result, HCI
interaction tools and approaches tend to enhance the formulation and
construction of interfaces by allowing designers to completely
comprehend the primary features of users, such as their tasks, and
communicate those traits in a way that aids the development and
execution process[3].
In general, HCI tools and methodologies aid programmers in the
creation of useable systems. Tools and methodologies can help UI
designers create systems that fulfill the demands of users. Furthermore,
tools and approaches reduce the amount of work and time necessary to
construct the system, which may account for a major portion of the
entire effort spent on any system/game’s development. This method is
also more willing to enable a game’s full potential to be appreciated and
used, due to its high usefulness. See Figure 1-7.
Figure 1-7 Human-computer interaction design’s three cornerstones (usablity,
UIMS, and guidelines)
Tools for HCI development include:
Tools for description (design), action level, such as Visual Studio
Building deployment tools, such as Microsoft Visio
Tools for evaluating, such as IBM tools

Techniques for Defining Specifications


Grammar for many parties:
Grammar in the style of BNF (Backus normal form).
The string’s non-terminal is labeled by the party that makes it
(U:user, C: computer).
Taking the first steps in a login procedure, for example.
The menu.trees
At a glance, you can view the complete menu structure.
It’s impossible to illustrate all of the potential user activities (static).
In the diagram of a transition, every conceivable transition is
specified (see Figure 1-8).

Figure 1-8 State

For repeated transitions, a clustering tool can be used to represent


state transitions. The cycle is depicted on the left side of Figure 1-8, and
the transaction is repeated. State transitions might be represented with
the assistance of a clustering tool (such as Azure Stack HCI-certified
micro-cluster tool).
The exponent for user activity:
Interface for direct manipulation.
For aiming, moving, hitting, and other actions, use a high-level
language.
Task, for example: choose a symbol

The depiction based on events


Utilizing an incident description language for concurrent
conversation:
Instruments for implementation include the following:
Tools for screen mock-ups and modeling, such as specialized
prototyping equipment, paper and pencil, word processors, and
corporate slide presentation software.

Development tools for coding, such as common widgets:


Microsoft’s Window Developer’s Toolkit, Apple’s MacApp, Unix’s
Xtk, etc.

UIMS, such as elevated specs for user interface designer (without


coding) ---> UI open source.
Instruments for assessment include the following:
Examine if the menu tree is too deep, whether widget names are
utilized consistently, and whether all icons have corrected
transitions, among other things.
Operated logging software records a user’s activity patterns.
Problems in selecting computer software include the following:
Panels, dialog boxes, pull-down and pop-up menus, buttons,
navigation bars, metadata, column labels, sliders, and other widgets
are allowed.
Color, images, pictures, animations, video, variable display size,
audio, music, speech input/output, mouse, directional buttons,
touchscreen, stylus are all aspects of the UI.
UIMS, description technique (CMD language, menus, form,
manipulation of objects), degrees and severity of user-interface
reliance, computer program, evaluation and documenting tools,
interface with database, graphics, network, spreadsheets, logs during
test and usage.
Managerial concerns include the amount of pleased tool users,
vendor dependability and scalability, pricing, paperwork, training,
and tech assistance, and program management assistance.
The following components can be used to assess user experience:
Effectiveness: Will ordinary users be able to perform their work?
Will the system cater to a wide range of user abilities and
requirements?
Learnability: Is it easy to understand how to run the machine? How
simple will it be to reenter the system? How much information will
be usable in other processes?
Flexibility: Is it easy to edit the system without making it less user-
friendly?
Attitude: Is the system easy and enjoyable to use?

The Cycle of Tool Life and Methodologies Taxonomy


Incremental prototypes with considerable, early, and ongoing user
feedback is common in the creation of user interfaces. The four major
stages of the software development process are as follows[3]:
1. Define and analyze user needs.

2. Define the layout and the system requirements.

3. Construct and evaluate the design.

Delivery and upkeep are the fourth and fifth steps, as shown in
Figure 1-9.
Figure 1-9 Product development steps
These are arbitrary categorizations that do not represent iterations
or progress, but they serve as a starting point for tools and processes.
Specific tools and/or procedures associated with each phase have been
created specifically for use in that sector. Samples of significant tools
and procedures related to each area will be included in the discussion.
The majority of instruments are applications that are useful for a
range of hardware, including IBM PCs and motherboard chipsets, as
well as Unix workstations. Apple Macs and NeXT computers are two
different types of computers. Overall, HCI software-based solutions
have been designed for commercial usage and, as a result, have been
evaluated in real-world scenarios.3
When compared to tools, HCI techniques often entail pencil and
paper procedures (although some methods may use computer
software) and are frequently more exploratory and scholarly in
character. HCI methods are frequently designed by professionals for use
in labs, making them more difficult to apply unless you have experience
with HCI and usability engineering.
Depending on the system being developed and the stage of the
software development cycle, different tools and approaches will be
used.

Selecting Instruments, Techniques, and Resources


Selecting instruments and/or approaches can be difficult, especially for
those who are unskilled. Data systems, special interests, human-
computer interaction publications, regulations, and confidentiality
procedures are some of the information sources available. HCI
techniques and approaches are becoming increasingly crucial in the
creation of user interface design, and there is no doubt that they play a
substantial role in achieving high usability. The variety of tools and
approaches available, as well as their varying intricacy and
complexities, may provide a barrier in terms of selection and use.
However, there are now standards for selecting and using these tools
and procedures.
To have an effective HCI, you need to have effective eye-tracking
methodologies. Eye movements are considered a critical real-time input
channel for HCI, which really is especially significant for persons with
disabilities. By relying on the user’s vision, the suggested method aims
to provide an easy and practical interaction approach. The next section
discusses how eye tracking helps in HCI.

The Eye Tracking Technique and Usability


Eye tracking is a new form of interaction between human and machine.
The combination of infrared lighting and cameras provides the basis for
a wide range of interactive techniques in which a device can “see” the
users and interpret their intentions.
The act of detecting which region of an application or website
somebody is looking at, or (more precisely), how the eyes move in
respect to the head, is known as eye tracking. It offers previously
unavailable insights about your customers and enables a new degree of
knowledge of the interaction between consumers and interfaces.
On mobile devices, the majority of customer interaction takes the
form of tapping, swiping, and scrolling. These trends provide you with
essential information about your consumers. However, when there is no
physical connection, such as when somebody is viewing a text, things
get complicated. These user habits are rather prevalent, if we think
about it.
In the feared circumstance where people report they “simply don’t
understand it,” eye tracking can assist. It might be difficult to figure out
what went wrong if there was no physical connection. It’s possible that
the person is perplexed, searching for something, or just stopped.
Whatever it is, eye tracking technologies that emphasizes where the
user is looking might convey that “why.”

Eye Tracking Studies


Eye tracking studies are most commonly connected with assessing
what grabs the user’s attention, and this is a common outcome of a
research study. Human eye gaze research has been around for a long
time. Eye motions were studied in the 19th Century by direct
observation of people, such as when they read books. The individual
eye’s movement is revealed to be a sequence of small pauses, known as
fixations , rather than a continuous journey. Our mind then stitches
various fixings together to form a seamless picture. Fascinations are
what we’re most interested in in usability testing
Fixations are frequently depicted as circles in gaze tracking studies.
The larger the circle, the greater the concentration.
Whenever we come upon anything intriguing, we become fixated on
it. This might happen intentionally (when we’re seeking for something
specific) or subconsciously (since we’re caught off guard). Nevertheless,
concentration provides knowledge of human conduct by revealing what
qualities attract our attention.
Eye monitoring investigations are most typically associated with
determining what attracts user attention, and this is a common
consequence of a research. However, there’s more to it: eye tracking can
also help you grasp things more deeply.

User Control
We are often referred to be operating in the economic market, as you
may have heard. Interest, according to marketing methods like the
AIDA model, is the important first step in the process of purchasing a
product. The activity is at the bottom of the funnel. This is the point at
which we make a commitment by buying a product or subscribing to a
magazine.
Interest and desire are the phases between attention and action in
the AIDA paradigm (see Figure 1-10). This is when we look into it and
decide whether it’s what we really want. To put it another way, this is
the point at which the users make a decision.
Figure 1-10 The AIDA analysis is a good way of describing the phases that go from
attention to action
Letting people make their own decisions means giving them control.
Allowing this sense of power, according to recent UX trends, seems to
be something we’ll see much more in the future. People have become
more aware of how their digital experiences affect them, and their
(often harmful) digital conduct is being called into question. Customers
no longer want to be controlled by their smartphones and digital
services, according to tools that limit screen time or include snooze
functionality.
The problem with commerce is that getting people to take action
(this usually means purchasing a product) is clearly relevant to the
organization’s growth. Relevant stakeholders, unsurprisingly, want
their users to take action as soon as feasible. The issue is that if we
aggressively shrink the space between attention and action, we start to
take away user control. For example, one-click checkout buttons are
convenient and beneficial to your organization, but they also raise the
chance of your customers buying stuff they aren’t convinced about, or
worse, purchasing things by accident.

Usability Testing
Testing via eye tracking is extremely valuable, providing you with an
additional layer of information about your users’ behavior. Even so, it’s
critical to understand when you should employ eye tracking and when
you can’t do anything without it. Regardless of how advanced the
technology is, it should be considered a tool in your usability testing
toolbox rather than a UX panacea. When it comes to user testing, a
general rule of thumb is to try to get your answers as quickly as
possible. Don’t go overboard.

Why Eye Tracking?


As a user experience designer, you may need to defend your design
decisions on occasion. Because your work is available to everybody,
everybody will have an opinion about it. Eye tracking may help you
justify your design choices and is a great approach to take the “I” out of
the equation—the users’ actions speak for themselves. Demonstrating
that you picked a particular color or interface element to better the
customer experience strengthens your position in these instances.
Incorporating eye-tracking technology into your usability studies
may help you create better, more natural customer experiences, when
it’s done correctly.

Creating an Effective Interface


Web designers, software developers, and all those who are studying to
become such, will sooner or later come across the expression “graphic
interface”. Related abbreviations, such as UI, TUI (Text User Interface),
and GUI (Graphical User Interface) are also often used. It’s of
fundamental importance for a good user experience, whether on a
website, app, or software.
The user interface includes all the tools that the user sees and uses
to perform actions, ranging from simple text-based command lines to
complicated structures of graphical interfaces. At the same time, the UI
causes the machine to send feedback to the users so that they know
that their actions have been carried out successfully. The user interface
is closely linked to usability. For some time now, it has no longer been
exclusively a question of creating an interface that is purely functional:
now even the aesthetic aspects are increasingly important. Equally
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Aurragado, adj. schlecht beackert.
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Auskultieren, n. (Med.)
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böser Leumund, m.
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buenos –s, malos –s, pl. gute, böse (schlimme) Vorzeichen, npl.
Austeridad, f. Strenge, Herbheit, Härte, f.; Ernst, m.; mürrisches,
unfreundliches Wesen, n.
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sauertöpfisch.
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Austro, m. Südwind, m.
Auténtica, f. beglaubigte Abschrift, f.; schriftliches Zeugnis n. über
die Echtheit einer Reliquie.
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Auténtico, adj. authentisch, urkundlich; beglaubigt, glaubwürdig,
echt, verbürgt; rechtskräftig.
Autillo, m. in der Stille vollzogenes Auto de fe, n.; Art Eule, f.
Auto, m. gerichtliches Erkenntnis, Urteil, n.; –s, pl. Prozeßakten,
fpl.; – de fe (nicht da), öffentlich vollzogenes Urteil n. des
Inquisitionsgerichts; – definitivo, Endurteil; – sacramental,
religiöses Drama, n.; estar en –s, fig. fam. mit einer Sache
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Autobiografía, f. Selbstbiographie, f.
Autocracia, f. Selbstherrschaft, f.
Autócrata, m./f. Selbstherrscher, m.
Autocrático, adj. selbstherrschend, alleinherrschend,
unumschränkt.
Autografía, f. Autographie, f.
Autografiar, va. autographieren.
Autográfico, adj. autographisch, eigenhändig.
Autógrafo, m. Urschrift, f.
Autómata, m. Automat, m.
Automático, adj. automatisch.
Autonomía, f. Selbstregierung, f.
Autonómico, adj. auf Selbstregierung bezüglich.
Autónomo, adj. autonom, durch eigene Gesetze regiert.
Autopsia, f. Leichenöffnung, Leichenschau, f.
Autor, m. Autor, Urheber, Verfasser, Schriftsteller; Schöpfer,
Künstler; Erfinder; Theaterdirektor, m.
Autoridad, f. Autorität, f.; Ansehen, Gewicht, n.; Macht, Gewalt, f.;
hoher Rang, m.; obrigkeitliche Person, Obrigkeit, Behörde;
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angesehener Personen; Stelle f. aus einem Werk; Gewährsmann,
m.; de propia –, eigenmächtig.
Autoritario, adj. was sich auf Autorität stützt; –, m. Anhänger m.
des Autoritätsprinzips.
Autoritativo, adj. autoritativ, selbständig auftretend.
Autorizable, adj. was autorisiert werden kann.
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Ermächtigung; Berechtigung; Beglaubigung, Beurkundung, f.;
Verleihung f. von Ansehen, Glanz etc.
Autorizado, adj. ermächtigt, befugt, berechtigt; angesehen;
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berufen.
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Auxiliar, va. helfen, beistehen, unterstützen; –, adj. hülfeleistend,
zu Hülfe kommend; verbo –, m. Hülfszeitwort, n.; –, m.
Weihbischof; Hülfsbeamter, m.; Hülfswissenschaft, f.; Volontär, m.
Auxilio, m. Hülfe, Hülfsleistung, f., Beistand, m.
Avadar, vn. seichter, durchwatbar werden (Flüsse).
Avahar, va. durch Anhauchen erwärmen; –, vn. ausdunsten.
Aval, m. Aval, m., Wechselbürgschaft, f.
Avalar, va. zittern, erbeben (Erde).
Avalentado, adj. raufboldmäßig, eisenfresserisch.
Avalo, m. Erdbeben, n.; leichte Erschütterung, f.
Avalorar, va. Wert geben; fig. Mut einflößen.
Avalúo, m. Schätzung, Wertangabe; Berechnung, Ermäßigung, f.
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Avante, adv. vorwärts (Mar.).
Avantrén, m. Protze, f., Protzwagen, m. (Mil.); Vordergestell n.
eines Wagens.
Avanzada, f. Vorhut, f. (Mil.)
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m.; Draufgeld n. bei einem Handel; Preisanschlag, m.
Avaricia, f. Geiz, m., Habsucht, f.
Avariciar, va. sehnlich begehren; –, vn. geizig sein.
Avariciosamente, avaramente, adv. geizig.
Avaricioso, avariento, adj. geizig, knauserig; habsüchtig.
Avarismo, m. geiziges Wesen, n.; Knauserei, f.
Avaro, adj. geizig; –, m. Geizhals, m.
Avasallamiento, m. Unterwerfung, Unterjochung, f.
Avasallar, va. unterwerfen, unterjochen; –se, vr. sich unterwerfen,
unterthänig werden.
Ave, f. Vogel, m.; Geflügel, n.; – brava, – silvestre, wilder Vogel;
– fría, Kiebitz, m.; fig. beschränkter, träger Mensch; – de paso,
Zugvogel; – de rapiña, Raubvogel; – zonza, fig. dummer Tölpel,
m.; ser un –, fig. fam. sehr leicht und flink sein.
Avecilla de las nieves, f. Bachstelze, f.
Avecindamiento, m. häusliche Niederlassung, f.; Ort m., wo
jemand ansässig ist.
Avecindar, va. das Bürgerrecht erteilen, als Mitbürger aufnehmen;
–se, vr. sich einbürgern, sich häuslich niederlassen.
Avejentar, vn., –se, vr. vor der Zeit altern, älter aussehen als man
ist.
Avellana, f. Haselnuß, f.; – de la India, – índica, Salbnuß, f.
Avellanar, m. Haselgesträuch, n.
Avellanarse, vr. austrocknen, zusammenschrumpfen, runzlig
werden.
Avellano, m. Haselstrauch, m.
Avemaría, f. Avemaria, n., englischer Gruß, m.; al –, bei
einbrechender Nacht; en un –, fam. im Nu; ¡Ave María! int.
Ausruf des Staunens.
Avena, f. Hafer, m.
Avenado, adj. haferartig; närrisch, wie toll.
Avenamiento, m. Ableiten n. des stehenden Wassers.
Avenar, vn. dem stehenden Wasser Abfluß verschaffen.
Avenencia, f. Übereinkunft, f., Vergleich, m.; Übereinstimmung, f.
Avenida, f. Anwachsen n. des Wassers eines Flusses, Baches;
Überschwemmung, f.; Weg, Zugang m. zu einem Ort; fig.
Zusammenfluß, m., Zusammentreffen n. verschiedener Dinge.
Avenidamente, adv. übereinstimmend.
Avenido, adj. einig; bien –, einig; mal –, uneinig.
Avenidor, adj. vermittelnd, –, m. Mittelsmann, m.
Aveniente, adj. sich ereignend.
Avenir, va. vergleichen, ausgleichen, beilegen; –, vn. sich ereignen,
geschehen; widerfahren, begegnen; austreten (von Flüssen); –se,
vr. sich vergleichen; sich verständigen.
Aventador, m. Kornworfler, m.; Worfschaufel, Getreideschwinge, f.;
Fächer m. zum Anfachen des Feuers; Fliegenwedel, m.
Aventajadamente, adv. vorteilhaft.
Aventajado, adj. vorzüglich, bevorzugt; vorteilhaft; –, m. Soldat m.
mit höherer Löhnung (Mil.).
Aventajar, va. übertreffen, es zuvorthun; zuvorkommen, einen
Vorsprung gewinnen; bevorzugen; begünstigen; –se, vr. sich
hervorthun, sich auszeichnen.
Aventar, va. lüften; anfachen; worfeln (Getreide); wegblasen,
fortwehen; fig. fam. fortjagen, vertreiben; –se, vr. sich mit Luft
anfüllen; fam. davonlaufen, ausreißen (vom Vieh); stinkend
werden (Fleisch).
Aventura, f. Abenteuer, n., zufällige, seltsame Begebenheit, f.;
Zufall, m.; Wagnis, n.; unerwartete Gefahr, f.
Aventurar, va. wagen, einer Gefahr aussetzen.
Aventureramente, adv. abenteuerlich, gewagt.
Aventurero, adj. abenteuerlich; –, m. Abenteurer, m.
Avergonzado, adj. schamhaft, verschämt.
Avergonzamiento, m. Schämen, n., Scham, f.
Avergonzar, va. beschämen; –se, vr. sich schämen.
Avería, f. Havarie, f.; Seeschaden (Mar.); Schaden, Verlust, m.
Averiado, adj. seebeschädigt.
Averiarse, vr. Havarie leiden (Mar.).
Averiguable, adj. erforschlich, ergründbar.
Averiguación, f. Untersuchung; Erforschung; Ergründung, f.
Averiguador, m. Untersucher, Erforscher, m.
Averiguamiento, m. s. AVERIGUACIÓN.
Averiguar, va. untersuchen, erforschen, ergründen; –se, vr. (con
alguno), fam. mit jemandem auskommen; jemand zur Vernunft
bringen.
Averno, m. poet. Hölle, f.
Averrugado, adj. warzig.
Aversión, f. Abneigung, f., Widerwille, m.
Avestruz, m. Vogel Strauß, m.
Avetado, adj. äderig, geädert.
Avezar, va. gewöhnen, angewöhnen.
Aviador, m. der fördert, ausrüstet, Geld vorschießt; Vorbohrer, m.
Aviar, va. für die Reise vorbereiten, ausrüsten; ausstatten; fördern,
betreiben; Geld vorschießen; –se, vr. sich auf den Weg machen,
einen Weg einschlagen.
Ávido, adj. gierig; habsüchtig; lüstern.
Aviejarse, vr. altern, alt werden.
Aviento, m. Wurfschaufel, Strohgabel, f.
Aviesamente, adv. Unglück bedeutend, böse, schlimm.
Avieso, adj. krumm, verkehrt; fig. böse, bösartig; –, m.
Schlechtigkeit, f., Verbrechen, n.
Avigorar, va. stärken, kräftigen; fig. aufmuntern.
Avilantez, f. Kühnheit; Unverschämtheit, f.
Avillanado, adj. bäuerisch; gemein.
Avillanar, va. verschlechtern (in Sitten); –se, vr. moralisch sinken;
gemein werden.
Avinado, adj. nach Wein schmeckend; fam. mit weintrunkener
Stimme.
Avinagrado, adj. essigsauer; fig. fam. sauertöpfisch.
Avinagrar, va. versauern, sauer machen; fig. verbittern; –se, vr.
sauer werden.
Avío, m. Ausrüstung, Zurüstung, f.; Vorschuß m. an Bergarbeiter; –
s, pl. Gerätschaften, fpl., Werkzeug, n.; al –, fertig.
Avión, f. Dachschwalbe, f.
Avisado, adj. klug, vorsichtig; mal –, übel beraten.
Avisador, m. Benachrichtiger, Melder, m.
Avisar, va. benachrichtigen, melden; warnen; raten; beobachten; –
se, vr. sich gegenseitig benachrichtigen.
Aviso, m. Benachrichtigung, Nachricht; Meldung; Erinnerung;
Warnung, f.; Rat, m.; Vorsicht, Klugheit, f.; Avisoschiff, n. (Mar.);
andar (estar) sobre –, vorsichtig, auf seiner Hut sein.
Avispa, f. Wespe, f.
Avispado, adj. fig. lebhaft, aufgeweckt.
Avispar, va. anspornen, antreiben (Pferde); fig. aufmuntern; –se,
vr. fig. sich beunruhigen.
Avispero, m. Wespennest, n.; fig. mißliche, widerwärtige Sache f.,
mit der man nichts zu thun haben mag.
Avispón, m. Hornisse, f.
Avistar, va. von weitem erblicken; –se, vr. zu einer geschäftlichen
Besprechung zusammenkommen.
Avituallar, va. verproviantieren, mit Lebensmitteln versehen.
Avivado, adj. lebhaft; –, m. Polierung f. der Spiegelfolie.
Avivador, m. der aufmuntert, belebt; Falzhobel, m.
Avivamiento, m. Aufmunterung; Belebung, f.
Avivar, va. beleben; aufmuntern, antreiben; fig. anfachen (Feuer);
entzünden, entflammen; Farbentöne lebhafter machen (Mal.); das
Auskriechen der jungen Seidenwürmer befördern; –, vn. Leben
bekommen, lebendig werden; –se, vr. lebendig werden;
auskriechen; aufleben (Handel und Wandel).
Avo, m. Nenner m. eines Bruches.
Avocación, f., avocamiento, m. Anbringung f. einer Rechtssache
vor einem höheren Gerichtshof (Jur.).
Avocar, va. vor einen höheren Gerichtshof bringen.
Avugo, m. Holzapfel, m.
Avuguero, m. Holzapfelbaum, m.
Avutarda, f. Trappe, f.
Axila, f. Achselhöhle, f. (An.).
Axioma, m. Axiom, n.
¡Ay! int. ach! oh! ¡– de mí! wehe mir! ich Unglücklicher!
Aya, f. Kinderfrau, Kinderwärterin; Erzieherin, f.
Ayear, vn. ach und weh schreien, jammern.
Ayer, adv. gestern; kürzlich, neulich; fig. früher; ante –,
vorgestern; de – acá, erst gestern, erst ganz kürzlich; de – á
hoy, seit kurzem, seit ganz kurzer Zeit.
¡Ayme! int. poet. wehe mir! oh weh!
Ayo, m. Erzieher, Hofmeister, m.
Ayuda, f. Hülfe, f., Beistand, m.; Stütze, f.; Klystier, n.; – de costa,
Extravergütung, f.; – de vecino, fremde Hülfe; Dios y –, mit
Gottes Hülfe; –, m. Untergebener, Gehülfe, m.; – de cámara,
Kammerdiener, m.
Ayudador, m. Helfer, Beistand; Pferdehirt, m.
Ayudante, m. Adjutant, m. (Mil.)
Ayudar, va. helfen, beistehen, unterstützen, zu Hülfe kommen;
ayúdate, y ayudarte he, hilf dir selbst und Gott wird dir helfen.
Ayunador, m. der fastet.
Ayunar, vn. fasten.
Ayunas (en), adv. nüchtern, ohne etwas gegessen zu haben; fam.
etwas nicht verstanden haben.
Ayuno, adj. nüchtern, der nichts gegessen hat; fig. freiwillig
entbehrend; sich ein Vergnügen versagend; ohne Kenntnis von
etwas; –, m. Fasten, n., Enthaltung f. vom Essen.
Ayuntamiento, m. Magistrat, Gemeinderat, Stadtrat, m.;
Ratsversammlung; Versammlung, f.; Rathaus, Gemeindehaus, n.;
Begattung, f.
Ayuntarse, vr. sich begatten, sich fleischlich vereinigen.
Azabachado, adj. gagatähnlich, glänzend schwarz.
Azabache, m. Gagat, schwarzer Agtstein, m.
Azada, f. Hacke, Haue, f., Spaten, m., Grabscheit, n.
Azadón, m. zweizinkiger Karst, m.; Weinhacke, f.
Azadonada, f. Hieb m. mit dem Karst; á la primera –, fig. auf den
ersten Hieb, beim ersten Streich.
Azadonar, va. mit dem Karst behacken.
Azadonazo, m. Karsthieb, m.
Azafata, f. Kammerfrau f. der Königin.
Azafate, m. flache Schüssel f.; Kredenzteller, m.
Azafran, m. Safran, m.; goldgelbe Safranfarbe, f.; Hacke f. des
Steuerruders (Mar.).
Azafranado, adj. safranfarbig.
Azafranal, m. Safranfeld, n.
Azafranar, va. mit Safran färben.
Azahar, m. Orangenblüte, Zitronenblüte, Pomeranzenblüte, f.
Azainadamente, adv. treulos, hinterlistig.
Azándar, m. Sandelholz, n.
Azar, m. Zufall, m., unvermutetes Unglück, n.; Unglückskarte f. im
Spiel; Unglückswurf m. beim Würfeln; echar –, Unglück haben im
Spiel.
Azarandar, va. sieben, durchsieben.
Azaroso, adj. unglücklich.
Á
Ázimo, adj. ungesäuert (Brot).
Azoar, va. mit Stickstoff schwängern (Chem.).
Ázoe, m. Stickstoff, m. (Chem.)
Azogadamente, adv. fig. mit großer Schnelligkeit.
Azogar, va. mit Quecksilber belegen; fig. beunruhigen, erschüttern;
–se, vr. fig. sich beunruhigen.
Azogue, m. Quecksilber, n.; ser un –, fig. sehr unruhig sein.
Azor, m. Habicht, m.
Azoramiento, m. Schrecken, m., Bestürzung; Angst, f.
Azorar, va. fig. erschrecken, ängstigen.
Azorramiento, m. Schwere f. des Kopfes.
Azorrarse, vr. Schwere im Kopf fühlen.
Azotacalles, m/f. fig. fam. Pflastertreter, m.
Azotado, adj. bunt; –, m. Verbrecher m., der öffentlich
ausgepeitscht wird.
Azotador, m. Peitscher, Geißler, m.
Azotaina, f. fam. Tracht f. Prügel.
Azotamiento, m. Peitschen, Geißeln, n.
Azotar, va. peitschen, geißeln; prügeln.
Azotazo, m. Peitschenhieb, m.
Azote, m. Peitsche, Geißel, f.; Schlag m. mit der Hand auf den
Hintern; fig. Betrübnis, Bedrängnis; große Strafe, f.; –s, pl.
öffentliches Auspeitschen, n.
Azotea, f. Söller, Altan, Balkon, m.; Veranda, f.
Azotina, f. s. AZOTAINA.
Azúcar, m./f. Zucker, m.; – amarillo, – dorado, – mediano,
gelber Puderzucker, gelber Farin, m.; – blanco bajo, ordinär; –
blanco corriente, fein mittel; – bruto, – prieto, Rohzucker; –
cande, – candi, – piedra, Kandiszucker; – de flor, reinster
Zucker, von der ersten Qualität; – de leche, Milchzucker; – de
lustre, roher Puderzucker; – mascabado, Moskovadozucker,
Thomaszucker, roher Puderzucker; – negro, Farinzucker; – de
pilón, Hutzucker; – de plomo, Bleizucker; – refinado,
Raffinade, f.; – regular, Mittelzucker; – terciado, brauner
Zucker, brauner Farinzucker.
Azucarado, adj. gezuckert; fig. zuckersüß (in Worten); –, m.
Schminke, f.
Azucarar, va. zuckern, überzuckern; fig. versüßen.
Azucarero, m. Zuckerschale, Zuckerbüchse, f.
Azucarillo, m. Zuckergebäck, n.
Azucena, f. Lilie, weiße Lilie, f.; – anteada, gelbe Amaryllis, f.
Azud, f. Wehr n. in einem Flusse.
Azuela, f. Krummhaue, f.
Azufaifa, f. rote Brustbeere, f.
Azufaifo, m. roter Brustbeerbaum, m.
Azufrado, adj. schwefelartig, schwefelig.
Azufrar, va. schwefeln.
Azufre, m. Schwefel, m.; – vivo, roher Schwefel.
Azufroso, adj. schwefelhaltig.
Azul, adj. blau; –, m. Blau, n.; – de Berlin, – de Prusia,
Berlinerblau, Preußischblau; – de montaña, Bergblau; – de
ultramar, – ultramarino, Ultramarin, n.
Azulado, adj. bläulich.
Azular, va. blau färben.
Azulear, vn. ins Blaue spielen, bläulich sein.
Azulejo, m. kleine Fliese f. zum Belegen der Wände und Fußböden;
Kornblume, f.
Azulenco, adj. s. AZULADO.
Azumbre, m. Flüssigkeitsmaß, n. (2,16 Liter).
Azur, adj. blau (in Wappen).
Azuzador, m. Hetzer, m.
Azuzar, va. hetzen, anhetzen (Hunde); fig. reizen, anreizen.
B.
B, f. B, n., der zweite Buchstabe des Alphabets.
Baba, f. Schleim, Speichel, Geifer, m.
Babada, f. Hüftbein, n. (An.).
Babador, babadero, m. Speicheltuch, Geiferlätzchen, n.
Babaza, f. dicker Schleim m. von Tieren und Pflanzen;
Wegschnecke, f.
Babear, vn. geifern; fig. fam. einer Dame öffentlich den Hof
machen.
Babel, m./f. fig. wirres Durcheinander, n.; Unordnung, f.
Babeo, m. Geifern, n.; Speichelfluß, m.
Babero, m. s. BABADOR.
Babia, f., estar en –, fig. fam. zerstreut sein.
Babieca, m. fam. Einfaltspinsel, m.
Babilonia, f. Babel; fig. Durcheinander, n.; Unordnung, f.
Babilónico, adj. babylonisch.
Babilonio, m. Babylonier, m.
Bable, m. asturische Mundart, f.
Babor, m. Backbord, m. (Mar.)
Babosa, f. Wegschnecke, Schnecke f. ohne Haus.
Babosear, va. begeifern.
Baboso, adj. geifernd; fig. fam. verliebt.
Babucha, f. Babusche, f., maurischer Pantoffel, m.
Babuino, m. Pavian, m.
Baca, f. Kutschverdeckplatz, Kutschverschlag, m.
Bacalao, bacallao, m. Stockfisch, Kabeljau, m.; fig. fam. hagere
Person, f.
Bacanal, adj. bacchantisch; –, f. wüstes Gelage, n.; –es, pl.
Bacchanalien, npl.
Bacante, f. Bacchantin, f.
Bácara, bácaris, f. Bacchuspflanze, f.
Baceta, f. Bassettspiel, n.
Bacía, f. Becken, Barbierbecken, n.
Bacín, m. Nachtgeschirr, n.
Bacinada, f. aus einem Nachtgeschirr ausgeschütteter Unrat, m.;
fig. fam. schmutzige Handlung, Schweinerei, f.
Bacinete, f. Sturmhaube, f., Helm, m.
Báculo, m. Stock, Stecken, Stab, m.; fig. Stütze, f.; – pastoral,
Bischofsstab, Hirtenstab, m.
Bache, m. Geleise, Fahrgeleise, n., Radspur, f.; Schwitzstall m. für
Schafe.
Bachiller, m. Baccalaureus; fig. fam. Schwätzer, m.
Bachilleramiento, m. Erteilung f. des Baccalaureats.
Bachillerato, m. Baccalaureat, n.
Bachillerear, va. das Baccalaureat erteilen; –, vn. fig. fam. viel
schwatzen.
Bachillería, f. fam. Geschwätzigkeit, f.; leeres Geschwätz, n.;
alberne Ausrede, f.
Badajada, f. Glockenschlag, m.; fig. fam. albernes Geschwätz, n.,
Ungereimtheit, f.
Badajear, vn. viel schwatzen.
Badajo, m. Glockenschwengel, m.; fig. fam. lose Zunge, f.
Badana, f. gegerbtes Schafleder, n.; zurrar á uno la –, fig. fam.
jemandem das Fell gerben; jemandem Grobheiten sagen.
Badén, m. ausgetrockneter Bach; ausgewaschener Graben, m.;
kleine Wasserrinne f. auf Straßen.
Badil, m. Feuerschaufel, f.
Badomía, f. Albernheit, Tölpelei, f.
Badulaque, m. fig. fam. Einfaltspinsel, Maulaffe, m.
Baga, f. Strick, Packstrick, m.
Bagacera, f. Zuckerrohrpresse, f.
Bagaje, m. Gepäck; Packtier, n.
Bagajero, m. Packknecht, Packtiertreiber, m.
Bagasa, f. Schanddirne, f.
Bagatela, f. Kleinigkeit, f.
Bagazo, m. Bodensatz; Trester, m.
Bahía, f. Bai, Bucht, f.
Bailable, adj. tanzbar (Mus.); –, m. Ballet, n.
Bailadero, m. Tanzboden, m.
Bailador, m., –a, f. Tänzer, m.; Tänzerin, f.
Bailar, vn. tanzen; kreiseln.
Bailarin, m., –a, f. Ballettänzer, m.; Ballettänzerin, f.
Baile, m. Tanz; Ball, m., Tanzfest; Ballet, n.; Amtmann; Amtsrichter,
m.; – de San Vito, Veitstanz, m.
Bailiaje, m. Komturwürde f. der Johanniterritter.
Bailio, m. Komtur m. der Johanniterritter.
Bailotear, vn. viel tanzen, aber ohne Anmut.
Bailoteo, m. vieles Tanzen, n.
Baja, f. Minderung, Abnahme, f., Fallen, Sinken n. des Preises oder
Wertes; Tanzart, f.; Abgang, Verlust, m., Verlustangabe, f. (Mil.);
dar –, an Wert viel verlieren; ser –, ausgetreten sein, fehlen
(Mil.).
Bajá, m. Pascha, m.
Bajada, f. Hinabsteigen n.; Verminderung, f., Abnehmen,
Nachlassen; Herabsetzen, n. (Preis); abwärts führender Weg, m.
Bajalato, m. Paschawürde, f., Paschalik, n.
Bajamar, m. Ende n. der Ebbe; Ebbe, f. (Mar.).
Bajamente, adv. auf niedrige (gemeine) Art und Weise.
Bajar, vn. herabsteigen, absteigen; aussteigen (Wagen); fallen (im
Preise); sich mindern; abnehmen, nachlassen; –, va.
herabnehmen, herunterlassen; ausziehen (Strümpfe); beugen,
bücken (Kopf, Körper); herabsetzen, mindern (Preis); fig.
demütigen, beugen; –se, vr. herabsteigen, absteigen (vom Pferd);
sich bücken; sich senken; fig. sich demütigen, sich erniedrigen.
Bajel, m. Schiff, Seeschiff, n.
Bajelero, m. Besitzer, Kapitän m. eines Schiffes.
Bajeza, f. gemeine Handlung, Niederträchtigkeit; fig. Kleinheit,
Geringheit, Niedrigkeit, f.
Bajío, m. Untiefe, Sandbank; (Mar.); fig. Abnahme, f., Verfall, m.
Bajo, adj. niedrig; klein (von Wuchs); gebückt; matt (von Farben);
frühfallend (von Festen); fig. gemein, verächtlich, niederträchtig;
gewöhnlich, platt (Sprache, Stil); leise, schwach (Stimme); tief
(Ton); por lo –, unter der Hand, heimlich, in der Stille; –, adv.
unten, leise; –, prp. unter; – el interés de tres por ciento, zu
drei vom Hundert, 3%; – este concepto, in diesem Sinne; –
protesto, unter Protest; – la razón de, unter der Firma; –, m.
Vertiefung, Niederung; Untiefe, Sandbank, f.; Baß, m., Baßstimme,
f., –s, pl. weibliche Unterkleider, npl.; die vier Füße mpl. der
Pferde.
Bajón, m. Fagott, n., Baßpfeife; fig. Abnahme, f., Verfall, m.
Bajonista, m. Fagottbläser, m.
Bajorelieve, m. Flachrelief, n.
Bajuno, adj. gemein, schmutzig.
Bala, f. Kugel, f.; Flintenkugel, Kanonenkugel; Ballen m.
Kaufmannswaren; Ballen Papier (10 Ries); Buchdruckerballen;
como una –, fig. pfeilschnell; –s, pl. Zuckerkügelchen, npl.
Balada, balata, f. Ballade, f.
Baladí, adj. gehaltlos, wertlos, schlecht.
Balador, adj. blökend.
Baladrar, vn. schreien, heulen.
Baladro, m. Geschrei, Geheul, n.
Baladrón, m. Prahler, Großsprecher, m.
Baladronada, f. Prahlerei, Großsprecherei, f.
Baladronear, va. prahlen, großsprechen.
Balagar, m. Strohschober, m.
Bálago, m. Stroh, n.; dicker Seifenschaum m., wovon Seifenkugeln
gemacht werden.
Balance, m. Schwanken; Schlingern, n. (Mar.); Bilanz; fig.
Unschlüssigkeit, f.
Balancear, va. abwägen, auf der Wage ins Gleichgewicht bringen;
fig. bezweifeln, in Zweifel ziehen; –, vn. schwanken; schlingern
(Mar.); die Bilanz ziehen; fig. unentschlossen sein.
Balancín, m. Vorderwage f. an einem Fuhrwerk; Balancierstange f.
der Seiltänzer.
Balandra, f. Kutter, m. (Mar.).
Balandrán, m. weiter Oberrock m. als Hauskleid der Geistlichen.
Balano, m. Eichel f. am männlichen Glied.
Balanza, f. Wage, Wagschale; Bilanz; fig. Abwägung, Vergleichung,
f.; – de comercio, Handelsbilanz eines Landes; – romana,
Schnellwage; caer la –, sich auf eine Seite neigen; estar en –,
fig. in Gefahr, im Zweifel sein.
Balanzario, m. Münzwäger, m.
Balar, vn. blöken (Schafe); – por, fig. fam. lebhaft wünschen.
Balaustra, f. Granatapfelbaumart f. mit doppelten Blüten von
besonders lebhafter Farbe.
Balaustrada, f. Dockengeländer, n.
Balaustrado, adj. mit einem Dockengeländer versehen.
Balaustre, m. Geländerdocke, Geländersäule, f.
Balazo, m. scharfer Schuß, m.
Balbucear, balbucir, vn. stammeln, stottern.
Balbucencia, f. Stammeln, Stottern, n.
Balbuciente, m. Stammler, Stotterer, m.
Balcón, m. Balkon, m.
Balconaje, m. sämtliche Balkons mpl. an einem Gebäude.
Baldaquín, baldaquino, m. Baldachin, Thronhimmel, m.
Baldar, va. lähmen, gliederlahm machen; mit Trumpf stechen (im
Kartenspiel).
Balde, m. Wassereimer, Kübel m. auf Schiffen; de –, adv. umsonst;
en –, vergeblich.
Baldear, va. das Deck waschen (Mar.).
Baldés, m. feines Leder, n.
Baldiamente, adv. vergeblich, unnützerweise.
Baldío, adj. unangebaut, brach; vergeblich, eitel, grundlos.
Baldón, m. Schimpf, m., Beschimpfung, f.; en –, adv. vergeblich.
Baldonadamente, adv. schimpflich.
Baldonamiento, m. Beschimpfung, f.
Baldonar, va. beschimpfen.
Baldosa, f. viereckige Fliese, f.
Balduque, m. Schnur f. zum Zusammenbinden von Papier etc.
Baleárico, baleario, adj. balearisch.
Balería, f. Kugelhaufen, m.
Balero, m. Kugelzange, f.
Balido, m. Blöken n. der Schafe.
Balín, m. Pistolenkugel; große Rehposte, f.
Balística, f. Ballistik, Wurfgeschützkunst, f.
Balón, m. großer Warenballen; Luftball zum Spielen; Ballen Papier,
m.
Baloncita, f. Lichtknecht, m.
Balota, f. Stimmkugel, Wahlkugel, f.
Balotar, vn. kugeln, durch Kugeln stimmen.
Balsa, f. Wasserpfütze, f.; Floß, n.
Balsámico, adj. balsamisch.
Balsamina, f. Balsamine, f. (Blume).
Bálsamo, m. Balsam, m.; heilende Salbe, f.; – de copaiba,
Copaivabalsam; – de María, Kalambukgummi, m.; ser un –, fig.
köstlich sein.
Balsar, m. Sumpfgebüsch, n.
Balsear, vn. auf einem Floß über den Strom setzen.
Balsero, m. Floßführer, m.
Balsopeto, m. fam. großer Beutel m. oder Tasche f., auf der Brust
getragen; fig. Inneres der Brust; Herz, n.
Báltico, adj. baltisch, zur Ostsee gehörig.
Baluarte, m. Bollwerk, n.; Bastei, Bastion, f. (Mil.); fig. Schutzwehr,
f.
Balumba, f. fam. Krempel, m.
Ballena, f. Walfisch, m.; Fischbein, n.; Walfischthran, m.
Ballenato, m. junger Walfisch, m.
Ballenero, m. Walfischfänger, m.; –, adj. zum Walfischfang gehörig.
Ballesta, f. Wurfmaschine; Armbrust, f.; á tiro de –, adv. weit, in
weiter Entfernung.
Ballestada, f. Armbrustschießen, n.
Ballestazo, m. Armbrustschuß, m.
Ballestear, va. mit der Armbrust schießen.
Ballestera, f. Schießscharte, f.
Ballestería, f. hohe Jagd, f.; Haufen m. von Armbrüsten;
Armbrustschützen-Corps, n.; Wohnhaus n. der Armbrustschützen.
Ballestero, m. Armbrustschütze; Armbrustmacher; Oberaufseher
der Jagdgewehre des Königs; – mayor, königlicher
Oberjägermeister, m.
Bamba, f. Glücksstoß m. im Billardspiel.
Bambalear, bambolear, vn. schwanken, sich hin- und
herbewegen; –se, vr. sich schaukeln.
Bambalina, f. Soffite, Bühnendecke, f.
Bambarria, m./f. fam. Einfaltspinsel; Glücksstoß m. im Billardspiel.
Bamboche, m. fam. kleiner dicker Mensch m. mit aufgedunsenem
roten Gesicht.
Bamboleo, bambonero, m. Schwanken, Schaukeln, n.
Bambolla, f. fam. übertriebener Prunk, m., Prunksucht, f.
Bambú, m. Bambusrohr, Bambusschilf, n.; Bambusstock, m.
Banana, f. Banane; Pisangfrucht, f.
Banano, m. Pisang, m.
Banasta, f. großer länglicher Korb, m.
Banastero, m. Korbmacher, Korbhändler, m.
Banasto, m. hoher, runder Korb, m.
Banca, f. Bank; Waschbank, f.; Kramtisch, m.; Bankgeschäft, n.;
Wechselbank, f.; Glücksspiel, n.; Bank im Kartenspiel.
Bancarrota, f. Bankrott, Bankbruch, m.; – fraudulenta,
betrügerischer Bankrott; hacer –, Bankrott machen.
Bancarrotero, bancarrotista, bancarroto, m. Bankrottierer,
Bankbrüchiger, m.
Banco, m. Bank, Sitzbank, f.; Sitz; Werktisch, Arbeitstisch; Zahltisch,
m.; Bank, Handelsbank, Wechselbank, f., Bankhaus, n.; Bankier,
m.; Untiefe, f. (Mar.); – de cédulas, Zettelbank; – depositario,
Depositenbank; – hipotecario, Hypothekenbank; – de piedra,
Gang m. im Steinbruch; – de seguros y incendios,
Feuerversicherungsbank; – de seguros de vida,
Lebensversicherungsbank; – de sucursal, Zweigbank; – de
vitalicios, Leibrentenbank; –s, pl. Stangen fpl. am Pferdegebiß.
Banda, f. Schärpe, Feldbinde, f.; Ordensband, n.; Seite f. eines
Flusses, Berges, Schiffes; Bande, Rotte, Schar, f., Haufen, m.;
Gesellschaft; Partei; Musikbande, f.; Schwarm m. Vögel; de – á –,
adv. durch und durch.
Bandada, f. Flug, Schwarm m. Vögel.
Bandado, adj. gestreift.
Bandearse, vr. sich durchzuhelfen wissen.
Bandeja, f. Präsentierteller, m.
Bandera, f. Fahne, f., Banner, n.; Flagge, f.; Fähnlein, n., unter einer
Fahne vereinigter Haufen Kriegstruppen; – de paz, weiße Fahne
oder Flagge als Friedenszeichen; asegurar la –, die Flagge
aufhissen und ihre Echtheit durch einen Kanonenschuß versichern
(Mar.); levantar –, fig. sich an die Spitze einer Partei stellen.
Banderilla, f. Banderilla, f., Wurfpfeil m. mit farbigen Bändern, den
die Banderilleros (Stierfechterklasse) dem Stier ins Genick werfen;
– de fuego, Wurfpfeil mit Schwärmern; poner una – á uno, fig.
fam. jemandem etwas Beißendes sagen.
Banderillear, va. Banderillas (Wurfpfeile) auf den Stier schleudern.
Banderillero, m. Banderillero, Stierfechter m., der Wurfpfeile auf
den Stier schleudert.
Banderín, m. Feldzeichen, n.; Feldzeichenträger, m. (Mil.).
Banderizo, adj. einer Bande oder Partei angehörig; fig. feurig.
Banderola, f. Fähnchen, n., Lanzenfähnchen (Mil.); Fähnchen an
Heiligenbildern.
Bandido, m. Bandit, m.
Bando, m. öffentliche Bekanntmachung, Verordnung; Partei, Bande,
f.; echar –, ein Gesetz, eine Verordnung veröffentlichen.
Bandola, f. Mandore, Pandore, Art Laute, f. (Mus.); Notmast, m.
(Mar.).
Bandolera, f. Bandelier, Schultergehänge, n.; Stelle f. bei der
Königlichen Leibwache.
Bandolero, m. Straßenräuber, m.
Bandolín, m. Mandore, f. (Mus.).
Bandolina, f. Bartwachs, n.
Bandullo, m. fam. Wanst m. mit den Eingeweiden; Geschlinge, n.
Bandurria, f. Mandoline, f. (Mus.).
Banova, f. Bettdecke, f.
Banquera, f. Bienenstand, m.
Banquero, m. Wechsler, Bankier, m.
Banqueta, f. Schemel, m., Fußbank; Wallbank, f. (Mil.).
Banquete, m. Bankett, Gastmahl, n.
Banquetear, va. Bankette, Gastmähler geben oder ihnen
beiwohnen; schmausen.
Banzo, m. Leiste f. des Stickrahmens.
Baña, f., bañadero, m. Badelache f. des Wildes.
Bañado, adj. gebadet; –, m. Nachttopf, m.
Bañador, m., –a, f. Bademeister, m., –in, f.; Badeanzug, m.;
Wachspfanne, f.
Bañar, va. baden; in Wasser tauchen; befeuchten, netzen;
bespülen; am Schuhzeug Randsohlen machen; bescheinen,
beleuchten (Sonne); eine transparente Farbe auf eine andere
auftragen (Mal.).
Bañera, f. Badefrau; Badewanne, f.
Bañero, m. Bademeister, m.
Bañil, m. s. BAÑA.
Bañista, m./f. Badegast, m./f.
Baño, m. Bad; Baden, n.; Badeplatz, Badeort, m., Badehaus, n.,
Badeanstalt; Badewanne, f., Zuckerüberzug, m.; Glasur, f.; Bagno,
Sklavenkerker, m.; – de María, Marienbad (Chem.); – de vapor,
Dampfbad; –s, pl. Heilquellen, fpl.
Baptisterio, m. Taufkapelle, f.; Taufbecken, n.
Baqueta, f. Ladestock, m.; Rute; Reitgerte, f.; –s, pl.
Trommelschlägel, mpl.; Spießrutenlaufen, n. (Mil.).
Baquetazo, m. Rutenschlag, m.
Baqueteado, adj. bewandert, erfahren.
Baquetear, va. Spießruten laufen lassen; fig. lästig fallen.
Báquico, adj. bacchisch.
Baraja, f. Spiel n. Karten.
Barajadura, f. Mischen n. der Spielkarten; fig. Verwirrung;
Zänkerei, f.
Barajar, va. die Karten mischen; im Würfelspiel einen Wurf
aufhalten; fig. Personen entzweien; Verwirrung anrichten; –se, vr.
sich mischen; in Verwirrung geraten.
Baranda, f. Bande f. am Billard; echar de –, fig. aufschneiden.
Barandilla, f. kleines Geländer n. mit Brustlehne.
Barata, f. Tausch; Ausverkauf, m.; á la –, adv. unordentlich.
Baratear, va. unter dem Werte verkaufen, verschleudern; feilschen.
Baratero, m. Raufbold m., der im Spiel von den Mitspielenden eine
gewisse Abgabe erpreßt.
Baratijas, fpl. Bibelots, npl.
Baratillo, m. Trödelmarkt, m.; Auction, f.
Barato, adj. billig, wohlfeil; fig. leicht, mit wenig Schwierigkeiten
verknüpft; –, m. Geld n., welches der Gewinner im Spiel
verschenkt oder von sich erpressen läßt; Betrug; Überfluß, m.;
cobrar el –, fam. Furcht einflößen; dar de –, fig. gutwillig
zugestehen; hacer –, Waren verschleudern; meter á –, jemand
überschreien; de –, adv. unentgeltlich, umsonst.
Baratura, f. Wohlfeilheit, Billigkeit; Verschleuderung, f.
Barba, f. Bart, m.; Kinn, n.; – cerrada, Vollbart; –, m. Rolle f. der
Väter oder Alten (Theat.); echar á las –s, fig. unter die Nase
reiben, vorwerfen; en las –s de uno, in jemandes Gegenwart,
ihm ins Gesicht; hacer la –, barbieren, rasieren; – á –, adv. von
Angesicht zu Angesicht; por –, auf jeden Kopf, auf jede Person.
Barbacana, f. vorgeschobenes Fort, n. (Mil.); niedrige Mauer f. rings
um eine Kirche.
Barbada, f. unterer Teil m. des Unterkiefers der Pferde; Kinnkette, f.
Barbado, adj. bärtig.
Barbaja, f. Schwarzwurz, f.; –s, pl. erste Wurzeltriebe, mpl. (Bot.).
Barbar, vn. einen Bart bekommen; Wurzeln treiben.
Bárbara, f. Santa –, Pulverkammer, f. (Mil.).
Bárbaramente, adv. auf barbarische Weise.
Barbaresco, barbárico, adj. barbarisch.
Barbaridad, f. Barbarei, Unmenschlichkeit, Grausamkeit; fig.
Kühnheit, Verwegenheit, f.
Barbarie, f. fig. Rohheit; Grausamkeit, f.
Barbarismo, m. Sprachwidrigkeit; unüberlegte, unvorsichtige
Äußerung oder Handlung; fam. Rohheit, f.
Bárbaro, adj. barbarisch, unmenschlich, grausam; fig. kühn,
verwegen; roh, ungeschliffen; –, m. Barbar, Unmensch, Wüterich;
Wilder; roher, ungeschliffener Mensch; Berber, m.
Barbear, vn. fig. sich nähern; beinahe erreichen.
Barbechar, va. brachen.
Barbechera, f. frisch geackerte Felder, npl.; Brachzeit, f.; Brachen,
n.
Barbecho, m. Brachen; Brachfeld, n.; firmar como en un –, fig.
fam. unbesonnen, blindlings unterschreiben.
Barbería, f. Barbierstube, f., Barbierladen, m.; Barbierhandwerk, n.
Barbero, m. Barbier, m.; –a, f. Barbiersfrau, f.
Barbeta, f. Geschützbank, f.; á –, adv. ohne Brustwehr (Mil.).
Barbiblanco, adj. weißbärtig.
Barbicacho, m. Kinnband, n.
Barbihecho, adj. frisch rasiert.
Barbilampiño, adj. dünnbärtig.
Barbilla, f. Bartspitze, f.; Kinn, n.
Barbillera, f. Wergpfropf m. im Spundloch eines Fasses; Mundbinde
f. der Leichen.
Barbinegro, adj. schwarzbärtig.
Barbiponiente, adj. fam. flaumbärtig, milchbärtig; –, m. fig.
Anfänger, Neuling, m.
Barbirrubio, adj. rotbärtig; blondbärtig.
Barbirrucio, adj. graubärtig, meliert.
Barbo, m. Barbe, f.; – de mar, Meerbarbe.
Barbón, m. bärtiger Mann; Laienbruder m. bei den Karthäusern.
Barboquejo, m. Hutband, n., Hutschnur, f.
Barbotar, vn. in den Bart murmeln, undeutlich sprechen.
Barbudo, adj. sehr bärtig.
Barbulla, f. fam. verworrenes Geräusch, Geschrei, n.
Barbullar, vn. fam. undeutlich sprechen.
Barbullon, m., –a, f. der, die undeutlich spricht.
Barca, f. Barke, f., Kahn, m., Boot, n.
Barcada, f. Kahnladung; Kahnfahrt, f.
Barcaje, m. Kahnfrachtbeförderung, f.; Kahnfrachtgeld; Fährgeld, n.
Barcelonés, adj. barcelonisch; –, m. Barcelonier, m.
Barceo, m. trockenes Spartogras, n.
Barcino, adj. weiß und braun oder auch rot (Hunde und Rindvieh).
Barco, m. Barke, f., Schiff, n.
Barcolongo, barcoluengo, m. einmastiges Schiff n. mit nur einem
Verdeck.
Barchilla, f. Trockenmaß n. (in Alicante 2,077 Centiliter, in Valencia
1,675 Centiliter).
Bardaguera, f. Korbweide, f.
Bardanza, andar de –, müßiggehen.
Bardar, va. abdachen, mit Reisig etc. zum Schutz gegen Regen
bedecken.
Bardo, m. Barde, m.
Bárgano, m. roher Pfahl, m.
Barí, baril, adj. vortrefflich, herrlich.
Barítono, m. Bariton, m. (Mus.).
Barjuleta, f. Ranzen, Tornister m.
Barloa, f. Kabeltau, n. (Mar.)
Barloventear, vn. lavieren (Mar.); fig. hin und her laufen.
Barlovento, m. Luv-, Windseite, f. (Mar.)
Barnabita, m. Barnabitermönch, m.
Barniz, m. Firnis; Lack, m., Glasur; Schminke; Druckerschwärze, f.

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