ACM SIGCHI Curricula for Human-computer Interaction


Book Description

In August 1988, the SIGCHI Executive Committee authorized a multi-year project to develop a set of curriculum recommendations for education in Human-Computer Interaction. This report represents that work. The Curriculum Development Group has attempted to create an heuristic structure with which, and within which, other can work to improve the state of education in human-computer interaction. The example course descriptions represent a set of possible content/course structures that educators can use as a starting point, and further iterations are expected and welcomed.







Tabletops - Horizontal Interactive Displays


Book Description

The objects displayed on a table can take multiple forms. In meetings, it is still very often printed paper although its content was originally created on a computer. The content can also be a “table”, but now in the mathematical sense, showing, e. g. , the budget of a project. Then, we have a “table” on the table. Most often, the computer-generated contents are subject of frequent changes or dynamic in nature. It is a logical consequence to avoid the detour and the inherent media break by transforming the surface of the table into a display able to show media that are active and can be computer-generated and computer-controlled. At the same time, it is desirable to maintain the inherent features and affordances of working with the objects and the contents while sitting or standing around a table. Electronic Meeting Rooms On the basis of these and other elaborate considerations, we started to design in 1992/1993 an electronic meeting room in Darmstadt at GMD-IPSI (later Fraunhofer IPSI). The setup of our custom-built DOLPHIN-System consisted of a “traditional” large rectangular wooden table with four physically integrated workstation-like computers with at screens. This set-up was complemented by linking a large ver- cal pen-operated interactive display, at that time the rst LiveBoard outside of Xerox PARC (two of which I was able to get to Darmstadt after my stay at Xerox PARC in 1990).




Human-Computer Interaction


Book Description

Human-Computer Interaction: An Empirical Research Perspective is the definitive guide to empirical research in HCI. The book begins with foundational topics including an historical context, the human factor, interaction elements, and the fundamentals of science and research. From there, readers will progress to learning about the methods for conducting an experiment to evaluate a new computer interface or interaction technique. There are detailed discussions and how-to analyses on models of interaction, focusing on descriptive models and predictive models. Writing and publishing a research paper is explored with helpful tips for success. Throughout the book, readers will find hands-on exercises, checklists, and real-world examples. This is a must-have, comprehensive guide to empirical and experimental research in HCI – an essential addition to your HCI library. - Provides a master, A-to-Z guide in a concise, hands-on reference - Presents the practical and theoretical ins-and-outs of user studies - Includes exercises, takeaway points, and case studies throughout - Updated to incorporate developments in HCI, including Human performance outliers, Interaction elements: pointing and selecting; text input; gesture input




Experience Design


Book Description

In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design




Human-Centered AI


Book Description

The remarkable progress in algorithms for machine and deep learning have opened the doors to new opportunities, and some dark possibilities. However, a bright future awaits those who build on their working methods by including HCAI strategies of design and testing. As many technology companies and thought leaders have argued, the goal is not to replace people, but to empower them by making design choices that give humans control over technology. In Human-Centered AI, Professor Ben Shneiderman offers an optimistic realist's guide to how artificial intelligence can be used to augment and enhance humans' lives. This project bridges the gap between ethical considerations and practical realities to offer a road map for successful, reliable systems. Digital cameras, communications services, and navigation apps are just the beginning. Shneiderman shows how future applications will support health and wellness, improve education, accelerate business, and connect people in reliable, safe, and trustworthy ways that respect human values, rights, justice, and dignity.




Chi '12


Book Description

CHI '12: CHI Conference on Human Factors in Computing Systems May 05, 2012-May 10, 2012 Austin, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.




The Semantic Turn


Book Description

Responding to cultural demands for meaning, user-friendliness, and fun as well as the opportunities of the emerging information society, The Semantic Turn boldly outlines a new science for design that gives designers previously unavailable grounds on which to state their claims and validate their designs. It sets the stage by reviewing the h







Designing Interactions


Book Description

Accompanying DVD contains filmed interviews with many of the designer/inventors in the book.