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Leading developers and researchers report on what the next generation of digital work environments may look like, analyzing the theory and practice of designing "out of the box" to facilitate multitasking, collaboration, and multiple technologies. The computer's metaphorical desktop, with its onscreen windows and hierarchy of folders, is the only digital work environment most users and designers have ever known. Yet empirical studies show that the traditional desktop design does not provide sufficient support for today's real-life tasks involving collaboration, multitasking, multiple roles, and diverse technologies. In Beyond the Desktop Metaphor, leading researchers and developers consider design approaches for a post-desktop future. The contributors analyze the limitations of the desktop environment--including the built-in conflict between access and display, the difficulties in managing several tasks simultaneously, and the need to coordinate the multiple technologies and information objects (laptops, PDAs, files, URLs, email) that most people use daily--and propose novel design solutions that work toward a more integrated digital work environment. They describe systems that facilitate access to information, including Lifestreams, Haystack, Task Factory, GroupBar, and Scalable Fabric, and they argue that the organization of work environments should reflect the social context of work. They consider the notion of activity as a conceptual tool for designing integrated systems, and point to the Kimura and Activity-Based Computing systems as examples. Beyond the Desktop Metaphor is the first systematic overview of state-of-the-art research on integrated digital work environments. It provides a glimpse of what the next generation of information technologies for everyday use may look like--and it should inspire design solutions for users' real-world needs.
Each chapter contains a brief discussion relating the principle themes of the chapter to either practice or research, and throughout the book examples are supported by empirical research. The aim is to provide the reader with a comprehensive understanding of the design and use of interaction devices and possible approaches to the study of such issues.
This two-volume set CCIS 166 and 167 constitutes the refereed proceedings of the International Conference on Digital Information and Communication Technology and its Applications, DICTAP 2011, held in Dijon, France, in June 2010. The 128 revised full papers presented in both volumes were carefully reviewed and selected from 330 submissions. The papers are organized in topical sections on Web applications; image processing; visual interfaces and user experience; network security; ad hoc network; cloud computing; Data Compression; Software Engineering; Networking and Mobiles; Distributed and Parallel processing; social networks; ontology; algorithms; multimedia; e-learning; interactive environments and emergent technologies for e-learning; signal processing; information and data management.
This book presents a groundbreaking approach to interaction design for complex problem solving applications.
The Workgroup Human–Computer Interaction & Usability Engineering (HCI&UE) of the Austrian Computer Society (OCG) serves as a platform for interdisciplinary - change, research and development. While human–computer interaction (HCI) tra- tionally brings together psychologists and computer scientists, usability engineering (UE) is a software engineering discipline and ensures the appropriate implementation of applications. Our 2008 topic was Human–Computer Interaction for Education and Work (HCI4EDU), culminating in the 4th annual Usability Symposium USAB 2008 held during November 20–21, 2008 in Graz, Austria (http://usab-symposium.tugraz.at). As with the field of Human–Computer Interaction in Medicine and Health Care (HCI4MED), which was our annual topic in 2007, technological performance also increases exponentially in the area of education and work. Learners, teachers and knowledge workers are ubiquitously confronted with new technologies, which are available at constantly lower costs. However, it is obvious that within our e-Society the knowledge acquired at schools and universities – while being an absolutely necessary basis for learning – may prove insufficient to last a whole life time. Working and learning can be viewed as parallel processes, with the result that li- long learning (LLL) must be considered as more than just a catch phrase within our society, it is an undisputed necessity. Today, we are facing a tremendous increase in educational technologies of all kinds and, although the influence of these new te- nologies is enormous, we must never forget that learning is both a basic cognitive and a social process – and cannot be replaced by technology.
The technological realm provides an unusually active laboratory not only for new ideas and products but also for the remarkable linguistic innovations that accompany and describe them. How else would words like qubit (a unit of quantum information), crowdsourcing (outsourcing to the masses), or in vitro meat (chicken and beef grown in an industrial vat) enter our language? In Virtual Words: Language on the Edge of Science and Technology, Jonathon Keats, author of Wired Magazine's monthly Jargon Watch column, investigates the interplay between words and ideas in our fast-paced tech-driven use-it-or-lose-it society. In 28 illuminating short essays, Keats examines how such words get coined, what relationship they have to their subject matter, and why some, like blog, succeed while others, like flog, fail. Divided into broad categories--such as commentary, promotion, and slang, in addition to scientific and technological neologisms--chapters each consider one exemplary word, its definition, origin, context, and significance. Examples range from microbiome (the collective genome of all microbes hosted by the human body) and unparticle (a form of matter lacking definite mass) to gene foundry (a laboratory where artificial life forms are assembled) and singularity (a hypothetical future moment when technology transforms the whole universe into a sentient supercomputer). Together these words provide not only a survey of technological invention and its consequences, but also a fascinating glimpse of novel language as it comes into being. No one knows this emerging lexical terrain better than Jonathon Keats. In writing that is as inventive and engaging as the language it describes, Virtual Words offers endless delights for word-lovers, technophiles, and anyone intrigued by the essential human obsession with naming.
Activity theory -- a conceptual framework originally developed by Aleksei Leontiev -- has its roots in the socio-cultural tradition in Russian psychology. The foundational concept of the theory is human activity, which is understood as purposeful, mediated, and transformative interaction between human beings and the world. Since the early 1990s, activity theory has been a visible landmark in the theoretical landscape of Human-Computer Interaction (HCI). Along with some other frameworks, such as distributed cognition and phenomenology, it established itself as a leading post-cognitivist approach in HCI and interaction design. In this book we discuss the conceptual foundations of activity theory and its contribution to HCI research. After making the case for theory in HCI and briefly discussing the contribution of activity theory to the field (Chapter One) we introduce the historical roots, main ideas, and principles of activity theory (Chapter Two). After that we present in-depth analyses of three issues which we consider of special importance to current developments in HCI and interaction design, namely: agency (Chapter Three), experience (Chapter Four), and activity-centric computing (Chapter Five). We conclude the book with reflections on challenges and prospects for further development of activity theory in HCI (Chapter Six). Table of Contents: Introduction: Activity theory and the changing face of HCI / Basic concepts and principles of activity theory / Agency / Activity and experience / Activity-centric computing / Activity theory and the development of HCI
This groundbreaking book defines the emerging field of information visualization and offers the first-ever collection of the classic papers of the discipline, with introductions and analytical discussions of each topic and paper. The authors' intention is to present papers that focus on the use of visualization to discover relationships, using interactive graphics to amplify thought. This book is intended for research professionals in academia and industry; new graduate students and professors who want to begin work in this burgeoning field; professionals involved in financial data analysis, statistics, and information design; scientific data managers; and professionals involved in medical, bioinformatics, and other areas. Features Full-color reproduction throughout Author power team - an exciting and timely collaboration between the field's pioneering, most-respected names The only book on Information Visualization with the depth necessary for use as a text or as a reference for the information professional Text includes the classic source papers as well as a collection of cutting edge work
Cross platform technology could be "The Next Big Thing." Glide is a pioneering and award winning cloud-computing service leading the emergence of the cross platform space. If you use any combination of Microsoft Windows, Google Android and Apple iOS/OS X devices and various cloud services like Dropbox, Google Docs and Facebook in your home or business, this book is a must read. Cloud Computing: The Glide OS Story provides a detailed primer on the challenges and opportunities faced by start up companies and how they all relate to major changes in the technology industry and the global financial environment. Experience how Founder and CEO, Donald Leka steers Glide through the ultra competitive technology industry and the Global Financial Crisis. Go behind the scenes and learn what really happened in key meetings, interviews, backstage at major international trade shows and the strategy behind major product releases. The thrills and spills described make this book an educational gem for budding tech entrepreneurs and the seed and venture capital investors who fund them and entertaining reading for the rest of us.
This book contains a selection of refereed and revised papers originally presented at the 5th ICLC. After an introduction by the editors, the book opens with a long-needed chapter on historical precedents for the Cognitive Linguistic theory of metaphor. Two chapters demonstrate the method of lexical analysis of linguistic metaphors and how it can be fruitfully applied to a characterization of the conceptual domains of smell and economics. Three chapters deal with theoretical aspects of conceptual metaphor, one of which is a commissioned chapter on the relation between conceptual metaphor theory and conceptual blending. Finally there are five chapters presenting novel theoretical issues and empirical findings about the relation between conceptual metaphor and culture. This book is hence a wide-ranging sample of current approaches to metaphor in Cognitive Linguistics, with some chapters breaking new grounds for future research.