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Spaces of Interaction, Places for Experience is a book about
Human-Computer Interaction (HCI), interaction design (ID) and user
experience (UX) in the age of ubiquitous computing. The book
explores interaction and experience through the different spaces
that contribute to interaction until it arrives at an understanding
of the rich and complex places for experience that will be the
focus of the next period for interaction design. The book begins by
looking at the multilayered nature of interaction and UX-not just
with new technologies, but with technologies that are embedded in
the world. People inhabit a medium, or rather many media, which
allow them to extend themselves, physically, mentally, and
emotionally in many directions. The medium that people inhabit
includes physical and semiotic material that combine to create user
experiences. People feel more or less present in these media and
more or less engaged with the content of the media. From this
understanding of people in media, the book explores some
philosophical and practical issues about designing interactions.
The book journeys through the design of physical space, digital
space, information space, conceptual space and social space. It
explores concepts of space and place, digital ecologies,
information architecture, conceptual blending and technology spaces
at work and in the home. It discusses navigation of spaces and how
people explore and find their way through environments. Finally the
book arrives at the concept of a blended space where the physical
and digital are tightly interwoven and people experience the
blended space as a whole. The design of blended spaces needs to be
driven by an understanding of the correspondences between the
physical and the digital, by an understanding of conceptual
blending and by the desire to design at a human scale. There is no
doubt that HCI and ID are changing. The design of
"microinteractions" remains important, but there is a bigger
picture to consider. UX is spread across devices, over time and
across physical spaces. The commingling of the physical and the
digital in blended spaces leads to new social spaces and new
conceptual spaces. UX concerns the navigation of these spaces as
much as it concerns the design of buttons and screens for apps. By
taking a spatial perspective on interaction, the book provides new
insights into the evolving nature of interaction design.
Domain Modelling for Interactive Systems Design brings together in
one place important contributions and up-to-date research results
in this fast moving area. Domain Modelling for Interactive Systems
Design serves as an excellent reference, providing insight into
some of the most challenging research issues in the field.
As a new medium for questionnaire delivery, the Internet has the
potential to revolutionize the survey process. Online (Web-based)
questionnaires provide several advantages over traditional survey
methods in terms of cost, speed, appearance, flexibility,
functionality, and usability [Bandilla et al. 2003; Dillman 2000;
Kwak & Radler 2002]. Online-questionnaires can provide many
capabilities not found in traditional paper-based questionnaires:
they can include pop-up instructions and error messages; they can
incorporate links; and it is possible to encode difficult skip
patterns making such patterns virtually invisible to respondents.
Despite this, and the emergence of numerous tools to support
online-questionnaire creation, current electronic survey design
typically replicates the look-and-feel of pap- based
questionnaires, thus failing to harness the full power of the
electronic survey medium. A recent environmental scan of
online-questionnaire design tools found that little, if any,
support is incorporated within these tools to guide questionnaire
design according to best-practice [Lumsden & Morgan 2005]. This
paper briefly introduces a comprehensive set of guidelines for the
design of online-questionnaires. It then focuses on an informal
observational study that has been conducted as an initial
assessment of the value of the set of guidelines as a practical
reference guide during online-questionnaire design. 2 Background
Online-questionnaires are often criticized in terms of their
vulnerability to the four standard survey error types: namely,
coverage, non-response, sampling, and measurement errors.
This volume provides a thoroughly up-to-date guide to the use of the Social Navigation approach in designing information spaces. The first part focuses on real life systems such as Kalas, GeoNotes and Babble, and examines the rationale for some of the design choices made. The second part takes a detailed look at the underlying principles and ideas that drive the field. Overall this book aims to provide the reader with a wealth of example systems, concepts and practical ideas to help them get the most out of this important new approach. Designing Information Spaces: The Social Navigation Approach will mainly be of interest to anyone designing collaborative information spaces or web sites. It will also be useful for anyone studying or researching topics such as HCI, virtual environments, user interfaces and information retrieval.
Social navigation is a vibrant new field which examines how we navigate information spaces in "real" and "virtual" environments, how we orient and guide ourselves, and how we interact with and use others to find our way in information spaces. This approach brings a new way of thinking about how we design information spaces, emphasising our need to see others, collaborate with them, and follow the trails of their activities in these spaces. Social Navigation of Information Space is the first major work in this field, and includes contributions by many of the originators and key thinkers. It will be of particular interest to researchers and students in areas related to CSCW and human computer interaction. As a thoroughly multi-disciplinary topic, it will also be of interest to researchers in cognitive psychology, social psychology, philosophy, linguistics, sociology, architecture and anthropology.
Conceptual Modeling for User Interface Development introduces the
technique of Entity-Relationship-Modeling and shows how the
technique can be applied to interface issues. It explains those
aspects of entity-relationship modeling which are relevant to
ERMIAs, and it presents the extensions to the notation that are
necessary for modeling interfaces. This book is aimed at both
interface designers and software developers in an attempt to bridge
the gap in the development of interactive systems. Too often, when
software is being developed, the software engineers do not
sufficiently consider how easy the system will be to learn and use.
On the other side, interface specialists tend to express their
concerns in ways which are either too detailed to be readily
understood or in ways which are difficult for the software
developer to implement. ERMIA provides a set of concepts which can
be used equally easily by software developers and interface
designers alike.
Domain Modelling for Interactive Systems Design brings together in
one place important contributions and up-to-date research results
in this fast moving area. Domain Modelling for Interactive Systems
Design serves as an excellent reference, providing insight into
some of the most challenging research issues in the field.
This book describes how domain knowledge can be used in the design
of interactive systems. It includes discussion of the theories and
models of domain, generic domain architectures and construction of
system components for specific domains. It draws on research
experience from the Information Systems, Software Engineering and
Human Computer Interaction communities.
This book developed from an IFIP workshop which brought together
methods and architecture researchers in Human Computer Interaction
and Software Engineering. To an extent this introduction is a
little unfair to the authors, as we have distilled the results of
the workshop to give the reader a perspective of the problems
within integrated approaches to usability engineering. The papers
could not hope to address all ofthe issues; however, we hope that a
framework will help the reader gainfurther insights into current
research andfuture practice. The initial motivation was to bring
together researchers and practitioners to exchange their
experiences on Graphical User Interface (Gill) design problems. The
two groups represented methodological and architecture/tools
interests, so the workshop focused on intersection of how methods
can support user interface development and vice versa, how tools,
architectures and reusable components can empower the design
process. There is, we believe, a constructive tension between these
two communities. Methodologists tend to approach the design problem
with task/domain/organisational analysis while the tool builders
suggest design empowerment/envisioning as a means ofimproving the
way users work rather than relying on analysis ofcurrent systems.
This debate revolves around the questions of whether users' current
work is optimal, or whether designers have the insight to empower
users by creating effective solutions to their problems. Tool
builders typically want to build something, then get the users to
try it, while the methodologists want to specify something,
validate it and then build it.
Designing User Experience presents a comprehensive introduction to
the practical issue of creating interactive systems, services and
products from a human-centred perspective. It develops the
principles and methods of human-computer interaction (HCI) and
Interaction Design (ID) to deal with the design of
twenty-first-century computing and the demands for improved user
experience (UX). It brings together the key theoretical foundations
of human experiences when people interact with and through
technologies. It explores UX in a wide variety of environments and
contexts.
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