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ECSCW 2001 (Hardcover, 2001 ed.): Wolfgang Prinz, Matthias Jarke, Yvonne Rogers, K. Schmidt, Volker Wulf ECSCW 2001 (Hardcover, 2001 ed.)
Wolfgang Prinz, Matthias Jarke, Yvonne Rogers, K. Schmidt, Volker Wulf
R3,124 Discovery Miles 31 240 Ships in 10 - 15 working days

Schmidt and Bannon (1992) introduced the concept of common information space by contrasting it with technical conceptions of shared information: Cooperative work is not facilitated simply by the provisioning of a shared database, but rather requires the active construction by the participants of a common information space where the meanings of the shared objects are debated and resolved, at least locally and temporarily. (Schmidt and Bannon, p. 22) A CIS, then, encompasses not only the information but also the practices by which actors establish its meaning for their collective work. These negotiated understandings of the information are as important as the availability of the information itself: The actors must attempt to jointly construct a common information space which goes beyond their individual personal information spaces. . . . The common information space is negotiated and established by the actors involved. (Schmidt and Bannon, p. 28) This is not to suggest that actors' understandings of the information are identical; they are simply "common" enough to coordinate the work. People understand how the information is relevant for their own work. Therefore, individuals engaged in different activities will have different perspectives on the same information. The work of maintaining the common information space is the work that it takes to balance and accommodate these different perspectives. A "bug" report in software development is a simple example. Software developers and quality assurance personnel have access to the same bug report information. However, access to information is not sufficient to coordinate their work.

ECSCW 2001 (Paperback, 2001 ed.): Wolfgang Prinz, Matthias Jarke, Yvonne Rogers, K. Schmidt, Volker Wulf ECSCW 2001 (Paperback, 2001 ed.)
Wolfgang Prinz, Matthias Jarke, Yvonne Rogers, K. Schmidt, Volker Wulf
R3,050 Discovery Miles 30 500 Ships in 10 - 15 working days

Schmidt and Bannon (1992) introduced the concept of common information space by contrasting it with technical conceptions of shared information: Cooperative work is not facilitated simply by the provisioning of a shared database, but rather requires the active construction by the participants of a common information space where the meanings of the shared objects are debated and resolved, at least locally and temporarily. (Schmidt and Bannon, p. 22) A CIS, then, encompasses not only the information but also the practices by which actors establish its meaning for their collective work. These negotiated understandings of the information are as important as the availability of the information itself: The actors must attempt to jointly construct a common information space which goes beyond their individual personal information spaces. . . . The common information space is negotiated and established by the actors involved. (Schmidt and Bannon, p. 28) This is not to suggest that actors' understandings of the information are identical; they are simply "common" enough to coordinate the work. People understand how the information is relevant for their own work. Therefore, individuals engaged in different activities will have different perspectives on the same information. The work of maintaining the common information space is the work that it takes to balance and accommodate these different perspectives. A "bug" report in software development is a simple example. Software developers and quality assurance personnel have access to the same bug report information. However, access to information is not sufficient to coordinate their work.

Research in the Wild (Paperback): Yvonne Rogers, Paul Marshall Research in the Wild (Paperback)
Yvonne Rogers, Paul Marshall
R1,059 Discovery Miles 10 590 Ships in 10 - 15 working days

The phrase "in-the-wild" is becoming popular again in the field of human-computer interaction (HCI), describing approaches to HCI research and accounts of user experience phenomena that differ from those derived from other lab-based methods. The phrase first came to the forefront 20-25 years ago when anthropologists Jean Lave (1988), Lucy Suchman (1987), and Ed Hutchins (1995) began writing about cognition being in-the-wild. Today, it is used more broadly to refer to research that seeks to understand new technology interventions in everyday living. A reason for its resurgence in contemporary HCI is an acknowledgment that so much technology is now embedded and used in our everyday lives. Researchers have begun following suit-decamping from their usability and living labs and moving into the wild; carrying out in-situ development and engagement, sampling experiences, and probing people in their homes and on the streets. The aim of this book is to examine what this new direction entails and what it means for HCI theory, practice, and design. The focus is on the insights, demands and concerns. But how does research in the wild differ from the other applied approaches in interaction design, such as contextual design, action research, or ethnography? What is added by labeling user research as being in-the-wild? One main difference is where the research starts and ends: unlike user-centered, and more specifically, ethnographic approaches which typically begin by observing existing practices and then suggesting general design implications or system requirements, in-the-wild approaches create and evaluate new technologies and experiences in situ(Rogers, 2012). Moreover, novel technologies are often developed to augment people, places, and settings, without necessarily designing them for specific user needs. There has also been a shift in design thinking. Instead of developing solutions that fit in with existing practices, researchers are experimenting with new technological possibilities that can change and even disrupt behavior. Opportunities are created, interventions installed, and different ways of behaving are encouraged. A key concern is how people react, change and integrate these in their everyday lives. This book outlines the emergence and development of research in the wild. It is structured around a framework for conceptualizing and bringing together the different strands. It covers approaches, methods, case studies, and outcomes. Finally, it notes that there is more in the wild research in HCI than usability and other kinds of user studies in HCI and what the implications of this are for the field.

Nicoletto Giganti's the School of the Sword - A New Translation by Aaron Taylor Miedema (Paperback): Nicoletto Giganti Nicoletto Giganti's the School of the Sword - A New Translation by Aaron Taylor Miedema (Paperback)
Nicoletto Giganti; Illustrated by Yvonne Rogers; Translated by Aaron Taylor Miedema
R563 Discovery Miles 5 630 Ships in 10 - 15 working days

Rapier fencing and duelling during the 16th and 17th centuries was dominated by the Italian masters, whose systems of sword fighting became increasingly sophisticated. Breaking away from this trend, Nicoletto Giganti developed something different: a frugal system of fencing that cut to the core of what a swordfight was and how to win it. Giganti's Scola overo Teatro, or The School of the Sword, became one of the most influential systems of fencing across Europe in the seventeenth century. In this remarkable new translation by historical fencing instructor and historian Aaron Taylor Miedema, author of Bayonets and Blobsticks, Giganti's work is presented fresh to the modern reader. Copiously illustrated with redrawings of dozens of Giganti's original plates, over 60 new photographs, and even a new plate, Giganti's detailed curriculum is augmented by comprehensive annotation and commentary. Regardless of whether you are a historian, a casual reader with an interest in the sword, or an accomplished swordsman, Nicoletto Giganti's The School of the Sword is a fascinating guide to the art of rapier fencing."

Interaction Design - Beyond Human-Computer Interaction (Paperback, 3rd Revised edition): Yvonne Rogers, Jenny Preece, Helen... Interaction Design - Beyond Human-Computer Interaction (Paperback, 3rd Revised edition)
Yvonne Rogers, Jenny Preece, Helen Sharp
Sold By Aristata Bookshop - Fulfilled by Loot
R777 Discovery Miles 7 770 Ships in 2 - 4 working days

A revision of the #1 text in the Human Computer Interaction field, Interaction Design, the third edition is an ideal resource for learning the interdisciplinary skills needed for interaction design, human-computer interaction, information design, web design and ubiquitous computing.

The authors are acknowledged leaders and educators in their field, with a strong global reputation. They bring depth of scope to the subject in this new edition, encompassing the latest technologies and devices including social networking, Web 2.0 and mobile devices. The third edition also adds, develops and updates cases, examples and questions to bring the book in line with the latest in Human Computer Interaction.

Interaction Design offers a cross-disciplinary, practical and process-oriented approach to Human Computer Interaction, showing not just what principles ought to apply to Interaction Design, but crucially how they can be applied. The book focuses on how to design interactive products that enhance and extend the way people communicate, interact and work. Motivating examples are included to illustrate both technical, but also social and ethical issues, making the book approachable and adaptable for both Computer Science and non-Computer Science users. Interviews with key HCI luminaries are included and provide an insight into current and future trends.

The book has an accompanying website www.id-book.com which has been updated to include resources to match the new edition.

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