Saariluoma / Isomäki | Future Interaction Design II | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 221 Seiten

Saariluoma / Isomäki Future Interaction Design II


1. Auflage 2009
ISBN: 978-1-84800-385-9
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark

E-Book, Englisch, 221 Seiten

ISBN: 978-1-84800-385-9
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark



The perspectives and techniques used in human-computer interaction design, practice and research are broadening. This book looks at emerging approaches which are likely to contribute to the discipline in near future. The underlying idea is that human character rather than technology should determine the nature of interaction. The concept of 'interaction design' covers this range of concerns relevant to enabling quality design. Each chapter emphasizes alternative perspectives on interaction and new concepts to help researchers and practitioners relate to alternative design approaches and opportunities. This second volume provides a wider perspective, from both a scientific and geographic outlook. New topics, such as psychological design processes, gerotechnology, modelling, e-learning and subconscious experiences are discussed from a team of international authors. This book will be of considerable value to those seeking innovative perspectives upon designing and ensuring effective interaction between humans and technology.

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Weitere Infos & Material


1;Contents;5
2;Contributors;7
3;Introduction: The New Interaction Design;9
3.1;Reference;15
4;Gerontechnology;16
4.1;1 Gerontechnology;16
4.1.1;1.2 History and Definition of Gerontechnology;16
4.1.2;1.2 Older- Adult Demographics and Capabilities;18
4.1.2.1;1.2.1 Longevity;19
4.1.2.2;1.2.2 Work Longevity;19
4.1.2.3;1.2.3 Perceptual Capabilities;19
4.1.2.4;1.2.4 Psychomotor Capabilities;20
4.1.2.5;1.2.5 Cognitive Capabilities;20
4.1.2.6;1.2.6 Anthropometrics and Physical Fitness;21
4.2;2 Technological Innovation;21
4.2.1;2.1 Principles of Design for Older Adults;22
4.2.2;2.2 Ethics of Design;23
4.2.3;2.3 Design for Input/Output Devices;24
4.2.3.1;2.3.1 Input Devices: Positioning;25
4.2.3.2;2.3.2 Input Devices: Data Entry;25
4.2.3.3;2.3.3 Output Devices: Visual;26
4.2.3.4;2.3.4 Output Devices: Auditory;26
4.2.4;2.4 Design for Interface;26
4.2.4.1;2.4.1 Speed of Operations;27
4.2.4.2;2.4.2 Navigation Through Menu Structures;27
4.2.4.3;2.4.3 Compatibility Issues;27
4.2.4.4;2.4.4 Documentation Issues;28
4.2.4.5;2.4.5 Adaptive Displays;28
4.2.5;2.5 Training Considerations;29
4.2.5.1;2.5.1 Design for Training;29
4.2.5.2;2.5.2 Organization of Training;29
4.2.6;2.6 Principles of Usability Testing with Older Adults;30
4.3;3 Simulation as a Supplement for Usability Testing;31
4.3.1;3.1 The GOMS Modeling System;32
4.3.2;3.2 GOMS Modeling Parameters for Older Adults;33
4.3.3;3.3 Example Modeling for Mobile Phone Tasks;35
4.4;4 Perspectives on Development of Gerontechnology over the Next Few years;38
4.4.1;4.1 Optimizing Design for Time or Errors?;38
4.4.2;4.2 Critical Design Environments;39
4.5;5 Summary;40
4.6;References;41
5;Enhancing Mutual Awareness, Productivity, and Feeling: Cognitive Science Approach to Design of Groupware Systems;45
5.1;1 Introduction;45
5.2;2 Theoretical and Methodological Considerations;46
5.3;3 Distributed Group Work in a Mixed-Reality Environment;50
5.3.1;3.1 Studies with cAR/PE!;50
5.3.2;3.2 Studies with cAR/PE!2;55
5.4;4 An Emotional Engagement While Meeting a Virtual Other;59
5.4.1;4.1 Motivation of the Studies with Virtual Characters and Preliminary Results;59
5.4.2;4.2 Emotional Effects on Human Observers Are Gaze Contingent;61
5.5;5 Conclusions and an Outlook;65
5.6;References;66
6;The Future of Interaction Research: Interaction Is the Result of Top-Down and Bottom-Up Processes;68
6.1;1 The Problem that Interaction Design Research Is Facing;68
6.2;2 Case Example: Research on Hypertext Design;71
6.3;3 Methodological Proposal for Designing Top-Down and Bottom-Up Processes;75
6.4;4 Conclusions: Future of Interaction Research;78
6.5;References;79
7;User Psychology in Interaction Design: The Role of Design Ontologies;82
7.1;1 Introduction;82
7.2;2 Development of Interaction Research;83
7.3;3 Modern User Psychology;86
7.4;4 Towards Explanatory Design;87
7.5;5 Ontology as a Tool;90
7.6;6 Action-Oriented Thinking in Design;91
7.7;7 From Psychological Analysis to Action-Oriented Design Process;94
7.8;References;96
8;Field Experiments in HCI: Promises and Challenges;100
8.1;1 Introduction;100
8.2;2 Rethinking Experiments as Quasi-Experiments;104
8.2.1;2.1 Control and Validity;106
8.2.2;2.2 The Challenge for HCI;107
8.3;3 Emerging Tools and Methods;109
8.3.1;3.1 Desirable Qualities of Data Collection Apparatuses for the Field;110
8.3.2;3.2 Background Logging in an Intervention Experiment;112
8.3.2.1;3.2.1 Example: An Intervention Experiment;112
8.3.2.2;3.2.2 Evaluation;115
8.3.3;3.3 Hybrid Video System;118
8.3.3.1;3.3.1 Example: Comparing Types of Mobile Maps;120
8.3.3.2;3.3.2 Evaluation;124
8.4;4 Conclusion;126
8.5;References;127
9;Opportunities and Challenges of Designing the Service User eXperience (SUX) in Web 2.0;130
9.1;1 Introduction;130
9.2;2 Characteristics of Web 2.0 Services from Users’ Perspectives;132
9.3;3 Experience, User Experience, and Service User eXperience (SUX);134
9.3.1;3.1 Multidisciplinary Views to Experience;135
9.3.2;3.2 Service Experience;136
9.3.3;3.3 User Experience;137
9.3.4;3.4 Key Elements and Design Challenges of Service User eXperience;139
9.4;4 User-Centered Design of New Services;140
9.4.1;4.1 Service Development Life Cycle;141
9.4.2;4.2 User-Centered Design Principles and Processes;141
9.4.3;4.3 Matching User-Centered Design to Service Development Life Cycle;142
9.4.4;4.4 Users’ New Roles in Usage and Development of Services;144
9.5;5 Summary, Conclusions, and Discussion;146
9.6;References;149
10;Precedents for the Design of Locative Media;153
10.1;1 Introduction;153
10.2;2 Relating Space, Communication and Technological Systems: The Case of Locative Media;154
10.3;3 Mediated Spaces: Spatial Interfaces as Contexts for Communication;155
10.3.1;3.1 A Theoretical Framework for Considering Locative Media;155
10.3.2;3.2 Information Spaces;157
10.3.3;3.3 Spatial Communication Interfaces;158
10.4;4 Introducing Mobility and Multiuser Access to Spatial Communication Interfaces;160
10.5;5 Introducing Context Awareness to Mobile Spatial Communication Interfaces;162
10.6;6 Locative Media Mediating Communication Within the Urban Context;163
10.7;References;166
11;Acceptance or Appropriation? A Design-Oriented Critique of Technology Acceptance Models;169
11.1;1 Introduction;169
11.2;2 Technology Acceptance Models;170
11.3;3 Scope of the Original Model and Subsequent Criticisms;172
11.4;4 The Problem and Related Evidence of TAMs’ Inherent Limitations;175
11.5;5 Acceptance Models and Design Thinking: An Uneasy Combination;177
11.6;6 Appropriation: A Heterogeneous View of Technology Acceptance;178
11.7;7 Reconciling the Two Design Mindsets;179
11.8;8 Designing for Appropriation;180
11.9;9 Conclusions;182
11.10;References;183
12;The Polysemy of Human-Computer Interaction;186
12.1;1 Introduction;187
12.2;2 The Intellectual Heritage of Material Culture;187
12.3;3 Digital Artifacts and Everyday Life: Within or Without?;189
12.4;4 Cultural Artifact-Digital Provenance;192
12.5;5 Designing Artifacts;195
12.6;6 Spimes and the Internet of Things: An Artifactual Conundrum?;196
12.7;7 The Polysemous Soup of Digital Artifacts: Design or Anti-Design?;197
12.8;8 Conclusion;198
12.9;References;199
13;The Human Modes of Being in Investigating User Experience;202
13.1;1 Introduction;202
13.2;2 A Theoretical Account of User Experience;204
13.2.1;2.1 A Noninstrumental Framework for Outlining the Nature of User Experience;204
13.2.1.1;2.1.1 The Physical and Organic Modes of Being;206
13.2.1.2;2.1.2 The Mental Mode of Being;207
13.2.1.3;2.1.3 The Social Mode of Being;208
13.2.1.4;2.1.4 The Cultural Mode of Being;209
13.3;3 The Holistic User Experience;210
13.4;4 Conclusions;214
13.5;References;215
14;Author Index;219
15;Subject Index;227



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