Emotions Technology And Design
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Emotions, Technology, and Health
- Author : Anonim
- Publisher : Academic Press
- Release Date : 2016-01-04
- Total pages : 250
- ISBN : 9780128018392
- File Size : 19,9 Mb
- Total Download : 175
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Emotions, Technology, and Health examines how healthcare consumers interact with health technology, how this technology mediates interpersonal interactions, and the effectiveness of technology in gathering health-related information in various situations. The first section discusses the use of technology to monitor patients’ emotional responses to illness and its treatment, as well as the role of technology in meeting the fundamental human need for information. Section Two describes the use of technology in mediating emotions within and between individuals, and addresses the implications for the design and use of devices that gather behavioral health data and contribute to healthcare interventions. The final section assesses different situations in which technology is a key component of the health intervention—such as tablet use in educating elementary school students with social skills difficulty, physical activity monitoring for children at risk for obesity, and teleconferencing for older adults at risk of social isolation. Shows how information on the internet significantly affects the medical decision-making process for many consumers Describes current applications of social computing and quick access to mental health information on portable electronic devices Discusses how cyber-communication may both impair and enhance one’s sense of humanity Details the role of visual media in mediating emotion and memory of time
Emotions, Technology, Design, and Learning
- Author : Sharon Y. Tettegah,Martin Gartmeier
- Publisher : Academic Press
- Release Date : 2015-10-07
- Total pages : 332
- ISBN : 9780128018811
- File Size : 14,7 Mb
- Total Download : 681
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Emotions, Technology, Design, and Learning provides an update to the topic of emotional responses and how technology can alter what is being learned and how the content is learned. The design of that technology is inherently linked to those emotional responses. This text addresses emotional design and pedagogical agents, and the emotions they generate. Topics include design features such as emoticons, speech recognition, virtual avatars, robotics, and adaptive computer technologies, all as relating to the emotional responses from virtual learning. Addresses the emotional design specific to agent-based learning environments Discusses the use of emoticons in online learning, providing an historical overview of animated pedagogical agents Includes evidence-based insights on how to properly use agents in virtual learning environments Focuses on the development of a proper architecture to be able to have and express emotions Reviews the literature in the field of advanced agent-based learning environments Explores how educational robotic activities can divert students’ emotions from internal to external
Emotions in Technology Design: From Experience to Ethics
- Author : Rebekah Rousi,Jaana Leikas,Pertti Saariluoma
- Publisher : Springer Nature
- Release Date : 2020-09-29
- Total pages : 189
- ISBN : 9783030534837
- File Size : 52,7 Mb
- Total Download : 746
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Understanding emotions is becoming ever more valuable in design, both in terms of what people prefer as well as in relation to how they behave in relation to it. Approaches to conceptualising emotions in technology design, how emotions can be operationalised and how they can be measured are paramount to ascertaining the core principles of design. Emotions in Technology Design: From Experience to Ethics provides a multi-dimensional approach to studying, designing and comprehending emotions in design. It presents emotions as understood through basic human-technology research, applied design practice, culture and aesthetics, ethical approaches to emotional design, and ethics as a cultural framework for emotions in design experience. Core elements running through the book are: cognitive science – cognitive-affective theories of emotions (i.e., Appraisal); culture – the ways in which our minds are trained to recognise, respond to and influence design; and ethics – a deep cultural framework of interpretations of good versus evil. This ethical understanding brings culture and cognition together to form genuine emotional experience. This book is essential reading for designers, technology developers, HCI and cognitive science scholars, educators and students (at both undergraduate and graduate levels) in terms of emotional design methods and tools, systematic measurement of emotion in design experience, cultural theory underpinning how emotions operate in the production and interaction of design, and how ethics influence basic (primal) and higher level emotional reactions. The broader scope equips design practitioners, developers and scholars with that ‘something more’ in terms of understanding how emotional experience of technology can be positioned in relation to cultural discourse and ethics.
Emotions, Technology, and Digital Games
- Author : Anonim
- Publisher : Academic Press
- Release Date : 2015-09-25
- Total pages : 364
- ISBN : 9780128018408
- File Size : 28,5 Mb
- Total Download : 794
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Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games
Emotions, Technology, and Behaviors
- Author : Sharon Y. Tettegah,Dorothy L. Espelage
- Publisher : Academic Press
- Release Date : 2015-10-26
- Total pages : 240
- ISBN : 9780081007020
- File Size : 50,5 Mb
- Total Download : 568
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Exploring the connections between technology, emotions, and behaviors is increasingly important as we spend more and more time online and in digital environments. Technology, Emotions, and Behavior explains the role of technology in the evolution of both emotions and behaviors, and their interaction with each other. It discusses emotion modeling, distraction, and contagion as related to digital narrative and virtual spaces. It examines issues of trust and technology, behaviors used by individuals who are cut off from technology, and how individuals use technology to cope after disasters such as Hurricane Sandy. Technology, Emotions and Behaviors ends by exploring the construct of empathy and perspective-taking through online videos and socially shared activities. Practitioners and researchers will find this text useful in their work. Reviews the intersection between emotional contagion and emotional socialization theory in virtual interactions Examines cross-cultural communicative feedback Discusses the multi-dimensions of trust in technology Covers "digilante" rhetoric and its emotional appeal Devotes an entire section to cyberbullying
Emotional Design
- Author : Don Norman
- Publisher : Basic Books
- Release Date : 2007-03-20
- Total pages : 272
- ISBN : 9780465004171
- File Size : 45,8 Mb
- Total Download : 346
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Why attractive things work better and other crucial insights into human-centered design Emotions are inseparable from how we humans think, choose, and act. In Emotional Design, cognitive scientist Don Norman shows how the principles of human psychology apply to the invention and design of new technologies and products. In The Design of Everyday Things, Norman made the definitive case for human-centered design, showing that good design demanded that the user's must take precedence over a designer's aesthetic if anything, from light switches to airplanes, was going to work as the user needed. In this book, he takes his thinking several steps farther, showing that successful design must incorporate not just what users need, but must address our minds by attending to our visceral reactions, to our behavioral choices, and to the stories we want the things in our lives to tell others about ourselves. Good human-centered design isn't just about making effective tools that are straightforward to use; it's about making affective tools that mesh well with our emotions and help us express our identities and support our social lives. From roller coasters to robots, sports cars to smart phones, attractive things work better. Whether designer or consumer, user or inventor, this book is the definitive guide to making Norman's insights work for you.
Emotions, Technology, and Design
- Author : Sharon Tettegah,Safiya Noble
- Publisher : Academic Press
- Release Date : 2015-12-28
- Total pages : 268
- ISBN : 9780081007013
- File Size : 17,6 Mb
- Total Download : 408
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Emotional design explicitly addresses the emotional relationship between the objects and the subjects of design—in this book, the objects are technologies, and the subjects are technology users. The first section delves into the philosophy and theory of emotional design to provide a foundation for the rest of the book, which goes on to discuss emotional design principles, the design and use of emoticons, and then intelligent agents in a variety of settings. A conclusion chapter covers future research and directions. Emotions, Technology, and Design provides a thorough look at how technology design affects emotions and how to use that understanding to in practical applications. Discusses the role of culture, trust, and identity in empathetic technology Presents a framework for using sound to elicit positive emotional responses Details the emotional use of color in design Explores the use of emoticons, earcons, and tactons Addresses the emotional design specific to agent-based environments
Wearing Embodied Emotions
- Author : Seçil Uğur
- Publisher : Springer Science & Business Media
- Release Date : 2013-04-09
- Total pages : 106
- ISBN : 9788847052475
- File Size : 54,9 Mb
- Total Download : 662
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Today, people are in an era of digitally mediated Human-to-Human Interaction, which cannot provide full sensorial contact and therefore, emotions cannot be communicated completely. The intimate cover of the human body, i.e. garment is the interface, where many personal traits are embodied. With the improvements in textile and electronics industry, this embodiment can be carried on a higher level, where the garments become dynamic interfaces and extensions of the human body. This book consists of a research on skin, clothes and technology as extensions of human body, emotions, technology-mediated emotions and a design practice that explores the communicative level of wearable technology through turning it into a living surface, which can convert intangible data to tangible in order to provide an emotional communication. This book aims to show how Human-Technology interaction is carried into an alternative context, where technology dissolves in use and starts serving for enhancing HHI.
Emotions, Technology, and Learning
- Author : Sharon Y. Tettegah,Michael P. McCreery
- Publisher : Academic Press
- Release Date : 2015-11-17
- Total pages : 318
- ISBN : 9780128007143
- File Size : 17,5 Mb
- Total Download : 785
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Research suggests two important roles of emotion related to learning and technology. First, emotion can be the key factor that is being learned or taught through technological means. Second, emotional responses with and through technology can alter what is being learned or how the content is learned. The goal of this volume is to compile and synthesize research that addresses these two perspectives by focusing on the relationship between emotion and learning as facilitated by technology. The book is divided into four sections to represent the specific interest related to emotion and learning: Theory and Overview of Emotions and Learning; Emotions and Learning Online; Technology for Emotional Pedagogy with Students; and Technology of Emotional Pedagogy with Teachers. Provides a deeper theoretical and empirical perspective of emotion and learning Discusses how blended and online learning impact our ability to share emotion or learn emotion Explores how students learn emotion, share emotion, and how it impacts their ability to learn Examines how teachers learn emotion, share, emotion, and how it impacts their ability to teach through technology Addresses student diversity
How Games Move Us
- Author : Katherine Isbister
- Publisher : MIT Press
- Release Date : 2017-10-27
- Total pages : 187
- ISBN : 9780262534451
- File Size : 20,7 Mb
- Total Download : 393
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An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
The Neuroscientific Basis of Successful Design
- Author : Marco Maiocchi
- Publisher : Springer
- Release Date : 2014-12-01
- Total pages : 108
- ISBN : 9783319028019
- File Size : 41,5 Mb
- Total Download : 310
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The term “design” today encompasses attributes of artifacts that go beyond their intended functions, imbuing them with new meanings. Those meanings are deeply related to the emotions perceived by the users. This book investigates the findings deriving from the neurosciences that are relevant to design. Drawing upon up-to-date neuroscientific knowledge, the authors define what an emotion is, examine the relationship between perceptions and emotions and discuss the role of metaphoric communication. Particular attention is paid to those elements of perception and metaphoric interpretation that cause the emotions to rise. Consequences for the design process are then considered and a design process is proposed that takes into account emotional impacts as one of the goals. A solid scientific approach to the subject is maintained throughout and understanding is facilitated by the inclusion of a rich collection of successful design artifacts, the emotional aspects of which are analyzed.
Emotionally Intelligent Design
- Author : Pamela Pavliscak
- Publisher : O'Reilly Media
- Release Date : 2018-11-21
- Total pages : 287
- ISBN : 9781491953112
- File Size : 34,9 Mb
- Total Download : 673
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As technology becomes deeply integrated into every aspect of our lives, we’ve begun to expect more emotionally intelligent interactions. But smartphones don’t know if we’re having a bad day, and cars couldn’t care less about compassion. Technology is developing more IQ, but it still lacks EQ. In this book, Pamela Pavliscak—design researcher and advisor to Fortune 500 companies—explores new research about emotion, new technology that engages emotion, and new emotional design practices. Drawing on her own research and the latest thinking in psychology, neuroscience, and behavioral economics, Pamela shows you how design can help promote emotional well-being. You’ll learn: How design has transformed emotion and how tech is transforming it again New principles for merging emotional intelligence and design thinking How to use a relationship model for framing product interactions and personality Methods for blending well-being interventions with design patterns How emotional resonance can guide designers toward ethical futures Implications of emotionally intelligent technology as it scales from micro- to mega-emotional spheres
Product Experience
- Author : Hendrik N. J. Schifferstein,Paul Hekkert
- Publisher : Elsevier
- Release Date : 2011-04-28
- Total pages : 688
- ISBN : 0080556787
- File Size : 16,8 Mb
- Total Download : 974
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Product Experience brings together research that investigates how people experience products: durable, non-durable, or virtual. In contrast to other books, the present book takes a very broad, possibly all-inclusive perspective, on how people experience products. It thereby bridges gaps between several areas within psychology (e.g. perception, cognition, emotion) and links these areas to more applied areas of science, such as product design, human-computer interaction and marketing. The field of product experience research will include some of the research from four areas: Arts, Ergonomics, Technology, and Marketing. Traditionally, each of these four fields seems to have a natural emphasis on the human (ergonomics and marketing), the product (technology) or the experience (arts). However, to fully understand human product experience, we need to use different approaches and we need to build bridges between these various fields of expertise. Most comprehensive collection of psychological research behind product design and usability Consistenly addresses the 3 components of human-product experience: the human, the product, and the experience International contributions from experts in the field
Affective Computing
- Author : Rosalind W. Picard
- Publisher : MIT Press
- Release Date : 2000-07-24
- Total pages : 308
- ISBN : 0262661152
- File Size : 37,6 Mb
- Total Download : 450
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According to Rosalind Picard, if we want computers to be genuinely intelligent and to interact naturally with us, we must give computers the ability to recognize, understand, even to have and express emotions. The latest scientific findings indicate that emotions play an essential role in decision making, perception, learning, and more—that is, they influence the very mechanisms of rational thinking. Not only too much, but too little emotion can impair decision making. According to Rosalind Picard, if we want computers to be genuinely intelligent and to interact naturally with us, we must give computers the ability to recognize, understand, even to have and express emotions. Part 1 of this book provides the intellectual framework for affective computing. It includes background on human emotions, requirements for emotionally intelligent computers, applications of affective computing, and moral and social questions raised by the technology. Part 2 discusses the design and construction of affective computers. Although this material is more technical than that in Part 1, the author has kept it less technical than typical scientific publications in order to make it accessible to newcomers. Topics in Part 2 include signal-based representations of emotions, human affect recognition as a pattern recognition and learning problem, recent and ongoing efforts to build models of emotion for synthesizing emotions in computers, and the new application area of affective wearable computers.
Design It Emotional
- Author : Sara Caldas
- Publisher : Promopress
- Release Date : 2019-09
- Total pages : 184
- ISBN : 8417656022
- File Size : 19,8 Mb
- Total Download : 279
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In this book, the author presents the perspectives of several authors and designers on how to achieve an emotional graphic design. Even though they are not absolute truths and there is no guarantee that if a designer follows those principles people will be emotional attached to the work, they will certainly bring them closer to that. Emotional design is a design that reflects on the crucial role emotions have in the human ability to understand the world, promising to enhance the quality of life of its audience. A successful emotion-driven design improves the relationship between the audience and the 'product', creating deep emotional bounds between the two. There are already many theories talking about emotional design in product design, industrial design, and even web design. But what about graphic design? This book aims to bring the graphic designer closer to delivering an emotion-driven design. Designers quoted: AUSTRALIA: Motherbird (Melbourne). BELGIUM: Teresa Sdralevich (Brussels). CANADA: Dejan Djuric-Leo Burnett (Toronto); Marian Bantjes (Bowen Island). FRANCE: Emmanuelle (Paris); Grapheine (Paris). GERMANY: Miki And Tilmann-The Simple Society (Berlin/Tokyo). IRELAND: Daniel Gray-Us Two (Dublin). ITALY: Benetton Press Dept. (Ponzano). JAPAN: Yuta Takahashi (Tokyo). PORTUGAL: Clara Vieira-Claan (Porto); Joao Machado (Porto); Nuno Coelho (Porto). SPAIN: Isidro Ferrer (Madrid); Javier Jaen (Barcelona); Juan Mingarro-Brosmind (Barcelona); Pau Garcia-Domestic Data Streamers (Barcelona); Rafa Soto-Herraizsoto (Barcelona); This Is Umami (Barcelona); Veronica Fuerte-Hey Studio (Barcelona). SWEDEN: Fredrik Ost-Snask (Stockholm). SWITZERLAND: Cornelia Nuenlist-Walker. THE NETHERLANDS: Kesselskramer (Amsterdam). UK: Camille Walala (London); Chineasy (London); Kirstie-Visual Editions (London); Luke Whittaker-State of Play (London); Jan Eumann-Wolffolins (London, New York, San Francisco). US: Aiga Get Out The Vote (New York); Brian Gartside (New York); Bridget Teixeira-The Phluid Project (New York); Candy Chang (New York); David Carson (New York); Dear Data (New York/ London); Matt Dorfman (New York); Adam J. Kurtz (New York); Milton Glaser Studio (New York); Erika Zorzi-Mathery Studio (New York); Gosbinda Vizarretea-Sagmeister & Walsh (New York).
Emotions, Technology, and Social Media
- Author : Anonim
- Publisher : Academic Press
- Release Date : 2016-07-20
- Total pages : 188
- ISBN : 9780128018828
- File Size : 24,7 Mb
- Total Download : 858
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Emotions, Technology, and Social Media discusses the ways the social media sphere uses emotion and technology, and how each of these has become part of the digital culture. The book explores this expression within a psychological theoretical framework, addressing feelings about social media, and its role in education and knowledge generation. The second section investigates the expression of feelings within social media spaces, while subsequent sections adopt a paradigm of active audience consumption to use social media to express feelings and maintain social connectivity. Discusses the significant relationships between Web 2.0 technologies and learning traits Presents studies about Facebook usage and individual emotional states Investigates the shared emotions in the construction of “cyberculture Shows the extent to which scientists use social media in their work, and the ways in which they use the social media Analyzes the consequences of the online disinhibition effect Examines YouTube as a source of opinions and discussions which can be used to track the emotions evoked by videos and the emotions expressed through textual comments Details how Reddit users’ media choices are emotionally useful and gratifying in the “memeplex Links social interaction and the emotional life with that of digital devices and resources
Experience Design
- Author : Marc Hassenzahl
- Publisher : Morgan & Claypool Publishers
- Release Date : 2010
- Total pages : 85
- ISBN : 9781608450473
- File Size : 45,6 Mb
- Total Download : 759
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In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design
Handbook of Research on Modern Educational Technologies, Applications, and Management
- Author : Khosrow-Pour D.B.A., Mehdi
- Publisher : IGI Global
- Release Date : 2020-07-10
- Total pages : 950
- ISBN : 9781799834779
- File Size : 55,5 Mb
- Total Download : 207
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As technology and technological advancements become a more prevalent and essential aspect of daily and business life, educational institutions must keep pace in order to maintain relevance and retain their ability to adequately prepare students for their lives beyond education. Such institutions and their leaders are seeking relevant strategies for the implementation and effective use of new and upcoming technologies and leadership strategies to best serve students and educators within educational settings. As traditional education methods become more outdated, strategies to supplement and bolster them through technology and effective management become essential to the success of institutions and programs. The Handbook of Research on Modern Educational Technologies, Applications, and Management is an all-encompassing two-volume scholarly reference comprised of 58 original and previously unpublished research articles that provide cutting-edge, multidisciplinary research and expert insights on advancing technologies used in educational settings as well as current strategies for administrative and leadership roles in education. Covering a wide range of topics including but not limited to community engagement, educational games, data management, and mobile learning, this publication provides insights into technological advancements with educational applications and examines forthcoming implementation strategies. These strategies are ideal for teachers, instructional designers, curriculum developers, educational software developers, and information technology specialists looking to promote effective learning in the classroom through cutting-edge learning technologies, new learning theories, and successful leadership tactics. Administrators, educational leaders, educational policymakers, and other education professionals will also benefit from this publication by utilizing the extensive research on managing educational institutions and providing valuable training and professional development initiatives as well as implementing the latest administrative technologies. Additionally, academicians, researchers, and students in areas that include but are not limited to educational technology, academic leadership, mentorship, learning environments, and educational support systems will benefit from the extensive research compiled within this publication.
The Intersectional Internet
- Author : Safiya Umoja Noble,Brendesha M. Tynes
- Publisher : Digital Formations
- Release Date : 2016
- Total pages : 0
- ISBN : 1433130017
- File Size : 35,9 Mb
- Total Download : 914
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This volume provides a means of foregrounding new questions, methods, and theories which can be applied to digital media, platforms, and infrastructures. These inquiries include, among others, how representation to hardware, software, computer code, and infrastructures might be implicated in global economic, political, and social systems of control.
Emotions and Affect in Human Factors and Human-Computer Interaction
- Author : Myounghoon Jeon
- Publisher : Academic Press
- Release Date : 2017-04-05
- Total pages : 0
- ISBN : 0128018518
- File Size : 23,6 Mb
- Total Download : 239
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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.
The Laws of Simplicity
- Author : John Maeda
- Publisher : MIT Press
- Release Date : 2006-07-07
- Total pages : 128
- ISBN : 9780262260954
- File Size : 13,8 Mb
- Total Download : 901
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Ten laws of simplicity for business, technology, and design that teach us how to need less but get more. Finally, we are learning that simplicity equals sanity. We're rebelling against technology that's too complicated, DVD players with too many menus, and software accompanied by 75-megabyte "read me" manuals. The iPod's clean gadgetry has made simplicity hip. But sometimes we find ourselves caught up in the simplicity paradox: we want something that's simple and easy to use, but also does all the complex things we might ever want it to do. In The Laws of Simplicity, John Maeda offers ten laws for balancing simplicity and complexity in business, technology, and design—guidelines for needing less and actually getting more. Maeda—a professor in MIT's Media Lab and a world-renowned graphic designer—explores the question of how we can redefine the notion of "improved" so that it doesn't always mean something more, something added on. Maeda's first law of simplicity is "Reduce." It's not necessarily beneficial to add technology features just because we can. And the features that we do have must be organized (Law 2) in a sensible hierarchy so users aren't distracted by features and functions they don't need. But simplicity is not less just for the sake of less. Skip ahead to Law 9: "Failure: Accept the fact that some things can never be made simple." Maeda's concise guide to simplicity in the digital age shows us how this idea can be a cornerstone of organizations and their products—how it can drive both business and technology. We can learn to simplify without sacrificing comfort and meaning, and we can achieve the balance described in Law 10. This law, which Maeda calls "The One," tells us: "Simplicity is about subtracting the obvious, and adding the meaningful."