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ویرایش: نویسندگان: Michael Filimowicz, Veronika Tzankova سری: Human-Computer Interaction Series ISBN (شابک) : 9783319733746, 3319733745 ناشر: Springer International Publishing سال نشر: 2018 تعداد صفحات: 283 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 4 مگابایت
در صورت تبدیل فایل کتاب New Directions in Third Wave Human-Computer Interaction: Volume 2 - Methodologies به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب جهتهای جدید در تعامل موج سوم انسان و رایانه: جلد 2 - روششناسی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Contents Contributors About the Editors Chapter 1: Introduction: New Directions in Third Wave HCI 1.1 Waves, Paradigms, and Cultures 1.2 Are the Waves ‘Paradigms?’ 1.3 Theoretic Integration 1.4 Trading Zones and Interactional Expertise References Chapter 2: Steampunk, Survivalism and Sex Toys: An Exploration of How and Why HCI Studies Peripheral Practices 2.1 Introduction 2.2 Making Waves in HCI 2.3 What Do We Mean by “Peripheral Practices”? 2.4 “Design for” vs “Learn from” 2.5 Case Studies of Peripheral Practices Research in HCI 2.5.1 Steampunks 2.5.2 Bookbinding & Restoration 2.5.3 Sex Toy Design 2.5.4 Survivalists and Preppers 2.6 Why We Study Peripheral Practices 2.6.1 Diversity of Relationships with Technology 2.6.2 Testbed for Unusual Design Strategies 2.6.3 Defamiliarization 2.7 Ethical Considerations and Challenges 2.8 Conclusion References Chapter 3: Autoethnography in Human-Computer Interaction: Theory and Practice 3.1 Introduction 3.2 Autoethnography in Anthropology 3.2.1 The Realistic Style 3.2.2 The Impressionistic Style 3.2.3 The Confessional Style 3.2.4 The Autoethnographic Style 3.3 Autoethnography and Reflexivity 3.4 Autoethnography in Human-Computer Interaction 3.4.1 Autoethnography as a “Quick” Method 3.4.2 Autoethnography as a “Reflexive” Method 3.5 Autoethnography and Design in Practice 3.5.1 Setting 3.5.2 Notes from the Field 3.6 Conclusion References Chapter 4: Empathy-Based Design Approaches 4.1 Introduction 4.2 Empathy in Theory 4.2.1 Historical Overview 4.2.2 Current Models, Definitions and Pitfalls 4.3 Empathy in Dialogue 4.3.1 Humanistic Psychology 4.3.2 Listening with Care 4.4 Empathy in Design Research 4.4.1 A Framework for Empathy in Design 4.4.2 User-Sensitive Inclusive Design (USID) 4.4.3 Empathy-Oriented Participatory Design 4.4.4 Empathy-Oriented Co-Design 4.4.5 Empathic Product Design 4.4.6 An Overview of Methods 4.5 Challenges and Considerations for Empathic Design 4.6 Conclusion References Chapter 5: Measuring Experiences 5.1 Introduction 5.2 Questionnaires for User Experience 5.2.1 Uncertainty in Games 5.3 Grounding the Concept 5.4 Generating Items 5.5 Participants 5.6 Factor Analysis 5.7 Analysing Data 5.8 Limitations and Opportunities References Chapter 6: A Holistic Approach to Measuring User Engagement 6.1 Introduction 6.2 An Overview of User Engagement Methodological Approaches 6.3 Defining User Engagement 6.4 An Interpretive Framework for Studying User Engagement 6.4.1 User Engagement As Process and Product of Interaction 6.4.2 User Engagement As Affective, Behavioral and Cognitive 6.4.3 User Engagement As Depth of User Investment 6.5 The Context of User Engagement 6.6 A Unifying Framework for Evaluating User Engagement 6.7 Further Considerations in the Evaluation of User Engagement 6.7.1 The Role of Individual and Collective Measures in the Study of User Engagement 6.7.2 The “Goodness” of a Particular Method 6.7.3 Room of Multiple Perspectives and Approaches 6.8 Conclusion References Chapter 7: Influencing and Measuring Behaviour in Crowdsourced Activities 7.1 Introduction 7.2 Types of Crowdsourcing 7.2.1 Volunteer-Based Citizen Science 7.2.2 Paid Crowdworking 7.3 Comparative Studies of Crowdsourcing 7.4 Designing Empirical Studies for Crowdsourcing Platforms 7.4.1 Choosing a Platform 7.4.2 Recruiting Participants 7.4.3 Designing for Real Participants 7.5 Collecting Data Using Crowdsourcing Platforms 7.5.1 Building and Continuing Engagement 7.5.2 Ethical Data Collection 7.5.3 Payment and Non-monetary Remuneration 7.6 Ensuring Quality Data 7.6.1 Attention Checks 7.6.2 Participant Preselection 7.6.3 Analysing Data from Crowdsourcing Platforms 7.6.4 Summary 7.7 Conclusion References Chapter 8: Design Research: Methodological Innovation Through Messiness 8.1 Design Research 8.2 The Messiness of Design Research 8.2.1 Messiness and Structure 8.2.2 Expertise 8.2.3 Sense-Making and Meaning-Making 8.3 Examples of Methodologies and Approaches Used in Design Research 8.3.1 Research for Design Methods 8.3.2 Action Research and Design 8.3.2.1 Participatory Action Research and Participatory Design 8.3.2.2 Participatory Action Research and Design Research 8.3.2.3 Action Research and ‘Messiness’ 8.3.3 Co-design/Participatory Design 8.4 Discussion and Conclusion References Chapter 9: Problematic Milieus: Individuating Speculative Designs 9.1 What Is Speculative Design 9.2 Technical Individuation and Futural Functions 9.3 Examples 9.3.1 The Red String of Fate 9.3.2 Happy Life 9.3.3 Uninvited Guests 9.3.4 Crafted Logic 9.3.5 Parasitic Products 9.4 Prototyping Problematic Provocations 9.5 Conclusion References Chapter 10: Speculative Design in HCI: From Corporate Imaginations to Critical Orientations 10.1 Introduction 10.2 Speculative Design As Critical Practice 10.3 Moving Toward Third Wave Concerns 10.4 Speculative Design As Corporate Practice 10.4.1 Blurring the Boundary Between “Speculative” and “Practical” 10.5 Corporate Concept Videos 10.5.1 Concept Videos As Corporate Prototyping 10.5.2 Critically Re-imagining Concept Videos 10.6 Scenario Planning 10.6.1 Scenario Planning in the HCI Toolkit 10.6.2 Critically Re-engaging Scenario Planning 10.7 Speculative Design as Legitimating Practice 10.7.1 “speculative design” and “Speculative Design” 10.7.2 Moving Forward: Doing the Work of Critically Oriented Speculative Design 10.8 Conclusion References Chapter 11: Designing from Embodied Knowing: Practice-Based Research at the Intersection Between Embodied Interaction and Somatics 11.1 Introduction 11.2 Background 11.2.1 The Embodied Turn 11.2.2 Enactivism 11.2.3 Embodied Aesthetics 11.2.4 Embodied Interaction 11.2.5 Somaesthetics 11.2.6 Lived Somaesthetic Reflection 11.2.7 Fleshing Out Embodied Interaction 11.3 Somatic Practices 11.3.1 First-Person Methodologies to Cultivate Embodiment 11.3.2 The Alexander Technique 11.3.3 Material for the Spine 11.3.4 Mind-Body Pragmatism 11.4 Somatic Challenges 11.5 Somatic Strategies 11.6 Multiple Perspectives to Navigate the Soma 11.7 Design Methodology: Moving and Making Strange 11.8 Design Methodology: Radically Interdisciplinary Dialogues 11.9 Case Study: Designing with Breath – exhale 11.10 Designing for Kinaesthetic Awareness 11.10.1 Case Study: still, moving 11.10.2 Somatic Details Matter 11.10.3 The Practice of the System 11.11 Conclusion References Chapter 12: Sound, Ecological Affordances and Embodied Mappings in Auditory Display 12.1 Sound and Its Affordances for HCI: Auditory Display, Sonic Interaction Design and Mapping 12.1.1 Auditory Display and Sonification 12.1.2 An ‘Embodied Turn’ in Musical HCI and Auditory Display 12.1.3 Embodied Cognition and Sonic Information Design 12.2 An Embodied Cognition Primer for HCI Researchers 12.2.1 Embodied Cognition: Historical Roots 12.2.2 Embodied Cognition: Conceptual and Philosophical Underpinnings 12.2.3 Embodied Metaphors and Meaning–Making Faculties 12.3 Embodied Sonic Meaning Making for Sonic Information Design: Current Models and Potential Applications 12.3.1 Applications of Embodied Cognition Theory in HCI and Auditory Display 12.3.2 Environmental Models of Sound: Gestalt Psychology, Auditory Scene Analysis and Ecological Psychoacoustics 12.3.3 Embodied Cognition and Cognitive Musicology 12.3.4 Auditory Imagery and Gestural–Sonorous Objects in Sound Environments and in Music 12.3.5 Embodied Cognition and Solutions to the Mapping Problem in Auditory Display 12.4 Conclusion: HCI, Sonification, Multi-modal Aspects Grounded by Embodied Cognitive Frameworks References Chapter 13: The Methodological Pivot 13.1 Sketching Transdiscursive Material Practice 13.2 Critique of Reflective Practice 13.3 The Methodological Pivot References