Showing posts with label hci. Show all posts
Showing posts with label hci. Show all posts

Artifice and Design: Art and Technology in Human Experience Review

Artifice and Design: Art and Technology in Human Experience
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Artifice and Design: Art and Technology in Human Experience ReviewIf you are interested in the relationship between art and technology, this book is a must read. In Allen's first book, Truth in Philosophy, he argues that truth is not fundamentally propositional, not a function of correspondence with reality. In his second book, Knowledge & Civilization, he reorients epistemology within an evolutionary and ecological framework. In this, his most recent book, he offers a fascinating analysis of the relationship between art and technology, not in opposition, but as interdependent aspects of human evolution. Highly recommended!Artifice and Design: Art and Technology in Human Experience Overview"As familiar and widely appreciated works of modern technology, bridges are a good place to study the relationship between the aesthetic and the technical. Fully engaged technical design is at once aesthetic and structural. In the best work (the best design, the most well made), the look and feel of a device (its aesthetic, perceptual interface) is as important a part of the design problem as its mechanism (the interface of parts and systems). We have no idea how to make something that is merely efficient, a rational instrument blindly indifferent to how it appears. No engineer can design such a thing and none has ever been built."--from Artifice and DesignIn an intriguing book about the aesthetics of technological objects and the relationship between technical and artistic accomplishment, Barry Allen develops the philosophical implications of a series of interrelated concepts-knowledge, artifact, design, tool, art, and technology-and uses them to explore parallel questions about artistry in technology and technics in art. This may be seen at the heart of Artifice and Design in Allen's discussion of seven bridges: he focuses at length on two New York bridges--the Hell Gate Bridge and the Bayonne Bridge--and makes use of original sources for insight into the designers' ideas about the aesthetic dimensions of their work.Allen starts from the conviction that art and technology must be treated together, as two aspects of a common, technical human nature. The topics covered in Artifice and Design are wide-ranging and interdisciplinary, drawing from evolutionary biology, cognitive psychology, and the history and anthropology of art and technology. The book concludes that it is a mistake to think of Art as something subjective, or as an arbitrary social representation, and of Technology as an instrumental form of purposive rationality. "By segregating art and technology," Allen writes, "we divide ourselves against ourselves, casting up self-made obstacles to the ingenuity of art and technology."

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Press On: Principles of Interaction Programming Review

Press On: Principles of Interaction Programming
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Press On: Principles of Interaction Programming ReviewPart of my job is to analyze customer needs for enterprise web applications and then translate the needs into requirements for developers to implement. I have been enjoying this book and its treatment on taking computer science approach to design better user experience. The author Harold Thimbleby has done a good job in presenting the material in a very engaging approach.Press On: Principles of Interaction Programming OverviewHow to understand and program interactive devices so that they arereliable and easy to use; includes wide-ranging programming insights, tools, andcode.

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Cost-Justifying Usability (Interactive Technologies) Review

Cost-Justifying Usability (Interactive Technologies)
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Cost-Justifying Usability (Interactive Technologies) ReviewIf you are looking for help with quantifying the cost of bad interface design and/or how poorly designed application costs the company money, then this is the book for you.
This book is practical and right on target for helping IT groups and customers understand the importance of systems that allow work to be completed efficiently. The authors do a great job quantifying the cost of poorly design, unusable system.
If you have ever tried to demonstrate to an IT group that it is more costly not to change the system, then this book will give you the strategy for showing how investing in system changes actually costs less in the short term, than in the long term.
End users will cheer anyone who applies the information in this book to the applications they use.Cost-Justifying Usability (Interactive Technologies) OverviewToday's increasingly competitive and fiscally constrained business environment is fostering the need to cut costs and justify expenditures. Usability engineering is not yet universally accepted, nor is it yet an integrated aspect of software engineering, and would-be usability champions need more help than ever to win the funding necessary to introduce and promote usability engineering techniques.Cost-Justifying Usability is the first book to address pragmatically and in detail the question of how usability engineering professionals and their managers can cost-justify their proposals and efforts. The book offers specific techniques for quantifying costs and benefits, making a convincing and successful business case for investment in usability engineering.This book comprises a thorough and well-integrated collection of chapters written by experienced and prominent usability experts. Taken together, these chapters provide readers with:An overall framework for cost-justifying usability engineering programs that can be applied to any contextAn examination of the unique factors and issues in cost-justifying usability efforts for three very different types of organizations: vendor companies, international development organizations, and contractor companiesCase studies of successful cost-justification effortsA look at some special issues regarding cost-justification of usability, including"discount"usability engineering techniques, success factors for introducing usability engineering into development organizations, specialized tools for usability cost-justification, and a look to the future of usability engineeringPractical and effective insight for human factors professionals, interface designers, software development managers, and human factors educators

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HCI Models, Theories, and Frameworks: Toward a Multidisciplinary Science (Interactive Technologies) Review

HCI Models, Theories, and Frameworks: Toward a Multidisciplinary Science (Interactive Technologies)
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HCI Models, Theories, and Frameworks: Toward a Multidisciplinary Science (Interactive Technologies) ReviewWorking through this book, I am constantly amazed at the number of topics covered and the depth and clarity of the authors (and in some cases, the entertaining story they tell). There is much important theory that exists in HCI and I have not found a book that does such a wonderful job bringing it, and the proper author to explain it, all together. Previously, it was a chore to track down the important theoretical works, not so now.
This book is NOT going to help you build better webpages or for that matter, teach you to build a better GUI. Do not expect it to as HCI is only marginally about this. HCI is more importantly about the work and activity people perform on a computer and through a computer with others. If you do not have this concept in mind, do not read this book as you will waste your time (and possibly write a bad review for it). If you are intrigued, read "The Design of Everyday Things" to give you the basic philosophy of HCI and this book to give you the theory of it.
Unfortunately, some chapters are not as strong as others and the binding of them all together is not as strong as it could be to give a complete picture of the field. That said, this is an important milestone for HCI and should be readable (and read) by all who have taken a basic HCI course.HCI Models, Theories, and Frameworks: Toward a Multidisciplinary Science (Interactive Technologies) Overview

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Patterns for Computer-Mediated Interaction (Wiley Software Patterns Series) Review

Patterns for Computer-Mediated Interaction (Wiley Software Patterns Series)
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Patterns for Computer-Mediated Interaction (Wiley Software Patterns Series) ReviewWhenever I get a new book to review, I always approach it with a mixture of anticipation, curiosity, and dread, especially given the increasing number of books about patterns and, in this case, the size -- 581 pages! When I finally found a small window and sat down with "Patterns for Computer-Mediated Interaction," I was intending to hurriedly skim as much of the text as possible to get an idea of what it was like. Several hours later, I was hooked. What a surprise this book is! Yes, it's topical. The patterns are about developing software to allow people to have the best interaction experience possible. That is where the world is headed, no doubt! The patterns in this book, however, are not just about the technical aspects of these systems, the authors also address the "socio-technical" issues that are important for the people-side of this domain. What was especially interesting to me, as a long-time "patterns fan," was the intriguing and enlightening discussion of pattern languages and the close examination of the pattern language of Christopher Alexander. I've read many essays on this topic but this presentation was very special. I learned a lot. You can't ask for more than that. I can recommend this book whole-heartedly, not only for developers in this domain but also for anyone who wants to study a model pattern language and learn more about patterns and how they work together to solve problems. Two thumbs up!
Patterns for Computer-Mediated Interaction (Wiley Software Patterns Series) OverviewWritten by well-respected experts, this how-to guide provides patterns for the design of human computer human interaction (HCHI). An increasing number of applications are currently designed for use by more than one user, eg: multi-player games, interactive web sites, mobile phones, collaborative learning systems, interactive workspaces and smart environments. In these areas there is a shift from (HCI) human computer interaction to (HCHI) human computer human interaction. The role of patterns in this movement is twofold: 1st – patterns focus on the human user of the system; 2nd – patterns assist developers in the development process of groupware applications.

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Designing Interactions Review

Designing Interactions
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Designing Interactions Review(I originally gave this book a more positive review. Amazon won't let me change the star rating. I give this book TWO stars, not four.)
This book is fairly impressive at first glance. Seven-hundred plus pages, adequately footnoted, and nicely designed. I can't imagine anyone in the field of interaction design not enjoying cracking open Moggridge's book.
But "Designing Interactions" isn't quite what I thought it would be, and my first optimistic impressions were terribly wrong. It is, as Bruce Sterling's blurb describes it, "a labor of love." It's really "The History of Designing Interactions." More specifically, it's "The History of how Bill Moggridge, his company IDEO, and A Few Other People Mostly in California Designed Interactions." It's something of a hagiography--biographies of designer-saints, whose every effort was nothing less than beautiful, innovative, useable and useful. Failures, missteps, or significant-but-ugly designs (Windows 3.1 gets about a sentence) are minimized. That makes it feel like something of a whitewash.
It actually reminds me a lot of "The Art of Unix Programming" in its combination of cultural and technological history, mixed with practical sections. But where the people in "The Art of Unix Programming" come across as modest smart people, sort of tinkering along inventing an entire paradigm, Moggridge's subjects are sort of bathed in this golden California glow of eternal optimistic technophilia; it's not that the design of buttons and menus isn't a moral, cultural, and aesthetic imperative (cause it is), but in Moggridge's text it just all feels a little...inevitable. It's also historically dubious. Moggridge doesn't use interviews well, and they seem to be basically his only research here. Relying on the memories of his old design buddies is an extraordinarily sloppy way to write history. Other evidence for claims and facts is sadly lacking. Readers need to bring a very skeptical eye to the content here.
It's also depressingly full of IDEO work, IDEO employees, and IDEO methods. Which would almost be ok if Moggridge were more transparent about his own role as founder and current senior employee of that company. As it is, the conflict of interest here is a pretty crass. (After all, Moggridge stands to personally and professionally benefit from defining "interaction design" entirely around his own business, right?)
But I think if you do this kind of work, you'll enjoy the histories of the mouse, the menu, or the Palm Pilot, and seeing lots of sketches and diagrams and screenshots. It *is* kind of cool to see stuff like Bill Atkinson's sketches of the Apple Lisa. It also feels quite current, and there are good sections on mobile devices, patterns of technology adoption, play, service design, critical design, and ubiquitous computation. Though the downside of this breadth is that the whole thing feels like a grab bag approach. There are more than a few genuinely disappointing parts: the chapter on the internet is pretty poor, basically equating "the Internet" with Google and a couple of long-gone fancy web navigation experiments. It's a chapter that's little more than a Silicon Valley courtier's homage to the boy kings Larry and Sergey. What's this doing in a book on interaction design, Bill?
It's interesting to compare "Designing Interactions" with Dan Saffer's new book with a slightly different title: "Designing for Interaction." Both books use interviews, but Saffer's are short sidebars, Moggridge's book is *mostly* interviews. Though Moggridge's last chapter is a practical section, about the length of Saffer's whole book, Saffer *still* manages to cover a lot more of the nuts and bolts, day to day work of interaction design.Designing Interactions OverviewDigital technology has changed the way we interact with everything fromthe games we play to the tools we use at work. Designers of digital technologyproducts no longer regard their job as designing a physical object--beautiful orutilitarian--but as designing our interactions with it. In Designing Interactions,award-winning designer Bill Moggridge introduces us to forty influential designerswho have shaped our interaction with technology. Moggridge, designer of the firstlaptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO,tells us these stories from an industry insider's viewpoint, tracing the evolutionof ideas from inspiration to outcome. The innovators he interviews--including WillWright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, andDoug Engelbart, Bill Atkinson, and others involved in the invention and developmentof the mouse and the desktop--have been instrumental in making a difference in thedesign of interactions. Their stories chart the history of entrepreneurial designdevelopment for technology.Moggridge and his interviewees discuss such questions aswhy a personal computer has a window in a desktop, what made Palm's handheldorganizers so successful, what turns a game into a hobby, why Google is the searchengine of choice, and why 30 million people in Japan choose the i-mode service fortheir cell phones. And Moggridge tells the story of his own design process andexplains the focus on people and prototypes that has been successful at IDEO--howthe needs and desires of people can inspire innovative designs and how prototypingmethods are evolving for the design of digital technology.Designing Interactions isillustrated with more than 700 images, with color throughout. Accompanying the bookis a DVD that contains segments from all the interviews intercut with examples ofthe interactions under discussion.Interviews with:Bill Atkinson • DurrellBishop • Brendan Boyle • Dennis Boyle • Paul Bradley • DuaneBray • Sergey Brin • Stu Card • Gillian Crampton Smith • ChrisDowns• Tony Dunne • John Ellenby • Doug Englebart • Jane FultonSuri • Bill Gaver • Bing Gordon • Rob Haitani • Jeff Hawkins• Matt Hunter • Hiroshi Ishii • Bert Keely • David Kelley •Rikako Kojima • Brenda Laurel • David Liddle • Lavrans Løvlie •John Maeda • Paul Mercer • Tim Mott • Joy Mountford • TakeshiNatsuno • Larry Page • Mark Podlaseck • Fiona Raby • CordellRatzlaff • Ben Reason • Jun Rekimoto • Steve Rogers • FranSamalionis • Larry Tesler • Bill Verplank • Terry Winograd •Will Wright

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