Design History User Experience (UX) topic overview/definition

Literature on Design History

Here’s the entire UX literature on Design History by the Interaction Design Foundation, collated in one place:

All literature

Human Computer Interaction - brief intro

Ch 2: Human Computer Interaction - brief intro

Human-computer interaction (HCI) is an area of research and practice that emerged in the early 1980s, initially as a specialty area in computer science embracing cognitive science and human factors engineering. HCI has expanded rapidly and steadily for three decades, attracting professionals from many other disciplines and incorporating diverse ...

Book chapter
Data Visualization for Human Perception

Ch 35: Data Visualization for Human Perception

Data visualization is the graphical display of abstract information for two purposes: sense-making (also called data analysis) and communication. Important stories live in our data and data visualization is a powerful means to discover and understand these stories, and then to present them to others. The information is abstract in that it descri...

Book chapter
Usability Evaluation

Ch 15: Usability Evaluation

Put simply, usability evaluation assesses the extent to which an interactive system is easy and pleasant to use. Things aren’t this simple at all though, but let’s start by considering the following propositions about usability evaluation: Usability is an inherent measurable property of all interactive digital technologies Human-Computer I...

Book chapter

Ch 44: Affordances

44.1 AbstractThe concept of affordances originates from ecological psychology; it was proposed by James Gibson (1977, 1979) to denote action possibilities provided to the actor by the environment. In the late 1980s Norman (1988) suggested that affordances be taken advantage of in design. The suggestion strongly resonated with designers’ concern...

Book chapter
Contextual Design

Ch 8: Contextual Design

Contextual Design is a structured, well-defined user-centered design process that provides methods to collect data about users in the field, interpret and consolidate that data in a structured way, use the data to create and prototype product and service concepts, and iteratively test and refine those concepts with users. This is ...

Book chapter
Activity Theory

Ch 16: Activity Theory

Foreword: Why activity theory? This chapter is about a theory that was developed decades ago. Some of the basic ideas of the theory were formulated before the word "computer" was ever invented. Then why does the Encyclopaedia of Human-Computer Interaction feature a chapter on the theory? In other words, Why activity theory? The question c...

Book chapter
Visual Representation

Ch 5: Visual Representation

How can you design computer displays that are as meaningful as possible to human viewers? Answering this question requires understanding of visual representation - the principles by which markings on a surface are made and interpreted. The analysis in this article addresses the most important principles of visual representation for screen design...

Book chapter
Wearable Computing

Ch 23: Wearable Computing

Wearable computing is the study or practice of inventing, designing, building, or using miniature body-borne computational and sensory devices. Wearable computers may be worn under, over, or in clothing, or may also be themselves clothes (i.e. "Smart Clothing" (Mann, 1996a)). 23.1 23.1 Bearable ComputingThe field of wearable computing, however,...

Book chapter
End-User Development

Ch 10: End-User Development

Computer users have rapidly increased in both number and diversity (Scaffidi et al 2005). They include managers, accountants, engineers, home makers, teachers, scientists, health care workers, insurance adjusters, salesmen, and administrative assistants. Many of these people work on tasks that rapidly vary on a yearly, monthly, or even daily bas...

Book chapter
Context-Aware Computing

Ch 14: Context-Aware Computing

A tablet computer switching the orientation of the screen, maps orienting themselves with the user’s current orientation and adapting the zoom level to the current speed, and switching on the backlight of the phone when used in the dark are examples of computers that are aware of their environment and their context of use. Less than 10 years ago...

Book chapter
Card Sorting

Ch 22: Card Sorting

The term card sorting applies to a wide variety of activities involving the grouping and/or naming of objects or concepts. These may be represented on physical cards; virtual cards on computer screens; or photos in either physical or computer form. Occasionally, objects themselves may be sorted. The results can be expressed in a number of ways, ...

Book chapter
Socio-Technical System Design

Ch 24: Socio-Technical System Design

A socio-technical system (STS) is a social system operating on a technical base, e.g. email, chat, bulletin boards, blogs, Wikipedia, E-Bay, Twitter, Facebook and YouTube. Hundreds of millions of people use them every day, but how do they work? More importantly, can they be designed? If socio-technical systems are social and technical, how is co...

Book chapter

Ch 31: Ethnography

The concern to balance detailed documentation of events with insights into the meaning of those events is the enduring hallmark of ethnography. (Fielding 1994: 154) [The] immortal ordinary society ... is only discoverable. It is not imaginable. It cannot be imagined but is only actually found out, and just in any actual case. The way it is done...

Book chapter
Mobile Computing

Ch 9: Mobile Computing

One of the things that makes mobile computing an interesting topic of research and design is that the area is strongly driven by innovation, characterised by rapidly evolving use, and has enormous market potential and growth. New technologies are constantly being developed, new use domains are constantly being explored, and successful new ideas ...

Book chapter
Industrial Design

Ch 6: Industrial Design

In loving memory of Prof. Dr. Kees OverbeekeJuly 18th, 1952 - October 8th, 2011 Kees left us unexpectedly on October 8th 2011, after a lifetime of dedication and warmth towards all the people who surrounded him. He was a passionate man. Kees was inspired, inspiring, engaging, dedicated, provocative and direct. He did not like easy and he was...

Book chapter
Affective Computing

Ch 12: Affective Computing

As Human-Computer Interaction (HCI) and Interaction Design moved from designing and evaluating work-oriented applications towards dealing with leisure-oriented applications, such as games, social computing, art, and tools for creativity, we have had to consider e.g. what constitutes an experience, how to deal with users’ emotions, and understand...

Book chapter
Computer Supported Cooperative Work

Ch 27: Computer Supported Cooperative Work

Computer Supported Cooperative Work (CSCW) is a community of behavioral researchers and system builders at the intersection of collaborative behaviors and technology. The collaboration can involve a few individuals or a team, it can be within or between organizations, or it can involve an online community that spans the globe. CSCW addresses how...

Book chapter
Design for All

Ch 42: Design for All

42.1 What is Design for All?Contemporary interactive technologies and environments are used by a multitude of users with diverse characteristics, needs and requirements, including able-bodied and disabled people, people of all ages, people with different skills and levels of expertise, people from all over the world with different languages, cul...

Book chapter
Experimental Methods in Human-Computer Interaction

Ch 34: Experimental Methods in Human-Computer Interaction

34.0.1 IntroductionWith its roots in Psychology, experiments have always played an important role in Human-Computer Interaction (HCI). For example, early experimental HCI papers include English et al. (1968), Card, Moran and Newell (1980) and Malone (1982). From these early days, the psychology-style experiment developed to become the basis for ...

Book chapter

Ch 21: Somaesthetics

What is somaesthetics and why should it appear as a core article in an encyclopedia devoted to Human-Computer Interaction and Interaction Design? Readers trained in design studies and informational technology should not feel guilty if the term strikes them as unfamiliar and even difficult to decipher or pronounce. As a new interdisciplinary...

Book chapter