The Wiley Handbook of Human Computer Interaction Set 1st edition by Kent Norman – Ebook PDF Instant Download/Delivery: 1118977270 , 9781118977279
Full download The Wiley Handbook of Human Computer Interaction Set 1st edition after payment

Product details:
ISBN 10: 1118977270
ISBN 13: 9781118977279
Author: Kent Norman
Once, human-computer interaction was limited to a privileged few. Today, our contact with computing technology is pervasive, ubiquitous, and global. Work and study is computer mediated, domestic and commercial systems are computerized, healthcare is being reinvented, navigation is interactive, and entertainment is computer generated. As technology has grown more powerful, so the field of human-computer interaction has responded with more sophisticated theories and methodologies. Bringing these developments together, The Wiley Handbook of Human-Computer Interaction explores the many and diverse aspects of human-computer interaction while maintaining an overall perspective regarding the value of human experience over technology.
The Wiley Handbook of Human Computer Interaction Set 1st Table of contents:
Part I: Design Issues
1. Interactive Critical Systems and How to Build Them
-
Introduction
-
Technical Debt
-
Solving Problems
-
What is the Key Problem with HCI?
-
Picturing Abstractions
-
Case Study 1: Numbers
-
Case Study 2: Medical Device Directive 93/42/EEC
-
Case Study 3: Loss of Situational Awareness
-
The Sharp End and the Blunt End
-
Going Further
-
Conclusions
-
Acknowledgements
-
References
2. Semiotics and Human‐Computer Interaction
-
Introduction
-
A Semiotic Vignette
-
Human‐Computer Interaction as Computer‐mediated Human Communication
-
Semiotic Theories and Approaches
-
Concluding Remarks
-
References
3. Benefiting from ISO Standards
-
Introduction
-
The User Interface and Interaction
-
Usability and Human‐centered Quality as Intended Outcomes
-
Human‐Centered Design
-
The Capability of an Organization to Apply User‐centered Design
-
How can International Standards for HCI be Used?
-
Development of ISO Standards
-
Obtaining ISO Standards
-
Conclusions
-
Acknowledgments
-
References
4. Gender and Human‐Computer Interaction
-
Introduction
-
Problematic Gendering in HCI
-
Towards Gender‐Aware and Inclusive HCI
-
Conclusion
-
References
5. Usability and Digital Typography
-
Human‐computer Interaction (HCI), Usability, and Typography
-
Can We Measure the Usability of Digital Type?
-
Guidelines
-
Conclusion
-
References
Part II: Design Process
6. Agile User‐Centered Design
-
Introduction
-
General Recommendations
-
Integrating Agile Methods and UCD
-
Further reading
-
References
7. Ethnographic Approach to Design
-
Introduction
-
The Ethnographic Past
-
Ethnography and HCI
-
Why Use Ethnography?
-
“Doing” Ethnography
-
Questioning Ethnography
-
Special Cases and New Methods
-
Sensitive or Private Settings
-
Mobilities
-
The Virtual
-
References
8. User Modeling
-
Introduction
-
Modeling Cognition
-
Modeling Visual Perception
-
Modeling Movement
-
Applications of User Modeling
-
Issues with User Modeling
-
Standardization
-
Conclusion
-
References
9. Kids and Design
-
Overview and Introduction
-
Context and History of Designing Technology for Children
-
Specific Methods of Designing Technology for Children
-
Special Circumstances when Designing with Children
-
Technology Evaluation Methods with Children
-
Current and Future Trajectories
-
Conclusion
-
References
Part III: Evaluation Factors
10. User Experience
-
Two Stories on User Experience
-
Dimensions of User Experience
-
User Experience Design and Process
-
User Experience Evaluation and Measurement
-
What is a Practitioner to Do?
-
References
11. Task Load and Stress
-
Introduction
-
Quantifying Task Load and Stress
-
Investigating Task Load and Stress
-
Measures of Task Load and Stress
-
Implications for Interface and System Design
-
Conclusion and Future Directions
-
Acknowledgments
-
References
12. Comparing Mobile Experience
-
Introduction
-
A Six‐stage Approach
-
A 3M Process
-
Concluding Remarks
-
References
13. Factors of Immersion
-
What is Immersion?
-
System Immersion versus Immersive Response
-
Influences on Immersion
-
Effects of Immersion
-
Levels of Immersion
-
Conclusion
-
References
Part IV: Evaluation Methods
14. Usability Testing
-
Introduction
-
Planning Usability Tests
-
Conducting Test Sessions
-
Analyzing and Communicating Results
-
Modifications of Usability Testing
-
References
15. Remote Usability Testing
-
Introduction
-
The Need for Remote Testing
-
Advantages of Remote Testing
-
Examples of Remote Testing
-
Limitations of Remote Testing
-
Remote Testing Workflow
-
Using GUITAR
-
Remote Testing Methods
-
Remote Testing Metrics
-
Remote Testing Practice
-
The Future of Remote Testing
-
Key Takeaways
-
References
16. Applied User Research in Games
-
Introduction
-
History
-
What is Games User Research?
-
Our Approach to User Research in Games
-
Testing Narrative in Games
-
Providing Design Intelligence
-
Conducting User Research with Kids
-
Understanding User‐Generated Content
-
User Research in Motion Gaming
-
The Lure of Biometrics
-
Conclusion
-
References
Part V: Input / Output
17. Fitts’ Law
-
Introduction
-
Background
-
Fitts’ Experiments
-
Refinements to Fitts’ Law
-
Adjustment for Accuracy
-
What is Fitts’ Law?
-
ISO 9241‐9
-
Calculation of Throughput
-
Example User Study
-
Results and Discussion
-
Conclusion
-
References
18. Principles for Designing Body‐Centered Auditory Feedback
-
Scenario
-
Introduction
-
Self‐representation via Sound in Mixed Reality Environments
-
Altering Body Representation via Sound to Enhance Body Capabilities
-
Altering Interactions with Objects and Multimedia Interfaces via Sound to Enhance Movement Dynamics and Emotional State
-
Initial Learning from Work in Physical Rehabilitation
-
Conclusions and Future Directions
-
Acknowledgments
-
References
19. Input Device—Motion Capture
-
Introduction
-
Structure of the Human Body and Motion‐capture Data
-
Methods of Motion Capture
-
Reuse of Motion‐capture Data: Motion‐capture Databases and their Applications
-
Summary
-
References
20. Applications of Intelligent and Multimodal Eye‐Gaze Controlled Interfaces
-
Introduction
-
New Gaze‐Tracking Technologies
-
Applications
-
Summary
-
Conclusions
-
References
21. Corneal Imaging
-
Preliminary Comments
-
Introduction
-
Eye Anatomy
-
Eye Model
-
Eye Pose Estimation
-
Corneal Reflection Modeling
-
Corneal Image Processing
-
Applications
-
Future Directions
-
Conclusion
-
References
Volume 2
-
Title page
-
Notes on Contributors
-
Acknowledgments
Part VI: Interfaces
22. Multisurface Environments
-
Introduction
-
Defining Multisurface Environments
-
The Evolution of Multisurface Environments
-
The Interaction Space
-
Designing the Environment
-
Conclusion
-
References
23. A Natural Language Interface for Mobile Devices
-
Introduction
-
Goals of Natural Language Interfaces
-
START
-
StartMobile
-
Commercial Systems
-
Conclusion
-
Acknowledgements
-
References
24. Visual Query Interfaces
-
Introduction
-
Classifying Visual Query Systems
-
Recent Applications of VQSs
-
Visual Querying of Data Streams
-
Concluding Remarks
-
Acknowledgements
-
References
25. Interfaces for Music
-
Scenario
-
Introduction
-
Music Performance
-
Performance Behaviors
-
Ownership
-
Energy Exchange
-
Affordances, Constraints, and Musical Mappings
-
Multiparametric Control
-
Functionality, Immediacy, and Improvisation
-
Liveness and the Aesthetics of Performance
-
Repurposing
-
Summary
-
References
Part VII: Interaction
26. Embodied Conversational Agents
-
Introduction
-
Why ECA Instead of Communicational Robots?
-
Brief History of ECA Developments
-
Standardization of ECA Development
-
Common Framework for the Development of ECAs
-
Conclusions
-
References
27. Interacting with Mobile Media
-
Mobile Interface Design and Usability
-
Mobile Application Domains
-
Concluding Remarks
-
Acknowledgments
-
References
28. Natural Human‐Robot Interaction
-
Introduction
-
What is Natural HRI?
-
Natural HRI Modalities
-
Naturally Controllable Robots
-
Naturally Behaving Robots
-
Learning Interaction Protocols
-
Human‐Robot Interaction Corpuses
-
Conclusion
-
References
29. A Quick Look at Game Engagement Theories
-
Background
-
Methodology
-
Theme 1: Needs Satisfaction
-
Theme 2: Emotion
-
Theme 3: Cognition
-
Theme 4: Relationships
-
Theme 5: Aesthetics
-
Discussion
-
Practical Guidelines
-
Closing Remarks
-
References
Part VIII: Accessibility
30. Accessibility
-
Introduction and Background
-
Disability and Interaction with Technology
-
Technologies
-
The Future
-
References
31. Designing for and with People Living with Challenging Circumstances
-
Starting Position
-
Experience and Variation
-
Applied Areas
-
Photo‐Sharing after Domestic Violence
-
Themes in Designing with People Facing Challenging Circumstances
-
Implications for HCI as We Study and Practise Today
-
Summary
-
References
32. Innovative Accessible Interfaces
-
Introduction
-
The Accessible Design Space
-
Designing Accessible Applications
-
New Technologies for Accessibility
-
Conclusions
-
References
33. A Concrete Example of Inclusive Design
-
Introduction
-
Vocal Languages, Sign Languages and Accessibility
-
A Close View of Sign Languages
-
Examples of Strategies to Represent/Communicate Digital Resources for the Deaf
-
Writing Systems for SL in Literature
-
Digital SignWriting
-
Conclusions and Integration Perspectives
-
In Memory
-
Acknowledgements
-
References
Part IX: Social
34. Social Networking
-
Introduction
-
Understanding Humans
-
Interactions and Relationships
-
Individual Attributes
-
Understanding the World from Social Network Signals
-
A Phenomenon to Study Itself
-
A Challenge for Information Visualization
-
Social Networks in Interfaces
-
Conclusion
-
References
35. Measuring Attitudes Online
-
Introduction
-
The Internet and Social Interaction
-
Measuring Individual Differences in HCI: Attitude Measurement
-
Case Study 1: Development of the Attitude to Internet Relationships Scale (AIRS)
-
Case Study 2: Development of the General Internet Attitude Scale (GIAS) Scale
-
Applications of the Scales
-
Conclusion
-
References
36. Munchausen by Internet
-
Case Study
-
Introduction
-
Motivation
-
Effect of MbI on Online Groups and their Members
-
Detecting MbI
-
Managing MbI
-
Future Research
-
References
Part X: Communities
37. The Viability of Online Communities and Virtual Teams for Enterprise Clients
-
Introduction
-
Why Build Virtual Teams and Online Communities?
-
How to Set Up Teams for Success?
-
How to Manage Communities for Success?
-
Conclusion
-
References
38. Human‐Computer Interaction and Education
-
Introduction
-
Thinking about Design in Education
-
How Theory Influences Design: Cognitive and Social
-
Designing Experiences and Interactions for Learning
-
References
39. Digital Citizen Science and the Motivations of Volunteers
-
Introduction
-
Digital Citizen Science
-
Volunteers’ Motivations in Digital Citizen Science
-
GWAPs and Gamification
-
Volunteers’ Motivations in Gamified Citizen Science
-
Conclusions
-
Websites of Cited Digital Citizen Science Projects
-
Acknowledgements
-
References
Part XI: Applications
40. Motor Vehicle Driver Interfaces
-
Introduction
-
What is the Driving Context in which Users Perform Tasks?
-
What are some of the Topics of Concern (and Solutions)?
-
What Measures and Statistics of Safety and Usability are of Interest? (The Empirical Measurement Issue)
-
How are Driver Interfaces Evaluated?
-
What Design Documents Exist for Driver Interfaces?
-
What Calculation Methods Can Aid Telematics Design?
-
What Changes to the Driver Interface are Likely in the Near Term?
-
Where can one Learn More on Driver Interface Design and Evaluation?
-
Closing Thoughts
-
References
41. Improving Ad Interfaces with Eye Tracking
-
Gaze Recording for Ad Interface Design
-
Eye Movements and Eye‐Movement Recording
-
A Brief History of Eye‐Tracking Research in Marketing
-
The Effect of Visual Features
-
Discussion and Outlook
-
References
42. The Quantified Self
-
Scenario
-
The Concept of the Quantified Self
-
Quantified Self‐Movement
-
Developing a QS Project
-
Life Logging: Self‐Tracking
-
Internet of Things (IoT)
-
Smartphone
-
Wearable Device
-
Big Data
-
Gamification
-
Application
-
Limitations
-
Conclusion
-
References
43. An HCI Approach in Contemporary Healthcare and (Re)habilitation
-
Introduction: Apophasis/Preamble/Caveat
-
History and Background
-
Conclusions
-
Acknowledgements
-
End Notes
-
References
44. Visual Analytics for Comparing Multiple Clustering Results of Bioinformatics Data
-
Introduction
-
Related Work
-
Task Analysis and Design Goals
-
Visualization Design for XCluSim
-
Case Studies
-
Discussion
-
Future Work
-
Conclusion
-
References
Index
People also search for The Wiley Handbook of Human Computer Interaction Set 1st :
the wiley handbook of human computer interaction set
the wiley handbook of psychology technology and society
wiley handbook
the wiley handbook of genius
the wiley handbook
Tags: Kent Norman, The Wiley, Human Computer