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Experience Design

Marc Hassenzahl, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55704139 [Marc Hassenzahl, Morgan & Claypool Publishers] Experience Design

Описание книги:

In his book «In the blink of an eye» Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six – six criteria for what makes a good cut. On top of his list is «to be true to the emotion of the moment,» a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich «experience» to the audience. Because, «what they finally remember is not the editing, not the camerawork, not the performances, not even the story–it's how they felt.» Technology for all the right reasons applies this insight to the design of interactive products and technologies – the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful.

The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes.


Experience-Centered Design

Peter Wright, John McCarthy, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55704143 [Peter Wright, John  McCarthy, Morgan & Claypool Publishers] Experience Centered Design

Описание книги:

Experience-centered design, experience-based design, experience design, designing for experience, user experience design. All of these terms have emerged and gained acceptance in the Human-Computer Interaction (HCI) and Interaction Design relatively recently. In this book, we set out our understanding of experience-centered design as a humanistic approach to designing digital technologies and media that enhance lived experience. The book is divided into three sections. In Section 1, we outline the historical origins and basic concepts that led into and flow out from our understanding of experience as the heart of people's interactions with digital technology. In Section 2, we describe three examples of experience-centered projects and use them to illustrate and explain our dialogical approach. In Section 3, we recapitulate some of the main ideas and themes of the book and discuss the potential of experience-centered design to continue the humanist agenda by giving a voice to those who might otherwise be excluded from design and by creating opportunities for people to enrich their lived experience with and through technology.


Conceptual Models

Austin Henderson, Jeff Johnson, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55704427 [Austin Henderson, Jeff  Johnson, Morgan & Claypool Publishers] Conceptual Models

Описание книги:

People make use of software applications in their activities, applying them as tools in carrying out tasks. That this use should be good for people–easy, effective, efficient, and enjoyable–is a principal goal of design. In this book, we present the notion of Conceptual Models, and argue that Conceptual Models are core to achieving good design. From years of helping companies create software applications, we have come to believe that building applications without Conceptual Models is just asking for designs that will be confusing and difficult to learn, remember, and use.

We show how Conceptual Models are the central link between the elements involved in application use: people's tasks (task domains), the use of tools to perform the tasks, the conceptual structure of those tools, the presentation of the conceptual model (i.e., the user interface), the language used to describe it, its implementation, and the learning that people must do to use the application. We further show that putting a Conceptual Model at the center of the design and development process can pay rich dividends: designs that are simpler and mesh better with users' tasks, avoidance of unnecessary features, easier documentation, faster development, improved customer uptake, and decreased need for training and customer support.


Making Claims

D. Scott McCrickard, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55704619 [D. Scott McCrickard, Morgan & Claypool Publishers] Making Claims

Описание книги:

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


Translating Euclid

Gerry Stahl, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55705927 [Gerry Stahl, Morgan & Claypool Publishers] Translating Euclid

Описание книги:

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.


An Anthropology of Services

Chuck Darrah, Jeanette Blomberg, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55704679 [Chuck Darrah, Jeanette Blomberg, Morgan & Claypool Publishers] An Anthropology of Services

Описание книги:

This book explores the possibility for an anthropology of services and outlines a practice approach to designing services. The reader is taken on a journey that Blomberg and Darrah have been on for the better part of a decade from their respective positions helping to establish a services research group within a large global enterprise and an applied anthropology master's program at a Silicon Valley university. They delve into the world of services to understand both how services are being conceptualized today and the possible benefits that might result from taking an anthropological view on services and their design. The authors argue that the anthropological gaze can be useful precisely because it combines attention to details of everyday life with consideration of the larger milieu in which those details make sense. Furthermore, it asks us to reflect upon and assess our own perspectives on that which we hope to understand and change.

Central to their exploration is the question of how to conceptualize and engage with the world of services given their heterogeneity, the increasing global importance of the service economy, and the possibilities introduced for an engaged scholarship on service design. While discourse on services and service design can imply something distinctively new, the authors point to parallels with what is known about how humans have engaged with each other and the material world over millennia. Establishing the ubiquity of services as a starting point, the authors go on to consider the limits of design when the boundaries and connections between what can be designed and what can only be performed are complex and deeply mediated. In this regard the authors outline a practice approach to designing that acknowledges that designing involves participating in a social context, that design and use occur in concert, that people populate a world that has been largely built by and with others, and that formal models of services are impoverished representations of human performance.

An Anthropology of Services draws attention to the conceptual and methodological messiness of service worlds while providing the reader with strategies for intervening in these worlds for human betterment as complex and challenging as that may be.


Spaces of Interaction, Places for Experience

David Benyon, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55704691 [David Benyon, Morgan & Claypool Publishers] Spaces of Interaction, Places for Experience

Описание книги:

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 “microinteractions” 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.


How We Cope with Digital Technology

Phil Turner, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55705651 [Phil Turner, Morgan & Claypool Publishers] How We Cope with Digital Technology

Описание книги:

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 «straight out the box.» 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. «To cope» is used in philosophy to mean «absorbed engagement,» 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 «epistemic actions» 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


Surface Computing and Collaborative Analysis Work

Stevenson Gossage, Chris Hack, Jeff Wilson, Judith Brown, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55705715 [Stevenson Gossage, Chris Hack, Jeff Wilson, Judith Brown, Morgan & Claypool Publishers] Surface Computing and Collaborative Analysis Work

Описание книги:

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


Designing for Gesture and Tangible Interaction

Mary Lou Maher, Lina Lee, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55708007 [Mary Lou Maher, Lina Lee, Morgan & Claypool Publishers] Designing for Gesture and Tangible Interaction

Описание книги:

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.


Mobile Interactions in Context

Jesper Kjeldskov, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55706259 [Jesper Kjeldskov, Morgan & Claypool Publishers] Mobile Interactions in Context

Описание книги:

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.


Constructing Knowledge Art

Simon Buckingham Shum, Al Selvin, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55706391 [Simon Buckingham Shum, Al Selvin, Morgan & Claypool Publishers] Constructing Knowledge Art

Описание книги:

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


The Envisionment and Discovery Collaboratory (EDC)

Ernesto G. Arias, Hal Eden, Gerhard Fischer, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55706943 [Ernesto G. Arias, Hal Eden, Gerhard Fischer, Morgan & Claypool Publishers] The Envisionment and Discovery Collaboratory (EDC)

Описание книги:

he Envisionment and Discovery Collaboratory (EDC) is a long-term research platform exploring immersive socio-technical environments in which stakeholders can collaboratively frame and solve problems and discuss and make decisions in a variety of application domains and different disciplines.


Core-Task Design

Hanna Koskinen, Leena Norros, Paula Savioja, Morgan & Claypool Publishers

27 ноября, 2021

Книги

55706951 [Hanna Koskinen, Leena Norros, Paula Savioja, Morgan & Claypool Publishers] Core Task Design

Описание книги:

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.


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