Representations

Author(s):  
Mikael Wiberg

Computing, and human interaction with these computational machines, has commonly been thought of as a kind of abstract activity where we manipulate digital objects on glossy screens. It is abstract in the sense that it is hands-on in terms of working with the computer, but still abstract in terms of how that work is to a great extent about arranging and re-arrange ‘painted bits’, click on virtual ‘buttons’, and about processing symbols, work with representations, and even store and access data in ‘the cloud’. How can all of this be even remotely related to materials? And does it really make sense to talk about the materiality of interaction in the context of human-computer interaction (HCI) and interaction design? In short, is materiality really a concern for interaction design? And accordingly, is it meaningful to talk about the materiality of interaction? In this chapter I dwell into these essential questions for interaction design. I do so by revisiting some examples from the early days of computing, and through one such historical backdrop I illustrate how computing was in its early days enabled through material configurations, and how we since then have tried to uphold various distinctions between the material and the immaterial, between the physical and the digital, between the virtual and the real (most recently in the current debate about skeuomorphic versus non-skeuomorphic design), and how computing has always been, and will continue to be a material concern.

Author(s):  
Xiaojun Bi ◽  
Andrew Howes ◽  
Per Ola Kristensson ◽  
Antti Oulasvirta ◽  
John Williamson

This chapter introduces the field of computational interaction, and explains its long tradition of research on human interaction with technology that applies to human factors engineering, cognitive modelling, artificial intelligence and machine learning, design optimization, formal methods, and control theory. It discusses how the book as a whole is part of an argument that, embedded in an iterative design process, computational interaction design has the potential to complement human strengths and provide a means to generate inspiring and elegant designs without refuting the part played by the complicated, and uncertain behaviour of humans. The chapters in this book manifest intellectual progress in the study of computational principles of interaction, demonstrated in diverse and challenging applications areas such as input methods, interaction techniques, graphical user interfaces, information retrieval, information visualization, and graphic design.


2020 ◽  
Vol 0 (0) ◽  
Author(s):  
David Machek

AbstractThis article offers a new interpretation of Aristotle’s ambiguous and much-discussed claim that pleasure perfects activity (NE x.4). This interpretation provides an alternative to the two main competing readings of this claim in the scholarship: the addition-view, which envisages the perfection conferred by pleasure as an extra perfection beyond the perfection of activity itself; and the identity-view, according to which pleasure just is the perfect activity itself. The proposed interpretation departs from both these views in rejecting their assumption that pleasure cannot perfect the activity itself, and argues that pleasure makes activity perfect by optimising the exercise of one’s capacities for that activity. Those who build or play music with pleasure do so better than those who do not delight in these activities. The basis of this interpretation is Aristotle’s little-read remarks from the following chapter, i. e. NE x.5, about how pleasure “increases” the activity.


1986 ◽  
Vol 30 (6) ◽  
pp. 585-589
Author(s):  
Elizabeth D. Murphy ◽  
William D. Coleman ◽  
Lisa J. Stewart ◽  
Sylvia B. Sheppard

A task identification, sequencing, and analysis process defined the operational requirements of automated capabilities proposed to support human decision making in future air traffic control. Active and continuous user group involvement was a key feature of this process. Results indicate that information necessary for effective computer-human interaction design can be generated in the early phases of system development. Early application of structured engineering techniques and human factors methods leads to a better understanding of the proposed capabilities and to better communication between the users and designers of a system.


i-com ◽  
2018 ◽  
Vol 17 (3) ◽  
pp. 247-255
Author(s):  
Dietrich Kammer ◽  
Mathias Müller ◽  
Jan Wojdziak ◽  
Ingmar S. Franke

AbstractNovel shape-changing interfaces promise to provide a rich haptic experience for human-computer interaction. As a specific instance of shape-changing interfaces, Elastic Displays provide large interaction surfaces that can be temporally deformed using force-touch. The unique property of these displays is that they automatically return to their initial flat state. Recently, several review and position papers have stimulated a discussion towards consolidating the knowledge about shape-changing interfaces. The knowledge about Elastic Displays is similarly scattered across multiple publications from recent years. This paper contributes a task taxonomy based on productive uses of Elastic Displays found in literature, on the web, and in our interaction lab. This taxonomy emphasizes tasks, but also encompasses general aspects regarding content types, visualization technology, and interaction styles. All aspects of the taxonomy are illustrated using case studies from literature.


i-com ◽  
2008 ◽  
Vol 7 (1/2008) ◽  
pp. 12-17 ◽  
Author(s):  
Ludger Schmidt ◽  
Daniel Ley

ZusammenfassungDieser Beitrag beschreibt die modellbasierte Gestaltung der Mensch-Computer-Interaktion an militärischen Arbeitsplätzen zur Luftlagebewertung. Die Interaktion wird zunächst allgemein anhand eines erweiterten Semiotischen Modells auf vier Ebenen (pragmatisch, semantisch, syntaktisch und physikalisch) charakterisiert. Daraus werden die entsprechenden Ges-taltungsbereiche abgeleitet und kurz beschrieben. Als exemplarische Umsetzung wird dann anhand eines Prototyps die Gestaltung einer Benutzungsschnittstelle für die Luftlagebewertung dargestellt.


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