In Deconstructing Ethnography the authors show how ‘new’ calls are returning systems design to ‘old’ and problematic ways of understanding the social. They argue that systems design can be appropriately grounded in the social through the ordinary methods that members use to order their actions and interactions.
This work is written for post-graduate students and researchers alike, as well as design practitioners who have an interest in bringing the social to bear on design in a systematic rather than a piecemeal way. This is not a ‘how to’ book, but instead elaborates the foundations upon which the social can be systematically built into the design of ubiquitous and interactive systems.
Artificial Intelligence helps choose what books you buy, what movies you see, and even who you date. It puts the "smart" in your smartphone and soon it will drive your car. It makes most of the trades on Wall Street, and controls vital energy, water, and transportation infrastructure. But Artificial Intelligence can also threaten our existence.
In as little as a decade, AI could match and then surpass human intelligence. Corporations and government agencies are pouring billions into achieving AI's Holy Grail—human-level intelligence. Once AI has attained it, scientists argue, it will have survival drives much like our own. We may be forced to compete with a rival more cunning, more powerful, and more alien than we can imagine.
Through profiles of tech visionaries, industry watchdogs, and groundbreaking AI systems, Our Final Invention explores the perils of the heedless pursuit of advanced AI. Until now, human intelligence has had no rival. Can we coexist with beings whose intelligence dwarfs our own? And will they allow us to?
Now, Carr expands his argument into the most compelling exploration of the Internet’s intellectual and cultural consequences yet published. As he describes how human thought has been shaped through the centuries by “tools of the mind”—from the alphabet to maps, to the printing press, the clock, and the computer—Carr interweaves a fascinating account of recent discoveries in neuroscience by such pioneers as Michael Merzenich and Eric Kandel. Our brains, the historical and scientific evidence reveals, change in response to our experiences. The technologies we use to find, store, and share information can literally reroute our neural pathways.
Building on the insights of thinkers from Plato to McLuhan, Carr makes a convincing case that every information technology carries an intellectual ethic—a set of assumptions about the nature of knowledge and intelligence. He explains how the printed book served to focus our attention, promoting deep and creative thought. In stark contrast, the Internet encourages the rapid, distracted sampling of small bits of information from many sources. Its ethic is that of the industrialist, an ethic of speed and efficiency, of optimized production and consumption—and now the Net is remaking us in its own image. We are becoming ever more adept at scanning and skimming, but what we are losing is our capacity for concentration, contemplation, and reflection.
Part intellectual history, part popular science, and part cultural criticism, The Shallows sparkles with memorable vignettes—Friedrich Nietzsche wrestling with a typewriter, Sigmund Freud dissecting the brains of sea creatures, Nathaniel Hawthorne contemplating the thunderous approach of a steam locomotive—even as it plumbs profound questions about the state of our modern psyche. This is a book that will forever alter the way we think about media and our minds.
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:Games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins
From the Trade Paperback edition.
This innovative, comprehensive book examines the user-centered design process from the perspective of a designer. With rich imagery, Interactive Design introduces the different UX players, outlines the user-centered design process from user research to user testing, and explains through various examples how user-centered design has been successfully integrated into the design process of a variety of design studios worldwide.
The answer is time management. And not just any time management theory--you want Time Management for System Administrators, to be exact. With keen insights into the challenges you face as a sys admin, bestselling author Thomas Limoncelli has put together a collection of tips and techniques that will help you cultivate the time management skills you need to flourish as a system administrator.
Time Management for System Administrators understands that an Sys Admin often has competing goals: the concurrent responsibilities of working on large projects and taking care of a user's needs. That's why it focuses on strategies that help you work through daily tasks, yet still allow you to handle critical situations that inevitably arise.
Among other skills, you'll learn how to:Manage interruptionsEliminate timewastersKeep an effective calendarDevelop routines for things that occur regularlyUse your brain only for what you're currently working onPrioritize based on customer expectationsDocument and automate processes for faster execution
What's more, the book doesn't confine itself to just the work environment, either. It also offers tips on how to apply these time management tools to your social life. It's the first step to a more productive, happier you.
Part I provides background in the history and concepts of social media and social networks. Also included here is social network analysis, which flows from measuring, to mapping, and modeling collections of connections. The next part focuses on the detailed operation of the free and open-source NodeXL extension of Microsoft Excel, which is used in all exercises throughout this book. In the final part, each chapter presents one form of social media, such as e-mail, Twitter, Facebook, Flickr, and Youtube. In addition, there are descriptions of each system, the nature of networks when people interact, and types of analysis for identifying people, documents, groups, and events.Walks you through NodeXL, while explaining the theory and development behind each step, providing takeaways that can apply to any SNADemonstrates how visual analytics research can be applied to SNA tools for the mass marketIncludes case studies from researchers who use NodeXL on popular networks like email, Facebook, Twitter, and wikisDownload companion materials and resources at https://nodexl.codeplex.com/documentation
The book is organized into three parts. Part I discusses the benefits of end-user research and the ways it fits into the development of useful, desirable, and successful products. Part II presents techniques for understanding people’s needs, desires, and abilities. Part III explains the communication and application of research results. It suggests ways to sell companies and explains how user-centered design can make companies more efficient and profitable. This book is meant for people involved with their products’ user experience, including program managers, designers, marketing managers, information architects, programmers, consultants, and investors.Explains how to create usable products that are still original, creative, and uniqueA valuable resource for designers, developers, project managers - anyone in a position where their work comes in direct contact with the end userProvides a real-world perspective on research and provides advice about how user research can be done cheaply, quickly and how results can be presented persuasivelyGives readers the tools and confidence to perform user research on their own designs and tune their software user experience to the unique needs of their product and its users
The second edition of a bestseller, Human Factors in Simple and Complex Systems provides the necessary understanding of the breadth and depth of human factors issues that influence the design, implementation, and evaluation of products and systems. Emphasizing the close relationship between basic theory and application, the authors delineate a framework for the research process, present an integrated view of the current state of knowledge, and examine how these factors can be applied to system design. The new edition addresses such concepts as situation awareness and highlights topics of interest, with a special focus on computer applications and human-computer interaction.
See what’s new in the Second Edition
New topics, such as situational awareness, that capture the tremendous changes in human factors and ergonomics Tightly integrates basic research and application, strengthening the link between knowledge and practice Each chapter includes a separate box that discusses a topic of current interest related to human interaction with computers and recent technology
Demonstrating a general approach to solving a broad range of system problems, the book provides coverage of the theoretical foundation on which the discipline of human factors is built. Structured around human information processing, it covers the full range of contemporary human factors and ergonomics, then shows you how to apply them.
Because even if content strategy isn’t your job, content’s probably your problem—and probably more than you think. You or your business has a message you want to deliver, right? You can deliver that message through various channels and content types, from Tweets to testimonials and photo galleries galore, and your audience has just as many ways of engaging with it. So many ways, so much content... so where’s the problem? That is the problem. And you can measure it in time, creativity, money, lost opportunity, and the sobs you hear equally from creative directors, project managers, and search engine marketing specialists.
The solution is content strategy, and this book offers real-world examples and approaches you can adopt, no matter your role on the team. Put content strategy to work for you by gathering this book into your little hands and gobbling up never-before seen case studies from teams at Johns Hopkins Medicine, MINI, Icebreaker, and more. Content Strategy at Work is a book for designers, information architects, copywriters, project managers, and anyone who works with visual or verbal content. It discusses how you can communicate and forge a plan that will enable you, your company, or your client get that message across and foster better user experiences.Presents a content strategy framework and ways to implement in both in-house marketing departments and consultanciesIncludes case studies, interviews, and lessons learned from retail, apparel, network television, business-to-business, automotive, non-profit, and higher ed brandsDetails practical sales techniques to sell content strategy and use content strategy processes to sell other services and larger projects
In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design
"Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers—anyone who wants to leverage or simply understand the persuasive power of interactive technology—will appreciate the compelling insights and illuminating examples found inside.
Persuasive technology can be controversial—and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.
* Filled with key term definitions in persuasive computing
*Provides frameworks for understanding this domain
*Describes real examples of persuasive technologies
You’ll learn how to avoid common mistakes, make informed decisions about application design, and elevate the ordinary. We’ll review three key principles that affect application design – consistency, hierarchy, and personality – and illustrate how to apply tools like typography, color, and layout to digital application design. Whether you’re a UI professional looking to fine-tune your skills, a developer who cares about making applications beautiful and usable, or someone entirely new to the design arena, Visual Usability is your one-stop, practical guide to visual design.Discover the principles and rules that underlie successful application design Learn how to develop a rationale to support design strategy and move teams forwardMaster the visual design toolkit to increase user-friendliness and make complicated processes feel straightforward for your product
"A fascinating, frightening window into the world of gambling in Las Vegas and the technological innovations that deliberately enhance and sustain the 'zone'--the odd, absorbed state for which extreme machine gamblers yearn. An astute and provocative look at addiction and its complex moral, social, and emotional entanglements."--T. M. Luhrmann, Stanford University
"At the heart of Schull's book is the interplay between the players and the machine; between the players and the machine manufacturers; between the players and the math program; and between the players and the 'zone' that the machines help produce. A tour de force that changes the dialogue on gambling addiction."--Henry Lesieur, author of "The Chase: Career of the Compulsive Gambler"
"Schull's clear and dramatic writing style is itself addictive. One is drawn into the ways in which the interactions among the different stakeholders lead to players' experience of being drawn into a 'zone' where they remain until all resources are gone. This is a must-read narrative that points to the many variants of screen addiction possible today."--Don Ihde, author of "Bodies in Technology"
"This gripping, insightful, and poignant analysis of machine gambling offers a kind of object lesson in the intensified forms of consumption that computer-based technologies enable. An exemplary case of the way in which close, critical investigation of specific sites of capitalism can provide a deeper understanding of both intimate experience and widespread socioeconomic arrangements."--Lucy A. Suchman, author of "Human-Machine Reconfigurations"
"Schull offers a provocative and important study of the imperative some people feel to lose themselves in a machine. The ethnography is rich and deep, shedding original light on the significance of addiction and gambling in American culture. The story told in the book is absolutely riveting."--Emily Martin, author of "Bipolar Expeditions""
Complete with case studies and experience drawn directly from global content projects, you are invited to observe the inner workings of successful content engagements. You’ll learn how to juggle the demands of IT, design, and content teams, while acquiring all the practical tools you need to devise a roadmap for connecting and engaging with your customers.
This is your next step on the journey to creating and managing winning content to engage your audience and keep them coming back for more.Discover easy-to-follow, simple breakdowns of the major ideas behind engaging with your customer
Learn both the theoretical and practical applications of content and communication on-line
Maximize on the case studies and real-world examples, enabling you to find the best fit for your own business
If you are a robotics developer, whether a hobbyist, researchers or professional, and are interested in learning about ROS through a hands-on approach, then this book is for you. You are encouraged to have a working knowledge of GNU/Linux systems and Python.What You Will LearnGet to know the fundamentals of ROS and apply its concepts to real robot examplesControl a mobile robot to navigate autonomously in an environmentModel your robot designs using URDF and Xacro, and operate them in a ROS Gazebo simulationControl a 7 degree-of-freedom robot arm for visual servoingFly a quadcopter to autonomous waypointsGain working knowledge of ROS tools such as Gazebo, rviz, rqt, and Move-ItControl robots with mobile devices and controller boardsIn Detail
The visionaries who created ROS developed a framework for robotics centered on the commonality of robotic systems and exploited this commonality in ROS to expedite the development of future robotic systems.
From the fundamental concepts to advanced practical experience, this book will provide you with an incremental knowledge of the ROS framework, the backbone of the robotics evolution. ROS standardizes many layers of robotics functionality from low-level device drivers to process control to message passing to software package management. This book provides step-by-step examples of mobile, armed, and flying robots, describing the ROS implementation as the basic model for other robots of these types. By controlling these robots, whether in simulation or in reality, you will use ROS to drive, move, and fly robots using ROS control.Style and approach
This is an easy-to-follow guide with hands-on examples of ROS robots, both real and in simulation.
Storytelling and directingShooting, editing, and renderingCreating your very own channelBroadcasting user-generated contentRe-broadcasting commercial contentCultivating a devoted audienceFitting into the YouTube communityBecoming a success story
Join Alan, who makes part of his living from YouTube, and Michael, a successful filmmaker, author, and D.I.Y. art pioneer. They'll take you from the basics of gear to making it big on YouTube, with a focus on networking and interaction. You'll also sit in on informative interviews with YouTube stars LisaNova, Hank Green (vlogbrothers), WhatTheBuckShow, nalts, and liamkylesullivan.
Alan and Michael understand viral marketing -- and they know what it takes to get your work on everyone's YouTube radar. And, once you read this book, so will you.
As more UX and web professionals need to justify their design decisions with solid, reliable data, Measuring the User Experience provides the quantitative analysis training that these professionals need. The second edition presents new metrics such as emotional engagement, personas, keystroke analysis, and net promoter score. It also examines how new technologies coming from neuro-marketing and online market research can refine user experience measurement, helping usability and user experience practitioners make business cases to stakeholders. The book also contains new research and updated examples, including tips on writing online survey questions, six new case studies, and examples using the most recent version of Excel.Learn which metrics to select for every case, including behavioral, physiological, emotional, aesthetic, gestural, verbal, and physical, as well as more specialized metrics such as eye-tracking and clickstream dataFind a vendor-neutral examination of how to measure the user experience with web sites, digital products, and virtually any other type of product or systemDiscover in-depth global case studies showing how organizations have successfully used metrics and the information they revealedCompanion site, www.measuringux.com, includes articles, tools, spreadsheets, presentations, and other resources to help you effectively measure the user experience
Pro Web Project Management is written for both the full-time project manager and the aspiring project manager who might have a role that blends client support, web development, and project management. The project budget sweet spot for this book is $50,000 to $500,000. If you manage a project in this space, reading this book will make you a better project manager.Learn how to manage a modern web project with a budget of $50,000 to $500,000 Get actionable tips on dealing with real project management challenges Learn the simple, defined process—refined over the years—to take simple and complex projects from proposal to successful launch
Each of us exists in three-dimensional, physical space. But, as a constellation of everyday digital phenomena rewires our lives, we are increasingly coaxed from the containment of our predigital selves into a wonderful and eerie fourth dimension, a world of ceaseless communication, instant information, and global connection.
Our portals to this new world have been wedged open, and the silhouette of a figure is slowly taking shape. But what does it feel like to be four-dimensional? How do digital technologies influence the rhythms of our thoughts, the style and tilt of our consciousness? What new sensitivities and sensibilities are emerging with our exposure to the delights, sorrows, and anxieties of a networked world? And how do we live in public with these recoded private lives?
Laurence Scott—hailed as a “New Generation Thinker” by the Arts and Humanities Research Council and the BBC—shows how this four-dimensional life is dramatically changing us by redefining our social lives and extending the limits of our presence in the world. Blending tech-philosophy with insights on everything from Seinfeld to the fall of Gaddafi, Scott stands with a rising generation of social critics hoping to understand our new reality. His virtuosic debut is a revelatory and original exploration of life in the digital age.
The topics in this book include building complete inbound and outbound solutions for 837 Institutional and Professional EDI document types. In addition, topics around 997/999 acknowledgements and related document types are included. Covering mapping, trading partner configuration, AS2, SFTP, data extraction, data routing, and batching, you will find this to be a goldmine of information to aid you in a successful implementation.
Design to Thrive presents tried and tested design methodologies, based on the author’s decades of research, to ensure successful and sustainable online communities -- whether a wiki for employees to share procedures and best practices or for the next Facebook. The book describes four criteria, called "RIBS," which are necessary to the design of a successful and sustainable online community. These concepts provide designers with the tools they need to generate informed creative and productive design ideas, to think proactively about the communities they are building or maintaining, and to design communities that encourage users to actively contribute.Provides essential tools to create thriving social networks, helping designers to avoid common pitfalls, avoid costly mistakes, and to ensure that communities meet client needs
Contains real world stories from popular, well known communities to illustrate how the concepts work
Features a companion online network that employs the techniques outlined in the book
The Kinect motion-sensing device for the Xbox 360 and Windows became the world's fastest-selling consumer electronics device when it was released (8 million sold in its first 60 days) and won prestigious awards, such as "Gaming Gadget of the Year." Now Kinect Open Source Programming Secrets lets YOU harness the Kinect's powerful sensing capabilities for gaming, science, multimedia projects, and a mind-boggling array of other applications on platforms running Windows, Mac OS, and Linux.
Dr. Andrew Davison, a user interface programming expert, delivers exclusive coverage of how to program the Kinect sensor with the Java wrappers for OpenNI and NITE, which are APIs created by PrimeSense, the primary developers of the Kinect's technology.
Beginning with the basics--depth imaging, 3D point clouds, skeletal tracking, and hand gestures--the book examines many other topics, including Kinect gaming, FAAST-style gestures that aren't part of standard NITE, motion detection using OpenCV, how to create gesture-driven GUIs, accessing the Kinect's motor and accelerometer, and other tips and techniques.
Inside:Free open source APIs to let you develop amazing Kinect hacks for commercial or private use Full coverage of depth detection, camera, and infrared imaging point clouds; Kinect gaming; 3D programming; gesture-based GUIs, and more Online access to detailed code examples on the author's web site, plus bonus chapters on speech recognition, beamforming, and other exotica
This book provides a holistic approach that will help UX professionals to offer a hands-on guide for UX design across multiple screens. It presents an opportunity to learn how to cater designs for customers. Readers will find patterns, strategies, examples and case studies, methodologies, and insights to help inspire them to develop a viable strategy for their own digital products and services. UX professionals will walk through important elements of multiscreen UX:
Investigating the devices and their capabilitiesUnderstanding the users and their capabilitiesConsidering the context in which users use these devicesNavigating next generation information experiences and the future of content management Designing content and UI architecture for multiscreen projectsA hands-on, practical guide to UX design for how users approach content – across more than one screen at a timeDiscusses devices, users, and their practicesIncludes best practices, real-world examples, and tips and tricksA preface written by Scott Jenson
The gap between who designers and developers imagine their users are, and who those users really are can be the biggest problem with product development. Observing the User Experience will help you bridge that gap to understand what your users want and need from your product, and whether they'll be able to use what you've created.
Filled with real-world experience and a wealth of practical information, this book presents a complete toolbox of techniques to help designers and developers see through the eyes of their users. It provides in-depth coverage of 13 user experience research techniques that will provide a basis for developing better products, whether they're Web, software or mobile based. In addition, it's written with an understanding of how software is developed in the real world, taking tight budgets, short schedules, and existing processes into account.
·Explains how to create usable products that are still original, creative, and unique
·A valuable resource for designers, developers, project managers—anyone in a position where their work comes in direct contact with the end user.
·Provides a real-world perspective on research and provides advice about how user research can be done cheaply, quickly and how results can be presented persuasively
·Gives readers the tools and confidence to perform user research on their own designs and tune their software user experience to the unique needs of their product and its users
*The first guide for conducting large-scale user experience research using the internet *Presents how-to conduct online tests with 1000s of participants – from start to finish *Outlines essential tips for online studies to ensure cost-efficient and reliable results
Information Seeking Behavior and Technology Adoption: Theories and Trends brings together the many theories and meta-theories that make information science relevant across different disciplines. Highlighting theories that had their base in the early days of text-based information and expanding to the digitization of the Internet, this book is an essential reference source for those involved in the education and training of the next-generation of information science professionals, as well as those who are currently working on the design and development of our current information products, systems, and services.
Cloud Computing: The Glide OS Story provides a detailed primer on the challenges and opportunities faced by start up companies and how they all relate to major changes in the technology industry and the global financial environment. Experience how Founder and CEO, Donald Leka steers Glide through the ultra competitive technology industry and the Global Financial Crisis. Go behind the scenes and learn what really happened in key meetings, interviews, backstage at major international trade shows and the strategy behind major product releases. The thrills and spills described make this book an educational gem for budding tech entrepreneurs and the seed and venture capital investors who fund them and entertaining reading for the rest of us.
In this insightful book, author Steve Talbott, software programmer and technical writer turned researcher and editor for The Nature Institute, challenges us to step back and take an objective look at the technology driving our lives. At a time when 65 percent of American consumers spend more time with their PCs than they do with their significant others, according to a recent study, Talbott illustrates that we're forgetting one important thing--our Selves, the human spirit from which technology stems.
Whether we're surrendering intimate details to yet another database, eschewing our physical communities for online social networks, or calculating our net worth, we freely give our power over to technology until, he says, "we arrive at a computer's-eye view of the entire world of industry, commerce, and society at large...an ever more closely woven web of programmed logic."
Digital technology certainly makes us more efficient. But when efficiency is the only goal, we have no way to know whether we're going in the right or wrong direction. Businesses replace guiding vision with a spreadsheet's bottom line. Schoolteachers are replaced by the computer's dataflow. Indigenous peoples give up traditional skills for the dazzle and ease of new gadgets. Even the Pentagon's zeal to replace "boots on the ground" with technology has led to the mess in Iraq. And on it goes.
The ultimate danger is that, in our willingness to adapt ourselves to technology, "we will descend to the level of the computational devices we have engineered--not merely imagining ever new and more sophisticated automatons, but reducing ourselves to automatons."
To transform our situation, we need to see it in a new and unaccustomed light, and that's what Talbott provides by examining the deceiving virtues of technology--how we're killing education, socializing our machines, and mechanizing our society.Once you take this eye-opening journey, you will think more clearly about how you consume technology and how you allow it to consume you.
"Nothing is as rare or sorely needed in our tech-enchanted culture right now as intelligent criticism of technology, and Steve Talbott is exactly the critic we've been waiting for: trenchant, sophisticated, and completely original. Devices of the Soul is an urgent and important book."
--Michael Pollan, author of The Omnivore's Dilemma: A Natural History of Four Meals and The Botany of Desire: A Plant's Eye View of the World
"Steve Talbott is a rare voice of clarity, humanity, and passion in a world enthralled by machines and calculation. His new book, Devices of the Soul, lays out a frightening and at the same time inspiring analysis of what computers and computer-like thinking are doing to us, our children, and the future of our planet. Talbott is no Luddite. He fully understands and appreciates the stunning power of technology for both good and evil. His cool and precise skewering of the fuzzy thinking and mindless enthusiasm of the technology true believers is tempered by his modesty, the elegance of his writing, and his abiding love for the world of nature and our capacity for communion with it. "
--Edward Miller, Former editor, Harvard Education Letter
"Those who care about the healthy and wholesome lives of children can gain much from Steve Talbott's wisdom. He examines the need to help children spend more time touching nature and real life and less touching keyboards. He eloquently questions the assumption that speeding up learning is a good thing. Is, after all, a sped-up life a well-lived life? Most importantly, he reminds all of us that technology is just one part of life and ought not to overshadow the life of self and soul."
--Joan Almon, Coordinator, Alliance for Childhood
"One of the most original and provocative writers of our time, Steve Talbott offers a rich assortment of insightful reflections on the nature of our humanity, challenging our own thinking and conventional wisdom about advances in technology."
--Dorothy E. Denning, Department of Defense Analysis, Naval Postgraduate School, Monterey, CA
"Are you experiencing growing unease as computational metaphors have seized our discourse? Steve Talbott offers immediate relief. You are not losing your mind! Chapter after chapter, he shows how to draw on the powers of technology without losing your soul or breaking your heart."
--Peter Denning, Past President of ACM, Monterey, California
"Steve Talbott is a rare writer whose words can alter one's entire perception of the world. He is our most original and perceptive defender of the wholeness of life against the onslaught of mechanism. Devices of the Soul is written with Talbott's typical grace and clarity. It displays a quality hardly found anymore in our high tech culture--wisdom. "
--Lowell Monke, Associate Professor of Education, Wittenberg University
“Provocative and cool.” —Cory Doctorow
“Forget the Turing test—will the supersmart AIs that we hear so much about these days pass the acid test? In this playful, informative, and prescient book, Andrew Smart brings psychedelics into dialogue with neuroscience in order to challenge the whiz-bang computational views of human and machine sentience that dominate the headlines. Giving robots LSD sounds like a joke, but Smart is dead serious in his critique of the hidden and sometimes dangerous biases that underlie both popular and scientific fantasies of digital minds.” —Erik Davis, host of “Expanding Mind” and author, Techgnosis: Myth, Magic, and Mysticism in the Age of Information
“Philosophy, psychedelics, robots, and the future; consciousness and intelligence, what else do you desire? Here you will see why those machines that reach singularity will be smarter than us and take over the world—and shall need to be conscious…and maybe they can only be conscious if they are human enough. The thesis of the book, and the path shown us by Smart, leads to a great trip, of imagination and philosophy, of maths and neuroscience.” —Dr. Tristan Bekinschtein, Lecturer, Department of Psychology, University of Cambridge
Can we build a robot that trips on acid? This is not a frivolous question, according to neuroscientist Andrew Smart. If we can’t, he argues, we haven’t really created artificial intelligence.
In an exposition reminiscent of crossover works such as Gödel, Escher, Bach and Fermat’s Last Theorem, Andrew Smart weaves together Mangarevan binary numbers, the discovery of LSD, Leibniz, computer programming, and much more to connect the vast but largely forgotten world of psychedelic research with the resurgent field of AI and the attempt to build conscious robots. A book that draws on the history of mathematics, philosophy, and digital technology, Beyond Zero and One challenges fundamental assumptions underlying artificial intelligence. Is the human brain based on computation? Can information alone explain human consciousness and intelligence? Smart convincingly makes the case that true intelligence, and artificial intelligence, requires an appreciation of what is beyond the computational.
This unique and essential guide to human visual perception and related cognitive principles will enrich courses on information visualization and empower designers to see their way forward. Its updated review of empirical research and interface design examples will do much to accelerate innovation and adoption of information visualization. New to this edition are a new chapter on visual thinking, new sections on face perception and flow visualization, and a much-expanded chapter on color and color sequences.
This book will appeal to interaction designers; graphic designers of all kinds (including web designers); financial analysts; research scientists and engineers; data miners; and managers faced with information-intensive challenges.*First work to use the science of perception to help serious designers and analysts optimize understanding and perception of their data visualizations.
* Major revision of this classic work, with a new chapter on visual thinking, new sections on face perception and flow visualization, and a much expanded chapter on color and color sequences.
*New to this edition is the full color treatment throughout, to better display over 400 illustrations.
This book explores the complete lifecycle of personas, to guide the designer at each stage of product development. It includes a running case study with rich examples and samples that demonstrate how personas can be used in building a product end-to-end. It also presents recommended best practices in techniques, tools, and innovative methods and contains hundreds of relevant stories, commentary, opinions, and case studies from user experience professionals across a variety of domains and industries.
This book will be a valuable resource for UCD professionals, including usability practitioners, interaction designers, technical writers, and program managers; programmers/developers who act as the interaction designers for software; and those professionals who work with developers and designers.Features
* Presentation and discussion of the complete lifecycle of personas, to guide the designer at each stage of product development.
* A running case study with rich examples and samples that demonstrate how personas can be used in building a product end-to-end.
* Recommended best practices in techniques, tools, and innovative methods.
* Hundreds of relevant stories, commentary, opinions, and case studies from user experience professionals across a variety of domains and industries.
* Emphasizes cost-effective methods that developers can implement immediately
* Instructs readers about which methods to use when, throughout the development lifecycle, which ultimately helps in cost-benefit analysis.
* Shows readers how to avoid the four most frequently listed reasons for delay in software projects.
* Includes detailed information on how to run a usability test.
* Covers unique issues of international usability.
* Features an extensive bibliography allowing readers to find additional information.
* Written by an internationally renowned expert in the field and the author of the best-selling HyperText & HyperMedia.
In response to strong feedback from readers of GUI BLOOPERS calling for a book devoted exclusively to Web design bloopers, Jeff Johnson calls attention to the most frequently occurring and annoying design bloopers from real web sites he has worked on or researched. Not just a critique of these bloopers and their sites, this book shows how to correct or avoid the blooper and gives a detailed analysis of each design problem.
Hear Jeff Johnson's interview podcast on software and website usability at the University of Canterbury (25 min.)Discusses in detail 60 of the most common and critical web design mistakes, along with the solutions, challenges, and tradeoffs associated with them. Covers important subject areas such as: content, task-support, navigation, forms, searches, writing, link appearance, and graphic design and layout. Organized and formatted based on the results of its own usability test performed by web designers themselves.Features its own web site (www.web-bloopers.com)with new and emerging web design no-no's (because new bloopers are born every day) along with a much requested printable blooper checklist for web designers and developers to use.
Each method presented provides different information about the users and their requirements (e.g., functional requirements, information architecture). The techniques can be used together to form a complete picture of the users' needs or they can be used separately throughout the product development lifecycle to address specific product questions. These techniques have helped product teams understand the value of user experience research by providing insight into how users behave and what they need to be successful. You will find brand new case studies from leaders in industry and academia that demonstrate each method in action.
This book has something to offer whether you are new to user experience or a seasoned UX professional. After reading this book, you'll be able to choose the right user research method for your research question and conduct a user research study. Then, you will be able to apply your findings to your own products.Completely new and revised edition includes 30+% new content!Discover the foundation you need to prepare for any user research activity and ensure that the results are incorporated into your products Includes all new case studies for each method from leaders in industry and academia
Throughout this book, you'll learn simple techniques for writing consistent text with the right tone, how to select content delivery mechanisms, and how straightforward, clear layouts help your customer interact with your application. Divided into five sections, the book completely covers the information experience design process from beginning to end. You'll cover everything from understanding your users and their needs, to creating personas, designing the IX strategy, creating your information, and evaluating the resulting information experience. This is your one-stop reference for information experience!Illuminates writing principles and practices for use in interactive design Includes examples, checklists, and sample processes, highlighting practical approaches to designing the information experience Provides the complete picture: understanding customer needs, creating personas, and writing the text appearing within the user interface
The impact of computers has not been generally felt in education due to lack of hardware, teacher training, and sophisticated software. and because current instructional software is neither truly responsive to student needs nor flexible enough to emulate teaching. Dr. Woolf taps into 20 years of research on intelligent tutors to bring designers and developers a broad range of issues and methods that produce the best intelligent learning environments possible, whether for classroom or life-long learning.
The book describes multidisciplinary approaches to using computers for teaching, reports on research, development, and real-world experiences, and discusses intelligent tutors, web-based learning systems, adaptive learning systems, intelligent agents and intelligent multimedia.
It is recommended for professionals, graduate students, and others in computer science and educational technology who are developing online tutoring systems to support e-learning, and who want to build intelligence into the system.Combines both theory and practice to offer most in-depth and up-to-date treatment of intelligent tutoring systems availablePresents powerful drivers of virtual teaching systems, including cognitive science, artificial intelligence, and the InternetFeatures algorithmic material that enables programmers and researchers to design building components and intelligent systems
Analyzing the Social Webprovides a framework for the analysis of public data currently available and being generated by social networks and social media, like Facebook, Twitter, and Foursquare. Access and analysis of this public data about people and their connections to one another allows for new applications of traditional social network analysis techniques that let us identify things like who are the most important or influential people in a network, how things will spread through the network, and the nature of peoples' relationships. Analyzing the Social Web introduces you to these techniques, shows you their application to many different types of social media, and discusses how social media can be used as a tool for interacting with the online public. Presents interactive social applications on the web, and the types of analysis that are currently conducted in the study of social media. Covers the basics of network structures for beginners, including measuring methods for describing nodes, edges, and parts of the network. Discusses the major categories of social media applications or phenomena and shows how the techniques presented can be applied to analyze and understand the underlying data. Provides an introduction to information visualization, particularly network visualization techniques, and methods for using them to identify interesting features in a network, generate hypotheses for analysis, and recognize patterns of behavior. Includes a supporting website with lecture slides, exercises, and downloadable social network data sets that can be used can be used to apply the techniques presented in the book.
This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution
This book is written for the beginner as well as the experienced UX practitioner, regardless of team size, company size, or job title. It is also intended for anyone with an interest in UX, engages with UX, is involved in any way in interactive problem solving and design, or simply wants to learn more about what we do, how we do it, and why those in the UX field are so passionate about wanting to do it better.What You Will LearnAwaken your UX mind and dispel the myths of non-UX thinkersCreate the six optimal conditions for your best ideas to appearIdentify and incorporate the ten design principles found in all good UX designDevelop a broader understanding of Information Architecture (IA) to better engage, guide, and informDevelop a fundamental understanding of patterns and the properties that create themRaise your level of UX maturity with a strategy that transforms your approach to problem solving and helps others understand the true value of your workUtilize important tools of the UX trade that never go out of styleIncrease your knowledge of UX, incorporate valuable ideas and insights into your work, and look at design from a very unique perspectiveIn Detail
Written in an easy-to-read style, this book provides real-world examples, a historical perspective, and a holistic approach to design that will ground you in the fundamental essentials of interactive design, allow you to make more informed design decisions, and increase your understanding of UX in order to reach the highest levels of UX maturity. As you will see, UX is more than just delighting customers and users. It is also about thinking like a UX practitioner, making time for creativity, recognizing good design when you see it, understanding Information Architecture as more than just organizing and labeling websites, using design patterns to influence user behavior and decision making, approaching UX from a business perspective, transforming your client's and company's fundamental understanding of UX and its true value, and so much more.
This book is an invaluable resource of knowledge, perspective, and inspiration for those seeking to become better UX designers, increase their confidence, become more mature design leaders, and deliver solutions that provide measurable value to stakeholders, customers, and users regardless of project type, size, and delivery method.Style and approach
An in-depth, easy to read, and entertaining journey into and through the world of UX using real-world examples, thoughtful illustrations, and engaging quotes to inspire and explain fully the how and why of UX in a practical and impactful way and used immediately in your own work.