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  • - Beyond Human-Computer Interaction
    af Yvonne Rogers, Jenny Preece & Helen Sharp
    840,95 kr.

    A new edition of the #1 text in the Human Computer Interactionfield! Hugely popular with students and professionals alike, Interaction Design is an ideal resource for learning theinterdisciplinary skills needed for interaction design,human computer interaction, information design, web designand ubiquitous computing.

  • af Yvonne Rogers
    763,95 kr.

    A delightful, engaging, and comprehensive overview of interaction designEffective and engaging design is a critical component of any digital product, from virtual reality software to chatbots, smartphone apps, and more.In the newly updated sixth edition of Interaction Design: Beyond Human-Computer Interaction, a team of accomplished technology, design, and computing professors delivers an intuitive and instructive discussion of the principles underlying the design of effective interactive technologies. The authors discuss how to design and apply digital technologies in the real world, illustrated with numerous examples. The book explores the interdisciplinary foundations of interaction design, including skills from product design, computer science, human and social psychology, and others.The book builds on the highly successful fifth edition and draws on extensive new research and interviews with accomplished professionals and researchers in the field that reflect a rapidly-changing landscape. It is supported by a website hosting digital resources that add to and complement the material contained within.Readers will also find:* Explorations of the social and emotional components of interacting with apps, digital devices and computers* Descriptions about how to design, prototype, evaluate and construct technologies that support human-computer interaction* Discussions of the cognitive aspects of interaction design, as well as design and evaluation, including usability testing and expert reviews.An essential text for undergraduate and graduate students of human-computer interaction, interaction design, software engineering, web design, and information studies, Interaction Design will also prove to be indispensable for interaction design and user experience professionals.

  • af Yvonne Rogers
    321,95 kr.

    Theory is the bedrock of many sciences, providing a rigorous method to advance knowledge, through testing and falsifying hypotheses about observable phenomena. To begin with, the nascent field of HCI followed the scientific method borrowing theories from cognitive science to test theories about user performance at the interface. But HCI has emerged as an eclectic interdiscipline rather than a well-defined science. It now covers all aspects of human life, from birth to bereavement, through all manner of computing, from device ecologies to nano-technology. It comes as no surprise that the role of theory in HCI has also greatly expanded from the early days of scientific testing to include other functions such as describing, explaining, critiquing, and as the basis for generating new designs. The book charts the theoretical developments in HCI, both past and present, reflecting on how they have shaped the field. It explores both the rhetoric and the reality: how theories have been conceptualized, what was promised, how they have been used and which has made the most impact in the field -- and the reasons for this. 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

  • af Yvonne Rogers
    395,95 kr.

    The phrase "e;in-the-wild"e; 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.

  • af Wolfgang Prinz
    1.115,95 kr.

    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 "e;common"e; 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 "e;bug"e; 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.

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