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The experience of using and interacting with the newest Virtual
Reality and computing technologies is profoundly affected by the
extent to which we feel ourselves to be really 'present' in
computer-generated and -mediated augmented worlds. This feeling of
'Presence', of "being inside the mediated world", is key to
understanding developments in applications such as interactive
entertainment, gaming, psychotherapy, education, scientific
visualisation, sports training and rehabilitation, and many more.
This edited volume, featuring contributions from internationally
renowned scholars, provides a comprehensive introduction to and
overview of the topic of mediated presence - or 'tele-presence' -
and of the emerging field of presence research. It is intended for
researchers and graduate students in human-computer interaction,
cognitive science, psychology, cyberpsychology and computer
science, as well as for experienced professionals from the ICT
industry. The editors are all well-known professional researchers
in the field: Professor Giuseppe Riva from the Catholic University
of Milan, Italy; Professor John Waterworth from Umea University,
Sweden; Dianne Murray, an HCI Consultant and editor of the journal
"Interacting with Computers".
Interaction design is acknowledged as an important area of study,
and more especially of design practice. Hugely popular and
profitable consumer devices, such as mobile phones and tablets, are
seen as owing much of their success to the way they have been
designed, not least their interface characteristics and the styles
of interaction that they support. Interaction design studies point
to the importance of a user-centred approach, whereby products are
in principle designed around their future users' needs and
capacities. However, it is the market, and marketing, that
determine which products are available for people to interact with
and to a great extent what their designed characteristics are.
Primitive Interaction Design is based on the realisation that
designers need to be freed from the marketplace and industry
pressure, and that the usual user-centred arguments are not enough
to make a practical difference. Interaction designers are invited
to cast themselves as "savages", as if wielding primitive tools in
concrete physical environments. A theoretical perspective is
presented that opens up new possibilities for designers to explore
fresh ideas and practices, including the importance of conscious
and unconscious being, emptiness and trickery. Building on this, a
set of design tools for primitive design work is presented and
illustrated with practical examples. This book will be of
particular interest to undergraduate and graduate students and
researchers in interaction design and HCI, as well as practicing
interaction designers and computer professions. It will also appeal
to those with an interest in psychology, anthropology, cultural
studies, design and the future of technology in society.
This book explores how our lives and social interactions have
become split between two intertwined, but not integrated,
realities: the physical and the digital. Our sense of presence in
the here and now has become fragmented, and yet earlier design
approaches reinforced the problem, rather than leading to
improvements. The authors address these issues by laying out a new
human computer interaction (HCI) design approach -
human-experiential design - rooted in a return to first principles
of how people understand the world, both consciously and
unconsciously. The application of this approach to the design of
blended reality spaces is described in detail. Examples and
scenarios of designing them to overcome the problems inherent in a
variety of mixed reality settings are provided. Human-Experiential
Design of Presence in Everyday Blended Reality will appeal to
undergraduate and graduate students and researchers in interaction
design, psychology, HCI and computer application studies, as well
as practicing interaction designers and computer professionals. It
will also be of interest to communication, media and urban design
students, and to all readers with an interest in the
technology-mediated future.
Interaction design is acknowledged as an important area of study,
and more especially of design practice. Hugely popular and
profitable consumer devices, such as mobile phones and tablets, are
seen as owing much of their success to the way they have been
designed, not least their interface characteristics and the styles
of interaction that they support. Interaction design studies point
to the importance of a user-centred approach, whereby products are
in principle designed around their future users' needs and
capacities. However, it is the market, and marketing, that
determine which products are available for people to interact with
and to a great extent what their designed characteristics are.
Primitive Interaction Design is based on the realisation that
designers need to be freed from the marketplace and industry
pressure, and that the usual user-centred arguments are not enough
to make a practical difference. Interaction designers are invited
to cast themselves as "savages", as if wielding primitive tools in
concrete physical environments. A theoretical perspective is
presented that opens up new possibilities for designers to explore
fresh ideas and practices, including the importance of conscious
and unconscious being, emptiness and trickery. Building on this, a
set of design tools for primitive design work is presented and
illustrated with practical examples. This book will be of
particular interest to undergraduate and graduate students and
researchers in interaction design and HCI, as well as practicing
interaction designers and computer professions. It will also appeal
to those with an interest in psychology, anthropology, cultural
studies, design and the future of technology in society.
This book explores how our lives and social interactions have
become split between two intertwined, but not integrated,
realities: the physical and the digital. Our sense of presence in
the here and now has become fragmented, and yet earlier design
approaches reinforced the problem, rather than leading to
improvements. The authors address these issues by laying out a new
human computer interaction (HCI) design approach -
human-experiential design - rooted in a return to first principles
of how people understand the world, both consciously and
unconsciously. The application of this approach to the design of
blended reality spaces is described in detail. Examples and
scenarios of designing them to overcome the problems inherent in a
variety of mixed reality settings are provided. Human-Experiential
Design of Presence in Everyday Blended Reality will appeal to
undergraduate and graduate students and researchers in interaction
design, psychology, HCI and computer application studies, as well
as practicing interaction designers and computer professionals. It
will also be of interest to communication, media and urban design
students, and to all readers with an interest in the
technology-mediated future.
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