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Imagination is highly valued and sought-after, yet elusive and ill-defined. Definitions range from narrowly cognitive accounts to those which endow imagination with world-making powers.Imagination underpins our ability to speculate about the future and to re-experience...
The book gives an introduction into the theory and practice of the transdisciplinary field of Character Computing, introduced by Alia El Bolock. The latest scientific findings indicate that “One size DOES NOT fit all” in terms of how to design interactive systems and...
This book offers the reader a comprehensive view of the design space of wearable computers, cutting across multiple application domains and interaction modalities. Besides providing several examples of wearable technologies, Wearable Interaction illustrates how to...
Communication is increasingly moving beyond ‘ways of seeing’ to ‘ways of feeling’. This Open Access book provides social design insights and implications for HCI research and design exploring digitally mediated touch communication. It offers a socially orientated...
This book highlights the latest research in pen and touch, its current use in STEM classrooms, sketching and haptics technologies. Computer and educational scientists from academia and industry presented their research at the Conference on Pen and Touch Technology on...
While social robots participation increases in everyday human life, their presence in diverse contexts and situations is expected. At the same point, users tend to become more demanding regarding their roles, abilities, behaviour and appearance. Thus, designers and...
Crowdsourcing is an emerging paradigm that promises to transform several domains: creative work, business work, cultural cooperation, etc.Crowdsourcing reflects the close-knit interplay between the latest computer technologies, the rapidly...
The contemporary design practice known as data sonification allows us to experience information in data by listening. In doing so, we understand the source of the data in ways that support, and in some cases surpass, our ability to do so visually. In order to...
Social robots not only work with humans in collaborative workspaces – we meet them in shopping malls and even more personal settings like health and care. Does this imply they should become more human, able to interpret and adequately respond to human emotions? Do we...
This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers...
New and fully updated to cover the last 10 years of accessibility research published since the first edition, this book covers key areas of evaluation and methodology, client-side applications, specialist and novel technologies, along with initial appraisals of...
This book promotes a critical reflection about the research conducted so far in Human-Computer Interaction (HCI) with older people, whose predominant perspective focuses on decline, health, and help. It introduces a new (or different) perspective, which is grounded in...
The idea of humans falling in love with artificial beings is not a modern conception. Our relationship with artificial partners has come a long way since Pygmalion and his ivory lover. In recent years, there has been a strong upsurge of interest and discussions in the...
People relate to other people, not to simplified types or segments. This is the concept that underpins this book. Personas, a user centered design methodology, covers topics from interaction design within IT, through to issues surrounding product design,...
Worldwide, the population ageing is a reality. The concept of Active Ageing, adopted by the World Health Organization, aims to guarantee quality ageing and appears as a strategy to solve this demographic challenge. The technological solutions might have a key role...
In the modern era, every family and local community can cultivate its own history, endowing living people with meanings inherited from the people of the past, by means of today’s computer-based information and communication technologies. A new profession is emerging,...
While the focus of the UX research and design discipline and the Learning Sciences and instructional design disciplines is often similar and almost always tangential, there seems to exist a gap, i.e. a lack of communication between the two fields. Not much has been said...
This book deals with the topic of biomechanical biofeedback systems and applications that are primarily aimed at motor learning in sports and rehabilitation. It gives a comprehensive tutorial of the concepts, architectures, operation, and exemplary applications of...
As voice interfaces and virtual assistants have moved out of the industry research labs and into the pockets, desktops and living rooms of the general public, a demand for a new kind of user experience (UX) design is emerging. Although the people are becoming familiar...
How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has...
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