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This book aims at capitalizing and transmitting know-how about the design of Augmented Environments (AE) from some of the most prominent laboratories in the field worldwide. The authors belong to the RUFAE network (Research on User- Friendly Augmented Environments, founded in 2002) who meet in research seminars to share experience; Writing this book was perceived as an opportunity to look back over the last few years to sum up important findings; and formalize their approach and experience, which they never had the time or opportunity to do. Although the authors of this book have very different backgrounds, striking similarities emerge in their approach and design principles: never-endingness, activity-orientedness, continuous design, realism are some of the pillars of this approach; enabling to deal with the complex, heterogeneous, multi-user and mul- purpose constructions which AE designers have to face. The book illustrates how these principles enabled them to construct robust, ef- cient, and user-friendly Augmented Environments in spite of the many challenges to make these operational. We hope their experience will help the reader. Primary audience: Academics, Students and Professionals involved in the CHI, CSCW, Ubicomp, Cooperative Building communities. Computer Scientists int- ested by end-users and applications, Social Scientists operating in the IT domain, IT & Organization Consultants. Secondary audience: Developers of office and conferencing applications or middleware, Architects of office buildings, Space Planners, Designers; Facility Managers; IT, furniture & building Business Communities.
The Handbook of Human-Machine Interaction features 20 original chapters and a conclusion focusing on human-machine interaction (HMI) from analysis, design and evaluation perspectives. It offers a comprehensive range of principles, methods, techniques and tools to provide the reader with a clear knowledge of the current academic and industry practice and debate that define the field. The text considers physical, cognitive, social and emotional aspects and is illustrated by key application domains such as aerospace, automotive, medicine and defence. Above all, this volume is designed as a research guide that will both inform readers on the basics of human-machine interaction from academic and industrial perspectives and also provide a view ahead at the means through which human-centered designers, including engineers and human factors specialists, will attempt to design and develop human-machine systems.
The built environment affects our physical, mental and social well-being. Here renowned professionals from practice and academia explore the evidence from basic research as well as case studies to test this belief. They show that many elements in the built environment contribute to establishing a milieu which helps people to be healthier and have the energy to concentrate while being free to be creative. The health and well-being agenda pervades society in many different ways but we spend much of our lives in buildings, so they have an important role to play within this total picture. This demands us to embrace change and think beyond the conventional wisdom while retaining our respect for it. Creating the Productive Workplace shows how we need to balance the needs of people and the ever-increasing enabling technologies but also to take advantage of the healing powers of Nature and let them be part of environmental design. This book aims to lead to more human-centred ways of designing the built environment with deeper meaning and achieve healthier and more creative, as well as more productive places to work.
Installation Theory: The Societal Construction and Regulation of Behaviour provides researchers and practitioners with a simple and powerful framework to analyse and change behaviour. Informed by a wide range of empirical evidence, it includes an accessible synthesis of former theories (ecological psychology, activity theory, situated action, distributed cognition, social constructionism, actor-network theory and social representations). 'Installations' are the familiar, socially constructed, apparatuses which elicit, enable, scaffold and control - and make predictable most of our 'normal' behaviour; from shower-cabins or airport check-ins to family dinners, classes or hospitals. The book describes their threefold structure with a new model enabling systematic and practical analysis of their components. It details the mechanisms of their construction, resilience and evolution, illustrated with dozens of examples, from restaurants to nuclear plant operation. The book also provides a detailed analysis of the processes of creation and selection of innovations, proposing a model for the maintenance and evolution of social systems.
In Design for Services, Anna Meroni and Daniela Sangiorgi articulate what Design is doing and can do for services, and how this connects to existing fields of knowledge and practice. Designers previously saw their task as the conceptualisation, development and production of tangible objects. In the twenty-first century, a designer rarely 'designs something' but rather 'designs for something': in the case of this publication, for change, better experiences and better services. The authors reflect on this recent transformation in the practice, role and skills of designers, by organising their book into three main sections. The first section links Design for Services to existing models and studies on services and service innovation. Section two presents multiple service design projects to illustrate and clarify the issues, practices and theories that characterise the discipline today; using these case studies the authors propose a conceptual framework that maps and describes the role of designers in the service economy. The final section projects the discipline into the emerging paradigms of a new economy to initiate a reflection on its future development.
This book is about how computer systems might be designed to serve their users rather better. It deals with how to study the natural behaviour of users to see how computer systems might best help them, and how one might also involve them in the design of computer systems that will assist them in their everyday practices.
This book focuses on systems engineering, systems thinking, and how that thinking can be learned in practice. It describes a novel analytical framework based on activity theory for understanding how systems thinking evolves and how it can be improved to support multidisciplinary teamwork in the context of system development and systems engineering. This method, developed using data collected over four years from three different small space systems engineering organizations, can be applied in a wide variety of work activities in the context of engineering design and beyond in order to monitor and analyze multidisciplinary interactions in working teams over time. In addition, the book presents a practical strategy called WAVES (Work Activity for a Evolution of Systems engineering and thinking), which fosters the practical learning of systems thinking with the aim of improving process development in different industries. The book offers an excellent resource for researchers and practitioners interested in systems thinking and in solutions to support its evolution. Beyond its contribution to a better understanding of systems engineering, systems thinking and how it can be learned in real-world contexts, it also introduce a suitable analysis framework that helps to bridge the gap between the latest social science research and engineering research.
The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field. Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences. In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks. - Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices - Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges - Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes
Creativity and culture are inherently linked. Society and culture are part and parcel of creativity's process, outcome, and subjective experience. Equally, creativity does not reside in the individual independent of culture and society.Vlad Petre Glveanu's basic framework includes creators and community, from which new artifacts emerge and existing artifacts are developed. He points to a relationship between self and other, new and old, specific for every creative act. Using this multifaceted system requires that researchers employ ecological research in order to capture the heterogeneity and social dimensions of creativity.Glveanu uses an approach based on cultural psychology to present creativity in lay terms and within everyday settings. He concludes with a unitary cultural framework of creativity interrelating actors, audiences, actions, artifacts, and affordances.
The two-volume set LNCS 13341 and 13342 constitutes the refereed proceedings of the Joint International Conference on Digital Inclusion, Assistive Technology, and Accessibility, ICCHP-AAATE 2022. The conference was held in Lecco, Italy, in July 2022. The 112 papers presented were carefully reviewed and selected from 285 submissions. Included also are 18 introductions. The papers are organized in the following topical sections: Part I: Art Karshmer Lectures in Access to Mathematics, Science and Engineering; Digital Solutions for Inclusive Mobility: solutions and accessible maps for indoor and outdoor mobility; implementation and innovation in the area of independent mobility through digital technologies; haptic and digital access to art and artefacts; accessibility of co-located meetings; interactions for text input and alternative pointing; cognitive disabilities and accessibility; augmentative and alternative communication (AAC): emerging trends, opportunities and innovations; language accessibility for the deaf and hard-of-hearing. Part II: Digital accessibility: readability and understandability; serious and fun games; internet of things: services and applications for people with disabilities and elderly persons; technologies for inclusion and participation at work and everyday activities; robotic and virtual reality technologies for children with disabilities and older adults; development, evaluation and assessment of assistive technologies; ICT to support inclusive education – universal learning design (ULD); design for assistive technologies and rehabilitation; assistive technologies and inclusion for older people.