In The Second Self, Sherry Turkle looks at the computer not as a "tool," but as part of our social and psychological lives; she looks beyond how we use computer games and spreadsheets to explore how the computer affects our awareness of ourselves, of one another, and of our relationship with the world. "Technology," she writes, "catalyzes changes not only in what we do but in how we think." First published in 1984, The Second Self is still essential reading as a primer in the psychology of computation.
The Japanese term for mobile phone, keitai (roughly translated as "something you carry with you"), evokes not technical capability or freedom of movement but intimacy and portability, defining a personal accessory that allows constant social connection. Japan's enthusiastic engagement with mobile technology has become—along with anime, manga, and sushi—part of its trendsetting popular culture.
Interfaces that talk and listen are populating computers, cars, call centers, and even home appliances and toys, but voice interfaces invariably frustrate rather than help. In Wired for Speech, Clifford Nass and Scott Brave reveal how interactive voice technologies can readily and effectively tap into the automatic responses all speech—whether from human or machine—evokes. Wired for Speech demonstrates that people are "voice-activated": we respond to voice technologies as we respond to actual people and behave as we would in any social situation.
In The Semiotic Engineering of Human-Computer Interaction, Clarisse Sieckenius de Souza proposes an account of HCI that draws on concepts from semiotics and computer science to investigate the relationship between user and designer. Semiotics is the study of signs, and the essence of semiotic engineering is the communication between designers and users at interaction time; designers must somehow be present in the interface to tell users how to use the signs that make up a system or program.
Question answering systems, which provide natural language responses to natural language queries, are the subject of rapidly advancing research encompassing both academic study and commercial applications, the most well-known of which is the search engine Ask Jeeves. Question answering draws on different fields and technologies, including natural language processing, information retrieval, explanation generation, and human computer interaction.
The goal of participatory IT design is to set sensible, general, and workable guidelines for the introduction of new information technology systems into an organization. Reflecting the latest systems-development research, this book encourages a business-oriented and socially sensitive approach that takes into consideration the specific organizational context as well as first-hand knowledge of users' work practices and allows all stakeholders—users, management, and staff—to participate in the process.
This book addresses a fundamental software engineering issue, applying formal techniques and rigorous analysis to a practical problem of great current interest: the incorporation of language-specific knowledge in interactive programming environments. It makes a basic contribution in this area by proposing an attribute-grammar framework for incremental semantic analysis and establishing its algorithmic foundations. The results are theoretically important while having immediate practical utility for implementing environment-generating systems.
Cynthia Breazeal here presents her vision of the sociable robot of the future, a synthetic creature and not merely a sophisticated tool. A sociable robot will be able to understand us, to communicate and interact with us, to learn from us and grow with us. It will be socially intelligent in a humanlike way. Eventually sociable robots will assist us in our daily lives, as collaborators and companions.
Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction.
The concept of social capital, or the value that can be derived from social ties created by goodwill, mutual support, shared language, common beliefs, and a sense of mutual obligation, has been applied to a number of fields, from sociology to management. It is only lately, however, that researchers in information technology and knowledge management have begun to explore the idea of social capital in relation to their fields.