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Public and situated display technologies can have an important impact on individual and social behaviour and present us with particular interesting new design considerations and challenges. While there is a growing body of research exploring these design considerations and social impact this work remains somewhat disparate, making it difficult to assimilate in a coherent manner. This book brings together the perspectives of key researchers in the area of public and situated display technology. The chapters detail research representing the social, technical and interactional aspects of public and situated display technologies. The underlying concern common to these chapters is how these displays can be best designed for collaboration, coordination, community building and mobility. Presenting them together allows the reader to examine everyday display activities within the context of emerging technological possibilities.
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The phrases the information superhighway and the the information societyare on almost everyone's lips. CSCW and groupware systems are the key to bringing those phrases to life. To an extent that would scarcely have been imaginable a few years ago, the contributions in this volume speak to each other and to a broader interdisciplinary context. The areas of ethnography and design, the requirements and principles of CSCW design, CSCW languages and environments, and the evaluation of CSCW systems are brought together, to bring to light how activities in working domains are really in practice, carried out. The aim above all is to do justice to the creativity and versatility of those whose work they aim to support.
Ethnography is now a fundamental feature of design practice, taught in universities worldwide and practiced widely in commerce. Despite its rise to prominence a great many competing perspectives exist and there are few practical texts to support the development of competence. Doing Design Ethnography elaborates the ethnomethodological perspective on ethnography, a distinctive approach that provides canonical 'studies of work' in and for design. It provides an extensive treatment of the approach, with a particular slant on providing a pedagogical text that will support the development of competence for students, career researchers and design practitioners. It is organised around a complementary series of self-contained chapters, each of which address key features of doing the job of ethnography for purposes of system design. The book will be of broad appeal to students and practitioners in HCI, CSCW and software engineering, providing valuable insights as to how to conduct ethnography and relate it to design.
Interaction design that entails a qualitative shift from a symbolic, language-oriented stance to an experiential stance that encompasses the entire design and use cycle. With the rise of ubiquitous technology, data-driven design, and the Internet of Things, our interactions and interfaces with technology are about to change dramatically, incorporating such emerging technologies as shape-changing interfaces, wearables, and movement-tracking apps. A successful interactive tool will allow the user to engage in a smooth, embodied, interaction, creating an intimate correspondence between users' actions and system response. And yet, as Kristina Höök points out, current design methods emphasize s...
In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
There is a rapidly-growing commercial awareness of the need for evaluation in CSCW as major producers push to get cooperative technology taken up in commercial organisations. CSCW Requirements and Evaluation looks at ways of evaluating how well computer systems meet the requirements of organisations and their workforces, and establishing how effective, efficient and satisfactory they are for the actual users. It provides an integrated framework for assessment which reflects both practical and academic perspectives. Descriptions of various methods are given, along with examples of their commercial application and specific case studies. Containing contributions from leading authorities in the field, this book will be welcomed by scientists and practitioners involved in organisational research, CSCW, information and business systems, and HCI.
The phrase "in-the-wild" is becoming popular again in the field of human-computer interaction (HCI), describing approaches to HCI research and accounts of user experience phenomena that differ from those derived from other lab-based methods. The phrase first came to the forefront 20-25 years ago when anthropologists Jean Lave (1988), Lucy Suchman (1987), and Ed Hutchins (1995) began writing about cognition being in-the-wild. Today, it is used more broadly to refer to research that seeks to understand new technology interventions in everyday living. A reason for its resurgence in contemporary HCI is an acknowledgment that so much technology is now embedded and used in our everyday lives. Rese...
This edited collection opens up new intellectual territories and articulates the ways in which academics are theorising and practicing new forms of research in ‘wild’ contexts. Many researchers are choosing to leave the familiarity of their laboratory-based settings in order to pursue in-situ studies ‘in the wild’ that can help them to better understand the implications of their work in real-world settings. This has naturally led to ethical, philosophical and practical reappraisals with regard to the taken for granted lab-based modus operandi of scientific, cultural and design-based ways of working. This evolving movement has led to a series of critical debates opening up around the ...
Covers topics like hypertext, multimedia and graphics. Essential for designers, researchers and manufacturers.