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9780321116291

Designing Interactive Systems : People, Activities, Contexts, Technologies

by ; ;
  • ISBN13:

    9780321116291

  • ISBN10:

    0321116291

  • Format: Hardcover
  • Copyright: 2005-01-01
  • Publisher: Addison Wesley

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Summary

Designing Interactive Systems: People, Activities, Contexts, Technologies is an exciting, forward-looking textbook in Human Computer Interaction (HCI). It is suitable for beginners as well as advanced students of HCI and can be used at all stages of the curriculum. AUTHORitative in its coverage, the book draws on the AUTHORs' extensive experience in research and teaching. A self-contained introduction to the area is followed by a systematic discussion of the influence of human psychology on the design of interactive systems, illustrated by many real-world examples. Next, a practical, scenario-based design method and techniques are presented. Later sections treat hot topics such as affective computing, social navigation and computer-supported cooperative work. A range of current methods, including contextual design and the latest thinking in evaluation, are treated in detail. These more advanced, research-led chapters encourage the reader to reflect critically on the domain as a whole. The book explores this continually developing discipline by bringing together the most useful aspects of established practice with newer perspectives. The approach recognizes that we have gone beyond computers in the workplace and are concerned with designing engaging interactions between people and a wide range of devices, products and systems. FEATURES bull; bull;Broad coverage to take students of HCI through their entire degree programme. bull;Appropriate for students of all levels as well as professionals working in industry. bull;Running case-studies (a home information system and a VR training environment) bring to life the complex real-world nature of HCI problems and demonstrate how they can be resolved. bull;Full-colour text with a variety of engaging pedagogical features such as challenge questions and real-world examples to help students in their learning and understanding and encourage them to think for themselves. This book is highly suitable for those studying HCI as part of a course in Software Engineering, Computer Science or similar subjects, and ideal for Human Computer Interaction students and professionals needing to know more about this field. About the AUTHORs David Benyon is Professor of Human-Computer Systems at Napier University, Edinburgh. Phil Turner is Senior Lecturer in Computing at Napier University, Edinburgh. Susan Turner is Lecturer in Computing at Napier University, Edinburgh.

Author Biography

David Benyon is Professor of Human-Computer Systems at Napier University, Edinburgh.

Table of Contents

Preface xix
Publisher's acknowledgements xxix
Part I Essential Interactive Systems Design
2(94)
Designing interactive systems: A fusion of skills
5(24)
The variety of interactive systems
5(5)
The concerns of interactive systems design
10(5)
Being digital
15(5)
The skills of the interactive systems designer
20(4)
Why being human-centred is important
24(5)
Summary and key points
26(1)
Further reading
26(1)
Comments on challenges
27(1)
Exercises
28(1)
People, activities, contexts and technologies: A framework for designing interactive systems
29(22)
Introduction
29(2)
People
31(2)
Activities
33(2)
Contexts
35(1)
Technologies
36(1)
Scoping a problem with PACT
37(2)
The process of human-centred interactive systems design
39(7)
Doing design
46(5)
Summary and key points
47(1)
Further reading
48(1)
Comments on challenges
48(2)
Exercises
50(1)
Principles and practice of interactive systems design
51(27)
Introduction
51(1)
Accessibility
52(4)
Usability
56(4)
Acceptability
60(1)
Engagement
61(3)
Design principles
64(3)
Designing for windows applications
67(2)
Designing websites
69(3)
Designing for other technologies
72(6)
Summary and key points
74(1)
Further reading
75(1)
Comments on challenges
75(2)
Exercises
77(1)
The Home Information Centre (HIC) 1: A case study in designing interactive systems
78(18)
Introduction
78(3)
The design process
81(2)
A PACT analysis for the HIC
83(1)
Evaluating early interface prototypes
84(7)
Conclusions
91(5)
Summary and key points
92(1)
Further reading
93(1)
Comments on challenges
93(2)
Exercises
95(1)
Part II People and Technologies
96(94)
Understanding people 1: An introduction to cognitive psychology
99(36)
Introduction
99(1)
Cognitive psychology and HIP (human information processing)
100(2)
A seven-stage model of activity
102(2)
Memory
104(3)
Attention
107(3)
Visual perception
110(4)
The Gestalt laws of perception
114(6)
Depth perception
120(3)
Factors affecting perception
123(1)
Colour
124(2)
Mental models
126(9)
Summary and key points
130(1)
Further reading
131(1)
Comments on challenges
132(1)
Exercises
133(2)
Technology 1: Supporting single user interaction
135(28)
Introduction
135(2)
User interfaces
137(2)
Graphical user interfaces
139(1)
The major components of a GUI
140(7)
Form fill
147(2)
Input devices
149(4)
Output devices
153(4)
Virtual reality
157(1)
VR input and output devices
158(5)
Summary and key points
160(1)
Further reading
160(1)
Comments on challenges
161(1)
Exercises
161(2)
Understanding people 2: Embodied, situated and distributed cognition
163(27)
Embodied interaction 1: Ergonomics
164(4)
Embodied interaction 2: Avatars in CVEs
168(2)
Embodied interaction 3: Affordance
170(3)
Theoretical perspective 1: Situated action
173(3)
Theoretical perspective 2: Distributed congition
176(2)
Theoretical perspective 3: Activity theory
178(12)
Summary and key points
185(1)
Further reading
186(2)
Comments on challenges
188(1)
Exercises
189(1)
Part III Activities and Contexts of Interactive Systems Design
190(160)
Scenarios
192(18)
Introduction
192(2)
Scenarios throughout design
194(6)
Documenting scenarios
200(4)
A scenario-based design method
204(6)
Summary and key points
207(1)
Further reading
207(1)
Comments on challenges
208(1)
Exercises
208(2)
Requirements
210(23)
What are requirements?
211(3)
Participative design and requirements
214(2)
Interviews
216(2)
Practical considerations in interviewing
218(2)
Obtaining information from people at a distance
220(2)
Working with groups
222(1)
Observing activities in situ
222(1)
Artefact collection and `desk work'
223(3)
Requirements and scenarios
226(7)
Summary and key points
228(1)
Further reading
228(1)
Comments on challenges
229(2)
Exercises
231(2)
Envisionment
233(20)
Exploring design concepts
233(2)
Using metaphor to explore design
235(2)
Finding suitable representations
237(1)
Sketches and snapshots
238(1)
Storyboards
239(2)
Mood boards
241(1)
Navigation maps
242(2)
Using scenarios in envisionment
244(3)
Exploring the design space
247(1)
An outline envisionment process
248(5)
Summary and key points
249(1)
Further reading
250(1)
Comments on challenges
251(1)
Exercises
252(1)
Prototyping
253(15)
Different types of prototype
253(5)
Prototypes and participatory design
258(1)
Different approaches to functionality in prototypes
258(2)
Prototyping tools
260(2)
Presenting designs
262(1)
Envisionment in practice
263(5)
Summary and key points
264(1)
Further reading
265(1)
Comments on challenges
266(1)
Exercises
267(1)
Evaluation
268(21)
Evaluating interactive systems design
268(4)
Expert evaluation basics
272(2)
The IMPACT model for user evaluation
274(6)
A minimal Cooperative Usability Evaluation
280(1)
Data capture techniques for usability evaluation
281(2)
Reporting usability evaluation results to the design team
283(6)
Summary and key points
285(1)
Further reading
286(1)
Comments on challenges
286(2)
Exercises
288(1)
Conceptual and physical design
289(20)
Conceptual and physical design
289(4)
Conceptual design using scenarios
293(4)
Physical design
297(1)
Designing interactions
298(6)
Design languages
304(5)
Summary and key points
306(1)
Further reading
307(1)
Comments on challenges
307(1)
Exercises
308(1)
The Home Information Centre (HIC) 2: Development and evaluation
309(41)
Scenarios: the first prototype
309(6)
The Edinburgh Festival scenario
315(4)
Functional requirements
319(6)
Conceptual design
325(3)
An interface design
328(5)
Finalizing ideas
333(8)
The second interface design
341(2)
Evaluation of the second prototype
343(7)
Summary and key points
347(1)
Further reading
348(1)
Comments on challenges
348(1)
Exercises
349(1)
Part IV Psychological Foundations for Interactive Systems Design
350(98)
Memory, attention and making mistakes
352(42)
What is memory?
352(2)
How memory works
354(3)
How do we remember?
357(1)
How and why do we forget?
358(2)
Designing for working memory
360(7)
Icons
367(2)
Horton's icon checklist
369(1)
What is attention?
370(1)
How attention works
371(5)
Designing for attention
376(7)
Cognitive work analysis: cognition in action
383(3)
Human error
386(3)
Design guidelines
389(5)
Summary and key points
391(1)
Further reading
391(1)
Comments on challenges
392(1)
Exercises
393(1)
Hearing and haptics
394(25)
Sound and hearing
394(2)
Auditory perception
396(1)
Using sound at the user interface
397(2)
Examples of auditory user interfaces (AUIs)
399(3)
Problems with sound
402(1)
What is haptic perception?
402(2)
Tangible interaction
404(1)
Tangible user interfaces (TUIs)
405(2)
Getting a feel for tangible computing
407(3)
Interactive workbenches
410(1)
Wearable computing
410(6)
The six attributes of wearable computing
416(1)
Final thought: haptics meets hearing
416(3)
Summary and key points
417(1)
Further reading
417(1)
Comments on challenges
417(1)
Exercises
418(1)
Affective computing and pleasure
419(29)
Introduction
420(1)
Psychological theories of emotion
421(6)
Detecting and recognizing emotions
427(5)
Expressing emotion
432(5)
Potential applications and key issues for further research
437(1)
Designing for pleasure
438(10)
Summary and key points
445(1)
Further reading
446(1)
Comments on challenges
446(1)
Exercises
447(1)
Part V Techniques for Interactive Systems Design and Evaluation
448(116)
Contextual Design 1: The Contextual Interview and work modelling
450(31)
Introduction
451(2)
Contextual Inquiry
453(4)
Contextual Design: work modelling
457(2)
Flow models
459(4)
Sequence models
463(4)
Artefact models
467(4)
The cultural model
471(2)
The physical model
473(8)
Summary and key points
475(1)
Further reading
476(1)
Comments on challenges
476(5)
Contextual Design 2: From models to design
481(22)
Introduction
481(1)
The affinity diagram
482(2)
Consolidation
484(5)
Developing a vision
489(1)
Constructing a storyboard in Contextual Design
490(2)
The user environment design (UED)
492(5)
Paper prototyping
497(1)
Applications of Contextual Design
498(5)
Summary and key points
501(1)
Further reading
501(1)
Comments on challenges
501(2)
Task analysis
503(19)
Goals, tasks and actions
503(4)
Task analysis and systems design
507(2)
Hierarchical task analysis
509(3)
GOMS - a cognitive model of procedural knowledge
512(2)
Structural knowledge
514(8)
Summary and key points
518(1)
Further reading
519(1)
Comments on challenges
520(1)
Exercises
521(1)
Further evaluation 1: Generic techniques and current issues
522(23)
Introduction: establishing the context for evaluation
523(1)
Further techniques for evaluation with users
523(8)
Predictive evaluation without users
531(7)
Current issues in evaluation
538(7)
Summary and key points
542(1)
Further reading
543(1)
Comments on challenges
543(1)
Exercises
544(1)
Further evaluation 2: Special contexts
545(19)
Evaluating virtual environments
545(2)
Evaluating small mobile devices
547(4)
Evaluating CSCW and groupware
551(7)
Evaluation beyond the workplace
558(6)
Summary and key points
561(1)
Further reading
561(1)
Comments on challenges
562(1)
Exercises
562(2)
Part VI Information Spaces
564(110)
Information architecture
566(25)
Information spaces
566(5)
The structure of information space
571(6)
The information architecture of websites
577(10)
Conclusion
587(4)
Summary and key points
588(1)
Further reading
588(1)
Comments on challenges
589(1)
Exercises
590(1)
Information design
591(20)
Introduction
591(4)
Metaphors in design
595(4)
Information design for websites
599(5)
Interactive visualizations
604(7)
Summary and key points
608(1)
Further reading
608(1)
Comments on challenges
609(1)
Exercises
610(1)
Navigation of information space
611(24)
Navigation
611(6)
Designing for navigation
617(5)
Navigation design for websites
622(4)
Social navigation of information space
626(9)
Summary and key points
632(1)
Further reading
632(1)
Comments on challenges
633(1)
Exercises
633(2)
Agent-based interaction
635(21)
Agents
635(3)
Adaptive systems
638(3)
An architecture for agents
641(7)
Example: Maxims - an e-mail filtering agent
648(1)
Other applications of agent-based interaction
649(7)
Summary and key points
653(1)
Further reading
654(1)
Comments on challenges
654(1)
Exercises
655(1)
Ubiquitous computing and distributed information
656(18)
Ubiquitous computing
656(1)
Distributed information spaces
657(4)
Formal models of distributed spaces
661(6)
Home environments
667(7)
Summary and key points
671(1)
Further reading
672(1)
Comments on challenges
672(1)
Exercises
673(1)
Part VII Computer-supported Cooperative Working
674(86)
CSCW 1: Supporting communication
676(26)
Understanding human communication
676(2)
Distance matters
678(4)
Voice-based communication
682(2)
Text-based communication
684(3)
Instant messaging and text messaging
687(2)
Video-based communication
689(5)
Three studies of VMC
694(3)
VC experiments in summary
697(1)
Telepresence
698(4)
Summary and key points
699(1)
Further reading
699(1)
Comments on challenges
700(1)
Exercises
700(2)
CSCW 2: Understanding cooperative working
702(26)
Overview
702(2)
What is cooperation?
704(1)
The contribution of social psychology to understanding cooperation
705(2)
Social norms, compliance and conformance
707(5)
What is CSCW?
712(1)
The `turn to the social' - the birth of CSCW
713(1)
Grudin's eight challenges for CSCW developers
713(4)
Workplace studies: understanding collaboration in context
717(11)
Summary and key points
725(1)
Further reading
726(1)
Comments on challenges
726(1)
Exercises
727(1)
CSCW 3: Technology to support cooperation
728(32)
The space-time matrix
729(1)
Technologies to support synchronous working
730(5)
Technologies to support asynchronous working
735(5)
Coordination technologies
740(6)
Collaborative virtual environments
746(3)
Designing for awareness
749(11)
Summary and key points
756(1)
Further reading
757(1)
Comments on challenges
757(1)
Exercises
758(2)
References and bibliography 760(16)
Index 776

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