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Intelligent Technologies for Interactive Entertainment - 9th International Conference, INTETAIN 2017, Funchal, Portugal, June 20-22, 2017, Proceedings (Paperback, 1st ed. 2018)
Yoram Chisik, Jussi Holopainen, Rilla Khaled, Jose Luis Silva, Paula Alexandra Silva
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R1,684
Discovery Miles 16 840
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 9th
International Conference on Intelligent Technologies for
Interactive Entertainment, INTETAIN 2017, held in Funchal,
Portugal, in June 2017. The 15 full papers were selected from 19
submissions and present developments and insights in art, design,
science and engineering regarding novel entertainment-focused
devices, paradigms, and reconfiguration of entertainment
experiences.
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Creativity and HCI: From Experience to Design in Education - Selected Contributions from HCIEd 2007, March 29-30, 2007, Aveiro, Portugal (Paperback, Softcover reprint of hardcover 1st ed. 2009)
Paula Kotze, William Wong, Joaquim Jorge, Alan Dix, Paula Alexandra Silva
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R2,957
Discovery Miles 29 570
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Ships in 10 - 15 working days
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In thispa per, we describe the key lessons from an earlier HCI
Educators' conference, held in Limerick in 2006, on 'inventivity' -
a term coined to highlight the confluence of inventiveness and
creativ ity. There is a distinction between being creative andbein
g artistic. HCI education, in terms of creative inventiveness, is
not just about artistically pleasing user inte rfaces, but also
about solutions that are innovative. We can know much about creativ
ity and inventiveness. However, tobe able to teach and train
students so that th ey can be creatively inventive, we believe that
it would be helpful if educators themselves have personally
experienced this. With this in mind, we organised the follow up
conference HCIEd 2007 Creativity: Experiencing to Educate and
Design. Inventivity was coined to refer to the notiono f inventing
creative and innovative solutions. This term was also intended
tomean that such solutionsb e more than 'creative', artistic or
appealing interfaces as designed by artistic or 'creative types' of
people. It was also intended to reflect the creativeness of the
solutions that had to be invented. One reason for emphasising this
as pect at the conference was that, in HCI design it is easy to mis
interpret the focus ofHCI d esign solutions - which should notad
dress just visualisation and interaction design, but also address
how that visualisation and interactioncreativ ely repr esents and
simplifies the complexities in work thatpe ople engage in.
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Creativity and HCI: From Experience to Design in Education - Selected Contributions from HCIEd 2007, March 29-30, 2007, Aveiro, Portugal (Hardcover, 2009 ed.)
Paula Kotze, William Wong, Joaquim Jorge, Alan Dix, Paula Alexandra Silva
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R3,098
Discovery Miles 30 980
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Ships in 10 - 15 working days
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In thispa per, we describe the key lessons from an earlier HCI
Educators' conference, held in Limerick in 2006, on 'inventivity' -
a term coined to highlight the confluence of inventiveness and
creativ ity. There is a distinction between being creative andbein
g artistic. HCI education, in terms of creative inventiveness, is
not just about artistically pleasing user inte rfaces, but also
about solutions that are innovative. We can know much about creativ
ity and inventiveness. However, tobe able to teach and train
students so that th ey can be creatively inventive, we believe that
it would be helpful if educators themselves have personally
experienced this. With this in mind, we organised the follow up
conference HCIEd 2007 Creativity: Experiencing to Educate and
Design. Inventivity was coined to refer to the notiono f inventing
creative and innovative solutions. This term was also intended
tomean that such solutionsb e more than 'creative', artistic or
appealing interfaces as designed by artistic or 'creative types' of
people. It was also intended to reflect the creativeness of the
solutions that had to be invented. One reason for emphasising this
as pect at the conference was that, in HCI design it is easy to mis
interpret the focus ofHCI d esign solutions - which should notad
dress just visualisation and interaction design, but also address
how that visualisation and interactioncreativ ely repr esents and
simplifies the complexities in work thatpe ople engage in.
This book describes the BadIdeas method, a tool that aims to
nurture creativity and innovation during the design and development
of novel user interfaces. The BadIdeas method initially focuses on
the generation of bad ideas, which are then submitted to a critical
examination. Later, these divergent ideas are transformed until
they are of good use and materialise into a tangible artefact or
idea for future implementation. Creativity and innovation emerge as
fundamental requisites in terms of design and development of
present-day user interfaces. While conventional user interfaces
need to ensure usability, in addition, less conventional ones
require creativity and innovation in order to create engaging and
pleasurable experience. In order to nurture these elements
throughout the process of design and development of novel user
interfaces, the author proposes the use of the BadIdeas method. A
review of literature on Human-Computer Interaction, Design and
Creativity sets the scene for this work, which then focuses on
communicating the iterative development of the BadIdeas method,
ultimately forming the major contribution of this research.
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