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Books in the Synthesis Lectures on Human-Centered Informatics series

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  • by Long John
    £40.49

    This is the second of two books by the authors about engineering design principles for human-computer interaction (HCI-EDPs). The books report research that takes an HCI engineering discipline approach to acquiring initial such principles. Together, they identify best-practice HCI design knowledge for acquiring HCI-EDPs. This book specifically reports two case studies of the acquisition of initial such principles in the domains of domestic energy planning and control and business-to-consumer electronic commerce. The book begins by summarising the earlier volume, sufficient for readers to understand the case studies reported in full here. The themes, concepts, and ideas developed in both books concern HCI design knowledge, a critique thereof, and the related challenge. The latter is expressed as the need for HCI design knowledge to increase its fitness-for-purpose to support HCI design practice more effectively. HCI-EDPs are proposed here as one response to that challenge, and the book presents case studies of the acquisition of initial HCI-EDPs, including an introduction; two development cycles; and presentation and assessment for each. Carry forward of the HCI-EDP progress is also identified. The book adopts a discipline approach framework for HCI and an HCI engineering discipline framework for HCI-EDPs. These approaches afford design knowledge that supports "e;specify then implement"e; design practices. Acquisition of the initial EDPs apply current best-practice design knowledge in the form of "e;specify, implement, test, and iterate"e; design practices. This can be used similarly to acquire new HCI-EDPs. Strategies for developing HCI-EDPs are proposed together with conceptions of human-computer systems, required for conceptualisation and operationalisation of their associated design problems and design solutions. This book is primarily for postgraduate students and young researchers wishing to develop further the idea of HCI-EDPs and other more reliable HCI design knowledge. It is structured to support both the understanding and the operationalisation of HCI-EDPs, as required for their acquisition, their long-term potential contribution to HCI design knowledge, and their ultimate application to design practice.

  • by Long John
    £44.49

    This is the first of two books concerned with engineering design principles for Human-Computer Interaction-Engineering Design Principles (HCI-EDPs). The book presents the background for the companion volume. The background is divided into three parts and comprises-"e;HCI for EDPs,"e; "e;HCI Design Knowledge for EDPs,"e; and "e;HCI-EDPs-A Way Forward for HCI Design Knowledge."e; The companion volume reports in full the acquisition of initial HCI-EDPs in the domains of domestic energy planning and control and business-to-consumer electronic commerce (Long, Cummaford, and Stork, 2022, in press). The background includes the disciplinary basis for HCI-EDPs, a critique of, and the challenge for, HCI design knowledge in general. The latter is categorised into three types for the purposes in hand. These are craft artefacts and design practice experience, models and methods, and principles, rules, and heuristics. HCI-EDPs attempt to meet the challenge for HCI design knowledge by increasing the reliability of its fitness-for-purpose to support HCI design practice. The book proposes "e;instance-first/class-first"e; approaches to the acquisition of HCI-EDPs. The approaches are instantiated in two case studies, summarised here and reported in full in the companion volume. The book is for undergraduate students trying to understand the different kinds of HCI design knowledge, their varied and associated claims, and their potential for application to design practice now and in the future. The book also provides grounding for young researchers seeking to develop further HCI-EDPs in their own work.

  • by Catherine Holloway
    £49.99

    Disability interactions (DIX) is a new approach to combining cross-disciplinary methods and theories from Human Computer Interaction (HCI), disability studies, assistive technology, and social development to co-create new technologies, experiences, and ways of working with disabled people. DIX focuses on the interactions people have with their technologies and the interactions which result because of technology use. A central theme of the approach is to tackle complex issues where disability problems are part of a system that does not have a simple solution. Therefore, DIX pushes researchers and practitioners to take a challenge-based approach, which enables both applied and basic research to happen alongside one another. DIX complements other frameworks and approaches that have been developed within HCI research and beyond. Traditional accessibility approaches are likely to focus on specific aspects of technology design and use without considering how features of large-scale assistive technology systems might influence the experiences of people with disabilities. DIX aims to embrace complexity from the start, to better translate the work of accessibility and assistive technology research into the real world. DIX also has a stronger focus on user-centered and participatory approaches across the whole value chain of technology, ensuring we design with the full system of technology in mind (from conceptualization and development to large-scale distribution and access). DIX also helps to acknowledge that solutions and approaches are often non-binary and that technologies and interactions that deliver value to disabled people in one situation can become a hindrance in a different context. Therefore, it offers a more nuanced guide to designing within the disability space, which expands the more traditional problem-solving approaches to designing for accessibility. This book explores why such a novel approach is needed and gives case studies of applications highlighting how different areas of focus-from education to health to work to global development-can benefit from applying a DIX perspective. We conclude with some lessons learned and a look ahead to the next 60 years of DIX.

  • by Morten Hertzum
    £45.49

    Information systems are part and parcel of organizations. Yet, organizations often struggle to realize the benefits that motivate their introduction of these systems. To derive benefit from a new information system, it must be integrated into the structures and processes of the organization. That is, the system must be organizationally implemented. This book is about organizational implementation, which requires thorough preparations but also continues long after the system has gone live: (1) During the preparations, the implementation is planned. This phase includes specifying the effects pursued with the system, adapting the system and organization to each other, and obtaining buy-in for the planned change. (2) At go-live, the system is put to operational use and the associated organizational changes take effect. This phase is about insisting on the planned change even though go-live is normally hectic and accompanied by a productivity dip. (3) During continued use after go-live, implementation continues as design in use. This phase is long and improvisational. It includes following up on effects realization, but it is just as much about embracing the opportunities that emerge from using the system. Apart from covering the three phases of organizational implementation, the book inserts implementation in an organizational-change context and discusses barriers to implementation as well as boosters of implementation. The book concludes with an outlook to larger-scale issues beyond the implementation of one system in one organization and with an overview of the competences needed in the implementation team, which runs the organizational implementation.

  • by Bernard J. Jansen
    £53.99

    Data-driven personas are a significant advancement in the fields of human-centered informatics and human-computer interaction. Data-driven personas enhance user understanding by combining the empathy inherent with personas with the rationality inherent in analytics using computational methods. Via the employment of these computational methods, the data-driven persona method permits the use of large-scale user data, which is a novel advancement in persona creation. A common approach for increasing stakeholder engagement about audiences, customers, or users, persona creation remained relatively unchanged for several decades. However, the availability of digital user data, data science algorithms, and easy access to analytics platforms provide avenues and opportunities to enhance personas from often sketchy representations of user segments to precise, actionable, interactive decision-making tools-data-driven personas! Using the data-driven approach, the persona profile can serve as an interface to a fully functional analytics system that can present user representation at various levels of information granularity for more task-aligned user insights. We trace the techniques that have enabled the development of data-driven personas and then conceptually frame how one can leverage data-driven personas as tools for both empathizing with and understanding of users. Presenting a conceptual framework consisting of (a) persona benefits, (b) analytics benefits, and (c) decision-making outcomes, we illustrate applying this framework via practical use cases in areas of system design, digital marketing, and content creation to demonstrate the application of data-driven personas in practical applied situations. We then present an overview of a fully functional data-driven persona system as an example of multi-level information aggregation needed for decision making about users. We demonstrate that data-driven personas systems can provide critical, empathetic, and user understanding functionalities for anyone needing such insights.

  • by Gilbert Cockton
    £49.99

    This book introduces the concept of worth for design teams, relates it to experiences and outcomes, and describes how to focus on worth when researching and expressing design opportunities for generous worth. Truly interdisciplinary teams also need an appropriate common language, which was developed in the companion book Worth-Focused Design, Book 1: Balance, Integration, and Generosity (Cockton, 2020a). Its new lexicon for design progressions enables a framework for design and evaluation that works well with a worth focus.Design now has different meanings based upon the approach of different disciplinary practices. For some, it is the creation of value. For others, it is the conception and creation of artefacts. For still others, it is fitting things to people (beneficiaries). While each of these design foci has merits, there are risks in not having an appropriate balance across professions that claim the centre of design for their discipline and marginalise others. Generosity is key to the best creative design-delivering unexpected worth beyond documented needs, wants, or pain points. Truly interdisciplinary design must also balance and integrate approaches across several communities of practice, which is made easier by common ground. Worth provides a productive focus for this common ground and is symbiotic with balanced, integrated, and generous (BIG) practices. Practices associated with balance and integration for worth-focused generosity are illustrated in several case studies that have used approaches in this book, complementing them with additional practices.

  • by Gilbert Cockton
    £45.49

    Design now has many meanings. For some, it is the creation of value. For others, it is the conception and creation of artefacts. For still others it is fitting things to people. These differences reflect disciplinary values that both overlap and diverge. All involve artefacts: we always design things. Each definition considers people and purpose in some way. Each handles evaluation differently, measuring against aesthetics, craft standards, specifications, sales, usage experiences, or usage outcomes. There are both merits and risks in these differences, without an appropriate balance. Poor balance can result from professions claiming the centre of design for their discipline, marginalising others. Process can also cause imbalance when allocating resources to scheduled stages. Balance is promoted by replacing power centres with power sharing, and divisive processes with integrative progressions. A focus on worth guides design towards worthwhile experiences and outcomes that generously exceed expectations.This book places a worth focus (Wo-Fo) in the context of design progressions that are Balanced, Integrated, and Generous (BIG). BIG and Wo-Fo are symbiotic. Worth provides a focus for generosity. Effective Wo-Fo needs BIG practices.

  • by Eva Hornecker
    £45.49

    Museums have been a domain of study and design intervention for Human-Computer Interaction (HCI) for several decades. However, while resources providing overviews on the key issues in the scholarship have been produced in the fields of museum and visitor studies, no such resource as yet existed within HCI. This book fills this gap and covers key issues regarding the study and design of HCIs in museums. Through an on-site focus, the book examines how digital interactive technologies impact and shape galleries, exhibitions, and their visitors. It consolidates the body of work in HCI conducted in the heritage field and integrates it with insights from related fields and from digital heritage practice. Processes of HCI design and evaluation approaches for museums are also discussed. This book draws from the authors' extensive knowledge of case studies as well as from their own work to provide examples, reflections, and illustrations of relevant concepts and problems.This book is designed for students and early career researchers in HCI or Interaction Design, for more seasoned investigators who might approach the museum domain for the first time, and for researchers and practitioners in related fields such as heritage and museum studies or visitor studies. Designers who might wish to understand the HCI perspective on visitor-facing interactive technologies may also find this book useful.

  • by Ben Shneiderman
    £45.49

    The huge success of personal computing technologies has brought astonishing benefits to individuals, families, communities, businesses, and government, transforming human life, largely for the better. These democratizing transformations happened because a small group of researchers saw the opportunities to convert sophisticated computational tools into appealing personal devices offering valued services by way of easy-to-use interfaces. Along the way, there were challenges to their agenda of human-centered design by: (1) traditional computer scientists who were focused on computation rather than people-oriented services and (2) those who sought to build anthropomorphic agents or robots based on excessively autonomous scenarios. The easy-to-learn and easy-to-use interfaces based on direct manipulation became the dominant form of interaction for more than six billion people.This book gives my personal history of the intellectual arguments and the key personalities I encountered. I believe that the lessons of how the discipline of Human-Computer Interaction (HCI) and the profession of User Experience Design (UXD) were launched can guide others in forming new disciplines and professions. The stories and photos of the 60 HCI pioneers, engaged in discussions and presentations, capture the human drama of collaboration and competition that invigorated the encounters among these bold, creative, generous, and impassioned individuals.

  • by Scott Robertson
    £32.49

    Social media platforms are the latest manifestation in a series of sociotechnical innovations designed to enhance civic engagement, political participation, and global activism. While many researchers started out as optimists about the promise of social media for broadening participation and enhancing civic engagement, recent events have tempered that optimism. As this book goes to press, Facebook is fighting a battle over the massive disclosure of user information during the 2016 U.S. presidential campaign, social analytics company Cambridge Analytica is being revealed as a major player in micro profiling voters in that same election, bots and fake news factories are undermining democratic discourse via social media worldwide, and the president of the United States is unnerving the world as a stream-of-consciousness Twitter user.This book is a foundational review of current research on social media and civic engagement organized in terms of history, theory, practice, and challenges. History reviews how researchers and developers have continuously pushed the envelope to explore technology enhancements for political and social discourse. Theory reveals that the use of globally-networked social technologies touches many fields including political science, sociology, psychology, media studies, network science, and more. Practice is examined through studies of political engagement both in democratic situations and in confrontational situations. Challenges are identified in order to find ways forward.For better or worse, social media for civic engagement has come of age. Citizens, politicians, and activists are utilizing social media in innovative ways, while bad actors are discovering possibilities for spreading dissention and undermining trust. We are at a sobering inflection point, and this book is your foundation for understanding how we got here and where we are going.

  • by Clayton Lewis
    £61.49

    A representation is a thing that can be interpreted as providing information about something: a map, or a graph, for example. This book is about the expanding world of computational representations, representations that use the power of computation to provide information in new forms, and in new ways. Unlike printed maps or graphs, computational representations can be dynamic, and even interactive, so that what is represented, and how, can be shaped by user actions. Exploring these new possibilities can be guided by an emerging theory of representation, that clarifies what characteristics representations must have to express the meaning being represented, and to enable users to discern that meaning easily and accurately. The theory also shows the way to inclusive design, for example using sounds to represent information commonly presented visually, so that people who cannot see can understand what is being presented. Because representations must be shaped by the abilities of their users, and by the nature of the meanings they convey, creating them requires perspectives from multiple disciplines, including psychology, as well as computer science, and the sciences appropriate to the content being expressed. The book presents a series of explorations of this large and complicated space, as invitations to further study, and to innovation.

  • by Yvonne Rogers
    £34.49

    The phrase "e;in-the-wild"e; is becoming popular again in the field of human-computer interaction (HCI), describing approaches to HCI research and accounts of user experience phenomena that differ from those derived from other lab-based methods. The phrase first came to the forefront 20-25 years ago when anthropologists Jean Lave (1988), Lucy Suchman (1987), and Ed Hutchins (1995) began writing about cognition being in-the-wild. Today, it is used more broadly to refer to research that seeks to understand new technology interventions in everyday living.A reason for its resurgence in contemporary HCI is an acknowledgment that so much technology is now embedded and used in our everyday lives. Researchers have begun following suit-decamping from their usability and living labs and moving into the wild; carrying out in-situ development and engagement, sampling experiences, and probing people in their homes and on the streets.The aim of this book is to examine what this new direction entails and what it means for HCI theory, practice, and design. The focus is on the insights, demands and concerns. But how does research in the wild differ from the other applied approaches in interaction design, such as contextual design, action research, or ethnography? What is added by labeling user research as being in-the-wild? One main difference is where the research starts and ends: unlike user-centered, and more specifically, ethnographic approaches which typically begin by observing existing practices and then suggesting general design implications or system requirements, in-the-wild approaches create and evaluate new technologies and experiences in situ(Rogers, 2012). Moreover, novel technologies are often developed to augment people, places, and settings, without necessarily designing them for specific user needs. There has also been a shift in design thinking. Instead of developing solutions that fit in with existing practices, researchers are experimenting with new technological possibilities that can change and even disrupt behavior. Opportunities are created, interventions installed, and different ways of behaving are encouraged. A key concern is how people react, change and integrate these in their everyday lives. This book outlines the emergence and development of research in the wild. It is structured around a framework for conceptualizing and bringing together the different strands. It covers approaches, methods, case studies, and outcomes. Finally, it notes that there is more in the wild research in HCI than usability and other kinds of user studies in HCI and what the implications of this are for the field.

  • by Mary Lou Maher
    £39.99

    Interactive technology is increasingly integrated with physical objects that do not have a traditional keyboard and mouse style of interaction, and many do not even have a display. These objects require new approaches to interaction design, referred to as post-WIMP (Windows, Icons, Menus, and Pointer) or as embodied interaction design.This book provides an overview of the design opportunities and issues associated with two embodied interaction modalities that allow us to leave the traditional keyboard behind: tangible and gesture interaction. We explore the issues in designing for this new age of interaction by highlighting the significance and contexts for these modalities. We explore the design of tangible interaction with a reconceptualization of the traditional keyboard as a Tangible Keyboard, and the design of interactive three-dimensional (3D) models as Tangible Models. We explore the design of gesture interaction through the design of gesture-base commands for a walk-up-and-use information display, and through the design of a gesture-based dialogue for the willful marionette. We conclude with design principles for tangible and gesture interaction and a call for research on the cognitive effects of these modalities.

  • by JONATHAN GRUDIN
    £50.99

    This is the first comprehensive history of human-computer interaction (HCI). Whether you are a user-experience professional or an academic researcher, whether you identify with computer science,human factors, information systems, information science, design, or communication, you can discover how your experiences fit into the expanding field of HCI. You can determine where to look for relevant information in other fields-and where you won't find it.This book describes the different fields that have participated in improving our digital tools.It is organized chronologically, describing major developments across fields in each period. Computer use has changed radically, but many underlying forces are constant. Technology has changed rapidly, human nature very little. An irresistible force meets an immovable object. The exponential rate of technological change gives us little time to react before technology moves on. Patterns and trajectories described in this book provide your best chance to anticipate what could come next.We have reached a turning point. Tools that we built for ourselves to use are increasingly influencing how we use them, in ways that are planned and sometimes unplanned. The book ends with issues worthy of consideration as we explore the new world that we and our digital partners are shaping.

  • by Ann Blandford
    £39.99

    Human-Computer Interaction (HCI) addresses problems of interaction design: understanding user needs to inform design, delivering novel designs that meet user needs, and evaluating new and existing designs to determine their success in meeting user needs. Qualitative methods have an essential role to play in this enterprise, particularly in understanding user needs and behaviours and evaluating situated use of technology. Qualitative methods allow HCI researchers to ask questions where the answers are more complex and interesting than "e;true"e; or "e;false,"e; and may also be unexpected. In this lecture, we draw on the analogy of making a documentary film to discuss important issues in qualitative HCI research: historically, films were presented as finished products, giving the viewer little insight into the production process; more recently, there has been a trend to go behind the scenes to expose some of the painstaking work that went into creating the final cut. Similarly, in qualitative research, the essential work behind the scenes is rarely discussed. There are many "e;how to"e; guides for particular methods, but few texts that start with the purpose of a study and then discuss the important details of how to select a suitable method, how to adapt it to fit the study context, or how to deal with unexpected challenges that arise. We address this gap by presenting a repertoire of qualitative techniques for understanding user needs, practices and experiences with technology for the purpose of informing design. We also discuss practical considerations such as tactics for recruiting participants and ways of getting started when faced with a pile of interview transcripts. Our particular focus is on semi-structured qualitative studies, which occupy a space between ethnography and surveys-typically involving observations, interviews and similar methods for data gathering, and methods of analysis based on systematic coding of data. Just as a documentary team faces challenges that often go unreported when arranging expeditions or interviews and gathering and editing footage within time and budget constraints, so the qualitative research team faces challenges in obtaining ethical clearance, recruiting participants, analysing data, choosing how and what to report, etc. We present illustrative examples drawn from prior experience to bring to life the purpose, planning and practical considerations of doing qualitative studies for interaction design. We include takeaway checklists for planning, conducting, reporting and evaluating semi-structured qualitative studies.

  • by Mark Guzdial
    £50.99

    Computing education is in enormous demand. Many students (both children and adult) are realizing that they will need programming in the future. This book presents the argument that they are not all going to use programming in the same way and for the same purposes. What do we mean when we talk about teaching everyone to program? When we target a broad audience, should we have the same goals as computer science education for professional software developers? How do we design computing education that works for everyone? This book proposes use of a learner-centered design approach to create computing education for a broad audience. It considers several reasons for teaching computing to everyone and how the different reasons lead to different choices about learning goals and teaching methods. The book reviews the history of the idea that programming isn't just for the professional software developer. It uses research studies on teaching computing in liberal arts programs, to graphic designers, to high school teachers, in order to explore the idea that computer science for everyone requires us to re-think how we teach and what we teach. The conclusion describes how we might create computing education for everyone.

  • by Jeffrey Bardzell
    £45.49

    Although it has influenced the field of Human-Computer Interaction (HCI) since its origins, humanistic HCI has come into its own since the early 2000s. In that time, it has made substantial contributions to HCI theory and methodologies and also had major influence in user experience (UX) design, aesthetic interaction, and emancipatory/social change-oriented approaches to HCI. This book reintroduces the humanities to a general HCI readership; characterizes its major epistemological and methodological commitments as well as forms of rigor; compares the scientific report vs. the humanistic essay as research products, while offering some practical advice for peer review; and focuses on two major topics where humanistic HCI has had particular influence in the field-user experience and aesthetics and emancipatory approaches to computing. This book argues for a more inclusive and broad reach for humanistic thought within the interdisciplinary field of HCI, and its lively and engaging style will invite readers into that project.

  • by Gloria Mark
    £39.99

    In our digital age we can communicate, access, create, and share an abundance of information effortlessly, rapidly, and nearly ubiquitously. The consequence of having so many choices is that they compete for our attention: we continually switch our attention between different types of information while doing different types of tasks--in other words, we multitask. The activity of information workers in particular is characterized by the continual switching of attention throughout the day. In this book, empirical work is presented, based on ethnographic and sensor data collection, which reveals how multitasking affects information workers' activities, mood, and stress in real work environments. Multitasking is discussed from various perspectives: activity switching, interruptions as triggers for activity switching, email as a major source of interruptions, and the converse of distractions: focused attention. All of these factors are components of information work. This book begins by defining multitasking and describing different research approaches used in studying multitasking. It then describes how multiple factors occur to encourage multitasking in the digitally-enabled workplace: the abundance and ease of accessing information, the number of different working spheres, the workplace environment, attentional state, habit, and social norms. Empirical work is presented describing the nature of multitasking, the relationship of different types of interruptions and email with overload and stress, and patterns of attention focus. The final chapter ties these factors together and discusses challenges that information workers in our digital age face.

  • by Leena Norros
    £34.49

    This book focuses on design of work from the human-factors (HF) perspective. In the approach referred to as Core-Task Design (CTD), work is considered practice, composed of human actors, the physical and social environment, and the tools used for reaching the actors' objectives. This book begins with consideration of an industrial case, the modernization of a nuclear power plant automation system, and the related human-system interfaces in the control room. This case illustrates generic design dilemmas that invite one to revisit human-factors research methodology: Human factors should adopt practice as a new unit of analysis and should accept intervention as an inherent feature of its methodology. These suggestions are put into practice in the CTD approach, according to which three general design functions are performed, those being: understand-to-generalize-empirical analysis of the work at hand, foresee-the-promise-creation of concepts for future work, and intervene-to-develop-participatory development and design of work. For fulfillment fulfillment of each of the design functions, several CTD methods are introduced. The methods are aimed at modeling the core task and analyzing how the actors actually take the core task features into account in order to achieve balance between potentially conflicting demands in action. Thereby, new understanding of the core task is acquired. Further methods focus on projecting the roles and functionality of technologies in the future work and on implementing changes to the work. Specific studies of the nuclear power plant's control-room renewal constitute an example demonstrating a core task and the associated methods. We argue that the CTD approach offers clear utility for the design of future technology, work, and everyday services and environments. CTD utilizes achievements of practice theory in the social sciences to generate a creative synthesis of Cognitive Work Analysis, semiotic analysis of practice, and the cultural-historical theory of activity. Core-Task Design facilitates dialogue among human-factors experts, design engineers, and end users in their joint development of work. The intended audience of this book is students, researchers, and practitioners of human factors, industrial art and design, and instrumentation and control-system design. Table of Contents: Acknowledgments / Preface / Introduction / Core-Task Design Methodology / Understandings: How to Generalize from Empirical Enquiry about Actual Work / Foreseeing: How to Uncover the Promise of Solutions for Future Work / Intervening: How to Develop the Work System / Core-Task Deign in Broader Perspective / Bibliography / Author Biographies

  • by Nicolai Marquardt
    £45.49

    In the everyday world, much of what we do as social beings is dictated by how we perceive and manage our interpersonal space. This is called proxemics. At its simplest, people naturally correlate physical distance to social distance. We believe that people's expectations of proxemics can be exploited in interaction design to mediate their interactions with devices (phones, tablets, computers, appliances, large displays) contained within a small ubiquitous computing ecology. Just as people expect increasing engagement and intimacy as they approach others, so should they naturally expect increasing connectivity and interaction possibilities as they bring themselves and their devices in close proximity to one another. This is called Proxemic Interactions. This book concerns the design of proxemic interactions within such future proxemic-aware ecologies. It imagines a world of devices that have fine-grained knowledge of nearby people and other devices-how they move into range, their precise distance, their identity, and even their orientation-and how such knowledge can be exploited to design interaction techniques. The first part of this book concerns theory. After introducing proxemics, we operationalize proxemics for ubicomp interaction via the Proxemic Interactions framework that designers can use to mediate people's interactions with digital devices. The framework, in part, identifies five key dimensions of proxemic measures (distance, orientation, movement, identity, and location) to consider when designing proxemic-aware ubicomp systems. The second part of this book applies this theory to practice via three case studies of proxemic-aware systems that react continuously to people's and devices' proxemic relationships. The case studies explore the application of proxemics in small-space ubicomp ecologies by considering first person-to-device, then device-to-device, and finally person-to-person and device-to-device proxemic relationships. We also offer a critical perspective on proxemic interactions in the form of "e;dark patterns,"e; where knowledge of proxemics may (and likely will) be easily exploited to the detriment of the user. Table of Contents: Acknowledgments / Videos / Figure Credits / Introduction / Part I / Ubicomp in Brief / Proxemic Interactions Theory / Operationalizing Proxemics for Ubicomp Interaction / Exploiting Proxemics to Address Challenges in Ubicomp Ecologies / Part II: Exploiting Proxemics in Ubicomp Ecologies / Person/Person-to-Device Proxemic Interactions / Device-to-Device Proxemic Interactions / Considering Person-to-Person and Device-to-Device Proxemics / Dark Patterns / Conclusion / References / Author Biographies

  • by Karen Holtzblatt
    £29.49

    Contextual Design is a user-centered design process that uses in-depth field research to drive innovative design. Contextual Design was first invented in 1988 and has since been used in a wide variety of industries and taught in universities all over the world. It is a complete front-end design process rooted in Contextual Inquiry, the widespread, industry-standard field data gathering technique. Contextual Design adds techniques to analyze and present user data, drive ideation from data, design specific product solutions, and iterate those solutions with customers. In 2013, we overhauled the method to account for the way that technology has radically changed people's lives since the invention of the touchscreen phones and other always-on, always-connected, and always-carried devices. This book describes the new Contextual Design, evolved to help teams design for the way technology now fits into peoples' lives. We briefly describe the steps of the latest version of Contextual Design and show how they create a continual immersion in the world of the user for the purpose of innovative product design.

  • by David Benyon
    £32.49

    Spaces of Interaction, Places for Experience is a book about Human-Computer Interaction (HCI), interaction design (ID) and user experience (UX) in the age of ubiquitous computing. The book explores interaction and experience through the different spaces that contribute to interaction until it arrives at an understanding of the rich and complex places for experience that will be the focus of the next period for interaction design. The book begins by looking at the multilayered nature of interaction and UX-not just with new technologies, but with technologies that are embedded in the world. People inhabit a medium, or rather many media, which allow them to extend themselves, physically, mentally, and emotionally in many directions. The medium that people inhabit includes physical and semiotic material that combine to create user experiences. People feel more or less present in these media and more or less engaged with the content of the media. From this understanding of people in media, the book explores some philosophical and practical issues about designing interactions. The book journeys through the design of physical space, digital space, information space, conceptual space and social space. It explores concepts of space and place, digital ecologies, information architecture, conceptual blending and technology spaces at work and in the home. It discusses navigation of spaces and how people explore and find their way through environments. Finally the book arrives at the concept of a blended space where the physical and digital are tightly interwoven and people experience the blended space as a whole. The design of blended spaces needs to be driven by an understanding of the correspondences between the physical and the digital, by an understanding of conceptual blending and by the desire to design at a human scale. There is no doubt that HCI and ID are changing. The design of "e;microinteractions"e; remains important, but there is a bigger picture to consider. UX is spread across devices, over time and across physical spaces. The commingling of the physical and the digital in blended spaces leads to new social spaces and new conceptual spaces. UX concerns the navigation of these spaces as much as it concerns the design of buttons and screens for apps. By taking a spatial perspective on interaction, the book provides new insights into the evolving nature of interaction design.

  • by Albert M. Selvin
    £45.49

    This book is about how people (we refer to them as practitioners) can help guide participants in creating representations of issues or ideas, such as collaborative diagrams, especially in the context of Participatory Design (PD). At its best, such representations can reach a very high level of expressiveness and usefulness, an ideal we refer to as Knowledge Art. Achieving that level requires effective engagement, often aided by facilitators or other practitioners. Most PD research focuses on tools and methods, or on participant experience. The next source of advantage is to better illuminate the role of practitioners-the people working with participants, tools, and methods in service of a project's larger goals. Just like participants, practitioners experience challenges, interactions, and setbacks, and come up with creative ways to address them while maintaining their stance of service to participants and stakeholders. Our research interest is in understanding what moves and choices practitioners make that either help or hinder participants' engagement with representations. We present a theoretical framework that looks at these choices from the experiential perspectives of narrative, aesthetics, ethics, sensemaking and improvisation and apply it to five diverse case studies of actual practice. Table of Contents: Acknowledgments / Introduction / Participatory Design and Representational Practice / Dimensions of Knowledge Art / Case Studies / Discussion and Conclusions / Appendix: Knowledge Art Analytics / Bibliography / Author Biographies

  • by Jesper Kjeldskov
    £32.49

    This book presents a contextual approach to designing contemporary interactive mobile computer systems as integral parts of ubiquitous computing environments. Interactive mobile systems, services, and devices have become functional design objects that we care deeply about. Although their look, feel, and features impact our everyday lives as we orchestrate them in concert with a plethora of other computing technologies, these artifacts are not well understood or created through traditional methods of user-centered design and usability engineering. Contrary to more traditional IT artifacts, they constitute holistic user experiences of value and pleasure that require careful attention to the variety, complexity, and dynamics of their usage. Hence, the design of mobile interactions proposed in this book transcends existing approaches by using the ensemble of form and context as its central unit of analysis. As such, it promotes a designerly way of achieving convergence between form and context through a contextually grounded, wholeness sensitive, and continually unfolding process of design. Table of Contents: Acknowledgments / Introduction / Mobile Computing / Interaction Design / Design Approaches / A Decade of Mobile HCI Research / Toward a Designerly Way / Revisiting User-Centered Design / Continual Convergence of Form and Context / Where to from Here? / References / Author Biography

  • by Judy Olson
    £39.99

    Increasingly, teams are working together when they are not in the same location, even though there are many challenges to doing so successfully. Here we review the latest insights into these matters, guided by a framework that we have developed during two decades of research on this topic. This framework organizes a series of factors that we have found to differentiate between successful and unsuccessful distributed collaborations. We then review the kinds of technology options that are available today, focusing more on types of technologies rather than specific instances. We describe a database of geographically distributed projects we have studied and introduce the Collaboration Success Wizard, an online tool for assessing past, present, or planned distributed collaborations. We close with a set of recommendations for individuals, managers, and those higher in the organizations who wish to support distance work.

  • by Judith Brown
    £39.99

    Large surface computing devices (wall-mounted or tabletop) with touch interfaces and their application to collaborative data analysis, an increasingly important and prevalent activity, is the primary topic of this book. Our goals are to outline the fundamentals of surface computing (a still maturing technology), review relevant work on collaborative data analysis, describe frameworks for understanding collaborative processes, and provide a better understanding of the opportunities for research and development. We describe surfaces as display technologies with which people can interact directly, and emphasize how interaction design changes when designing for large surfaces. We review efforts to use large displays, surfaces or mixed display environments to enable collaborative analytic activity. Collaborative analysis is important in many domains, but to provide concrete examples and a specific focus, we frequently consider analysis work in the security domain, and in particular the challenges security personnel face in securing networks from attackers, and intelligence analysts encounter when analyzing intelligence data. Both of these activities are becoming increasingly collaborative endeavors, and there are huge opportunities for improving collaboration by leveraging surface computing. This work highlights for interaction designers and software developers the particular challenges and opportunities presented by interaction with surfaces. We have reviewed hundreds of recent research papers, and report on advancements in the fields of surface-enabled collaborative analytic work, interactive techniques for surface technologies, and useful theory that can provide direction to interaction design work. We also offer insight into issues that arise when developing applications for multi-touch surfaces derived from our own experiences creating collaborative applications. We present these insights at a level appropriate for all members of the software design and development team. Table of Contents: List of Figures / Acknowledgments / Figure Credits / Purpose and Direction / Surface Technologies and Collaborative Analysis Systems / Interacting with Surface Technologies / Collaborative Work Enabled by Surfaces / The Theory and the Design of Surface Applications / The Development of Surface Applications / Concluding Comments / Bibliography / Authors' Biographies

  • by Phil Turner
    £29.49

    Digital technology has become a defining characteristic of modern life. Almost everyone uses it, we all rely on it, and many of us own a multitude of devices. What is more, we all expect to be able to use these technologies "e;straight out the box."e; This lecture discusses how we are able to do this without apparent problems. We are able to use digital technology because we have learned to cope with it. "e;To cope"e; is used in philosophy to mean "e;absorbed engagement,"e; that is, we use our smart phones and tablet computers with little or no conscious effort. In human-computer interaction this kind of use is more often described as intuitive. While this, of course, is testament to improved design, our interest in this lecture is in the human side of these interactions. We cope with technology because we are familiar with it. We define familiarity as the readiness to engage with technology which arises from being repeatedly exposed to it-often from birth. This exposure involves the frequent use of it and seeing people all around us using it every day. Digital technology has become as common a feature of our everyday lives as the motor car, TV, credit card, cutlery, or a dozen other things which we also use without conscious deliberation. We will argue that we cope with digital technology in the same way as we do these other technologies by means of this everyday familiarity. But this is only half of the story. We also regularly support or scaffold our use of technology. These scaffolding activities are described as "e;epistemic actions"e; which we adopt to make it easier for us to accomplish our goals. With digital technology these epistemic actions include appropriating it to more closer meet our needs. In summary, coping is a situated, embodied, and distributed description of how we use digital technology. Table of Contents: Introduction / Familiarity / Coping / Epistemic Scaffolding / Coping in Context / Bibliography / Author Biography

  • by Gerry Stahl
    £39.99

    Translating Euclid reports on an effort to transform geometry for students from a stylus-and-clay-tablet corpus of historical theorems to a stimulating computer-supported collaborative-learning inquiry experience. The origin of geometry was a turning point in the pre-history of informatics, literacy, and rational thought. Yet, this triumph of human intellect became ossified through historic layers of systematization, beginning with Euclid's organization of the Elements of geometry. Often taught by memorization of procedures, theorems, and proofs, geometry in schooling rarely conveys its underlying intellectual excitement. The recent development of dynamic-geometry software offers an opportunity to translate the study of geometry into a contemporary vernacular. However, this involves transformations along multiple dimensions of the conceptual and practical context of learning. Translating Euclid steps through the multiple challenges involved in redesigning geometry education to take advantage of computer support. Networked computers portend an interactive approach to exploring dynamic geometry as well as broadened prospects for collaboration. The proposed conception of geometry emphasizes the central role of the construction of dependencies as a design activity, integrating human creation and mathematical discovery to form a human-centered approach to mathematics. This book chronicles an iterative effort to adapt technology, theory, pedagogy and practice to support this vision of collaborative dynamic geometry and to evolve the approach through on-going cycles of trial with students and refinement of resources. It thereby provides a case study of a design-based research effort in computer-supported collaborative learning from a human-centered informatics perspective.

  • by Stephen J. Payne
    £29.49

    This lecture describes a theoretical framework for the behavioural sciences that holds high promise for theory-driven research and design in Human-Computer Interaction. The framework is designed to tackle the adaptive, ecological, and bounded nature of human behaviour. It is designed to help scientists and practitioners reason about why people choose to behave as they do and to explain which strategies people choose in response to utility, ecology, and cognitive information processing mechanisms. A key idea is that people choose strategies so as to maximise utility given constraints. The framework is illustrated with a number of examples including pointing, multitasking, skim-reading, online purchasing, Signal Detection Theory and diagnosis, and the influence of reputation on purchasing decisions. Importantly, these examples span from perceptual/motor coordination, through cognition to social interaction. Finally, the lecture discusses the challenging idea that people seek to find optimal strategies and also discusses the implications for behavioral investigation in HCI.

  • by D. Scott McCrickard
    £29.49

    Human-centered informatics (HCI) is a young discipline that is still defining its core components, with approaches rooted in engineering, science, and creative design. In the spirit of this book series, this book explores HCI as an intersection point for different perspectives of computing and information technology, seeking to understand how groups of designers can communicate with an increasingly diverse set of colleagues on a broadening set of problems. In so doing, this book traces the evolution of claims as a way to capture and share knowledge, particularly in comparison to other approaches like patterns and issues. Claims can be a centrally important aspect in HCI design efforts, either consciously by targeted design techniques or through ingrained habits of experienced designers. An examination of claims, their uses in design, and the possibilities for explicit use in future collaborative design endeavors seeks to inspire their further development use in HCI design. Table of Contents: What are Claims? / Knowing and Sharing / Evolution of Claims / Using Claims / Looking Forward

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