Designing Interfaces in Public Settings


Book Description

Interaction with computers is becoming an increasingly ubiquitous and public affair. With more and more interactive digital systems being deployed in places such as museums, city streets and performance venues, understanding how to design for them is becoming ever more pertinent. Crafting interactions for these public settings raises a host of new challenges for human-computer interaction, widening the focus of design from concern about an individual's dialogue with an interface to also consider the ways in which interaction affects and is affected by spectators and bystanders. Designing Interfaces in Public Settings takes a performative perspective on interaction, exploring a series of empirical studies of technology at work in public performance environments. From interactive storytelling to mobile devices on city streets, from digital telemetry systems on fairground rides to augmented reality installation interactive, the book documents the design issues emerging from the changing role of technology as it pushes out into our everyday lives. Building a design framework from these studies and the growing body of literature examining public technologies, this book provides a new perspective for understanding human-computer interaction. Mapping out this new and challenging design space, Designing Interfaces in Public Settings offers both conceptual understandings and practical strategies for interaction design practitioners, artists working with technology, and computer scientists.




Designing Interfaces in Public Settings


Book Description

Interaction with computers is becoming an increasingly ubiquitous and public affair. With more and more interactive digital systems being deployed in places such as museums, city streets and performance venues, understanding how to design for them is becoming ever more pertinent. Crafting interactions for these public settings raises a host of new challenges for human-computer interaction, widening the focus of design from concern about an individual's dialogue with an interface to also consider the ways in which interaction affects and is affected by spectators and bystanders. Designing Interfaces in Public Settings takes a performative perspective on interaction, exploring a series of empirical studies of technology at work in public performance environments. From interactive storytelling to mobile devices on city streets, from digital telemetry systems on fairground rides to augmented reality installation interactive, the book documents the design issues emerging from the changing role of technology as it pushes out into our everyday lives. Building a design framework from these studies and the growing body of literature examining public technologies, this book provides a new perspective for understanding human-computer interaction. Mapping out this new and challenging design space, Designing Interfaces in Public Settings offers both conceptual understandings and practical strategies for interaction design practitioners, artists working with technology, and computer scientists.




Ubiquitous Computing, Complexity and Culture


Book Description

The ubiquitous nature of mobile and pervasive computing has begun to reshape and complicate our notions of space, time, and identity. In this collection, over thirty internationally recognized contributors reflect on ubiquitous computing’s implications for the ways in which we interact with our environments, experience time, and develop identities individually and socially. Interviews with working media artists lend further perspectives on these cultural transformations. Drawing on cultural theory, new media art studies, human-computer interaction theory, and software studies, this cutting-edge book critically unpacks the complex ubiquity-effects confronting us every day. The companion website can be found here: http://ubiquity.dk




Entertainment Computing - ICEC 2015


Book Description

This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.




Citizen’s Right to the Digital City


Book Description

Edited by thought leaders in the fields of urban informatics and urban interaction design, this book brings together case studies and examples from around the world to discuss the role that urban interfaces, citizen action, and city making play in the quest to create and maintain not only secure and resilient, but productive, sustainable and viable urban environments. The book debates the impact of these trends on theory, policy and practice. The individual chapters are based on blind peer reviewed contributions by leading researchers working at the intersection of the social / cultural, technical / digital, and physical / spatial domains of urbanism scholarship. The book will appeal not only to researchers and students, but also to a vast number of practitioners in the private and public sector interested in accessible content that clearly and rigorously analyses the potential offered by urban interfaces, mobile technology, and location-based services in the context of engaging people with open, smart and participatory urban environments.




Funology 2


Book Description

How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.




Smart Cities at Play: Technology and Emerging Forms of Playfulness


Book Description

This book explores how smart cities enable new and playful ways for citizens to experience, inhabit and socialise within urban environments. It examines how the functionality of digital technologies within municipal settings can extend beyond environmental pragmatism and socio-economic concerns, to include playful approaches to urban spaces that co-constitute and reinvigorate the experience of place through location-based applications and games. Chapters highlight the varied ways the city, as both a conceptual and lived space, is changing because of this confluence of technologies. The book also considers the extent to which these transformations form an armature upon which more playful approaches to the urban domain are emerging, while exploring what effect these ludic formations might have on related understandings of sociability. Smart Cities at Play: Technology and Emerging Forms of Playfulness will be a key resource for scholars and researchers of information technology, urban planning and design, games and interactive media, human-centred and user-centred design, human centred interaction, digital geography and sociology. This book was originally published as a special issue of Behaviour & Information Technology.




Handbook of Research on Digital Media and Creative Technologies


Book Description

Emerging technologies enable a wide variety of creative expression, from music and video to innovations in visual art. These aesthetics, when properly explored, can enable enhanced communication between all kinds of people and cultures. The Handbook of Research on Digital Media and Creative Technologies considers the latest research in education, communication, and creative social expression using digital technologies. By exploring advances in art and culture across national and sociological borders, this handbook serves to provide artists, theorists, information communication specialists, and researchers with the tools they need to effectively disseminate their ideas across the digital plane.




Interactivity and Game Creation


Book Description

This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.




Handbook of Human Computation


Book Description

This volume addresses the emerging area of human computation, The chapters, written by leading international researchers, explore existing and future opportunities to combine the respective strengths of both humans and machines in order to create powerful problem-solving capabilities. The book bridges scientific communities, capturing and integrating the unique perspective and achievements of each. It coalesces contributions from industry and across related disciplines in order to motivate, define, and anticipate the future of this exciting new frontier in science and cultural evolution. Readers can expect to find valuable contributions covering Foundations; Application Domains; Techniques and Modalities; Infrastructure and Architecture; Algorithms; Participation; Analysis; Policy and Security and the Impact of Human Computation. Researchers and professionals will find the Handbook of Human Computation a valuable reference tool. The breadth of content also provides a thorough foundation for students of the field.