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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.
A sociotechnical investigation of ubiquitous computing as a research enterprise and as a lived reality. Ubiquitous computing (or ubicomp) is the label for a “third wave” of computing technologies. Following the eras of the mainframe computer and the desktop PC, ubicomp is characterized by small and powerful computing devices that are worn, carried, or embedded in the world around us. The ubicomp research agenda originated at Xerox PARC in the late 1980s; these days, some form of that vision is a reality for the millions of users of Internet-enabled phones, GPS devices, wireless networks, and "smart" domestic appliances. In Divining a Digital Future, computer scientist Paul Dourish and cu...
An argument that the material arrangements of information—how it is represented and interpreted—matter significantly for our experience of information and information systems. Virtual entities that populate our digital experience, like e-books, virtual worlds, and online stores, are backed by the large-scale physical infrastructures of server farms, fiber optic cables, power plants, and microwave links. But another domain of material constraints also shapes digital living: the digital representations sketched on whiteboards, encoded into software, stored in databases, loaded into computer memory, and transmitted on networks. These digital representations encode aspects of our everyday wo...
Augmented Reality: Innovative Perspectives Across Art, Industry, and Academia includes a mix of critical/theoretical essays from humanities scholars, augmented reality (AR) artwork (with accompanying reflections) by leading digital artists, and interviews with AR software developers and other industry insiders. Augmented Reality is used in the design of the printed book, effectively linking appropriate pages to relevant digital materials on the Web or physical spaces. Contributors bring critical reflection and artistic ingenuity into conversation with current design thinking and project development across the AR industry.
The book is organised around the accounts of professional designers engaged in a high-stakes competition to redefine architecture in the context of computer simulation.
Computer Supported Cooperative Work (CSCW) is an interdisciplinary research area devoted to exploring the issues of designing computer-based systems that enhance the abilities to cooperate and integrate activities in an efficient and flexible manner for people in cooperative work situations. This volume is a rigorous selection of papers that represent both practical and theoretical approaches to CSCW from many leading researchers in the field. As an interdisciplinary area of research, CSCW brings together widely disparate research traditions and perspectives from computer, human, organisational and design sciences. The papers selected reflect a variety of approaches and cultures in the field. Audience: Of interest to a wide audience because of the huge practical impact of the issues and the interdisciplinary nature of the problems and solutions proposed. In particular: researchers and professionals in computing, sociology, cognitive science, human factors, and system design.
How the interface has moved from the PC into cultural platforms, as seen in a series of works of net art, software art and electronic literature. The computer interface is both omnipresent and invisible, at once embedded in everyday objects and characterized by hidden exchanges of information between objects. The interface has moved from office into culture, with devices, apps, the cloud, and data streams as new cultural platforms. In The Metainterface, Christian Ulrik Andersen and Søren Bro Pold examine the relationships between art and interfaces, tracing the interface's disruption of everyday cultural practices. They present a new interface paradigm of cloud services, smartphones, and da...
With the coming flood of connected products, many UX and interaction designers are looking into hardware design, a discipline largely unfamiliar to them. If you’re among those who want to blend digital and physical design concepts successfully, this practical book helps you explore seven long-standing principles of industrial design. Two present and former design directors at IDEO, the international design and innovation firm, use real-world examples to describe industrial designs that are sensorial, simple, enduring, playful, thoughtful, sustainable, and beautiful. You’ll learn how to approach, frame, and evaluate your designs as they extend beyond the screen and into the physical world...
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to ...