The message of this book is simple: the mobile phone strengthens social bonds among family and friends. With a traditional land-line telephone, we place calls to a location and ask hopefully if someone is “there”; with a mobile phone, we have instant and perpetual access to friends and family regardless of where they are. But when we are engaged in these intimate conversations with absent friends, what happens to our relationship with the people who are actually in the same room with us?
How do pervasive digital devices—smartphones, iPods, GPS navigation systems, and cameras, among others—influence the way we use spaces? In The Tuning of Place, Richard Coyne argues that these ubiquitous devices and the networks that support them become the means of making incremental adjustments within spaces—of tuning place. Pervasive media help us formulate a sense of place, writes Coyne, through their capacity to introduce small changes, in the same way that tuning a musical instrument invokes the subtle process of recalibration.
Interactive systems and devices, from mobile phones to office copiers, do not fulfill their potential for a wide variety of reasons--not all of them technical. Press On shows that we can design better interactive systems and devices if we draw on sound computer science principles. It uses state machines and graph theory as a powerful and insightful way to analyze and design better interfaces and examines specific designs and creative solutions to design problems.
Activity theory holds that the human mind is the product of our interaction with people and artifacts in the context of everyday activity. Acting with Technology makes the case for activity theory as a basis for understanding our relationship with technology. Victor Kaptelinin and Bonnie Nardi describe activity theory's principles, history, relationship to other theoretical approaches, and application to the analysis and design of technologies. The book provides the first systematic entry-level introduction to the major principles of activity theory.
This book contends that accessing and browsing information and communication are multidimensional and consequential aspects of the information user’s entire experience and of general human behavior. Problems in information creation, processing, transmittal, and use often arise from an incomplete conceptualization of the "information seeking" process, where information seeking is viewed as the intentional finding of specific information. The process has traditionally been considered to begin with some kind of search query and end with some kind of obtained information.
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.
Modern science is increasingly collaborative, as signaled by rising numbers of coauthored papers, papers with international coauthors, and multi-investigator grants. Historically, scientific collaborations were carried out by scientists in the same physical location--the Manhattan Project of the 1940s, for example, involved thousands of scientists gathered on a remote plateau in Los Alamos, New Mexico. Today, information and communication technologies allow cooperation among scientists from far-flung institutions and different disciplines.
As our everyday social and cultural experiences are increasingly mediated by electronic products—from "intelligent" toasters to iPods—it is the design of these products that shapes our experience of the "electrosphere" in which we live. Designers of electronic products, writes Anthony Dunne in Hertzian Tales, must begin to think more broadly about the aesthetic role of electronic products in everyday life.
Over almost three decades, the field of human-computer interaction (HCI) has produced a rich and varied literature. Although the focus of attention today is naturally on new work, older contributions that played a role in shaping the trajectory and character of the field have much to tell us. The contributors to HCI Remixed were asked to reflect on a single work at least ten years old that influenced their approach to HCI.
In Technology as Experience, John McCarthy and Peter Wright argue that any account of what is often called the user experience must take into consideration the emotional, intellectual, and sensual aspects of our interactions with technology. We don't just use technology, they point out; we live with it. They offer a new approach to understanding human-computer interaction through examining the felt experience of technology.