Human-Experiential Design of Presence in Everyday Blended Reality: Living in the Here and Now (Human–Computer Interaction Series)
معرفی کتاب «Human-Experiential Design of Presence in Everyday Blended Reality: Living in the Here and Now (Human–Computer Interaction Series)» نوشتهٔ John Waterworth, Kei Hoshi (auth.)، منتشرشده توسط نشر Springer International Publishing : Imprint : Springer در سال 2016. این کتاب در 2 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.
This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach – human-experiential design – rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided.__Human-Experiential Design of Presence in Everyday Blended Reality__ will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future. Contents 8 List of Figures 10 List of Tables 12 Part I Living in Mixed Reality 13 1 Introduction: Divided Presence in Mixed Reality 14 Introduction 14 Feeling Present in Mixed Reality 16 Presence and Mediated Presence 16 Fragmented Presence in Mixed Reality 18 Integrated Presence in Blended Reality Spaces 20 References 22 2 The Problems of Design 23 Introduction 23 Objective Versus Subjective Views of Design 25 The Cognition-Action Dichotomy 26 The Human-User Dichotomy 28 Users and User-Centred Systems Design 30 What Is a Customer? 31 Human-Centred and Human-Experiential Design 32 The Virtual-Physical Dichotomy 34 References 36 Part II Human-Experiential Design 39 3 The Foundations of Human-Experiential Design 40 Introduction 40 Design as Mediator 41 Issues in Design Science and Research 45 Design Knowledge in Design Practice 45 Design Knowledge in a Problem-Solving Paradigm 48 Theoretical Models 50 Integrated Design Science: Towards Human-Experiential Design 51 References 53 4 Designing with Blends 56 Introduction: Combining the Physical and the Virtual 56 Metaphors and Design 57 Image Schemata and Metaphorical Projection 59 Image Schemata 59 Patterns Growing 60 Patterns Expanding 61 Emergence of the BALANCE Schema 61 Metaphorical Projections 63 Implications for Human-Experiential Design 64 Blends and What They Add to Metaphors 65 Desktop Interface as Blend 66 References 68 5 Bridging Contextual Gaps with Blended Reality Spaces 69 Introduction 69 The Importance of Context 70 The Contextual Reality Framework 71 Contextual Reality Gaps 73 Bridging Contextual Gaps Through Blended Reality Spaces 75 Tangibility and Co-presence in Blended Reality Space 77 References 79 Part III Blending Reality 81 6 Designing Blended Reality Spaces 82 Introduction 82 A Blended Reality Game 83 Physiotherapy for Children 87 A Blended Reality Space for Socially Isolated Older People 90 Blending Ambient Displays and Tangible Objects 92 References 97 7 Acting and Interacting in the Here and Now 99 Introduction 99 Designing for Humans 100 Acting and Interacting in the Here and Now 102 In Conclusion 104 References 106 Author Index 107 Subject Index 109 This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach ĺl human-experiential design ĺl rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided. Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future This work explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach - human-experiential design - rooted in a return to first principles of how people understand the world, both consciously and unconsciously Front Matter....Pages i-xi Front Matter....Pages 1-1 Introduction: Divided Presence in Mixed Reality....Pages 3-11 The Problems of Design....Pages 13-28 Front Matter....Pages 29-29 The Foundations of Human-Experiential Design....Pages 31-46 Designing with Blends....Pages 47-59 Bridging Contextual Gaps with Blended Reality Spaces....Pages 61-72 Front Matter....Pages 73-73 Designing Blended Reality Spaces....Pages 75-91 Acting and Interacting in the Here and Now....Pages 93-100 Back Matter....Pages 101-105
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