{"title":"Synthesis Lectures On Human-Centered Informatics","description":"\u003cp\u003eExplore the Synthesis Lectures on Human-Centered Informatics, offering key insights into the intersection of technology and human experience. Discover essential reading for students and professionals alike.\u003c\/p\u003e","products":[{"product_id":"how-we-cope-with-digital-technology-book-phil-turner-9781627051019","title":"How We Cope with Digital Technology","description":"Digital technology has become a defining characteristic of modern life. Almost everyone uses it, we all rely on it, and many of us own a multitude of devices. What is more, we all expect to be able to use these technologies straight out the box. This lecture discusses how we are able to do this without apparent problems. We are able to use digital technology because we have learned to cope with it. To cope is used in philosophy to mean absorbed engagement, that is, we use our smart phones and tablet computers with little or no conscious effort. In human-computer interaction this kind of use is more often described as intuitive. While this, of course, is testament to improved design, our interest in this lecture is in the human side of these interactions. We cope with technology because we are familiar with it. We define familiarity as the readiness to engage with technology which arises from being repeatedly exposed to it--often from birth. This exposure involves the frequent use of it and seeing people all around us using it every day. Digital technology has become as common a feature of our everyday lives as the motor car, TV, credit card, cutlery, or a dozen other things which we also use without conscious deliberation. We will argue that we cope with digital technology in the same way as we do these other technologies by means of this everyday familiarity. But this is only half of the story. We also regularly support or scaffold our use of technology. These scaffolding activities are described as epistemic actions which we adopt to make it easier for us to accomplish our goals. With digital technology these epistemic actions include appropriating it to more closer meet our needs. In summary, coping is a situated, embodied, and distributed description of how we use digital technology. Table of Contents: Introduction \/ Familiarity \/ Coping \/ Epistemic Scaffolding \/ Coping in Context \/ Bibliography \/ Author Biography","brand":"WoB","offers":[{"title":"GB \/ VERY_GOOD \/ INTERNAL","offer_id":49639410073873,"sku":"GOR012700611","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1627051015.jpg?v=1751375879"},{"product_id":"geographical-design-book-stephen-hirtle-9781608455959","title":"Geographical Design","description":"With GIS technologies ranging from Google Maps and Google Earth to the use of smart phones and in-car navigation systems, spatial knowledge is often acquired and communicated through geographic information technologies. This monograph describes the interplay between spatial cognition research and use of spatial interfaces. 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In this book, we present the notion of Conceptual Models, and argue that Conceptual Models are core to achieving good design. From years of helping companies create software applications, we have come to believe that building applications without Conceptual Models is just asking for designs that will be confusing and difficult to learn, remember, and use. \u003c\/p\u003e\u003cp\u003e We show how Conceptual Models are the central link between the elements involved in application use: people's tasks (task domains), the use of tools to perform the tasks, the conceptual structure of those tools, the presentation of the conceptual model (i.e., the user interface), the language used to describe it, its implementation, and the learning that people must do to use the application. 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Finally, it looks to the future and asks whether theory will continue to have a role, and, if so, what this might be. Table of Contents: Introduction \/ The Backdrop to HCI Theory \/ The Role and Contribution of Theory in HCI \/ Classical Theories \/ Modern Theories \/ Contemporary Theory \/ Discussion \/ Summary","brand":"WoB","offers":[{"title":"US \/ GOOD \/ SBYB","offer_id":50278633832721,"sku":"CIN1608459004G","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1608459004.jpg?v=1750862961"},{"product_id":"conceptual-models-book-jeff-johnson-9783031508516","title":"Conceptual Models","description":"This book presents readers with an exploration of the concept of Conceptual Models and argues that they are core to achieving good design of interactive applications that are easy, effective, and enjoyable to use. The authors’ years of experience helping companies create interactive software applications revealed that interactive applications built without Conceptual Models generally result in fraught production processes and designs that are confusing and difficult to learn, remember, and use. Instead, the book shows that Conceptual Models can be a central link between the elements involved in the use of interactive applications: people’s tasks (domains), their plans for performing those tasks, the use of applications in the plans, the conceptual structure of applications, the presentation of the conceptual model (i.e., the user interface), the terms used to describe it, its implementation, and the learning that people must do to use the application. Readers will learn how putting a Conceptual Model at the core of the design and development process can pay rich dividends: designs are simpler, more coherent, and better aligned with users’ tasks; unnecessary features are avoided; documentation is easier, development is faster and cheaper; customer uptake is improved; and the need for training and customer support is reduced.  To support its use in instruction, this second edition has been revised to explain the history and theoretical context of conceptual modeling using a consistent vocabulary, describe the structure of conceptual models, provide more current and more complete examples, explain how conceptual models fit into design and development, and further summarize the benefits of conceptual modeling.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ GARDNERS","offer_id":50329520668945,"sku":"NGR9783031508516","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3031508513.jpg?v=1750966770"},{"product_id":"experience-design-book-marc-hassenzahl-9781608450473","title":"Experience Design","description":"In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. 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The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. 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It uses research studies on teaching computing in liberal arts programs, to graphic designers, to high school teachers, in order to explore the idea that computer science for everyone requires us to re-think how we teach and what we teach. 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This work puts forward a theory that these implicit patterns of interaction with one another drive our expectations of how we should interact with devices. I introduce the Implicit Interaction Framework as a tool to map out interaction trajectories, and we use these trajectories to better understand the interactions transpiring around us. By analyzing everyday implicit interactions for patterns and tactics, designers of interactive devices can better understand how to design interactions that work or to remedy interactions that fail. This book looks at the “smart,” “automatic,” and “interactive” devices that increasingly permeate our everyday lives—doors, switches, whiteboards—and provides a close reading of how we interact with them. These vignettes add to the growing body of research targeted at teasing out the factors at play in our interactions. I take a look at current research, which indicates that our reactions to interactions are social, even if the entities we are interacting with are not human. These research insights are applied to allow us to refine and improve interactive devices so that they work better in the context of our day-to-day lives. Finally this book looks to the future, and outlines considerations that need to be taken into account in prototyping and validating devices that employ implicit interaction. Table of Contents: Acknowledgments \/ Introduction \/ The Theory and Framework for Implicit Interaction \/ Opening the Door to Interaction \/ Light and Dark: Patterns in Interaction \/ Action and Reaction: The Interaction Design Factory\/Driving into the Future, Together \/ Bibliography \/ Author Biography","brand":"WoB","offers":[{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":50397137568017,"sku":"CIN3031010825VG","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ NEW \/ INGRAM","offer_id":52428645368081,"sku":"NLS9783031010828","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ NEW \/ INGRAM","offer_id":52760475566353,"sku":"NIN9783031010828","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3031010825.jpg?v=1751252401"},{"product_id":"semiotic-engineering-methods-for-scientific-research-in-hci-book-sickenius-de-souza-9781598299441","title":"Semiotic Engineering Methods for Scientific Research in HCI","description":"Semiotic engineering was originally proposed as a semiotic approach to designing user interface languages. Over the years, with research done at the Department of Informatics of the Pontifical Catholic University of Rio de Janeiro, it evolved into a semiotic theory of human-computer interaction (HCI). It views HCI as computer-mediated communication between designers and users at interaction time. The system speaks for its designers in various types of conversations specified at design time. These conversations communicate the designers' understanding of who the users are, what they know the users want or need to do, in which preferred ways, and why. The designers' message to users includes even the interactive language in which users will have to communicate back with the system in order to achieve their specific goals. Hence, the process is, in fact, one of communication about communication, or metacommunication. Semiotic engineering has two methods to evaluate the quality of metacommunication in HCI: the semiotic inspection method (SIM) and the communicability evaluation method (CEM). 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This book shows how each can be productively and critically applied together through existing, emerging, and new research approaches in HCI. The aim of this book is to generously see speculation as more than a form of critique or genre of design research, to instead be seen as broadly central to the material investigations that govern much of the field. In doing so, the book aims to expand the potential role of speculation in HCI and shows how speculation is applicable to a wide range of research goals, which, in turn, creates research approaches in new directions. In expanding the approach and methodology of speculation in HCI, the books draw inspiration from other disciplines and intersectional perspectives. 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