Making Ourselves Useful: The evolution of HCI from a Formal to Practical discipline
draft.
Published histories of Human-Computer Interaction (HCI) have presented the development of the discipline from many... more
Published histories of Human-Computer Interaction (HCI) have presented the development of the discipline from many perspectives, including that of interaction technology, academic disciplines, professional entities, and models of the user. Starting from the constructivist epistemological premise that knowledge cannot be divorced from social context, this article analyses the practical concerns that formed the discipline of HCI and the social context in which the discipline continues to find its relevance.
A historical survey of the development of HCI considers the context within which the discipline of HCI is most frequently practiced: computer (software and hardware) projects. A key theme in this history is shown to be a need for responsiveness to changing understandings of user requirements. The scope of consideration is then expanded to include the contexts of application domains, technology, and society. It is proposed that, considered within these broader contexts, the trajectory of development of HCI can be discerned as a movement from Formal to Practical methods, and the implications for HCI practitioners are discussed.
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Seen by:The effect of violating visual conventions of a website on user performance and disorientation. How bad can it be?
This experiment investigates what happens to user performance
and disorientation when visual conventions of a... more
This experiment investigates what happens to user performance
and disorientation when visual conventions of a genre are
violated. It also looks at what happens to the user performance
and disorientation over time. Twenty-eight participants were
randomly allocated to two independent groups: one was tested
with a conventional website and the other with a convention violating website.
The study comprised of two parts and on each
part participants were tested on a different website. Results
showed that in the first part participants who used the violating
site performed worse and were more disoriented than participants
who used the conventional version. But the performance of the
participants of the convention-violating group improved over time
so that by the end of the first part performance on both groups were equivalent. In the second part performance and disorientation on both groups were equivalent suggesting that users might rapidly adapt to visual convention violations.
From Guinea Pigs to Design Partners: Working with Older People in ICT Design
Edlin-White, R., Cobb, S., Floyde, A., Lewthwaite, S., Wang, J. and Riedel, J. (2012) From Guinea Pigs to Design Partners: Working with Older People in ICT Design IN Langdon, et al. (eds.) Designing Inclusive Systems. Springer London.
Governments worldwide are recognising the reality and challenges of aging societies. Aging is often accompanied by... more Governments worldwide are recognising the reality and challenges of aging societies. Aging is often accompanied by increased incidence of impairments in the physio-motor, sensory and cognitive domains, as well as health problems, reduced socialisation, poorer finances, reduced sense of purpose and sometimes marginalisation from society. Technology can be very beneficial for older people but is too often problematical, sometimes creating digital exclusion
Navigation and Devices
by John Bowers, Monika Fleischmann, Wolfgang Strauss, Jeffrey Shaw, Sten-Olof Hellström, Michael Hoch, Jaeae-Aro, Thomas Kulessa, Jasminko Novak, CID-81, KTH, Stockholm, Sweden May 1998
eRena Project, Deliverable 6.1 is concerned with developing new interfaces and new metaphors for more physical... more eRena Project, Deliverable 6.1 is concerned with developing new interfaces and new metaphors for more physical interaction with virtual environments, involving the entire body and its physical properties.
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Seen by:About Face: Mapping our Institutional Presence
by Aimee Knight
Co-authored with Martine Courant Rife, Phill Alexander, Les Loncharich, and Dànielle Nicole DeVoss Computers and Composition 26 (2009) 190–202
In this article, we situate the web sites of technical and professional writing programs as important institutional... more
In this article, we situate the web sites of technical and professional writing programs as important institutional spaces that serve as interfaces to particular values, beliefs, and practices. Specifically,we examine theways in which the web sites of United States-based programs craft identity and anchor these programs. We also analyze the ways in which the digital interfaces we create to represent
our work do and don’t mesh with who we are as a field and what we value theoretically and pedagogically.We borrow from the work of James Porter, Patricia Sullivan, Stuart Blythe, Jeff Grabill, and Libby Miles to articulate what we mean by institutional space, and extend their model of institutional critique into digital space. Further, we offer a three-fold framework for analyzing institutional spaces, related to institutional and technological dynamics, issues of agency and representation, and aesthetic dimensions.
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Seen by:Capturing Mobile Devices Interactions Minimizing the External Influence
by Ivan Pretel
The exponential evolution that Information and Communication Technologies (ICT) have suffered the last years has been... more The exponential evolution that Information and Communication Technologies (ICT) have suffered the last years has been one of the reasons why all type of sectors as industrial or educational have improved their productivity. One of the disadvantages of this fast evolution is that not all users have been used to this new technologies, basically because the way of doing a task has drastically changed. This problem is known as “increase of the technological or digital gap”. In order to reduce this technological gap we have designed, implemented and evaluated a new Virtual Learning Environment (VLE) based on digital pens. This solution consists of the integration of typical devices with a Learning Management System (LMS), concretely, Google Apps. A digital pen looks and feels like a normal ballpoint pen but thanks to it the handwriting can be captured, stored and sent by a safe way. In this case these data are sent to the LMS where students can manage and share notes by this platform and complete an existing document in the LMS with the digitalized information. The platform also offers a way to evaluate the students. Students can do several tests created by teachers previously. To carry out this activity, students will use a digital pen. Thus, the digitized information with the answers of the students will send to the platform where the tests are corrected immediately.
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Seen by:Designing user interactions and experiences: The terminology of User Experience Design and related areas
The thesis is unfortunately in czech language only.
This thesis discusses terminology used in the area of designing user interactions and experiences, an area influencing... more This thesis discusses terminology used in the area of designing user interactions and experiences, an area influencing our everyday lives. To be specific, it focuses on five selected fields: user experience design, interaction design, user interface design, user-centered design and human-computer interaction. The reason for this selection is a confusion in terminology caused by mutual substitutions of the terms and their insensitive misinterpretation. In five individual chapters, the paper clarifies what exactly each term describes and where its boundaries are. With the help of examples illustrating improper application of the terms, we identify the discrepancies between different ways of employing them and try to formulate probable causes of it. Every chapter contains a comparison of the fields and an attempt to devise a Czech equivalent for the term concerned. Throughout the thesis we stumble across additional terms from the same milieu such as empathic design, non intentional design, service design and others. The paper also provides wealth of relevant context and background information.
Extradition and Legal Assistance: The Philippine Experience
Extradition and Legal Assistance: The Philippine Experience
Extradition and Legal Assistance: The Philippine Experience Extradition and Legal Assistance: The Philippine Experience
74 views
Accessibility and Usability Issues
Monaco, E., Lackey, S., Skawinski, E., Stanley, R., & Young, C. D. (2012). Accessibility and Usability Issues. In A. Manoharan, & M. Holzer (Eds.), E-Governance and Civic Engagement: Factors and Determinants of E-Democracy (pp. 128-148). doi:10.4018/978-1-61350-083-5.ch007
Democratic governments seek to serve all citizens equally and fairly. Achieving this ideal in e-governance
will... more
Democratic governments seek to serve all citizens equally and fairly. Achieving this ideal in e-governance
will in large measure be determined by government’s commitment to the development of websites and web
applications that encourage and enable participation by all. Accessibility and usability are gateways to
participation. This chapter examines the professional and legal standards for accessibility and usability
as well as studies on actual implementation. A survey of New York State webmasters found that while IT
professionals considered usability and accessibility important, none of them rated user satisfaction as
excellent. Agency management was perceived as less aware of the importance of usability and accessibility
than IT professionals. Assuring usability and accessibility is an on-going, iterative process that
requires continual accountability and involvement of user/citizens, political leaders, and IT professionals.
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Seen by:Designing for Movement Experience
To be published in CHI 2011 Extended Abstracts.
The contribution of the phenomenological aspects of
movement to the construction to user experience is
movement to the construction to user experience is
relatively unknown. A better understanding of the
characteristics of movement experience has the
potential to transform the quality of interaction and to
assist in the development of alternative interaction
methods for ubiquitous and tangible computing
systems. My research integrates research methods
from a diverse range of disciplines – including design,
social science, and somatics – to identify design
principles that can guide the development of systems
that incorporate aspects of movement experience.
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