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Future Interaction Design II (eBook)

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2009 | 2009
XV, 221 Seiten
Springer London (Verlag)
978-1-84800-385-9 (ISBN)

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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.


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 "e;interaction design"e; 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.

Contents 5
Contributors 7
Introduction: The New Interaction Design 9
Reference 15
Gerontechnology 16
1 Gerontechnology 16
1.2 History and Definition of Gerontechnology 16
1.2 Older- Adult Demographics and Capabilities 18
1.2.1 Longevity 19
1.2.2 Work Longevity 19
1.2.3 Perceptual Capabilities 19
1.2.4 Psychomotor Capabilities 20
1.2.5 Cognitive Capabilities 20
1.2.6 Anthropometrics and Physical Fitness 21
2 Technological Innovation 21
2.1 Principles of Design for Older Adults 22
2.2 Ethics of Design 23
2.3 Design for Input/Output Devices 24
2.3.1 Input Devices: Positioning 25
2.3.2 Input Devices: Data Entry 25
2.3.3 Output Devices: Visual 26
2.3.4 Output Devices: Auditory 26
2.4 Design for Interface 26
2.4.1 Speed of Operations 27
2.4.2 Navigation Through Menu Structures 27
2.4.3 Compatibility Issues 27
2.4.4 Documentation Issues 28
2.4.5 Adaptive Displays 28
2.5 Training Considerations 29
2.5.1 Design for Training 29
2.5.2 Organization of Training 29
2.6 Principles of Usability Testing with Older Adults 30
3 Simulation as a Supplement for Usability Testing 31
3.1 The GOMS Modeling System 32
3.2 GOMS Modeling Parameters for Older Adults 33
3.3 Example Modeling for Mobile Phone Tasks 35
4 Perspectives on Development of Gerontechnology over the Next Few years 38
4.1 Optimizing Design for Time or Errors? 38
4.2 Critical Design Environments 39
5 Summary 40
References 41
Enhancing Mutual Awareness, Productivity, and Feeling: Cognitive Science Approach to Design of Groupware Systems 45
1 Introduction 45
2 Theoretical and Methodological Considerations 46
3 Distributed Group Work in a Mixed-Reality Environment 50
3.1 Studies with cAR/PE! 50
3.2 Studies with cAR/PE!2 55
4 An Emotional Engagement While Meeting a Virtual Other 59
4.1 Motivation of the Studies with Virtual Characters and Preliminary Results 59
4.2 Emotional Effects on Human Observers Are Gaze Contingent 61
5 Conclusions and an Outlook 65
References 66
The Future of Interaction Research: Interaction Is the Result of Top-Down and Bottom-Up Processes 68
1 The Problem that Interaction Design Research Is Facing 68
2 Case Example: Research on Hypertext Design 71
3 Methodological Proposal for Designing Top-Down and Bottom-Up Processes 75
4 Conclusions: Future of Interaction Research 78
References 79
User Psychology in Interaction Design: The Role of Design Ontologies 82
1 Introduction 82
2 Development of Interaction Research 83
3 Modern User Psychology 86
4 Towards Explanatory Design 87
5 Ontology as a Tool 90
6 Action-Oriented Thinking in Design 91
7 From Psychological Analysis to Action-Oriented Design Process 94
References 96
Field Experiments in HCI: Promises and Challenges 100
1 Introduction 100
2 Rethinking Experiments as Quasi-Experiments 104
2.1 Control and Validity 106
2.2 The Challenge for HCI 107
3 Emerging Tools and Methods 109
3.1 Desirable Qualities of Data Collection Apparatuses for the Field 110
3.2 Background Logging in an Intervention Experiment 112
3.2.1 Example: An Intervention Experiment 112
3.2.2 Evaluation 115
3.3 Hybrid Video System 118
3.3.1 Example: Comparing Types of Mobile Maps 120
3.3.2 Evaluation 124
4 Conclusion 126
References 127
Opportunities and Challenges of Designing the Service User eXperience (SUX) in Web 2.0 130
1 Introduction 130
2 Characteristics of Web 2.0 Services from Users’ Perspectives 132
3 Experience, User Experience, and Service User eXperience (SUX) 134
3.1 Multidisciplinary Views to Experience 135
3.2 Service Experience 136
3.3 User Experience 137
3.4 Key Elements and Design Challenges of Service User eXperience 139
4 User-Centered Design of New Services 140
4.1 Service Development Life Cycle 141
4.2 User-Centered Design Principles and Processes 141
4.3 Matching User-Centered Design to Service Development Life Cycle 142
4.4 Users’ New Roles in Usage and Development of Services 144
5 Summary, Conclusions, and Discussion 146
References 149
Precedents for the Design of Locative Media 153
1 Introduction 153
2 Relating Space, Communication and Technological Systems: The Case of Locative Media 154
3 Mediated Spaces: Spatial Interfaces as Contexts for Communication 155
3.1 A Theoretical Framework for Considering Locative Media 155
3.2 Information Spaces 157
3.3 Spatial Communication Interfaces 158
4 Introducing Mobility and Multiuser Access to Spatial Communication Interfaces 160
5 Introducing Context Awareness to Mobile Spatial Communication Interfaces 162
6 Locative Media Mediating Communication Within the Urban Context 163
References 166
Acceptance or Appropriation? A Design-Oriented Critique of Technology Acceptance Models 169
1 Introduction 169
2 Technology Acceptance Models 170
3 Scope of the Original Model and Subsequent Criticisms 172
4 The Problem and Related Evidence of TAMs’ Inherent Limitations 175
5 Acceptance Models and Design Thinking: An Uneasy Combination 177
6 Appropriation: A Heterogeneous View of Technology Acceptance 178
7 Reconciling the Two Design Mindsets 179
8 Designing for Appropriation 180
9 Conclusions 182
References 183
The Polysemy of Human-Computer Interaction 186
1 Introduction 187
2 The Intellectual Heritage of Material Culture 187
3 Digital Artifacts and Everyday Life: Within or Without? 189
4 Cultural Artifact-Digital Provenance 192
5 Designing Artifacts 195
6 Spimes and the Internet of Things: An Artifactual Conundrum? 196
7 The Polysemous Soup of Digital Artifacts: Design or Anti-Design? 197
8 Conclusion 198
References 199
The Human Modes of Being in Investigating User Experience 202
1 Introduction 202
2 A Theoretical Account of User Experience 204
2.1 A Noninstrumental Framework for Outlining the Nature of User Experience 204
2.1.1 The Physical and Organic Modes of Being 206
2.1.2 The Mental Mode of Being 207
2.1.3 The Social Mode of Being 208
2.1.4 The Cultural Mode of Being 209
3 The Holistic User Experience 210
4 Conclusions 214
References 215
Author Index 219
Subject Index 227

Erscheint lt. Verlag 28.4.2009
Zusatzinfo XV, 221 p. 29 illus.
Verlagsort London
Sprache englisch
Themenwelt Geisteswissenschaften
Informatik Software Entwicklung User Interfaces (HCI)
Sozialwissenschaften Pädagogik
Schlagworte Computer • Design • Design, Usabillity, User psychology, emotional computing • E-Learning • Groupware • Human-Computer Interaction (HCI) • Human Technology Interaction • interaction • Interaction Design • Modelling • Modelling Interaction • Performance • Social Action • Technology • User Experience • user experience (UX); • User Experience (UX)
ISBN-10 1-84800-385-4 / 1848003854
ISBN-13 978-1-84800-385-9 / 9781848003859
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