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Activity theory -- a conceptual framework originally developed by
Aleksei Leontiev -- has its roots in the socio-cultural tradition
in Russian psychology. The foundational concept of the theory is
human activity, which is understood as purposeful, mediated, and
transformative interaction between human beings and the world.
Since the early 1990s, activity theory has been a visible landmark
in the theoretical landscape of Human-Computer Interaction (HCI).
Along with some other frameworks, such as distributed cognition and
phenomenology, it established itself as a leading post-cognitivist
approach in HCI and interaction design. In this book we discuss the
conceptual foundations of activity theory and its contribution to
HCI research. After making the case for theory in HCI and briefly
discussing the contribution of activity theory to the field
(Chapter One) we introduce the historical roots, main ideas, and
principles of activity theory (Chapter Two). After that we present
in-depth analyses of three issues which we consider of special
importance to current developments in HCI and interaction design,
namely: agency (Chapter Three), experience (Chapter Four), and
activity-centric computing (Chapter Five). We conclude the book
with reflections on challenges and prospects for further
development of activity theory in HCI (Chapter Six). Table of
Contents: Introduction: Activity theory and the changing face of
HCI / Basic concepts and principles of activity theory / Agency /
Activity and experience / Activity-centric computing / Activity
theory and the development of HCI
A theory of HCI that uses concepts from semiotics and computer
science to focus on the communication between designers and users
during interaction. In The Semiotic Engineering of Human-Computer
Interaction, Clarisse Sieckenius de Souza proposes an account of
HCI that draws on concepts from semiotics and computer science to
investigate the relationship between user and designer. Semiotics
is the study of signs, and the essence of semiotic engineering is
the communication between designers and users at interaction time;
designers must somehow be present in the interface to tell users
how to use the signs that make up a system or program. This
approach, which builds on-but goes further than-the currently
dominant user-centered approach, allows designers to communicate
their overall vision and therefore helps users understand
designs-rather than simply which icon to click. According to de
Souza's account, both designers and users are interlocutors in an
overall communication process that takes place through an interface
of words, graphics, and behavior. Designers must tell users what
they mean by the artifact they have created, and users must
understand and respond to what they are being told. By coupling
semiotic theory and engineering, de Souza's approach to HCI design
encompasses the principles, the materials, the processes, and the
possibilities for producing meaningful interactive computer system
discourse and achieves a broader perspective than cognitive,
ethnographic, or ergonomic approaches. De Souza begins with a
theoretical overview and detailed exposition of the semiotic
engineering account of HCI. She then shows how this approach can be
applied specifically to HCI evaluation and design of online help
systems, customization and end-user programming, and multiuser
applications. Finally, she reflects on the potential and
opportunities for research in semiotic engineering.
A sociocultural study of workers' ad hoc genre innovations and
their significance for information design. In Tracing Genres
through Organizations, Clay Spinuzzi examines the everyday
improvisations by workers who deal with designed information and
shows how understanding this impromptu creation can improve
information design. He argues that the traditional user-centered
approach to design does not take into consideration the unofficial
genres that spring up as workers write notes, jot down ideas, and
read aloud from an officially designed text. These often ephemeral
innovations in information design are vital components in a genre
ecology (the complex of artifacts mediating a given activity). When
these innovations are recognized for what they are, they can be
traced and their evolution as solutions to recurrent design
problems can be studied. Spinuzzi proposes a sociocultural method
for studying these improvised innovations that draws on genre
theory (which provides the unit of analysis, the genre) and
activity theory (which provides a theory of mediation and a way to
study the different levels of activity in an organization). After
defining terms and describing the method of genre tracing, the book
shows the methodology at work in four interrelated studies of
traffic workers in Iowa and their use of a database of traffic
accidents. These workers developed an ingenious array of ad hoc
innovations to make the database better serve their needs. Spinuzzi
argues that these inspired improvisations by workers can tell us a
great deal about how designed information fails or succeeds in
meeting workers' needs. He concludes by considering how the
insights reached in studying genre innovation can guide information
design itself.
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