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Books : Computers & Internet : Computer Science : Human-Computer Interaction
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Accomplished authors, Preece, Rogers and Sharp, have written a key new textbook on this core subject area. Interaction Design deals with a broad scope of issues, topics and paradigms that has traditionally been the scope of Human-Computer Interaction (HCI) and Interaction Design (ID). The book covers psychological and social aspects of users, interaction styles, user requirements, design approaches, usability and evaluation, traditional and future interface paradigms and the role of theory in informing design. The topics will be grounded in the design process and the aim is to present relevant issues in an integrated and coherent way, rather than assembling a collection of chapters on individual HCI topics.
KEY FEATURES:
* This truly integrated approach to HCI provides students with background information from psychology, sociology, anthropology, information systems and computer science
* Provides principles and skills for designing any technology through the use of many interesting and state of the art examples
* The author supported, highly interactive Web Site provides resources that allow students to collaborate on experiments, participate in design competitions, collaborate on design, find resources and communicate with others
* The accompanying Web Site also features examples, step-by-step exercises and templates for questionnaires
CONTENTS:
Preface
1. What is interaction design?
Interview with Gitta Saloman
2. Understanding and conceptualizing interaction
Interview with Terry Winograd
3. Understanding users
4. Understanding and designing for collaboration and communication
Interview with Abigail Sellen
5. Understanding how interfaces affect users
6. The process of interaction design
Interview with Gillian Crampton Smith
7. Identifying needs and establishing requirements
Interview with Suzanne Robertson
8. Design, prototyping and construction
9. User-centered approaches to interaction design
Interview with Karen Holtzblatt
10. Introducing evaluation
11. A framework for evaluation
12. Observing users
Interview with Sara Bly
13. Asking users and experts
Interview with Jakob Nielsen
14. Testing and modeling users
Interview with Ben Shneiderman
15. Doing design and evaluation in the real world: communicators and advisory systems
Epilogue
Glossary -
Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army?
"Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers-anyone who wants to leverage or simply understand the persuasive power of interactive technology-will appreciate the compelling insights and illuminating examples found inside.
Persuasive technology can be controversial-and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.
* Filled with key term definitions in persuasive computing
*Provides frameworks for understanding this domain
*Describes real examples of persuasive technologies -
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From Robocop to the Terminator to Eve 8, no image better captures our deepest fears about technology than the cyborg, the person who is both flesh and metal, brain and electronics. But philosopher and cognitive scientist Andy Clark sees it differently. Cyborgs, he writes, are not something to be feared--we already are cyborgs.
In Natural-Born Cyborgs, Clark argues that what makes humans so different from other species is our capacity to fully incorporate tools and supporting cultural practices into our existence. Technology as simple as writing on a sketchpad, as familiar as Google or a cellular phone, and as potentially revolutionary as mind-extending neural implants--all exploit our brains' astonishingly plastic nature. Our minds are primed to seek out and incorporate non-biological resources, so that we actually think and feel through our best technologies. Drawing on his expertise in cognitive science, Clark demonstrates that our sense of self and of physical presence can be expanded to a remarkable extent, placing the long-existing telephone and the emerging technology of telepresence on the same continuum. He explores ways in which we have adapted our lives to make use of technology (the measurement of time, for example, has wrought enormous changes in human existence), as well as ways in which increasingly fluid technologies can adapt to individual users during normal use. Bio-technological unions, Clark argues, are evolving with a speed never seen before in history. As we enter an age of wearable computers, sensory augmentation, wireless devices, intelligent environments, thought-controlled prosthetics, and rapid-fire information search and retrieval, the line between the user and her tools grows thinner day by day. "This double whammy of plastic brains and increasingly responsive and well-fitted tools creates an unprecedented opportunity for ever-closer kinds of human-machine merger," he writes, arguing that such a merger is entirely natural.
A stunning new look at the human brain and the human self, Natural Born Cyborgs reveals how our technology is indeed inseparable from who we are and how we think. -
Covers human factors of interactive software, tested methods to develop and assess interfaces, interaction styles such as direct manipulation for graphical user interfaces, and design considerations such as effective messages and appropriate color. DLC: Human-computer interaction.
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Love, marriage, and sex with robots? Not in a million years? Maybe a whole lot sooner!
A leading expert in artificial intelligence, David Levy argues that the entities we once deemed cold and mechanical will soon become the objects of real companionship and human desire. He shows how automata have evolved and how human interactions with technology have changed over the years. Levy explores many aspects of human relationships—the reasons we fall in love, why we form emotional attachments to animals and virtual pets, and why these same attachments could extend to love for robots. Levy also examines how society's ideas about what constitutes normal sex have changed—and will continue to change—as sexual technology becomes increasingly sophisticated.
Shocking, eye-opening, provocative, and utterly convincing, Love and Sex with Robots is compelling reading for anyone with an open mind.
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Revised and updated in this second edition, this text is an excellent introductory guide to instrumentation for students of speech pathology and audiology. Anticipating that new students may be overwhelmed by the array and configuration of instruments on their first trip to the clinic or laboratory, Instrumentation describes the basic equipment students need to master, how it works, and how it is used with other equipment. The result is a clear, practical guide to the function of commonly used instruments -- one that will raise the confidence of students immeasurably. Special features of the volume include:
* introductory writing style and explanations for students who have limited science backgrounds;
* clear and abundant diagrams, figures, examples, tables, and definitions;
* a list of key terms in each chapter;
* laboratory exercises with accompanying equipment set-up flow charts;
* a lengthy glossary of terms; and
* suggestions for further readings. -
The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications is a comprehensive survey of this fast-paced field that is of interest to all HCI practitioners, educators, consultants, and researchers. This includes computer scientists; industrial, electrical, and computer engineers; cognitive scientists; experimental psychologists; human factors professionals; interface and systems designers; product managers; and executives working with product development.
This new Handbook offers a comprehensive compendium of foundational principles, as well as the most recent advances in conceptualizing, designing, and evaluating computing technologies. It spans a variety of traditional and non-traditional platforms, including desktop and mobile computing, networked and virtual environments, and information appliances. In addition, the volume offers thorough coverage of interaction issues concerning diverse users, including men; women; children; the elderly;and those with cognitive, physical, and perceptual impairments. Another unique feature of this new Handbook is that HCI is presented in the context of special application domains, such as e-commerce, telecommunication, government, health care, educational software, entertainment, games, motor vehicles, and aerospace.
In this volume, an unprecedented number of top experts in the field of HCI share their expertise, experience, and insight regarding research, technological advancements, and specific methodologies in the field of human-computer interaction. -
Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls "embodied interaction"—an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality—reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.
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In this volume, the authors begin by defining usability, advocating and explaining the methods of usability engineering and reviewing many techniques for assessing and assuring usability throughout the development process. They then follow all the steps in planning and conducting a usability test, analyzing data, and using the results to improve both products and processes.
This book is simply written and filled with examples from many types of products and tests. It discusses the full range of testing options from quick studies with a few subjects to more formal tests with carefully designed controls. The authors discuss the place of usability laboratories in testing as well as the skills needed to conduct a test.
Included are forms to use or modify to conduct a usability test, as well as layouts of existing labs that will help the reader build his or her own. -
This volume covers issues in parallel computing and programming, such as true portability, deadlock, high-performance message passing, and libraries for distributed and parallel computing. The authors explain why certain design choices were made and how users are meant to use the MPI interface.
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Augmented Reality is a natural way to explore 3D objects and data, as it brings virtual objects into the real world where we live, rather than forcing us to learn how to navigate inside the computer. With video-see-through technology, AR handheld devices such as tablet PC ™s, PDA ™s, or camera cell phones, (or in many cases just a webcam and our standard computer monitor), you hold the device up and see through the display to view both the real world and the superimposed virtual object. You can move around and see the virtual object, model, animation, or game from different views as the AR system performs alignment of the real and virtual cameras automatically.
This book will introduce you to Augmented Reality (AR), provide detailed explanations of how the technology works, and provide samples for you to try on your own. Code samples using the freely downloadable ARTag software SDK in C++ and C# are included; all you need is a computer, printer, and a webcam.
Create something new today!
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Winner in the 2003 AAUP Book, Jacket, and Journal Competition in the Jackets category.
Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype.
Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future. -
"The following description is for the second edition of About Face. The 3rd Edtion, About Face 3 (ISBN 0470084111), is now available."
First published seven years ago-just before the World Wide Web exploded into dominance in the software world-About Face rapidly became a bestseller. While the ideas and principles in the original book remain as relevant as ever, the examples in About Face 2.0 are updated to reflect the evolution of the Web.
Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. About Face 2.0 ensures that these objectives are met with the utmost ease and efficiency.
Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build-a practice known as "Interaction Design." Cooper is now the leader in this growing field. Mr. Cooper is also the author of two bestselling books that are widely considered indispensable texts. About Face: The Essentials of User Interface Design, intro-duced the first comprehensive set of practical design principles. The Inmates Are Running the Asylum explains how talented people and companies continually create aggravating high-tech products that fail to meet customer expectations.Robert Reimann has spent the past 15 years pushing the boundaries of digital products as a designer, writer, lecturer, and consultant. He has led dozens of interaction design projects in domains including e-commerce, portals, desktop productivity, authoring environments, medical and scientific instrumentation, wireless, and handheld devices for startups and Fortune 500 clients alike. Joining Cooper in 1996, Reimann led the development and refinement of many goal-directed design methods described in About Face 2.0. He has lectured on these methods at major universities and to international industry audiences. He is a member of the advisory board of the UC Berkeley Institute of Design.
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The second edition of Human-Computer Interaction established itself as one of the classic textbooks in the area, with its broad coverage and rigorous approach, this new edition builds on the existing strengths of the book, but giving the text a more student-friendly slant and improving the coverage in certain areas. The revised structure, separating out the introductory and more advanced material will make it easier to use the book on a variety of courses. This new edition now includes chapters on Interaction Design, Universal Access and Rich Interaction, as well as covering the latest developments in ubiquitous computing and Web technologies, making it the ideal text to provide a grounding in HCI theory and practice.
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