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This book presents the SigniFYI Suite of conceptual and methodological tools, designed to uncover meanings inscribed in software, their origins, intent and consequences to identify and trace correlating patterns; from software design and development to software use and experience. Based on the study of Semiotic Engineering, the book advances the e study of Human-Centered Computing (HCC), inviting professionals, researchers, teachers and students to reflect upon how subjective and cultural values manifest themselves through software models, programs and user interfaces. The authors weave a mesh of technical, theoretical and philosophical considerations of what it means to build and use software, exploring what we (professionals and non-professionals) mean by the pieces of software we design and develop, as well as what pieces of software mean to end-users and others. Explicitly dedicated to software designers, developers and users, Software Developers as Users is a provocative view of socio-technical communication in the digital age.
The Atlantic Forest is one of the 36 hotspots for biodiversity conservation worldwide. It is a unique, large biome (more than 3000 km in latitude; 2500 in longitude), marked by high biodiversity, high degree of endemic species and, at the same time, extremely threatened. Approximately 70% of the Brazilian population lives in the area of this biome, which makes the conflict between biodiversity conservation and the sustainability of the human population a relevant issue. This book aims to cover: 1) the historical characterization and geographic variation of the biome; 2) the distribution of the diversity of some relevant taxa; 3) the main threats to biodiversity, and 4) possible opportunities to ensure the biodiversity conservation, and the economic and social sustainability. Also, it is hoped that this book can be useful for those involved in the development of public policies aimed at the conservation of this important global biome.
Eye Tracking for User Experience Design explores the many applications of eye tracking to better understand how users view and interact with technology. Ten leading experts in eye tracking discuss how they have taken advantage of this new technology to understand, design, and evaluate user experience. Real-world stories are included from these experts who have used eye tracking during the design and development of products ranging from information websites to immersive games. They also explore recent advances in the technology which tracks how users interact with mobile devices, large-screen displays and video game consoles. Methods for combining eye tracking with other research techniques f...
Pragmatics is the study of human communication: the choices speakers make to express their intended meaning and the kinds of inferences that hearers draw from an utterance in the context of its use. This Handbook surveys pragmatics from different perspectives, presenting the main theories in pragmatic research, incorporating seminal research as well as cutting-edge solutions. It addresses questions of rational and empirical research methods, what counts as an adequate and successful pragmatic theory, and how to go about answering problems raised in pragmatic theory. In the fast-developing field of pragmatics, this Handbook fills the gap in the market for a one-stop resource to the wide scope of today's research and the intricacy of the many theoretical debates. It is an authoritative guide for graduate students and researchers with its focus on the areas and theories that will mark progress in pragmatic research in the future.
A theory of HCI that uses concepts from semiotics and computer science to focus on the communication between designers and users during interaction. In The Semiotic Engineering of Human-Computer Interaction, Clarisse Sieckenius de Souza proposes an account of HCI that draws on concepts from semiotics and computer science to investigate the relationship between user and designer. Semiotics is the study of signs, and the essence of semiotic engineering is the communication between designers and users at interaction time; designers must somehow be present in the interface to tell users how to use the signs that make up a system or program. This approach, which builds on--but goes further than--...
Semiotic engineering was originally proposed as a semiotic approach to designing user interface languages. Over the years, with research done at the Department of Informatics of the Pontifical Catholic University of Rio de Janeiro, it evolved into a semiotic theory of human-computer interaction (HCI). It views HCI as computer-mediated communication between designers and users at interaction time. The system speaks for its designers in various types of conversations specified at design time. These conversations communicate the designers' understanding of who the users are, what they know the users want or need to do, in which preferred ways, and why. The designers' message to users includes e...
Analyzes cognitive, social and technical issues of end user programming. Drawing on empirical research on existing end user systems, this text examines the importance of task-specific programming languages, visual application frameworks and collaborative work practices for end user computing.
Laws, decrees, and administrative acts of government.