The location of visual elements in the UI has a huge impact on how the user interprets information
-- Rick Oppedisan, 2002
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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
Simon, Herbert A. (1996): The Sciences of the Artificial, (third ed.). Cambridge, MA, MIT Press
Nardi, Bonnie A. (1993): A Small Matter of Programming: Perspectives on End User Computing. Cambridge, Massachusetts, MIT Press
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.
© All rights reserved Nardi and/or MIT Press
Carroll, John M. (2000): Making Use: Scenario-Based Design of Human-Computer Interactions. MIT Press
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.
© All rights reserved Carroll and/or MIT Press
Kyng, Morten and Mathiassen, Lars (eds.) (1997): Computers and Design in Context. MIT Press
Hutchins, Edwin (1995): Cognition in the wild. Cambridge, Mass, MIT Press
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
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
Buchanan, Richard and Margolin, Victor (eds.) (1995): The Idea of Design. Cambridge, MIT Press
Carroll, John M. (ed.) (1987): Interfacing Thought. Cambridge, MIT Press
Shneiderman, Ben (2002): Leonardo's Laptop: Human Needs and the New Computing Technologies. MIT Press
Dittrich, Yvonne, Floyd, Christiane and Klischewski, Ralf (eds.) (2002): Social Thinking - Software Practice. Cambridge, MA, MIT Press
Star, Susan Leigh and Bowker, Geoffrey C. (2000): Sorting Things Out: Classification and Its Consequences. MIT Press
Bowker, Geoffrey C. and Star, Susan Leigh (2000): Sorting Things Out: Classification and Its Consequences. MIT Press
Carroll, John M. (1990): The Nurnberg Funnel: Designing Minimalist Instruction for Practical Computer Skill. MIT Press
Cassell, Justine (ed.) (2000): Embodied Conversational Agents. MIT Press
Embodied conversational agents are computer-generated cartoonlike characters that demonstrate many of the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication. They constitute a type of (a) multimodal interface where the modalities are those natural to human conversation: speech, facial displays, hand gestures, and body stance; (b) software agent, insofar as they represent the computer in an interaction with a human or represent their human users in a computational environment (as avatars, for example); and (c) dialogue system where both verbal and nonverbal devices advance and regulate the dialogue between the user and the computer. With an embodied conversational agent, the visual dimension of interacting with an animated character on a screen plays an intrinsic role. Not just pretty pictures, the graphics display visual features of conversation in the same way that the face and hands do in face-to-face conversation among humans. This book describes research in all aspects of the design, implementation, and evaluation of embodied conversational agents as well as details of specific working systems. Many of the chapters are written by multidisciplinary teams of psychologists, linguists, computer scientists, artists, and researchers in interface design. The authors include Elisabeth Andre, Norm Badler, Gene Ball, Justine Cassell, Elizabeth Churchill, James Lester, Dominic Massaro, Cliff Nass, Sharon Oviatt, Isabella Poggi, Jeff Rickel, and Greg Sanders.
© All rights reserved Cassell and/or MIT Press
Dourish, Paul (2001): Where the Action Is: The Foundations of Embodied Interaction. MIT Press
Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls "embodied interaction" -- an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality -- reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.
© All rights reserved Dourish and/or MIT Press
Ericsson, K. A. and Simon, Herbert A. (1984): Protocol Analysis: Verbal Reports as Data. Cambridge, MA, MIT Press
Henderson, Kathryn (1998): On Line and on Paper: Visual Representations, Visual Culture, and Computer Graphics in Design Engineering. MIT Press
Hiltz, Starr Roxanne and Turoff, Murray (1993): The Network Nation: Human Communication via Computer. MIT Press
A visionary book when it was first published in the late 1970s, The Network Nation has become the defining document and standard reference for the field of computer mediated communication (CMC). This revised edition adds a substantial new chapter on "superconnectivity" (invented and defined in the unabridged edition of the Online Dictionary of the English Language, 2067) that reviews the developments of the last fifteen years and updates the authors' speculations about the future.Hiltz and Turoff highlight major current organizational, educational, and public applications of CMC, integrate their theoretical understanding of the impact of CMC technology, address ethical and legal issues, and describe a scenario in 2084. They have also added a selected bibliography on the key literature.Starr Roxanne Hiltz and Murray Turoff each hold the position of Professor of Computer and Information Sciences at the New Jersey Institute of Technology. They are also members of the faculty of the Graduate School of Business at Rutgers University, Newark.
© All rights reserved Hiltz and Turoff and/or MIT Press
Menzel, Peter and D'Aluisio, Faith (2000): Robo sapiens -- Evolution of a New Species. MIT Press
Around the world, scientists and engineers are participating in a high-stakes race to build the first intelligent robot. Many robots already exist--automobile factories are full of them. But the new generation of robots will be something else: smart machines that act like living creatures. When they are brought into existence, science fiction will have become fact. What will happen then? With our prosthetic limbs, titanium hips, and artificial eyes, we are already beginning to resemble our machines. Equally important, our machines are beginning to resemble us. Robots already walk, talk, and dance; they can react to our facial expressions and obey verbal commands. When they take the next step and become fully autonomous, what will they do? Will we be partners or rivals? Could we meld into a single species--Robo sapiens? In Robo sapiens, Peter Menzel and Faith D'Aluisio present the next generation of intelligent robots and their makers. Accompanying brilliant photographs of more than one hundred robots is an account of the little-known, yet vitally important scientific competition to build an autonomous robot. Containing extensive interviews with robotics pioneers, anecdotal "field notes" with behind-the-scenes information, and easy-to-understand technical data about the machines, Robo sapiens is a field guide to our mechanical future.
© All rights reserved Menzel and D'Aluisio and/or MIT Press
Nardi, Bonnie A. and O'Day, Vicki (1999): Information Ecologies: Using Technology with Heart. MIT Press
Nickerson, Raymond S. (1987): Using Computers: Human Factors in Information Systems. Cambridge, MA, MIT Press
Rheingold, Howard (2000): Tools for Thought -- The History and Future of Mind-Expanding Technology. MIT Press
The digital revolution did not begin with the teenage millionaires of Silicon Valley, claims Howard Rheingold, but with such early intellectual giants as Charles Babbage, George Boole, and John von Neumann. In a highly engaging style, Rheingold tells the story of what he calls the patriarchs, pioneers, and infonauts of the computer, focusing in particular on such pioneers as J. C. R. Licklider, Doug Engelbart, Bob Taylor, and Alan Kay. Taking the reader step by step from nineteenth-century mathematics to contemporary computing, he introduces a fascinating collection of eccentrics, mavericks, geniuses, and visionaries. The book was originally published in 1985, and Rheingold's attempt to envision computing in the 1990s turns out to have been remarkably prescient. This edition contains an afterword, in which Rheingold interviews some of the pioneers discussed in the book. As an exercise in what he calls "retrospective futurism," Rheingold also looks back at how he looked forward.
© All rights reserved Rheingold and/or MIT Press
Sheridan, Thomas B. and Ferrel, William R. (1974): Man-Machine Systems: Information, Control, and Decision Models of Human Performance. Cambridge, MA, MIT Press
Sproull, Lee and Kiesler, Sara (1992): Connections: New Ways of Working in the Networked Organization. MIT Press
Pylyshyn, Zenon (1984): Computation and Cognition. Cambridge, MA, USA, MIT Press
Haugeland, John (1985): Artificial Intelligence: The Very Idea. Cambridge, MA, USA, MIT Press
Varela, Francisco J., Thompson, Evan and Rosch, Eleanor (1991): The Embodied Mind: Cognitive Science and Human Experience. Cambridge, Massachusetts, MIT Press
Nardi, Bonnie A. (ed.) (1996): Context and Consciousness. Cambridge, MA, USA, MIT Press
Ackerman, Mark S., Pipek, Volkmar and Wulf, Volker (2003): Sharing Expertise : Beyond Knowledge Management. MIT Press
The field of knowledge management focuses on how organizations can most effectively store, manage, retrieve, and enlarge their intellectual properties. The repository view of knowledge management emphasizes the gathering, providing, and filtering of explicit knowledge. The information in a repository has the advantage of being easily transferable and reusable. But it is not easy to use decontextualized information, and users often need access to human experts. This book describes a more recent approach to knowledge management, which the authors call "expertise sharing." Expertise sharing emphasizes the human aspects--cognitive, social, cultural, and organizational--of knowledge management, in addition to information storage and retrieval. Rather than focusing on the management level of an organization, expertise sharing focuses on the self-organized activities of the organization's members. The book addresses the concerns of both researchers and practitioners, describing current literature and research as well as offering information on implementing systems. It consists of three parts: an introduction to knowledge sharing in large organizations; empirical studies of expertise sharing in different types of settings; and detailed descriptions of computer systems that can route queries, assemble people and work, and augment naturally occurring social networks within organizations.
© All rights reserved Ackerman et al. and/or MIT Press
de Souza, Clarisse Sieckenius (2005): The semiotic engineering of human-computer interaction. MIT Press
Dittrich, Yvonne, Floyd, Christiane and Klischewski, Ralf (2002): Social thinking-software practice. MIT Press
Ericsson, K. Anders and Simon, Herbert A. (1993): Protocol Analysis: Verbal Reports as Data. Cambridge, MA, MIT Press
Lowgren, Jonas and Stolterman, Erik A. (2004): Thoughtful Interaction Design: A Design Perspective on Information Technology. MIT Press
Norman, Donald A. (1998): The Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex and Information Appliances Are the Solution. MIT Press
Shneiderman, Ben (2002): Leonardo's laptop : human needs and the new computing technologies /. MIT Press
Carroll, John M. (ed.) (1987): Interfacing Thought: Cognitive Aspects of Human-Computer Interaction. Cambridge, MA, MIT Press
Carroll, John M. (ed.) (1998): Minimalism Beyond the Nurnberg Funnel. Cambridge, Massachusetts, MIT Press
Minimalism is an action- and task-oriented approach to instruction and documentation that emphasizes the importance of realistic activities and experiences for effective learning and information seeking. Since 1990, when the approach was defined in John Carroll's The Nurnberg Funnel, much work has been done to apply, refine, and broaden the minimalist approach to technical communication. This volume presents fourteen major contributions to the current theory and practice of minimalism. Contributors evaluate the development of minimalism up to now, analyze the acceptance of minimalism by the mainstream technical communications community, report on specific innovations and investigations, and discuss future challenges and directions. The book also includes an appendix containing a bibliography of published research and development work on minimalism since 1990.
© All rights reserved Carroll and/or MIT Press
Cassell, Justine and Jenkins, Henry (eds.) (1998): From Barbie to Mortal Kombat. MIT Press
Goldberg, Ken (ed.) (2000): The Robot in the Garden -- Telerobotics and Telepistemology in the Age of the Internet. MIT Press
The Robot in the Garden initiates a critical theory of telerobotics and introduces telepistemology, the study of knowledge acquired at a distance. Many of our most influential technologies, the telescope, telephone, and television, were developed to provide knowledge at a distance. Telerobots, remotely controlled robots, facilitate action at a distance. Specialists use telerobots to explore actively environments such as Mars, the Titanic, and Chernobyl. Military personnel increasingly employ reconnaissance drones and telerobotic missiles. At home, we have remote controls for the garage door, car alarm, and television (the latter a remote for the remote). The Internet dramatically extends our scope and reach. Thousands of cameras and robots are now accessible online. Although the role of technical mediation has been of interest to philosophers since the seventeenth century, the Internet forces a reconsideration. As the public gains access to telerobotic instruments previously restricted to scientists and soldiers, questions of mediation, knowledge, and trust take on new significance for everyday life. Telerobotics is a mode of representation. But representations can misrepresent. If Orson Welles's "War of the Worlds" was the defining moment for radio, what will be the defining moment for the Internet? As artists have always been concerned with how representations provide us with knowledge, the book also looks at telerobotics' potential as an artistic medium. The seventeen essays, by leading figures in philosophy, art, history, and engineering, are organized into three sections: Philosophy; Art, History, and Critical Theory; and Engineering, Interface, and System Design.
© All rights reserved Goldberg and/or MIT Press
Jacobson, Robert (ed.) (1999): Information Design. MIT Press
Landow, George P. and Delany, Paul (eds.) (1993): The Digital Word: Text-Based Computing in the Humanities. MIT Press
Nardi, Bonnie A. (ed.) (1996): Context and Consciousness: Activity Theory and Human-Computer Interaction. MIT Press
Wilson, Robert A. and Keil, Frank (eds.) (1999): The MIT Encyclopedia of the Cognitive Sciences. MIT Press
Thimbleby, Harold (2007): Press On. Principles of interaction programming.. Boston, USA., MIT Press
Press On is in three parts:
Part I: Context: Interactive systems and devices do not fulfill their potential for economic,
social, psychological, and technical reasons.
Part I I Principles: Computer science provides many practical creative ideas and theories that can drive effective interaction programming.
Part I I I Press On: While knowing the science is fundamental, it is also essential to have the right attitudes and approaches to managing the complexity of designing systems for
people to use. The interaction programmer must never say, "it's not my job
to..." - interaction programming means understanding and weaving the
science into the big picture.
© All rights reserved Thimbleby and/or MIT Press
Erickson, Thomas and McDonald, David W. (2008): HCI Remixed: Reflections on Works that Have Influenced the HCI Community. Cambridge, Massachusetts, MIT Press
Harasim, L.M. (1994): Global Netorks: Computers and International Communication. Cambridge, MA, MIT Press
Barrett, E. (1992): Sociomedia: Multimedia, hypermedia, and the social construction of knowledge. Cambridge, MA, MIT Press
Mehlenbacher, Brad (2010): Instruction and Technology: Designs for Everyday Learning. Cambridge, MA, MIT Press
The perpetual connectivity made possible by twenty-first-century technology has profoundly affected instruction and learning. Emerging technologies that upend traditional notions of communication and community also influence the ways we design and evaluate instruction and how we understand learning and learning environments. In Instruction and Technology, Brad Mehlenbacher offers a detailed, multidisciplinary analysis of the dynamic relationship between technology and learning. Mehlenbacher describes how today’s ubiquitous technology conflates our once separated learning worlds—work, leisure, and higher educational spaces. He reviews the ongoing cross-disciplinary conversation about learning with technology and distance education and examines a dozen models of instruction and learning with technology drawn from peer-reviewed research. Taking an integrative perspective toward design, Mehlenbacher offers a framework for everyday instructional situations, describing five interdependent dimensions: learner background and knowledge, learner tasks and activities, social dynamics, instructor activities, and learning environment and artifacts.
The technologies that distribute today's classroom across time and space call for a new discussion about what we value in the traditional classroom. Rather than simply offering recipes for creating online instruction, with Instruction and Technology Brad Mehlenbacher lays the groundwork for the long-term multidisciplinary investigation that will be required as researchers and practitioners shape and extend the boundaries of this emerging field.
See http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=12243 to request an exam/desk copy.
© All rights reserved Mehlenbacher and/or MIT Press
Ferguson, Eugene S. (1994): Engineering and the Mind's Eye. MIT Press
Pérez-Gómez, Alberto and Pelletier, Louise (1997): Architectural Representation and the Perspective Hinge. MIT Press
The relationship between the architectural representation and its intended product--a building--has undergone a profound transformation over the centuries. Before the age of modern technology, the systematically predictive role of architectural drawing so taken for granted today was less dominant in the evolution from architectural idea to built work. The age of computer-aided design has brought with it a stricter standard of fidelity. However, contemporary architecture need not simply accept the inevitability of a technological imperative. This book demonstrates that representation is never a neutral tool or mere picture of a future building. Writing from inside the discipline of architecture, rather than from the more common extrapolations from the history of painting and philosophy, Alberto Pérez-Gómez and Louise Pelletier focus on the implications of the tool of perspective (and the hegemony of vision) for architectural representation. Their primary thesis is that tools of representation have a direct influence on the conceptual development of projects and generation of forms, and that there are alternatives to the reductive working methods of most contemporary practice.
© All rights reserved Pérez-Gómez and Pelletier and/or MIT Press
Sellen, Abigail and Harper, Richard H. R. (2001): The Myth of the Paperless Office. MIT Press
Over the past thirty years, many people have proclaimed the imminent arrival of the paperless office. Yet even the World Wide Web, which allows almost any computer to read and display another computer's documents, has increased the amount of printing done. The use of e-mail in an organization causes an average 40 percent increase in paper consumption. In The Myth of the Paperless Office, Abigail Sellen and Richard Harper use the study of paper as a way to understand the work that people do and the reasons they do it the way they do. Using the tools of ethnography and cognitive psychology, they look at paper use from the level of the individual up to that of organizational culture.Central to Sellen and Harper's investigation is the concept of "affordances" -- the activities that an object allows, or affords. The physical properties of paper (its being thin, light, porous, opaque, and flexible) afford the human actions of grasping, carrying, folding, writing, and so on. The concept of affordance allows them to compare the affordances of paper with those of existing digital devices. They can then ask what kinds of devices or systems would make new kinds of activities possible or better support current activities. The authors argue that paper will continue to play an important role in office life. Rather than pursue the ideal of the paperless office, we should work toward a future in which paper and electronic document tools work in concert and organizational processes make optimal use of both.
© All rights reserved Sellen and Harper and/or MIT Press
Dunne, Anthony (2006): Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design. MIT Press
As our everyday social and cultural experiences are increasingly mediated by electronic products—from "intelligent" toasters to iPods—it is the design of these products that shapes our experience of the "electrosphere" in which we live. Designers of electronic products, writes Anthony Dunne in Hertzian Tales, must begin to think more broadly about the aesthetic role of electronic products in everyday life. Industrial design has the potential to enrich our daily lives—to improve the quality of our relationship to the artificial environment of technology, and even, argues Dunne, to be subverted for socially beneficial ends.
The cultural speculations and conceptual design proposals in Hertzian Tales are not utopian visions or blueprints; instead, they embody a critique of present-day practices, "mixing criticism with optimism." Six essays explore design approaches for developing the aesthetic potential of electronic products outside a commercial context—considering such topics as the post-optimal object and the aesthetics of user-unfriendliness—and five proposals offer commentary in the form of objects, videos, and images. These include "Electroclimates," animations on an LCD screen that register changes in radio frequency; "When Objects Dream...," consumer products that "dream" in electromagnetic waves; "Thief of Affection," which steals radio signals from cardiac pacemakers; "Tuneable Cities," which uses the car as it drives through overlapping radio environments as an interface of hertzian and physical space; and the "Faraday Chair: Negative Radio," enclosed in a transparent but radio-opaque shield.
Very little has changed in the world of design since Hertzian Tales was first published by the Royal College of Art in 1999, writes Dunne in his preface to this MIT Press edition: "Design is not engaging with the social, cultural, and ethical implications of the technologies it makes so sexy and consumable." His project and proposals challenge it to do so.
© All rights reserved Dunne and/or MIT Press
Smith, S. and Ward, T. (1995): The Creative Cognition Approach. Cambridge, MA, MIT Press
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