MIT Press

Web: http://mitpress.mit.edu/

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Examples of published periodicals

Linguistic Inquiry

Design Issues

Examples of published books

Norman, Donald A. (1999): Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex and Information Appliances Are the Solution. London, MIT Press
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Simon, Herbert A. (1996): The Sciences of the Artificial, (third ed.). Cambridge, MA, MIT Press
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Nardi, Bonnie A. (1993): A Small Matter of Programming: Perspectives on End User Computing. Cambridge, Massachusetts, MIT Press
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A SMALL MATTER OF PROGRAMMING asks why it has been so difficult for end users to command programming power and explores the problems of end user-driven application development that must be solved to afford end users greater computational power. Drawing on empirical research on existing end user systems, A SMALL MATTER OF PROGRAMMING analyzes cognitive, social, and technical issues of end user programming. In particular, it examines the importance of task-specific programming languages, visual application frameworks, and collaborative work practices for end user computing, with the goal of helping designers and programmers understand and better satisfy the needs of end users who want the capability to create, customize, and extend their applications software. The ideas in the book are based on the author's research on two successful end user programming systems -- spreadsheets and CAD systems -- as well as other empirical research. Nardi concentrates on broad issues in end user programming, especially end users' strengths and problems, introducing tools and techniques as they are related to higher-level user issues.

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Carroll, John M. (2000): Making Use: Scenario-Based Design of Human-Computer Interactions. MIT Press
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Difficult to learn and awkward to use, today's information systems often change our activities in ways that we do not need or want. The problem lies in the software development process. In this book John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles. Scenario-based design uses concretization. A scenario is a concrete story about use. For example: "A person turned on a computer; the screen displayed a button labeled Start; the person used the mouse to select the button." Scenarios are a vocabulary for coordinating the central tasks of system development--understanding people's needs, envisioning new activities and technologies, designing effective systems and software, and drawing general lessons from systems as they are developed and used. Instead of designing software by listing requirements, functions, and code modules, the designer focuses first on the activities that need to be supported and then allows descriptions of those activities to drive everything else. In addition to a comprehensive discussion of the principles of scenario-based design, the book includes in-depth examples of its application.

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Kyng, Morten and Mathiassen, Lars (eds.) (1997): Computers and Design in Context. MIT Press
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Hutchins, Edwin (1995): Cognition in the wild. Cambridge, Mass, MIT Press
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Posner, Michael I. (ed.) (1989): Foundations of Cognitive Science. Cambridge, MA, MIT Press

Kunda, Ziva (1999): Social cognition: Making sense of people. Cambridge, MA, MIT Press
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Simon, Herbert A. (1981): The Sciences of the Artificial (2nd. ed.). Cambridge, Massachusetts, MIT Press

Wilson, Robert A. and Keil, Frank C. (eds.) (2001): The Mit Encyclopedia of the Cognitive Sciences. Cambridge, MIT Press

and 43 more....

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Changes to this page (publisher)

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