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Overviews the historical relationship between HCI and international development, compares their disciplinary approaches, and suggests that both sides would gain from ongoing interaction. These issues are discussed with specific examples from published papers and several well-known projects that apply HCI to development.
This monograph reviews the work that HCI and other disciplines has produced on the digital transcendent experience and combines it with an illustrated design fiction.
Presents a condensed summary of research efforts investigating post-WIMP interaction techniques in visualization systems. The authors discuss the main challenges faced, lessons learned, and reflect on how their perspectives and viewpoints on post-WIMP for InfoVis have evolved.
Advances in brain sensing technologies, new analysis methods, and hardware improvements have opened the door for research which will accelerate with the increased commercialization of wearable technology containing brain sensors. This book examines brain signals from an HCI perspective, focusing on work that makes an HCI-related contribution.
Synthesizes the current state of affairs and future possibilities on how gender comes together with HCI design. The authors consider inclusive design of technology whatever the gender of its users of particular importance. This conceptual review provides an overview of the motivations that have driven research in gender and inclusive HCI design.
Identifies the significant or recurrent themes and patterns that can be identified across methods and techniques developed for designing with children. These themes provide useful tools and common language to analyse existing and aid in creating new design approaches.
Technology has played a crucial part in supporting and enriching food-related practices, beginning from how we grow, to how we cook, eat and dispose of food. This book provides an overview of the existing research in this space and a guide to further its exploration.
Reviews 30 years of research on theories and methods for surfacing values and ethics in technology design. It maps the history of values research, beginning with critique of design from related disciplines and responses in human-computer interaction research.
Explores the significant and growing body of research on the topic of modern in-vehicle user interfaces. In automated vehicles, human-machine interactions will increasingly allow users to reclaim their time, so that they can engage in non-driving tasks.
Argues that design fiction can also be considered as a form of thought experiment. Excerpts from a fictional Wikipedia article about a Latvian historian and author writing design fiction in the 1940s precede each section as think pieces about the nature and value of fiction. The text is illustrated with pages from a fictional design workbook.
Examines the history and the current state of the art in this nascent field. This draws upon the extensive foundations and literature in human-centered computing to identify and adapt models and methods that are relevant for canines.
Summarizes almost fifty years of research and development in the field of Augmented Reality (AR). This monograph provides an overview of the common definitions of AR, and shows how AR fits into taxonomies of other related technologies.
Synthesizes prior work involving children as informants and design partners, and describes the emergence of participatory design methods and techniques for children. The book considers the various roles children have played in the design process, with a focus on those that integrally involve children throughout the process.
Highlights the importance of designing for spatial memory in HCI. The book summarises empirical results on spatial memory from both the psychology and HCI domains, identifying a set of observable properties of spatial memory that can be used to inform design.
Discusses a wide variety of the recommender choices available and their implications, providing both practitioners and researchers with an introduction to the important issues underlying recommenders and current best practices for addressing these issues.
Lays out a discussion framework for understanding the role of human-computer interaction in public policymaking. The book takes an international view, discussing potential areas for research and application and their potential for impact. The aim is to provide a solid foundation for discussion, cooperation and collaborative interaction.
The concept of computer interfaces that will be easy to use, for all users, in all situations, is known as universal usability. This survey presents an overview of universal usability as it currently exists in the human-computer interaction literature, and presents some future directions for work in universal usability.
Examines the existing body of work on Tangible User Interfaces. This book starts by sketching the history of tangible user interfaces, examining the intellectual origins of this field. It then presents TUIs in a broader context, survey application domains, and review frameworks and taxonomies.
Presents a unified treatment of HRI-related issues, identifies key themes, and discusses challenge problems that are likely to shape the field in the near future. The authors describe the HRI story from multiple perspectives with an eye toward identifying themes that cross applications.
Computational support for sketching has a long and interesting history dating back to the early days of computing. This book takes a brief look at the origins and history of the subject before going on to survey the literature from a wide variety of sources on modern sketch based design tools.
Provides a foundational review of the field of psychophysiology to serve as a primer for the novice, enabling rapid familiarisation with the core concepts, or as a quick-reference resource for advanced readers. The book places special emphasis on everyday human-computer interface applications.
Selective exposure has two sub-dimensions: usability and power. This monograph shows how these dimensions crucially impact what children can achieve with these materials, and make the case for the design of toolkits in synchrony with the child's developmental trajectory.
Sheds light on the role that information technology might play in helping older adults to age actively. The goal is to understand how IT can better support an Active Ageing, which is defined here as a physically, mentally, and socially active lifestyle as a person ages.
Assesses different design approaches to common features of mobile wellness applications, and discusses the tradeoffs that are inherent in those approaches. The book also outlines the key challenges that human-computer interaction researchers and designers need to address to move the state of the art for mobile wellness technologies forward.
Focuses on systems that help people choose for themselves. The book offers a compact synthesis of research that is specifically formulated to be accessible, useful, and memorable to researchers and practitioners in human-computer interaction.
Reviews the current approaches and recent advances in the design and evaluation of mobile interaction and mobile user interfaces. In particular, the book focuses on the two stages that present the biggest challenges, but are also the most important for the design and validation of mobile interaction, namely the prototyping and evaluation stages.
Merges the theories behind tie strength with the data from social media. The book shows how to reconstruct tie strength from digital traces in online social media, and how to apply it as a tool in design and analysis.
Summarizes existing knowledge about revisitations on the web, and surveys the potential of graphic based web history tools. A taxonomy of revisit-types distinguishes between short-, medium-, and long-term revisits, but also intra- and inter-session revisits. Assisted by a clear nomenclature this provides more clarity to the current discussion.
Presents an overview of patient-generated health data research, focusing on important aspects that inform and define studies in the area. It starts by exploring a fundamental question, 'what is patient generated health data?' and lists the main terms and definitions identified from previous research.
Uses the focussed technique of lenses to highlight factors that interactive technology could deploy to provide powerful opportunities in the design of interactive systems. Designers can use the 10 lenses included in this monograph to explore the theoretical discussion around stimulating users through the use of technology.
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