Author: Ernest G. Arias
Publisher: Springer Nature
ISBN: 303179494X
Category : Mathematics
Languages : en
Pages : 216
Book Description
The Envisionment and Discovery Collaboratory (EDC) is a long-term research platform exploring immersive socio-technical environments in which stakeholders can collaboratively frame and solve problems and discuss and make decisions in a variety of application domains and different disciplines. The knowledge to understand, frame, and solve these problems does not already exist, but is constructed and evolves in ongoing interactions and collaborations among stakeholders coming from different disciplines providing a unique and challenging environment to study, foster, and support human-centered informatics, design, creativity, and learning. At the social level, the EDC is focused on the collaborative construction of artifacts rather than the sharing of individually constructed items. It brings individuals together in face-to-face meetings, encouraging and supporting them to engage, individually and collectively, in action and reflection. At the technological level, the EDC integrates tabletop computing environments, tangible objects, sketching support, geographic information systems, visualization software, and an envisioned virtual implementation. This book is based on 20 years of research and development activities that brought together interdisciplinary teams of researchers, educators, designers, and practitioners from different backgrounds. The EDC originated with the merging of two research paradigms from disparate disciplines to build on the strengths, approaches, and perspectives of each. This book describes the artifacts and scenarios that were developed, with the goal of providing inspiration for human-centered informatics not focused on technologies in search of a purpose but on the development of systems supporting stakeholders to explore personally meaningful problems. These developments have inspired numerous research and teaching activities. The challenges, prototypical systems, and lessons learned represent important milestones in the development and evolution of the EDC that are relevant for future research activities and practices in human-centered informatics.
The Envisionment and Discovery Collaboratory (EDC)
Author: Ernest G. Arias
Publisher: Springer Nature
ISBN: 303179494X
Category : Mathematics
Languages : en
Pages : 216
Book Description
The Envisionment and Discovery Collaboratory (EDC) is a long-term research platform exploring immersive socio-technical environments in which stakeholders can collaboratively frame and solve problems and discuss and make decisions in a variety of application domains and different disciplines. The knowledge to understand, frame, and solve these problems does not already exist, but is constructed and evolves in ongoing interactions and collaborations among stakeholders coming from different disciplines providing a unique and challenging environment to study, foster, and support human-centered informatics, design, creativity, and learning. At the social level, the EDC is focused on the collaborative construction of artifacts rather than the sharing of individually constructed items. It brings individuals together in face-to-face meetings, encouraging and supporting them to engage, individually and collectively, in action and reflection. At the technological level, the EDC integrates tabletop computing environments, tangible objects, sketching support, geographic information systems, visualization software, and an envisioned virtual implementation. This book is based on 20 years of research and development activities that brought together interdisciplinary teams of researchers, educators, designers, and practitioners from different backgrounds. The EDC originated with the merging of two research paradigms from disparate disciplines to build on the strengths, approaches, and perspectives of each. This book describes the artifacts and scenarios that were developed, with the goal of providing inspiration for human-centered informatics not focused on technologies in search of a purpose but on the development of systems supporting stakeholders to explore personally meaningful problems. These developments have inspired numerous research and teaching activities. The challenges, prototypical systems, and lessons learned represent important milestones in the development and evolution of the EDC that are relevant for future research activities and practices in human-centered informatics.
Publisher: Springer Nature
ISBN: 303179494X
Category : Mathematics
Languages : en
Pages : 216
Book Description
The Envisionment and Discovery Collaboratory (EDC) is a long-term research platform exploring immersive socio-technical environments in which stakeholders can collaboratively frame and solve problems and discuss and make decisions in a variety of application domains and different disciplines. The knowledge to understand, frame, and solve these problems does not already exist, but is constructed and evolves in ongoing interactions and collaborations among stakeholders coming from different disciplines providing a unique and challenging environment to study, foster, and support human-centered informatics, design, creativity, and learning. At the social level, the EDC is focused on the collaborative construction of artifacts rather than the sharing of individually constructed items. It brings individuals together in face-to-face meetings, encouraging and supporting them to engage, individually and collectively, in action and reflection. At the technological level, the EDC integrates tabletop computing environments, tangible objects, sketching support, geographic information systems, visualization software, and an envisioned virtual implementation. This book is based on 20 years of research and development activities that brought together interdisciplinary teams of researchers, educators, designers, and practitioners from different backgrounds. The EDC originated with the merging of two research paradigms from disparate disciplines to build on the strengths, approaches, and perspectives of each. This book describes the artifacts and scenarios that were developed, with the goal of providing inspiration for human-centered informatics not focused on technologies in search of a purpose but on the development of systems supporting stakeholders to explore personally meaningful problems. These developments have inspired numerous research and teaching activities. The challenges, prototypical systems, and lessons learned represent important milestones in the development and evolution of the EDC that are relevant for future research activities and practices in human-centered informatics.
Software Developers as Users
Author: Clarisse Sieckenius de Souza
Publisher: Springer
ISBN: 3319428314
Category : Computers
Languages : en
Pages : 150
Book Description
This book presents the SigniFYI Suite of conceptual and methodological tools, designed to uncover meanings inscribed in software, their origins, intent and consequences to identify and trace correlating patterns; from software design and development to software use and experience. Based on the study of Semiotic Engineering, the book advances the e study of Human-Centered Computing (HCC), inviting professionals, researchers, teachers and students to reflect upon how subjective and cultural values manifest themselves through software models, programs and user interfaces. The authors weave a mesh of technical, theoretical and philosophical considerations of what it means to build and use software, exploring what we (professionals and non-professionals) mean by the pieces of software we design and develop, as well as what pieces of software mean to end-users and others. Explicitly dedicated to software designers, developers and users, Software Developers as Users is a provocative view of socio-technical communication in the digital age.
Publisher: Springer
ISBN: 3319428314
Category : Computers
Languages : en
Pages : 150
Book Description
This book presents the SigniFYI Suite of conceptual and methodological tools, designed to uncover meanings inscribed in software, their origins, intent and consequences to identify and trace correlating patterns; from software design and development to software use and experience. Based on the study of Semiotic Engineering, the book advances the e study of Human-Centered Computing (HCC), inviting professionals, researchers, teachers and students to reflect upon how subjective and cultural values manifest themselves through software models, programs and user interfaces. The authors weave a mesh of technical, theoretical and philosophical considerations of what it means to build and use software, exploring what we (professionals and non-professionals) mean by the pieces of software we design and develop, as well as what pieces of software mean to end-users and others. Explicitly dedicated to software designers, developers and users, Software Developers as Users is a provocative view of socio-technical communication in the digital age.
Knowledge and Technological Development Effects on Organizational and Social Structures
Author: Abdelnour-Nocera, José
Publisher: IGI Global
ISBN: 1466621524
Category : Computers
Languages : en
Pages : 293
Book Description
As the growing relationship between individuals and technology continue to play a vital role in our society and work place, the progress and execution of information technology communication systems is important in maintaining our current way of life. Knowledge and Technological Development Effects on Organizational and Social Structures provides a wide ranging discussion on the exchanging of research ideas and practices in an effort to bring together the social and technical aspects within organizations and society. This collection focuses on new ideas and studies for research, students, and practitioners.
Publisher: IGI Global
ISBN: 1466621524
Category : Computers
Languages : en
Pages : 293
Book Description
As the growing relationship between individuals and technology continue to play a vital role in our society and work place, the progress and execution of information technology communication systems is important in maintaining our current way of life. Knowledge and Technological Development Effects on Organizational and Social Structures provides a wide ranging discussion on the exchanging of research ideas and practices in an effort to bring together the social and technical aspects within organizations and society. This collection focuses on new ideas and studies for research, students, and practitioners.
Computer-Supported Collaborative Learning at the Workplace
Author: Sean P. Goggins
Publisher: Springer Science & Business Media
ISBN: 1461417406
Category : Education
Languages : en
Pages : 333
Book Description
This book is an edited volume of case studies exploring the uptake and use of computer supported collaborative learning in work settings. This book fills a significant gap in the literature. A number of existing works provide empirical research on collaborative work practices (Lave & Wenger, 1987; Davenport, 2005), the sharing of information at work (Brown & Duguid, 2000), and the development of communities of practice in workplace settings (Wenger, 1998). Others examine the munificent variation of information and communication technology use in the work place, including studies of informal social networks, formal information distribution and other socio-technical combinations found in work settings (Gibson & Cohen, 2003). Another significant thread of prior work is focused on computer supported collaborative learning, much of it investigating the application of computer support for learning in the context of traditional educational institutions, like public schools, private schools, colleges and tutoring organizations. Exciting new theories of how knowledge is constructed by groups (Stahl, 2006), how teachers contribute to collaborative learning (reference to another book in the series) and the application of socio-technical scripts for learning is explicated in book length works on CSCL. Book length empirical work on CSCW is widespread, and CSCL book length works are beginning to emerge with greater frequency. We distinguish CSCL at Work from prior books written under the aegis of training and development, or human resources more broadly. The book aims to fill a void between existing works in CSCW and CSCL, and will open with a chapter characterizing the emerging application of collaborative learning theories and practices to workplace learning. CSCL and CSCW research each make distinct and important contributions to the construction of collaborative workplace learning.
Publisher: Springer Science & Business Media
ISBN: 1461417406
Category : Education
Languages : en
Pages : 333
Book Description
This book is an edited volume of case studies exploring the uptake and use of computer supported collaborative learning in work settings. This book fills a significant gap in the literature. A number of existing works provide empirical research on collaborative work practices (Lave & Wenger, 1987; Davenport, 2005), the sharing of information at work (Brown & Duguid, 2000), and the development of communities of practice in workplace settings (Wenger, 1998). Others examine the munificent variation of information and communication technology use in the work place, including studies of informal social networks, formal information distribution and other socio-technical combinations found in work settings (Gibson & Cohen, 2003). Another significant thread of prior work is focused on computer supported collaborative learning, much of it investigating the application of computer support for learning in the context of traditional educational institutions, like public schools, private schools, colleges and tutoring organizations. Exciting new theories of how knowledge is constructed by groups (Stahl, 2006), how teachers contribute to collaborative learning (reference to another book in the series) and the application of socio-technical scripts for learning is explicated in book length works on CSCL. Book length empirical work on CSCW is widespread, and CSCL book length works are beginning to emerge with greater frequency. We distinguish CSCL at Work from prior books written under the aegis of training and development, or human resources more broadly. The book aims to fill a void between existing works in CSCW and CSCL, and will open with a chapter characterizing the emerging application of collaborative learning theories and practices to workplace learning. CSCL and CSCW research each make distinct and important contributions to the construction of collaborative workplace learning.
Designing Socially Embedded Technologies in the Real-World
Author: Volker Wulf
Publisher: Springer
ISBN: 1447167201
Category : Computers
Languages : en
Pages : 431
Book Description
This book is concerned with the associated issues between the differing paradigms of academic and organizational computing infrastructures. Driven by the increasing impact Information Communication Technology (ICT) has on our working and social lives, researchers within the Computer Supported Cooperative Work (CSCW) field try and find ways to situate new hardware and software in rapidly changing socio-digital ecologies. Adopting a design-orientated research perspective, researchers from the European Society for Socially Embedded Technologies (EUSSET) elaborate on the challenges and opportunities we face through the increasing permeation of society by ICT from commercial, academic, design and organizational perspectives. Designing Socially Embedded Technologies in the Real-World is directed at researchers, industry practitioners and will be of great interest to any other societal actors who are involved with the design of IT systems.
Publisher: Springer
ISBN: 1447167201
Category : Computers
Languages : en
Pages : 431
Book Description
This book is concerned with the associated issues between the differing paradigms of academic and organizational computing infrastructures. Driven by the increasing impact Information Communication Technology (ICT) has on our working and social lives, researchers within the Computer Supported Cooperative Work (CSCW) field try and find ways to situate new hardware and software in rapidly changing socio-digital ecologies. Adopting a design-orientated research perspective, researchers from the European Society for Socially Embedded Technologies (EUSSET) elaborate on the challenges and opportunities we face through the increasing permeation of society by ICT from commercial, academic, design and organizational perspectives. Designing Socially Embedded Technologies in the Real-World is directed at researchers, industry practitioners and will be of great interest to any other societal actors who are involved with the design of IT systems.
ECSCW 2005
Author: Hans Gellersen
Publisher: Springer Science & Business Media
ISBN: 1402040237
Category : Computers
Languages : en
Pages : 495
Book Description
The emergence and widespread use personal computers and network technologies have seen the development of interest in the use of computers to support cooperative work. This volume presents the proceedings of the ninth European conference on Computer Supported Cooperative Work (CSCW). This is a multidisciplinary area that embraces the development of new technologies grounded in actual cooperative practices. These proceedings contain a collection of papers that reflect the variegated research activities in the field. The volume includes papers addressing novel interaction technologies for CSCW systems, new models and architectures for groupware systems, studies of communication and coordination among mobile actors, studies of cooperative work in complex settings, studies of groupware systems in actual use in real-world settings, and theories and techniques to support the development of cooperative applications. The papers present emerging technologies alongside new methods and approaches to the development of this important class of applications. The work in this volume represents the best of the current research and practice within CSCW. The collection of papers presented here will appeal to researchers and practitioners alike, as they combine an understanding of the nature of work with the possibility offered by new technologies.
Publisher: Springer Science & Business Media
ISBN: 1402040237
Category : Computers
Languages : en
Pages : 495
Book Description
The emergence and widespread use personal computers and network technologies have seen the development of interest in the use of computers to support cooperative work. This volume presents the proceedings of the ninth European conference on Computer Supported Cooperative Work (CSCW). This is a multidisciplinary area that embraces the development of new technologies grounded in actual cooperative practices. These proceedings contain a collection of papers that reflect the variegated research activities in the field. The volume includes papers addressing novel interaction technologies for CSCW systems, new models and architectures for groupware systems, studies of communication and coordination among mobile actors, studies of cooperative work in complex settings, studies of groupware systems in actual use in real-world settings, and theories and techniques to support the development of cooperative applications. The papers present emerging technologies alongside new methods and approaches to the development of this important class of applications. The work in this volume represents the best of the current research and practice within CSCW. The collection of papers presented here will appeal to researchers and practitioners alike, as they combine an understanding of the nature of work with the possibility offered by new technologies.
End-User Development
Author: Alessio Malizia
Publisher: Springer
ISBN: 3030247813
Category : Computers
Languages : en
Pages : 268
Book Description
This book constitutes the refereed proceedings of the 7th International Symposium on End-User Development, IS-EUD 2017, held in Hatfield, UK, in July 2019. The 9 full papers and 8 short papers presented were carefully reviewed and selected from 35 submissions. The papers discuss progress in research around end-user development through, or towards, methods, socio-technical environments, intelligent agents, as well as the most effective end-user programming paradigms for smart environments. Papers and submissions in all categories addressed this specific theme together with topics that have been traditionally covered by the broader themes of end-user development, such as domain specific tools, spreadsheets, educational applications, and end user aspects.
Publisher: Springer
ISBN: 3030247813
Category : Computers
Languages : en
Pages : 268
Book Description
This book constitutes the refereed proceedings of the 7th International Symposium on End-User Development, IS-EUD 2017, held in Hatfield, UK, in July 2019. The 9 full papers and 8 short papers presented were carefully reviewed and selected from 35 submissions. The papers discuss progress in research around end-user development through, or towards, methods, socio-technical environments, intelligent agents, as well as the most effective end-user programming paradigms for smart environments. Papers and submissions in all categories addressed this specific theme together with topics that have been traditionally covered by the broader themes of end-user development, such as domain specific tools, spreadsheets, educational applications, and end user aspects.
Creativity in the Design Process
Author: Carmen Bruno
Publisher: Springer Nature
ISBN: 3030872580
Category : Business & Economics
Languages : en
Pages : 162
Book Description
The book provides an open and integrated view of creativity in the 21st century, merging theories and case studies from design, psychology, sociology, computer science and human-computer interaction, while benefitting from a continuous dialogue within a network of experts in these fields. An exploratory journey guides the reader through the major social, human, and technological changes that influence human creative abilities, highlighting the fundamental factors that need to be stimulated for creative empowerment in the digital era. The book reflects on why and how design practice and design research should explore digital creativity, and promote the empowerment of creativity, presenting two flexible tools specifically developed to observe the influences on multiple level of human creativity in the digital transition, and understand their positive and negative effect on the creative design process. An overview of the main influences and opportunities collected by adopting the two tools are presented with guidelines to design actions to empower the process for innovation.
Publisher: Springer Nature
ISBN: 3030872580
Category : Business & Economics
Languages : en
Pages : 162
Book Description
The book provides an open and integrated view of creativity in the 21st century, merging theories and case studies from design, psychology, sociology, computer science and human-computer interaction, while benefitting from a continuous dialogue within a network of experts in these fields. An exploratory journey guides the reader through the major social, human, and technological changes that influence human creative abilities, highlighting the fundamental factors that need to be stimulated for creative empowerment in the digital era. The book reflects on why and how design practice and design research should explore digital creativity, and promote the empowerment of creativity, presenting two flexible tools specifically developed to observe the influences on multiple level of human creativity in the digital transition, and understand their positive and negative effect on the creative design process. An overview of the main influences and opportunities collected by adopting the two tools are presented with guidelines to design actions to empower the process for innovation.
Toward Engineering Design Principles for HCI
Author: John Long
Publisher: Morgan & Claypool Publishers
ISBN: 1636393519
Category : Computers
Languages : en
Pages : 234
Book Description
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.
Publisher: Morgan & Claypool Publishers
ISBN: 1636393519
Category : Computers
Languages : en
Pages : 234
Book Description
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.
Human-Computer Interactions in Museums
Author: Eva Hornecker
Publisher: Springer Nature
ISBN: 3031022254
Category : Computers
Languages : en
Pages : 153
Book Description
Museums have been a domain of study and design intervention for Human-Computer Interaction (HCI) for several decades. However, while resources providing overviews on the key issues in the scholarship have been produced in the fields of museum and visitor studies, no such resource as yet existed within HCI. This book fills this gap and covers key issues regarding the study and design of HCIs in museums. Through an on-site focus, the book examines how digital interactive technologies impact and shape galleries, exhibitions, and their visitors. It consolidates the body of work in HCI conducted in the heritage field and integrates it with insights from related fields and from digital heritage practice. Processes of HCI design and evaluation approaches for museums are also discussed. This book draws from the authors' extensive knowledge of case studies as well as from their own work to provide examples, reflections, and illustrations of relevant concepts and problems. This book is designed for students and early career researchers in HCI or Interaction Design, for more seasoned investigators who might approach the museum domain for the first time, and for researchers and practitioners in related fields such as heritage and museum studies or visitor studies. Designers who might wish to understand the HCI perspective on visitor-facing interactive technologies may also find this book useful.
Publisher: Springer Nature
ISBN: 3031022254
Category : Computers
Languages : en
Pages : 153
Book Description
Museums have been a domain of study and design intervention for Human-Computer Interaction (HCI) for several decades. However, while resources providing overviews on the key issues in the scholarship have been produced in the fields of museum and visitor studies, no such resource as yet existed within HCI. This book fills this gap and covers key issues regarding the study and design of HCIs in museums. Through an on-site focus, the book examines how digital interactive technologies impact and shape galleries, exhibitions, and their visitors. It consolidates the body of work in HCI conducted in the heritage field and integrates it with insights from related fields and from digital heritage practice. Processes of HCI design and evaluation approaches for museums are also discussed. This book draws from the authors' extensive knowledge of case studies as well as from their own work to provide examples, reflections, and illustrations of relevant concepts and problems. This book is designed for students and early career researchers in HCI or Interaction Design, for more seasoned investigators who might approach the museum domain for the first time, and for researchers and practitioners in related fields such as heritage and museum studies or visitor studies. Designers who might wish to understand the HCI perspective on visitor-facing interactive technologies may also find this book useful.