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Books in Computer human interaction

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Human-Machine Shared Contexts

  • 1st Edition
  • June 9, 2020
  • William Lawless + 2 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 2 0 5 4 3 - 3
  • eBook
    9 7 8 - 0 - 1 2 - 8 2 2 3 7 9 - 6
Human-Machine Shared Contexts considers the foundations, metrics, and applications of human-machine systems. Editors and authors debate whether machines, humans, and systems should speak only to each other, only to humans, or to both and how. The book establishes the meaning and operation of “shared contexts” between humans and machines; it also explores how human-machine systems affect targeted audiences (researchers, machines, robots, users) and society, as well as future ecosystems composed of humans and machines. This book explores how user interventions may improve the context for autonomous machines operating in unfamiliar environments or when experiencing unanticipated events; how autonomous machines can be taught to explain contexts by reasoning, inferences, or causality, and decisions to humans relying on intuition; and for mutual context, how these machines may interdependently affect human awareness, teams and society, and how these "machines" may be affected in turn. In short, can context be mutually constructed and shared between machines and humans? The editors are interested in whether shared context follows when machines begin to think, or, like humans, develop subjective states that allow them to monitor and report on their interpretations of reality, forcing scientists to rethink the general model of human social behavior. If dependence on machine learning continues or grows, the public will also be interested in what happens to context shared by users, teams of humans and machines, or society when these machines malfunction. As scientists and engineers "think through this change in human terms," the ultimate goal is for AI to advance the performance of autonomous machines and teams of humans and machines for the betterment of society wherever these machines interact with humans or other machines. This book will be essential reading for professional, industrial, and military computer scientists and engineers; machine learning (ML) and artificial intelligence (AI) scientists and engineers, especially those engaged in research on autonomy, computational context, and human-machine shared contexts; advanced robotics scientists and engineers; scientists working with or interested in data issues for autonomous systems such as with the use of scarce data for training and operations with and without user interventions; social psychologists, scientists and physical research scientists pursuing models of shared context; modelers of the internet of things (IOT); systems of systems scientists and engineers and economists; scientists and engineers working with agent-based models (ABMs); policy specialists concerned with the impact of AI and ML on society and civilization; network scientists and engineers; applied mathematicians (e.g., holon theory, information theory); computational linguists; and blockchain scientists and engineers.

Information Visualization

  • 4th Edition
  • December 19, 2019
  • Colin Ware
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 1 2 8 7 5 - 6
  • eBook
    9 7 8 - 0 - 1 2 - 8 1 2 8 7 6 - 3
Information Visualization: Perception for Design, Fourth Edition explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide range of applications--resulting in visualization of improved clarity, utility and persuasiveness. This new edition has been revised and updated to include the latest relevant research findings. Content has been updated in areas such as the cognitive neuroscience of maps and navigation, the neuroscience of pattern perception, and the hierarchy of learned patterns. New changes to the book make it easier to apply perceptual lessons to design decisions. In addition, the book offers practical guidelines that can be applied by anyone, including interaction designers and graphic designers of all kinds.

Analyzing Social Media Networks with NodeXL

  • 2nd Edition
  • May 8, 2019
  • Derek Hansen + 3 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 1 7 7 5 6 - 3
  • eBook
    9 7 8 - 0 - 1 2 - 8 1 7 7 5 7 - 0
Analyzing Social Media Networks with NodeXL: Insights from a Connected World, Second Edition, provides readers with a thorough, practical and updated guide to NodeXL, the open-source social network analysis (SNA) plug-in for use with Excel. The book analyzes social media, provides a NodeXL tutorial, and presents network analysis case studies, all of which are revised to reflect the latest developments. Sections cover history and concepts, mapping and modeling, the detailed operation of NodeXL, and case studies, including e-mail, Twitter, Facebook, Flickr and YouTube. In addition, there are descriptions of each system and types of analysis for identifying people, documents, groups and events. This book is perfect for use as a course text in social network analysis or as a guide for practicing NodeXL users.

The UX Book

  • 2nd Edition
  • November 2, 2018
  • Rex Hartson + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 0 5 3 4 2 - 3
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 1 0 6 2 - 4
The discipline of user experience (UX) design has matured into a confident practice and this edition reflects, and in some areas accelerates, that evolution. Technically this is the second edition of The UX Book, but so much of it is new, it is more like a sequel. One of the major positive trends in UX is the continued emphasis on design—a kind of design that highlights the designer’s creative skills and insights and embodies a synthesis of technology with usability, usefulness, aesthetics, and meaningfulness to the user. In this edition a new conceptual top-down design framework is introduced to help readers with this evolution. This entire edition is oriented toward an agile UX lifecycle process, explained in the funnel model of agile UX, as a better match to the now de facto standard agile approach to software engineering. To reflect these trends, even the subtitle of the book is changed to “Agile UX design for a quality user experience”. Designed as a how-to-do-it handbook and field guide for UX professionals and a textbook for aspiring students, the book is accompanied by in-class exercises and team projects. The approach is practical rather than formal or theoretical. The primary goal is still to imbue an understanding of what a good user experience is and how to achieve it. To better serve this, processes, methods, and techniques are introduced early to establish process-related concepts as context for discussion in later chapters. 

Research Methods in Human-Computer Interaction

  • 2nd Edition
  • April 19, 2017
  • Jonathan Lazar + 2 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 0 5 3 9 0 - 4
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 9 3 4 3 - 6
Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods. Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University, the University of Washington, the University of Toronto, HiOA (Norway), KTH (Sweden), Tel Aviv University (Israel), and many others. Chapters cover a broad range of topics relevant to the collection and analysis of HCI data, going beyond experimental design and surveys, to cover ethnography, diaries, physiological measurements, case studies, crowdsourcing, and other essential elements in the well-informed HCI researcher's toolkit. Continual technological evolution has led to an explosion of new techniques and a need for this updated 2nd edition, to reflect the most recent research in the field and newer trends in research methodology. This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments.

Emotions and Affect in Human Factors and Human-Computer Interaction

  • 1st Edition
  • April 5, 2017
  • Myounghoon Jeon
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 8 0 1 8 5 1 - 4
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 1 8 7 9 - 8
Emotions and Affect in Human Factors and Human–Computer Interaction is a complete guide for conducting affect-related research and design projects in H/F and HCI domains. Introducing necessary concepts, methods, approaches, and applications, the book highlights how critical emotions and affect are to everyday life and interaction with cognitive artifacts. The text covers the basis of neural mechanisms of affective phenomena, as well as representative approaches to Affective Computing, Kansei Engineering, Hedonomics, and Emotional Design. The methodologies section includes affect induction techniques, measurement techniques, detection and recognition techniques, and regulation models and strategies. The application chapters discuss various H/F and HCI domains: product design, human–robot interaction, behavioral health and game design, and transportation. Engineers and designers can learn and apply psychological theories and mechanisms to account for their affect-related research and can develop their own domain-specific theory. The approach outlined in this handbook works to close the existing gap between the traditional affect research and the emerging field of affective design and affective computing.

Designing User Interfaces for an Aging Population

  • 1st Edition
  • February 16, 2017
  • Jeff Johnson + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 0 4 4 6 7 - 4
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 4 5 1 2 - 1
Designing User Interfaces for an Aging Population: Towards Universal Design presents age-friendly design guidelines that are well-established, agreed-upon, research-based, actionable, and applicable across a variety of modern technology platforms. The book offers guidance for product engineers, designers, or students who want to produce technological products and online services that can be easily and successfully used by older adults and other populations. It presents typical age-related characteristics, addressing vision and visual design, hand-eye coordination and ergonomics, hearing and sound, speech and comprehension, navigation, focus, cognition, attention, learning, memory, content and writing, attitude and affect, and general accessibility. The authors explore characteristics of aging via realistic personas which demonstrate the impact of design decisions on actual users over age 55.

Usability Testing for Survey Research

  • 1st Edition
  • February 15, 2017
  • Emily Geisen + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 0 3 6 5 6 - 3
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 3 6 8 1 - 5
Usability Testing for Survey Research provides researchers with a guide to the tools necessary to evaluate, test, and modify surveys in an iterative method during the survey pretesting process. It includes examples that apply usability to any type of survey during any stage of development, along with tactics on how to tailor usability testing to meet budget and scheduling constraints. The book's authors distill their experience to provide tips on how usability testing can be applied to paper surveys, mixed-mode surveys, interviewer-administered tools, and additional products. Readers will gain an understanding of usability and usability testing and why it is needed for survey research, along with guidance on how to design and conduct usability tests, analyze and report findings, ideas for how to tailor usability testing to meet budget and schedule constraints, and new knowledge on how to apply usability testing to other survey-related products, such as project websites and interviewer administered tools.

Universal UX Design

  • 1st Edition
  • November 19, 2016
  • Alberto Ferreira
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 0 2 4 0 7 - 2
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 2 5 9 5 - 6
Universal UX Design: Building Multicultural User Experience provides an ideal guide as multicultural UX continues to emerge as a transdisciplinary field that, in addition to the traditional UI and corporate strategy concerns, includes socio/cultural and neurocognitive concerns that constitute one of the first steps in a truly global product strategy. In short, multicultural UX is no longer a nice-to-have in your overall UX strategy, it is now a must-have. This practical guide teaches readers about international concerns on the development of a uniquely branded, yet culturally appealing, software end-product. With hands-on examples throughout, readers will learn how to accurately predict user behavior, optimize layout and text elements, and integrate persuasive design in layout, as well as how to determine which strategies to communicate image and content more effectively, while demystifying the psychological and sociopolitical factors associated with culture. The book reviews the essentials of cognitive UI perception and how they are affected by socio-cultural conditioning, as well as how different cultural bias and expectations can work in UX design.

Contextual Design

  • 2nd Edition
  • November 16, 2016
  • Karen Holtzblatt + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 0 0 8 9 4 - 2
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 1 1 3 6 - 2
Contextual Design: Design for Life, Second Edition, describes the core techniques needed to deliberately produce a compelling user experience. Contextual design was first invented in 1988 to drive a deep understanding of the user into the design process. It has been used in a wide variety of industries and taught in universities all over the world. Until now, the basic CD approach has needed little revision, but with the wide adoption of handheld devices, especially smartphones, the way technology is integrated into people’s lives has fundamentally changed. Contextual Design V2.0 introduces both the classic CD techniques and the new techniques needed to "design for life", fulfilling core human motives while supporting activities. This completely updated and revised edition is written in a clear, informal style without excessive jargon, and is the must-have book for any UX Design library. Users will find coverage of mobile devices and consumer and business products, all illustrated with new examples, case studies, and discussions on how to use CD with the agile development and other project requirements methods.