"...an excellent foundation for teaching interaction design, and a good text for self–study in the skills involved. I cannot recommend it too highly..." (AISB Quarterly, Summer 2002)
“…consists of a wide range of issues that go beyond the traditional scope of human–computer interaction…useful to students…research and development people will find stimulating ideas on the potential of the web and of wireless and collaborative technologies…” (Computer Bulletin, September 2002)
“…useful and usable by multidisciplinary teams…” (Human / Computer Interaction Bibliography, September 2002)
“…the practicing professional will get a lot from this…supported by an innovative web site…” (Atlantic Systems Guild, September 2002)
"…a must–read…unique, inspiriring…" (SIGHCI Newsletter)
"A near definitive guide which covers not only HCI but also the issues which effect and are affected by human computer interaction." (M2 Communications, 7 June 2002)
From the Publisher
- both in terms of its academic study as well as its practical application
on real projects - this book sets out to provide a guide to good design
practice. Its aim is to help engineers to design interactive products that
will support people in their everyday and working lives. In particular, it
is about creating user experiences that enhance and extend the way people
work, communicate and interact.
Now in full colour!
Completely updated to include new chapters on Interfaces, Data Gathering
and Data Analysis and Interpretation, the latest information from recent
research findings and new examples
A lively and highly interactive Web site that will enable students to
collaborate on experiments, compete in design competitions, collaborate on
designs, find resources and communicate with others
A new practical and process-oriented approach showing not just what
principals ought to apply, but crucially how they can be applied --This text refers to an out of print or unavailable edition of this title.
From the Author
Whilst apologising is normal even expected behaviour in humans do you think that computers should be made to behave in the same way? Would you be as forgiving of computers as you would of another person? Imagine sitting at your computer after it had crashed. How would you feel if when rebooted, it either spoke or wrote an apology, like, Im really sorry I crashed. Ill try not to do it again? Would you believe the computer was capable of being sincere? Would you forgive it? Perhaps it would either have no effect at all or worse, appear to be vacuous, condescending, at the very least irritating.
Making computers that apologise for their behaviour is clearly a provocative idea. But how else might systems communicate (in a polite and courteous manner) with users when they have committed an error?
This dilemma is part of an ongoing controversy in interaction design as to whether to exploit the phenomenon of anthropomorphism (attributing human qualities to objects). It is something that people do naturally in their everyday lives and it is commonly exploited in the commercial world. Advertisers are well wised up to its value and often create human-like characters out of inanimate objects to promote their products. For example, breakfast cereals, butter and fruit drinks have all been transmogrified into characters with human qualities which move, talk, have personalities and show emotions. Children are especially susceptible to this kind of magic, as witnessed in their love of cartoons, where all manner of inanimate objects are brought to life. Increasingly, technology and system developers are following suit. A whole new genre of cartoon and life-like characters have begun appearing on our computer, TV and mobile phone screens as agents to help us search the Web, as! e-commerce assistants that provide us with information about products, as characters in video games, as newscasters, and as learning companions or instructors in educational programs.
You may or may not think this a good thing. But, an underlying argument in favour of the anthropomorphic approach is that furnishing interactive systems with personalities and other human characteristics will, basically, make them more fun. It is also assumed that they can better motivate people to carry out tasks than if commands were issued in cold, abstract computer language. Being addressed in the first person Hello Chris! Nice to see you again. Welcome back. Now what were we doing last time? Oh yes, exercise 5. Lets start again. is much more endearing than User 24, commence exercise 5, especially for children.
On the other side of the debate it is pointed out that agents, especially those that use first person dialogues and screen characters, are down right deceptive. An unpleasant side effect is that they can make people feel anxious, resulting in them feeling inferior or stupid. A screen tutor that wags its finger and says, Now Chris, thats not right! Try again. You can do better is likely to make someone feel more humiliated than when a system brings up a dialog box that says, Incorrect. Try again.
This ongoing debate and many other fascinating topics to do with how to design computers and other interactive products for people in their everyday and working lives are covered in the forthcoming book Interaction Design: Beyond Human-Computer Interaction co-authored by Yvonne Rogers, Jenny Preece and Helen Sharp.
From the Back Cover
Written for both students and practitioners from a broad range of backgrounds, this book addresses these challenges using a practical and refreshing approach. The text covers a wide range of issues , topics, and paradigms that go beyond the traditional scope of human–computer interaction (HCI). A central focus is how to design interactive products that enhance and extend the way people communicate, interact and work.
The book is an ideal resource for learning the interdisciplinary skills needed for Interaction Design, Human–Computer Interaction, Information Design and Web Design. It:
- Explains how to use design and evaluation techniques for developing successful interactive technologies;
- Demonstrates, through many examples, the cognitive, social and affective issues that underpin the design of these technologies;
- Provides thought–provoking design dilemmas and interviews with expert designers and researchers;
- Uses a strong pedagogical format to foster understanding and enjoyment;
- Adopts an accessible conversational style of writing that will appeal to students and professionals alike.
- The authors have an impressive track record of writing about this field. They come from a broad range of backgrounds and have experience of working in academia, industry and corporations.
Accompanying the text is an innovative website that contains various hands–on interactive design and evalutaiton activities, annotated links to other sites, a glossary of terms, and additional teaching and learning materials–at http://www.ID–Book.com
About the Author
All three authors are specialists in interaction design and human–computer interaction(HCI). In addition they bring skills from other disciplines. Yvonne Rogers is a cognitive scientist, Helen Sharp is a software engineer, and Jenny Preece works in information systems. Their complementary knowledge and skills enable them to cover the breadth of concepts in interaction design and HCI to produce an interdisciplinary text and website.. They have collaborated closely, supporting and commenting upon each other′s work to produce a high degree of integration of ideas with one voice. They have shared everything from initial concepts, through writing, design and production.