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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
If you want to design successful user interfaces then you need clear and effective visual communication. Interface Design will help you achieve this using a range of incisive case studies, interviews with professional designers and clear hands-on advice to help you produce user-focused front-end designs for a range of digital media interfaces. This book introduces the major elements of graphic design for digital media - layout, colour, iconography, imagery and typography, and shows how these visual communication basics can combine to produce positive interactive user experiences. With practical advice on improving communication between designers and developer, and a tantalizing look at designing interactivity for all five senses, this is a must-have introduction to developing interfaces that users will love.
This book provides to manufacturers, designers and evaluation professionals the necessary tools for balancing design and the assessment phases during the product lifecycle. It proposes an integrated model of interaction evaluation for a holistic analysis of the user experience by both discussing in details the interaction testing methods, and promoting the involvement of disabled users in human computer interaction evaluation.
Embodied conversational agents (ECA) and speech-based human-machine interfaces can together represent more advanced and more natural human-machine interaction. Fusion of both topics is a challenging agenda in research and production spheres. The important goal of human-machine interfaces is to provide content or functionality in the form of a dialog resembling face-to-face conversations. All natural interfaces strive to exploit and use different communication strategies that provide additional meaning to the content, whether they are human-machine interfaces for controlling an application or different ECA-based human-machine interfaces directly simulating face-to-face conversation. Coverbal Synchrony in Human-Machine Interaction presents state-of-the-art concepts of advanced environment-independent multimodal human-machine interfaces that can be used in different contexts, ranging from simple multimodal web-browsers (for example, multimodal content reader) to more complex multimodal human-machine interfaces for ambient intelligent environments (such as supportive environments for elderly and agent-guided household environments). They can also be used in different computing environments-from pervasive computing to desktop environments. Within these concepts, the contributors discuss several communication strategies, used to provide different aspects of human-machine interaction.
Design intuitive navigation for the ideal user experience Hundreds of thousands of Web designers and developers have relied on web usability expert Steve Krug's guide to help them understand the principles of intuitive navigation and information design. Witty, commonsensical, and eminently practical, it's one of the best-loved and most recommended books on the subject. Fresh perspectives and examples New chapter on mobile usability Still short, profusely illustrated...and best of all-fun to read If you've read it before, you'll rediscover what made Don't Make Me Think so essential to Web designers and developers around the world. If you've never read it, you'll see why so many people have said it should be required reading for anyone working on websites. "After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book." -Jeffrey Zeldman, author of Designing with Web Standards
The dependence on quality software in all areas of life is what makes software engineering a key discipline for today's society. Thus, over the last few decades it has been increasingly recognized that it is particularly important to demonstrate the value of software engineering methods in real-world environments, a task which is the focus of empirical software engineering. One of the leading protagonists of this discipline worldwide is Prof. Dr. Dr. h.c. Dieter Rombach, who dedicated his entire career to empirical software engineering. For his many important contributions to the field he has received numerous awards and recognitions, including the U.S. National Science Foundation's Presidential Young Investigator Award and the Cross of the Order of Merit of the Federal Republic of Germany. He is a Fellow of both the ACM and the IEEE Computer Society. This book, published in honor of his 60th birthday, is dedicated to Dieter Rombach and his contributions to software engineering in general, as well as to empirical software engineering in particular. This book presents invited contributions from a number of the most internationally renowned software engineering researchers like Victor Basili, Barry Boehm, Manfred Broy, Carlo Ghezzi, Michael Jackson, Leon Osterweil, and, of course, by Dieter Rombach himself. Several key experts from the Fraunhofer IESE, the institute founded and led by Dieter Rombach, also contributed to the book. The contributions summarize some of the most important trends in software engineering today and outline a vision for the future of the field. The book is structured into three main parts. The first part focuses on the classical foundations of software engineering, such as notations, architecture, and processes, while the second addresses empirical software engineering in particular as the core field of Dieter Rombach's contributions. Finally, the third part discusses a broad vision for the future of software engineering.
Content Management Systems (CMSs) are used in almost every industry by millions of end-user organizations. In contrast to the 90s, they are no longer used as isolated applications in one organization but they support critical core operations in business ecosystems. Content management today is more interactive and more integrative: interactive because end-users are increasingly content creators themselves and integrative because content elements can be embedded into various other applications. The authors of this book investigate how Semantic Technologies can increase interactivity and integration capabilities of CMSs and discuss their business value to millions of end-user organizations. This book has therefore the objective, to reflect existing applications as well as to discuss and present new applications for CMSs that use Semantic Technologies. An evaluation of 27 CMSs concludes this book and provides a basis for IT executives that plan to adopt or replace a CMS in the near future.
The long-standing cultural imperative of augmenting human intellect continues to move ever closer to its full manifestation, described by Marshall McLuhan as an extension of the human nervous system. The escalating blending of immersive technologies with advanced computation has created an emerging domain which increasingly allows socio-technical system makers to produce not only human-computer interactions, but advanced, multi-minded human+computer (H+C) systems. The critical shift toward user immersion within systems of digital information and simulation makes the scale of immersive media's potential impact on human life, culture and well-being unlike that of any previous medium. In Designing XR, Peter (Zak) Zakrzewski presents H+C immersion as a multi-dimensional design problem - a Research Through Design (RTD) zone which addresses the question of: How can transformative design-thinking-based knowledge system complement the existing human-computer interaction (HCI) invention model to contribute to the creation of more participatory, socially viable, and humane immersive media environments? The book lays out a proposal for ushering the creation of ecologically sound augmented mind based on two essential tasks. The first involves a framework for the design, implementation, and iteration of purposeful, multi-minded, participatory immersive H+C systems. The second focuses on the extended reality experience (XRX) design practice that rhetorically invites users to actively engage with immersive systems while fully exercising their autonomy and agency based on informed choice.
This book offers a timely report on an emerging topic in the field of wearable assistive technology: the design and development of robotic extra fingers. After a concise review of the state of the art and a description of earlier prototypes, it discusses the authors' efforts to address issues such as portability and wearability of the devices, including strategies to reduce fatigue and to integrate the motion of the extra fingers with that of the human hand. The book also explores optimized control algorithms and the design of wearable sensorimotor interfaces, and presents a set of tests carried out on healthy subjects and chronic stroke patients. Merging concepts from robotics, biomechanics, human factors and control theory and offering an overview of supernumerary robotic fingers, including the challenges, this book will inspire researchers involved in the development of wearable robotic devices and interfaces based on the principles of wearability, safety, ergonomics and user comfort.
The European Conference on Computer and Network Defense draws contributions and participation both from academia and industry, and addresses security from multiple perspectives, including state-of-the-art research in computer network security, intrusion detection, denial-of-service, privacy protection, security policies, and incident response & management. The conference is organized jointly by the Institute of Computer Science of the Foundation for Research and Technology - Hellas (FORTH) and the European Network and Information Security Agency (ENISA).
Participatory design is about the direct involvement of people in the co-design of the technologies they use. Its central concern is how collaborative design processes can be driven by the participation of the people affected by the technology designed. Embracing a diverse collection of principles and practices aimed at making technologies, tools, environments, businesses, and social institutions more responsive to human needs, the International Handbook of Participatory Design is a state-of-the-art reference handbook for the subject. The Handbook brings together a multidisciplinary and international group of highly recognized and experienced experts to present an authoritative overview of the field and its history and discuss contributions and challenges of the pivotal issues in participatory design, including heritage, ethics, ethnography, methods, tools and techniques and community involvement. The book also highlights three large-scale case studies which show how participatory design has been used to bring about outstanding changes in different organizations. The book shows why participatory design is an important, highly relevant and rewarding area for research and practice. It will be an invaluable resource for students, researchers, scholars and professionals in participatory design.
The importance of data analytics is well known, but how can you get end users to engage with analytics and business intelligence (BI) when adoption of new technology can be frustratingly slow or may not happen at all? Avoid wasting time on dashboards and reports that no one uses with this practical guide to increasing analytics adoption by focusing on people and process, not technology. Pulling together agile, UX and change management principles, Delivering Data Analytics outlines a step-by-step, technology agnostic process designed to shift the organizational data culture and gain buy-in from users and stakeholders at every stage of the project. This book outlines how to succeed and build trust with stakeholders amid the politics, ambiguity and lack of engagement in business. With case studies, templates, checklists and scripts based on the author's considerable experience in analytics and data visualisation, this book covers the full cycle from requirements gathering and data assessment to training and launch. Ensure lasting adoption, trust and, most importantly, actionable business value with this roadmap to creating user-centric analytics projects.
As computers proliferate and as the field of computer graphics matures, it has become increasingly important for computer scientists to understand how users perceive and interpret computer graphics. Experimental Design: From User Studies to Psychophysics is an accessible introduction to psychological experiments and experimental design, covering the major components in the design, execution, and analysis of perceptual studies. The book begins with an introduction to the concepts central to designing and understanding experiments, including developing a research question, setting conditions and controls, and balancing specificity with generality. The book then explores in detail a number of types of experimental tasks: free description, rating scales, forced-choice, specialized multiple choice, and real-world tasks as well as physiological studies. It discusses the advantages and disadvantages of each type and provides examples of that type of experiment from the authors own work. The book also covers stimulus-related issues, including popular stimulus resources. It concludes with a thorough examination of statistical techniques for analyzing results, including methods specific to individual tasks.
This book first explains autism, its prevalence, and some conventional intervention techniques, and it then describes how virtual reality technology can support autism intervention and skills training. The approaches and technologies covered include immersive virtual reality, augmented reality and mixed reality. The tasks covered include emotion recognition, affective computing, teaching communication skills, imparting literacy skills, training for imitation skills, and joint attention skills. Most of the chapters assume no prerequisite knowledge of autism or virtual reality, and they are supported throughout with detailed references for further investigation. While the author is an engineer by profession, with specialist knowledge in robotics and computer-based platforms, in this book she adopts a user perspective and cites many real-life examples from her own experience. The book is suitable for students of cognitive science, and researchers and practitioners engaged with designing and offering technological assistance for special needs training.
Forms that Work: Designing Web Forms for Usability clearly explains exactly how to design great forms for the web. The book provides proven and practical advice that will help you avoid pitfalls, and produce forms that are aesthetically pleasing, efficient and cost-effective. It features invaluable design methods, tips, and tricks to help ensure accurate data and satisfied customers. It includes dozens of examples - from nitty-gritty details (label alignment, mandatory fields) to visual designs (creating good grids, use of color). This book isn't just about colons and choosing the right widgets. It's about the whole process of making good forms, which has a lot more to do with making sure you're asking the right questions in a way that your users can answer than it does with whether you use a drop-down list or radio buttons. In an easy-to-read format with lots of examples, the authors present their three-layer model - relationship, conversation, appearance. You need all three for a successful form - a form that looks good, flows well, asks the right questions in the right way, and, most important of all, gets people to fill it out. Liberally illustrated with full-color examples, this book guides readers on how to define requirements, how to write questions that users will understand and want to answer, and how to deal with instructions, progress indicators and errors. This book is essential reading for HCI professionals, web designers, software developers, user interface designers, HCI academics and students, market research professionals, and financial professionals.
The book Multimedia for Accessible Human Computer Interfaces is to be the first resource to provide in-depth coverage on topical areas of multimedia computing (images, video, audio, speech, haptics, VR/AR, etc.) for accessible and inclusive human computer interfaces. Topics are grouped into thematic areas spanning the human senses: Vision, Hearing, Touch, as well as Multimodal applications. Each chapter is written by different multimedia researchers to provide complementary and multidisciplinary perspectives. Unlike other related books, which focus on guidelines for designing accessible interfaces, or are dated in their coverage of cutting edge multimedia technologies, Multimedia for Accessible Human Computer Interfaces takes an application-oriented approach to present a tour of how the field of multimedia is advancing access to human computer interfaces for individuals with disabilities. Under Theme 1 "Vision-based Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through vision will be presented including: "A Framework for Gaze-contingent Interfaces", "Sign Language Recognition", "Fusion-based Image Enhancement and its Applications in Mobile Devices", and "Open-domain Textual Question Answering Systems". Under Theme 2 "Auditory Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through hearing will be presented including: "Speech Recognition for Individuals with Voice Disorders" and "Socially Assistive Robots for Storytelling and Other Activities to Support Aging in Place". Under Theme 3 "Haptic Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through haptics will be presented including: "Accessible Smart Coaching Technologies Inspired by Elderly Requisites" and "Haptic Mediators for Remote Interpersonal Communication". Under Theme 4 "Multimodal Technologies for Accessible Human Computer Interfaces", multimedia technologies to enhance access to interfaces through multiple modalities will be presented including: "Human-Machine Interfaces for Socially Connected Devices: From Smart Households to Smart Cities" and "Enhancing Situational Awareness and Kinesthetic Assistance for Clinicians via Augmented-Reality and Haptic Shared-Control Technologies".
This book provides an overview of the latest developments in the fast growing field of tangible user interfaces. It presents a new type of modeling environment where the users interact with geospatial data and simulations using 3D physical landscape model coupled with 3D rendering engine. Multiple users can modify the physical model, while it is being scanned, providing input for geospatial analysis and simulations. The results are then visualized by projecting images or animations back on the physical model while photorealistic renderings of human views are displayed on a computer screen or in a virtual reality headset. New techniques and software which couple the hardware set-up with open source GRASS GIS and Blender rendering engine, make the system instantly applicable to a wide range of applications in geoscience education, landscape design, computer games, stakeholder engagement, and many others. This second edition introduces a new more powerful version of the tangible modeling environment with multiple types of interaction, including polymeric sand molding, placement of markers, and delineation of areas using colored felt patches. Chapters on coupling tangible interaction with 3D rendering engine and immersive virtual environment, and a case study integrating the tools presented throughout this book, demonstrate the second generation of the system - Immersive Tangible Landscape - that enhances the modeling and design process through interactive rendering of modeled landscape. This book explains main components of Immersive Tangible Landscape System, and provides the basic workflows for running the applications. The fundamentals of the system are followed by series of example applications in geomorphometry, hydrology, coastal and fluvial flooding, fire spread, landscape and park design, solar energy, trail planning, and others. Graduate and undergraduate students and educators in geospatial science, earth science, landscape architecture, computer graphics and games, natural resources and many others disciplines, will find this book useful as a reference or secondary textbook. Researchers who want to build and further develop the system will most likely be the core audience, but also anybody interested in geospatial modeling applications (hazard risk management, hydrology, solar energy, coastal and fluvial flooding, fire spread, landscape and park design) will want to purchase this book.
The Handbook of Human Factors in Web Design covers basic human
factors issues relating to screen design, input devices, and
information organization and processing, as well as addresses newer
features which will become prominent in the next generation of Web
technologies. These include multimodal interfaces, wireless
capabilities, and agents that can improve convenience and
usability. Written by leading researchers and/or practitioners in
the field, this volume reflects the varied backgrounds and
interests of individuals involved in all aspects of human factors
and Web design and includes chapters on a full range of
topics.
User experience (UX) strategy lies at the intersection of UX design and business strategy, but until now, there hasn't been an easy-to-apply framework for executing it. This hands-on guide introduces lightweight product strategy tools and techniques to help you and your team devise innovative digital solutions that people want. Author Jaime Levy shows UX/UI designers, product managers, entrepreneurs, and aspiring strategists simple to advanced methods that can be applied right away. You'll gain valuable perspective through business cases and historical context. This second edition includes new real-world examples, updated techniques, and a chapter on conducting qualitative online user research. Define value propositions and validate target users through provisional personas and customer discovery techniques Explore marketplace opportunities by conducting competitive research and analysis Design experiments using rapid prototypes that are focused on the business model Conduct online user research to gain valuable insights quickly on any budget Test business ideas and validate marketing channels by running online advertising and landing page campaigns
This volume contains the invited papers presented at the IUTAM Symposium on Multibody Dynamics and Interaction Control in Virtual and Real Environments held in Budapest, Hungary, June 7 11 2010. The symposium aimed to bring together specialists in the fields of multibody system modeling, contact/collision mechanics and control of mechanical systems. The offered topics included modeling aspects, mechanical and mathematical models, the question of neglections and simplifications, reduction of large systems, interaction with environment like air, water and obstacles, contact of all types, control concepts, control stability and optimization. Discussions between experts in these fields made it possible to exchange ideas about the recent advances in multibody system modeling and interaction control, as well as about the possible future trends. The presentations of recent scientific results may facilitate the interaction between scientific areas like system/control engineering and mechanical engineering. Papers on dynamics modeling and interaction control were selected to cover the main areas: mathematical modeling, dynamic analysis, friction modeling, solid and thermomechanical aspects, and applications. A significant outcome of the meeting was the opening towards applications that are of key importance to the future of nonlinear dynamics. "
Longitudinal studies have traditionally been seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains. Aimed as an educational resource for graduate students and researchers in HCI, this book brings together a collection of chapters, addressing theoretical and methodological considerations, and presenting case studies of longitudinal HCI research. Among others, the authors: discuss the theoretical underpinnings of longitudinal HCI research, such as when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designs reflect on methodological challenges in longitudinal data collection and analysis, such as how to maintain participant adherence and data reliability when employing the Experience Sampling Method in longitudinal settings, or how to cope with data collection fatigue and data safety in applications of autoethnography and autobiographical design, which may span from months to several years present a number of case studies covering different topics of longitudinal HCI research, from "slow technology", to self-tracking, to mid-air haptic feedback, and crowdsourcing.
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
Microsoft Power BI is a data analytics and visualization tool powerful enough for the most demanding data scientists, but accessible enough for everyday use for anyone who needs to get more from data. The market has many books designed to train and equip professional data analysts to use Power BI, but few of them make this tool accessible to anyone who wants to get up to speed on their own. This streamlined intro to Power BI covers all the foundational aspects and features you need to go from "zero to hero" with data and visualizations. Whether you work with large, complex datasets or work in Microsoft Excel, author Jeremey Arnold shows you how to teach yourself Power BI and use it confidently as a regular data analysis and reporting tool. You'll learn how to: Import, manipulate, visualize, and investigate data in Power BI Approach solutions for both self-service and enterprise BI Use Power BI in your organization's business intelligence strategy Produce effective reports and dashboards Create environments for sharing reports and managing data access with your team Determine the right solution for using Power BI offerings based on size, security, and computational needs
A collection of works authored by leading scientists from the US and Russia, Human-Computer Interaction and Operators' Performance: Optimizing Work Design with Activity Theory describes applied and systemic-structural activity theory as it is used to study human-computer interaction, aviation, design, and training. Important from a theoretical and practical perspective, the book describes new analytical and experimental methods in the study of human work. The book facilitates the exchange of ideas between scientists working in ergonomics, human factors, human-computer interaction, industrial/organizational psychology, economics, management training, and other related areas. Drawing on their theoretical perspectives, the authors provide a comparative analysis of the various schools working in activity theory and a new approach to the study of human work derived from applied and systemic-structural activity theory. They cover special topics such as functional analysis of attention and classification of professions developed utilizing applied activity theory methods. In addition the book presents comparative analysis of work activity theory and applications. Representing the next significant step in the development of applied and systemic-structural activity theory, the book offers a balanced picture of theoretical and applied issues in the study of human work from general, applied, and systemic-structural activity theory points of view. It provides state-of-the art information and emphasizes its application to the study of human work while interacting with advanced technology. |
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