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This book is about HCI research in an industrial research setting. It is based on the experiences of two researchers at the IBM T. J. Watson Research Center. Over the last two decades, Drs. John and Clare-Marie Karat have conducted HCI research to create innovative usable technology for users across a variety of domains. We begin the book by introducing the reader to the context of industrial research as well as a set of common themes or guidelines to consider in conducting HCI research in practice. Then case study examples of HCI approaches to the design and evaluation of usable solutions for people are presented and discussed in three domain areas: - item Conversational speech technologies, - item Personalization in eCommerce, and - item Security and privacy policy management technologies In each of the case studies, the authors illustrate and discuss examples of HCI approaches to design and evaluation that worked well and those that did not. They discuss what was learned over time about different HCI methods in practice, and changes that were made to the HCI tools used over time. The Karats discuss trade-offs and issues related to time, resources, and money and the value derived from different HCI methods in practice. These decisions are ones that need to be made regularly in the industrial sector. Similarities and differences with the types of decisions made in this regard in academia will be discussed. The authors then use the context of the three case studies in the three research domains to draw insights and conclusions about the themes that were introduced in the beginning of the book. The Karats conclude with their perspective about the future of HCI industrial research. Table of Contents: Introduction: Themes and Structure of the Book / Case Study 1: Conversational Speech Technologies: Automatic Speech Recognition (ASR) / Case Study 2: Personalization in eCommerce / Case Study 3: Security and Privacy Policy Management Technologies / Insights and Conclusions / The Future of Industrial HCI Research
This book provides a variety of answers in its description and discussion of new, sometimes radical approaches to `usability evaluation', now an increasingly common business tool. It contains new thinking of the subject of usability evaluation in industry. Contributions come from those involved in the practice of industry-based usability evaluation
Human factors and usability issues have traditionally played a limited role in security research and secure systems development. Security experts have largely ignored usability issues--both because they often failed to recognize the importance of human factors and because they lacked the expertise to address them. But there is a growing recognition that today's security problems can be solved only by addressing issues of usability and human factors. Increasingly, well-publicized security breaches are attributed to human errors that might have been prevented through more usable software. Indeed, the world's future cyber-security depends upon the deployment of security technology that can be broadly used by untrained computer users. Still, many people believe there is an inherent tradeoff between computer security and usability. It's true that a computer without passwords is usable, but not very secure. A computer that makes you authenticate every five minutes with a password and a fresh drop of blood might be very secure, but nobody would use it. Clearly, people need computers, and if they can't use one that's secure, they'll use one that isn't. Unfortunately, unsecured systems aren't usable for long, either. They get hacked, compromised, and otherwise rendered useless. There is increasing agreement that we need to design secure systems that people can actually use, but less agreement about how to reach this goal. Security & Usability is the first book-length work describing the current state of the art in this emerging field. Edited by security experts Dr. Lorrie Faith Cranor and Dr. Simson Garfinkel, and authored by cutting-edge security and human-computerinteraction (HCI) researchers world-wide, this volume is expected to become both a classic reference and an inspiration for future research. Security & Usability groups 34 essays into six parts: Realigning Usability and Security---with careful attention to user-centered design principles, security and usability can be synergistic. Authentication Mechanisms-- techniques for identifying and authenticating computer users. Secure Systems--how system software can deliver or destroy a secure user experience. Privacy and Anonymity Systems--methods for allowing people to control the release of personal information. Commercializing Usability: The Vendor Perspective--specific experiences of security and software vendors (e.g.,IBM, Microsoft, Lotus, Firefox, and Zone Labs) in addressing usability. The Classics--groundbreaking papers that sparked the field of security and usability. This book is expected to start an avalanche of discussion, new ideas, and further advances in this important field.
With GIS technologies ranging from Google Maps and Google Earth to the use of smart phones and in-car navigation systems, spatial knowledge is often acquired and communicated through geographic information technologies. This monograph describes the interplay between spatial cognition research and use of spatial interfaces. It begins by reviewing what is known about how humans process spatial concepts and then moves on to discuss how interfaces can be improved to take advantage of those capabilities. Special attention is given to a variety of innovative geographical platforms that provide users with an intuitive understanding and support the further acquisition of spatial knowledge. The monograph concludes with a discussion of the number of outstanding issues, including the changing nature of maps as the primary spatial interface, concerns about privacy for spatial information, and a look at the future of user-centered spatial information systems. Table of Contents: Introduction / Spatial Cognition / Technologies / Cognitive Interfaces for Wayfinding / Open Issues / For More Information
This is the second of two books by the authors about engineering design principles for human-computer interaction (HCI-EDPs). The books report research that takes an HCI engineering discipline approach to acquiring initial such principles. Together, they identify best-practice HCI design knowledge for acquiring HCI-EDPs. This book specifically reports two case studies of the acquisition of initial such principles in the domains of domestic energy planning and control and business-to-consumer electronic commerce. The book begins by summarising the earlier volume, sufficient for readers to understand the case studies reported in full here. The themes, concepts, and ideas developed in both books concern HCI design knowledge, a critique thereof, and the related challenge. The latter is expressed as the need for HCI design knowledge to increase its fitness-for-purpose to support HCI design practice more effectively. HCI-EDPs are proposed here as one response to that challenge, and the book presents case studies of the acquisition of initial HCI-EDPs, including an introduction; two development cycles; and presentation and assessment for each. Carry forward of the HCI-EDP progress is also identified. The book adopts a discipline approach framework for HCI and an HCI engineering discipline framework for HCI-EDPs. These approaches afford design knowledge that supports “specify then implement” design practices. Acquisition of the initial EDPs apply current best-practice design knowledge in the form of “specify, implement, test, and iterate” design practices. This can be used similarly to acquire new HCI-EDPs. Strategies for developing HCI-EDPs are proposed together with conceptions of human-computer systems, required for conceptualisation and operationalisation of their associated design problems and design solutions. This book is primarily for postgraduate students and young researchers wishing to develop further the idea of HCI-EDPs and other more reliable HCI design knowledge. It is structured to support both the understanding and the operationalisation of HCI-EDPs, as required for their acquisition, their long-term potential contribution to HCI design knowledge, and their ultimate application to design practice.
Digital technology has become a defining characteristic of modern life. Almost everyone uses it, we all rely on it, and many of us own a multitude of devices. What is more, we all expect to be able to use these technologies "straight out the box." This lecture discusses how we are able to do this without apparent problems. We are able to use digital technology because we have learned to cope with it. "To cope" is used in philosophy to mean "absorbed engagement," that is, we use our smart phones and tablet computers with little or no conscious effort. In human-computer interaction this kind of use is more often described as intuitive. While this, of course, is testament to improved design, our interest in this lecture is in the human side of these interactions. We cope with technology because we are familiar with it. We define familiarity as the readiness to engage with technology which arises from being repeatedly exposed to it—often from birth. This exposure involves the frequent use of it and seeing people all around us using it every day. Digital technology has become as common a feature of our everyday lives as the motor car, TV, credit card, cutlery, or a dozen other things which we also use without conscious deliberation. We will argue that we cope with digital technology in the same way as we do these other technologies by means of this everyday familiarity. But this is only half of the story. We also regularly support or scaffold our use of technology. These scaffolding activities are described as "epistemic actions" which we adopt to make it easier for us to accomplish our goals. With digital technology these epistemic actions include appropriating it to more closer meet our needs. In summary, coping is a situated, embodied, and distributed description of how we use digital technology. Table of Contents: Introduction / Familiarity / Coping / Epistemic Scaffolding / Coping in Context / Bibliography / Author Biography
Interactive technology is increasingly integrated with physical objects that do not have a traditional keyboard and mouse style of interaction, and many do not even have a display. These objects require new approaches to interaction design, referred to as post-WIMP (Windows, Icons, Menus, and Pointer) or as embodied interaction design. This book provides an overview of the design opportunities and issues associated with two embodied interaction modalities that allow us to leave the traditional keyboard behind: tangible and gesture interaction. We explore the issues in designing for this new age of interaction by highlighting the significance and contexts for these modalities. We explore the design of tangible interaction with a reconceptualization of the traditional keyboard as a Tangible Keyboard, and the design of interactive three-dimensional (3D) models as Tangible Models. We explore the design of gesture interaction through the design of gesture-base commands for a walk-up-and-use information display, and through the design of a gesture-based dialogue for the willful marionette. We conclude with design principles for tangible and gesture interaction and a call for research on the cognitive effects of these modalities.
This book introduces the concept of worth for design teams, relates it to experiences and outcomes, and describes how to focus on worth when researching and expressing design opportunities for generous worth. Truly interdisciplinary teams also need an appropriate common language, which was developed in the companion book Worth-Focused Design, Book 1: Balance, Integration, and Generosity (Cockton, 2020a). Its new lexicon for design progressions enables a framework for design and evaluation that works well with a worth focus. Design now has different meanings based upon the approach of different disciplinary practices. For some, it is the creation of value. For others, it is the conception and creation of artefacts. For still others, it is fitting things to people (beneficiaries). While each of these design foci has merits, there are risks in not having an appropriate balance across professions that claim the centre of design for their discipline and marginalise others. Generosity is key to the best creative design—delivering unexpected worth beyond documented needs, wants, or pain points. Truly interdisciplinary design must also balance and integrate approaches across several communities of practice, which is made easier by common ground. Worth provides a productive focus for this common ground and is symbiotic with balanced, integrated, and generous (BIG) practices. Practices associated with balance and integration for worth-focused generosity are illustrated in several case studies that have used approaches in this book, complementing them with additional practices.
People rely on implicit interaction in their everyday interactions with one another to exchange queries, offers, responses, and feedback without explicit communication. A look with the eyes, a wave of the hand, the lift of the door handle—small moves can do a lot to enable joint action with elegance and economy. This work puts forward a theory that these implicit patterns of interaction with one another drive our expectations of how we should interact with devices. I introduce the Implicit Interaction Framework as a tool to map out interaction trajectories, and we use these trajectories to better understand the interactions transpiring around us. By analyzing everyday implicit interactions for patterns and tactics, designers of interactive devices can better understand how to design interactions that work or to remedy interactions that fail. This book looks at the “smart,” “automatic,” and “interactive” devices that increasingly permeate our everyday lives—doors, switches, whiteboards—and provides a close reading of how we interact with them. These vignettes add to the growing body of research targeted at teasing out the factors at play in our interactions. I take a look at current research, which indicates that our reactions to interactions are social, even if the entities we are interacting with are not human. These research insights are applied to allow us to refine and improve interactive devices so that they work better in the context of our day-to-day lives. Finally this book looks to the future, and outlines considerations that need to be taken into account in prototyping and validating devices that employ implicit interaction. Table of Contents: Acknowledgments / Introduction / The Theory and Framework for Implicit Interaction / Opening the Door to Interaction / Light and Dark: Patterns in Interaction / Action and Reaction: The Interaction Design Factory/Driving into the Future, Together / Bibliography / Author Biography
Computing education is in enormous demand. Many students (both children and adult) are realizing that they will need programming in the future. This book presents the argument that they are not all going to use programming in the same way and for the same purposes. What do we mean when we talk about teaching everyone to program? When we target a broad audience, should we have the same goals as computer science education for professional software developers? How do we design computing education that works for everyone? This book proposes use of a learner-centered design approach to create computing education for a broad audience. It considers several reasons for teaching computing to everyone and how the different reasons lead to different choices about learning goals and teaching methods. The book reviews the history of the idea that programming isn't just for the professional software developer. It uses research studies on teaching computing in liberal arts programs, to graphic designers, to high school teachers, in order to explore the idea that computer science for everyone requires us to re-think how we teach and what we teach. The conclusion describes how we might create computing education for everyone.