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We will be, sooner or later, not only handling personal computers but also mul- purpose cellular phones, complex personal digital assistants, devices that will be context-aware, and even wearable computers stitched to our clothes...we would like these personal systems to become transparent to the tasks they will be performing. In fact the best interface is an invisible one, one giving the user natural and fast access to the application he (or she) intends to be executed. The working group that organized this conference (the last of a long row!) tried to combine a powerful scientific program (with drastic refereeing) with an entertaining cultural program, so as to make your stay in Rome the most pleasant one all round: I do hope that this expectation becomes true. July 2005 Stefano Levialdi, IEEE Life Fellow INTERACT 2005 General Chairman [1] Peter J. Denning, ACM Communications, April 2005, vol. 48, N° 4, pp. 27-31. Editors’ Preface INTERACT is one of the most important conferences in the area of Human-Computer Interaction at the world-wide level. We believe that this edition, which for the first time takes place in a Southern European country, will strengthen this role, and that Rome, with its history and beautiful setting provides a very congenial atmosphere for this conference. The theme of INTERACT 2005 is Communicating Naturally with Computers.
Esta enciclopedia presenta numerosas experiencias y discernimientos de profesionales de todo el mundo sobre discusiones y perspectivas de la la interacción hombre-computadoras
A theory of HCI that uses concepts from semiotics and computer science to focus on the communication between designers and users during interaction. In The Semiotic Engineering of Human-Computer Interaction, Clarisse Sieckenius de Souza proposes an account of HCI that draws on concepts from semiotics and computer science to investigate the relationship between user and designer. Semiotics is the study of signs, and the essence of semiotic engineering is the communication between designers and users at interaction time; designers must somehow be present in the interface to tell users how to use the signs that make up a system or program. This approach, which builds on--but goes further than--the currently dominant user-centered approach, allows designers to communicate their overall vision and therefore helps users understand designs--rather than simply which icon to click. According to de Souza's account, both designers and users are interlocutors in an overall communication process that takes place through an interface of words, graphics, and behavior. Designers must tell users what they mean by the artifact they have created, and users must understand and respond to what they are being told. By coupling semiotic theory and engineering, de Souza's approach to HCI design encompasses the principles, the materials, the processes, and the possibilities for producing meaningful interactive computer system discourse and achieves a broader perspective than cognitive, ethnographic, or ergonomic approaches. De Souza begins with a theoretical overview and detailed exposition of the semiotic engineering account of HCI. She then shows how this approach can be applied specifically to HCI evaluation and design of online help systems, customization and end-user programming, and multiuser applications. Finally, she reflects on the potential and opportunities for research in semiotic engineering.
The effectiveness of the user-computer interface has become increasingly important as computer systems have become useful tools for persons not trained in computer science. In fact, the interface is often the most important factor in the success or failure of any computer system. Dealing with the numerous subtly interrelated issues and technical, behavioral, and aesthetic considerations consumes a large and increasing share of development time and a corresponding percentage of the total code for any given application. A revision of one of the most successful books on human-computer interaction, this compilation gives students, researchers, and practitioners an overview of the significant concepts and results in the field and a comprehensive guide to the research literature. Like the first edition, this book combines reprints of key research papers and case studies with synthesizing survey material and analysis by the editors. It is significantly reorganized, updated, and enhanced; over 90% of the papers are new. An invaluable resource for systems designers, cognitive scientists, computer scientists, managers, and anyone concerned with the effectiveness of user-computer interfaces, it is also designed for use as a primary or supplementary text for graduate and advanced undergraduate courses in human-computer interaction and interface design. - Human computer interaction--historical, intellectual, and social - Developing interactive systems, including design, evaluation methods, and development tools - The interaction experience, through a variety of sensory modalities including vision, touch, gesture, audition, speech, and language - Theories of information processing and issues of human-computer fit and adaptation
INTERACT 2009 was the 12th of a series of INTERACT international c- ferences supported by the IFIP Technical Committee 13 on Human–Computer Interaction. This year,INTERACT washeld in Uppsala (Sweden), organizedby the Swedish Interdisciplinary Interest Group for Human–Computer Interaction (STIMDI) in cooperation with the Department of Information Technology at Uppsala University. Like its predecessors, INTERACT 2009 highlighted, both to the academic and to the industrial world, the importance of the human–computer interaction (HCI) area and its most recent breakthroughs on current applications. Both - perienced HCI researchers and professionals, as well as newcomers to the HCI ?eld, interested in designing or evaluating interactive software, developing new interaction technologies, or investigating overarching theories of HCI, found in INTERACT 2009 a great forum for communication with people of similar int- ests, to encourage collaboration and to learn. INTERACT 2009 had Research and Practice as its special theme. The r- son we selected this theme is that the research within the ?eld has drifted away from the practicalapplicability of its results and that the HCI practice has come to disregard the knowledge and development within the academic community.
This book is part of a two-volume work that constitutes the refereed proceedings of the 11th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2007, held in Rio de Janeiro, Brazil in September 2007. It covers social computing, UI prototyping, user centered design methods and techniques, intelligent user interfaces, accessibility, designing for multiples devices, affective computing, 3D interaction and 3D interfaces, as well evaluation methods.
The four-volume set LNCS 9296-9299 constitutes the refereed proceedings of the 15th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2015, held in Bamberg, Germany, in September 2015. The 74 full and short papers and 4 organizational overviews, 2 panels, 6 tutorials, and 11 workshops included in the fourth volume are organized in topical sections on tangible and tactile interaction; tools for design; touch and haptic; user and task modelling; visualization; visualization 3D; visualization in virtual spaces; wearable computing; demonstrations; and interactive posters.
The four-volume set LNCS 6946-6949 constitutes the refereed proceedings of the 13th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2011, held in Lisbon, Portugal, in September 2011. The fourth volume includes 27 regular papers organized in topical sections on usable privacy and security, user experience, user modelling, visualization, and Web interaction, 5 demo papers, 17 doctoral consortium papers, 4 industrial papers, 54 interactive posters, 5 organization overviews, 2 panels, 3 contributions on special interest groups, 11 tutorials, and 16 workshop papers.
The four-volume set LNCS 11746–11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users’ emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops.
The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection. Part IV: security and trust; social media and design innovation; UX adoption in the organizations; virtual reality and feeling of immersion; case studies; courses; demonstrations; interactive posters; field trips.