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ویرایش: نویسندگان: Carmelo Ardito, Rosa Lanzilotti, Alessio Malizia, Marta Larusdottir, Lucio Davide Spano, José Campos, Morten Hertzum, Tilo Mentler, José Abdelnour Nocera سری: Lecture Notes in Computer Science, 13198 ISBN (شابک) : 3030983870, 9783030983871 ناشر: Springer سال نشر: 2022 تعداد صفحات: 545 [546] زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 53 Mb
در صورت تبدیل فایل کتاب Sense, Feel, Design: INTERACT 2021 IFIP TC 13 Workshops, Bari, Italy, August 30 – September 3, 2021, Revised Selected Papers 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 حس، احساس، طراحی: کارگاه های آموزشی IFIP TC 13 INTERACT 2021، باری، ایتالیا، 30 اوت تا 3 سپتامبر 2021، مقالات منتخب اصلاح شده 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.
این کتاب شامل مجموعهای از مقالات اصلاحشده است که از 7
کارگاه برگزار شده توسط هجدهمین کنفرانس بینالمللی IFIP TC 13
در مورد تعامل انسان و رایانه، INTERACT 2021، که در سپتامبر
2021 در باری، ایتالیا برگزار شد، انتخاب شده است. 15 مقاله
موجود در این جلد به دقت بررسی و از بین 30 مقاله ارسالی انتخاب
شدند. آنها طراحی فنآوریهای تعاملی را نشان میدهند که به یک
یا چند هدف توسعه پایدار سازمان ملل میپردازد، برای مقابله با
زمینههای در حال تحول استفاده در حوزههای کاربردی امروز و
آینده و تأثیر آن بر طراحی و تمرین توسعه سیستم اجتماعی-فنی
انسانی محور، منابع آموزشی و رویکردهای به اشتراک گذاشته شده
برای حمایت از فرآیند آموزش و یادگیری HCIE Engineering و به
اشتراکگذاری منابع آموزشی HCI-E. ) و مسائل ژئوپلیتیکی در
تعامل انسان-رایانه را به عنوان یک زمینه دانش و عمل مورد بررسی
و بحث قرار دهید.
فصل "مشارکت علمی شهروندان افراطی در اهداف توسعه پایدار.
چالشها و فرصتها برای یک رویکرد طراحی انسان
محور".
This book contains a series of revised papers selected
from 7 workshops organized by 18th IFIP TC 13 International
Conference on Human-Computer Interaction, INTERACT 2021,
which was held in September 2021 in Bari, Italy. The 15
papers included in this volume were carefully reviewed and
selected from 30 submissions. They show the design of
interactive technologies addressing one or more United
Nations' Sustainable Development Goals, to deal with evolving
contexts of use in today’s and future application domains and
its influence on human-centered socio-technical system design
and devel-opment practice, share educational resources and
approaches to support the process of teaching and learning
HCI Engineering (HCI-E), share educational resources and
approaches to support the process of teaching and learning
HCI Engineering (HCI-E), and address and discuss geopolitical
issues in Human-Computer Interaction as a field of knowledge
and practice.
Chapter “Extreme Citizen Science Contributions to the
Sustainable Development Goals: Challenges and Opportunities
for a Human-Centred Design Approach” is available open access
under a Creative Commons Attribution 4.0 International
License via link.springer.com.
Preface Organization IFIP TC 13 IFIP TC13 Members IFIP TC 13 Working Groups INTERACT 2021 Partners and Sponsors Contents Human-Centred Technology for Sustainable Development Goals: Challenges and Opportunities Human-Centred Technology for Sustainable Development Goals - Workshop Results 1 Introduction 1.1 Objectives 2 Workshop Activities and Participants 3 Papers Extended 4 Challenges and Opportunities on HCT4SDG 5 Final Remarks References An Action-Management Video Game to Foster Sustainability Through Garbage Recycling 1 Introduction and Related Works 2 Game Design and Motivations 3 Game Development 3.1 Action Gameplay 3.2 Management Gameplay 3.3 Educational Contents 4 User-Based Evaluation 5 Conclusions and Future Work References Extreme Citizen Science Contributions to the Sustainable Development Goals: Challenges and Opportunities for a Human-Centred Design Approach 1 Introduction 2 Citizen Science and Its Role in Sustainable Development 2.1 The Sustainable Development Goals (SDGs) 2.2 Citizen Science and Extreme Citizen Science 3 Extreme Citizen Science: Methods and Tools 3.1 Engagement in Extreme Citizen Science 3.2 Extreme Citizen Science Tools 4 Extreme Citizen Science for Environmental Monitoring in the Global South: Opportunities and Challenges 4.1 Challenges 4.2 Opportunities 5 Conclusions References Interactive Map Visualizations for Supporting Environmental Sustainable Development Goals 1 Introduction 2 Map Visualizations 3 Interactive Map Visualizations 3.1 Interactive Maps in Web-Based Information Systems 3.2 Interactive Maps in Decision Support Systems 3.3 Interactive Maps in Computer Games 4 Conclusions References An Informatics-Based Approach for Sustainable Management of Factors Affecting the Spread of Infectious Diseases 1 Introduction 2 Challenges of Dealing with Vector-Borne Diseases 3 Agent-Based Modelling Approach 4 Serious Game Simulation 5 Evaluation 6 Conclusions References Internet of Things in Education for Sustainable Development 1 Introduction 2 Education for Sustainable Development 3 Internet of Things (IoT) for Education for Sustainable Development 3.1 IoT Technical Possibilities 4 Related Research 5 IoT for SDGs Guidelines 6 Exploratory Study 6.1 UV Radiation 6.2 Hardware Choices 6.3 Relevance of the Data Collected in the Context 6.4 Project Design 6.5 Engagement 7 Conclusion and Future Work References Guidelines for the Sustainable Development of Computing Technology 1 Introduction 2 Sustainable Development 3 Related Works 4 A Methodological Approach 4.1 Survey with Computing Community 4.2 Affinity Diagram 5 Guidelines for Sustainable Computing Technology 5.1 Application and Preliminary Assessment of Guidelines 6 Final Remarks References Human-Centered Software Engineering for Changing Contexts of Use Workshop Report for IFIP WG 13.2’s HCSE@INTERACT 2021 1 General Workshop Setting 2 Interactive Working Sessions Reference How to Identify Changing Contexts of Use with Creativity Workshops – An Experience Report 1 Introduction 2 Related Work 3 Methodology 3.1 Case Project 3.2 Objective of the Workshop 3.3 Workshop Agenda 3.4 Creativitiy Techniques Used 3.5 Data Collection 3.6 Conducting the Workshop 4 Results and Interpretation 5 Discussion 5.1 Advantages and Disadvantages Due to the Pandemic 5.2 Take-Aways for Researchers 5.3 Limitations 6 Conclusion References Contextual Personas - A Method for Capturing the Digital Work Environment of Users 1 Introduction 2 Background 2.1 The Concept of Context of Use 2.2 The Concept of Digital Work Environment 2.3 The Persona Method 3 The Contextual Persona Method 4 Method 4.1 Data Collection 4.2 Data Analysis 5 Results 5.1 Positive Aspects of the Modified Contextual Persona Method 5.2 Negative Aspects 5.3 Possible Improvements of the Contextual Persona Method 6 Possible Improvements to the Method 7 Discussion References MyLYL: Towards Flexible Interaction Design for Operator Assistance Systems 1 Introduction 2 Contextual Inquiries 3 Usability of Hoists in Changing Contexts of Use 4 MyLYL Design Space 5 Application of the Design Space 6 Conclusion and Outlook References Creating a Post-sedentary Work Context for Software Engineering 1 Introduction 2 Background 2.1 Why Post-sedentary? 2.2 Interaction Technologies 2.3 Spatial Metaphors in Software Engineering 3 Proposed Studies at Various Software Engineering Stages 3.1 Code Exploration by Moving in VR 3.2 Programming by Moving in VR 3.3 Labeling, Filtering and Searching by a Post-sedentary Engineer 3.4 Debugging by Moving in VR 4 Conclusion References Coping with Changing Contexts: A Healthcare Security Perspective 1 Introduction 2 Background 3 How to Cope with Challenges in the Changing Context? 3.1 Educational Intervention Strategy 3.2 Design Intervention Strategy 4 Conclusion References Privacy Knowledge Base for Supporting Decision-Making in Software Development 1 Introduction 2 Related Works 3 Privacy Knowledge Base 4 Privacy Oriented Software Development 5 Case Study 6 Discussion References bRIGHT – A Framework for Capturing and Adapting to Context for User-Centered Design 1 Introduction 2 Related Work 3 Overview of bRIGHT 4 bRIGHT Runtime Adaptation – A Use Case 5 Approach 6 Future Work and Conclusions References Affordance-Derived Declarative Interaction Models for Context Adaptation 1 Introduction 2 Related Work 3 Approach: Affordance-Derived Interaction Model 4 Preliminary Results 5 Discussion and Conclusions References Ensuring User Interface Adaptation Consistency Through Triple Graph Grammars 1 Introduction 2 Triple Graph Grammars 3 Consistency Management Framework 3.1 Consistency at Design-Time 3.2 Consistency and Conflict Resolution at Run-Time 4 Related Work 5 Conclusion References HCI-E^2: HCI Engineering Education - for Developers, Designers and More Teaching HCI Engineering: Four Case Studies 1 Introduction 2 Presentation Framework 3 Case Study 1: Kart Racing Game 3.1 Identity Card 3.2 Targeted Students and Pre-requisites 3.3 Objectives 3.4 Pedagogical Steps/Monitoring, Initial Materials and Tools 3.5 Expected Outputs and Evaluation 4 Case Study 2: Fantasy Soccer 4.1 Targeted Students and Pre-requisites 4.2 Objectives 4.3 Pedagogical Steps/Monitoring, Initial Materials and Tools 4.4 Expected Outputs and Evaluation 5 Case Study 3: Home Finder 5.1 Identity Card 5.2 Targeted Students and Prerequisites 5.3 Objectives 5.4 Pedagogical Steps/Monitoring, Initial Materials and Tools 5.5 Expected Output and Evaluation 6 Case Study 4: Electronic Prescription System 6.1 Identity Card 6.2 Targeted Students and Prerequisites 6.3 Objectives 6.4 Pedagogical Steps/Monitoring, Initial Materials and Tools 6.5 Expected Outputs and Evaluation 7 Discussion References The Curriculum for Education in Engineering Interactive Systems at the Master in HCI of the University Toulouse III - Paul Sabatier 1 Introduction 2 Overview of the Master in HCI 3 Motivations for the Curriculum in Engineering Interactive Systems 4 Main Themes Covered by the Curriculum and Their Implementation 5 A Typical Example 6 Conclusion References Interface Engineering for UX Professionals 1 Introduction 2 Why Implementation for UX Professionals? 2.1 Background 2.2 Do We Need Implementation for UX? 2.3 Motivating Examples - The Code-Aware Designer 2.4 What Does a UX Developer Need to Know About Implementation? 3 Course Content 3.1 Outline 3.2 An Example – Mute Wars 4 Discussion A Appendix: Unit Content – Implementation for UX A.1 Introduction A.2 Understanding States and Events A.3 Network-Based Interaction A.4 Digging Below the Application A.5 Architecture References Adult Students Become Professionals Teaching or Learning – What’s in a Name? 1 Experience-Based Vision on Professional Learning on Usability and Experience Design 2 A Model for the Knowledge Domain 2.1 Knowledge 2.2 Skills 2.3 Dispositions 3 Interaction Design - A Wide Landscape 4 Learning in the Real World 5 Structuring a Course 5.1 Learning Goals 5.2 Knowledge Content 5.3 Skill Levels 5.4 Dispositions 5.5 Assessment 6 Tools in Practice 6.1 A Challenging Example: Learning in Lock-Down in China 6.2 Learning is Never Finished References Addressing Interactive Computing Systems' Concerns in Software Engineering Degrees 1 Introduction 2 The Degree and the Courses 2.1 The Informatics Engineering Degree 2.2 The Software Systems Development Course 2.3 The Web Applications Engineering Track 3 Human-Centred Concerns 3.1 Implications in the Software Systems Development Course 3.2 Implications in the Applications Engineering Track 4 Concluding Remarks References Teaching End-User Development in the Time of IoT and AI 1 Introduction 2 Content 2.1 Introduction 2.2 Trigger-Action Programming 2.3 Environments for End-User Creation of Automations 2.4 Intelligent Support 3 Practical Work 4 Conclusions References Teaching Human-Computer Interaction in the Software Engineering Master's Degree Program of the University Grenoble Alpes 1 Introduction 2 First Year of the Master's Program: User-Centered Design and Development 3 Second Year of the Master's Program: Advanced Interaction Techniques – Multimodality 4 Conclusion References Control Rooms in Safety Critical Contexts: Design, Engineering and Evaluation Issues Control Rooms from a Human-Computer Interaction Perspective 1 Introduction 2 A Brief HCI Taxonomy of Control Rooms 3 User Experience and Usability 4 Safety in Design and Safety in Action 5 Control Rooms and Interaction Techniques 6 Conclusion References A Generic Framework for Structuring Configuration Management for Socio-technical System: Application to Control Rooms 1 Introduction 2 Change Management in Command and Control Rooms 2.1 Diversity and Multiplicity People, Organizations and Interactive Systems in a Command and Control Room 2.2 Need for Control and Management of Changes in Configuration of Control Rooms 3 Related Work on Configuration Management 3.1 Software and System Configuration Management (SCM) Processes 3.2 Processes for Change Management of Human and Organizational Aspects in Control Rooms 4 An Illustrated Argument for Structuring Configuration Management According to the POISE View on Control Rooms 4.1 Overview of the Space Application Domain 4.2 Implications of a Change of an Element Belonging to the Type “Interactive Systems” Using the POISE Approach 5 Conclusion and Perspectives References Improving Resilience by Communicating Predicted Disruptions in Control Rooms 1 Introduction 2 Interface Design and Data Visualization in State-of-the-Art Control Rooms 3 Vision for Next Generation Control Rooms 3.1 Automated Detection of Upcoming Disruptions 3.2 Visualization of Spatio-Temporal Uncertainty 3.3 Cognition-Aware HCI 4 Challenges 5 Conclusion and Next Steps References Proving Display Conformance and Action Consistency: The Example of an Integrated Clinical Environment 1 Introduction 2 A Proposed ICE System Design 3 Developing a Formal Specification of the ICE System 3.1 Modelling the Functionalities of the ICE System 3.2 Keeping Displays up to Date 3.3 Communicating Actions 3.4 Filtering Relevant Information 4 Conformance and Consistency 4.1 Conformance 4.2 Consistency 5 Conclusions References Towards Control Rooms as Human-Centered Pervasive Computing Environments 1 Introduction 2 Background and Related Work 3 Control Rooms as Human-Centered Pervasive Computing Environments 3.1 Root Concept 3.2 Pattern Language for Scalable Interaction in Control Rooms 3.3 Wearable Control Room Assistant 4 Methods 5 Results 5.1 Workflows and User Experience (“Human”) 5.2 Wearables, Mobile Devices and Sensors (“Technology”) 5.3 Performance, Mental and Physical Health (“Organization”) 5.4 Social and Cultural Aspects (“Environment”) 6 Discussion 6.1 Limitations 6.2 Conclusions References LstSim-Extended: Towards Monitoring Interaction and Beyond in Web-Based Control Room Simulations 1 Introduction 2 Related Work 3 LstSim 4 Our Framework 4.1 Browser Telemetry Plugin 4.2 Browser-Controlled Wristwatch 5 Evaluation 6 Discussion 7 Conclusions References UX for Some and Usability for Others: Issues of Blending Multi-user and Multi-property in Control Centers 1 Introduction 2 Definitions of Usability and User Experience (UX) 2.1 Usability 2.2 User Experience (UX) 2.3 Usability and User Experience Relationship 3 Informal Description of the CNES Guiana Space Center Jupiter 2 Control Center 4 Users of Jupiter 2 Control Center 4.1 Operational Operators 4.2 External Audience 4.3 Press 5 Impact on Design Issues 5.1 Control Center Configuration and People Positioning Impact on Usability 5.2 Conflict Between Efficacy, Efficiency, and UX 5.3 Noise Impact on Users’ Awareness and Goal Completion 5.4 Attacks Prevention Impact on Social Connectedness 6 Conclusion References Pilot Implementation: Testing Human-Work Interaction Designs A Summary of the Workshop on Pilot Implementation for Testing Human-Work Interaction Designs 1 Introduction 2 Pilot Implementation 3 Contributed Papers 4 Conclusion References University Digital Engagement of Students 1 Introduction 2 Proposal Concept – Action Planning and Action Tacking 2.1 Planning and Design 2.2 Technical Configuration - First Phase 2.3 Technical Configuration - Second Phase 2.4 Use 3 Evaluation - Results from the Pilot Implementation Applied to a PT Master’s Degree 3.1 Learning 3.2 Evaluation - First Phase - July and August 2020 3.3 Evaluation - Second Phase - February to August 2021 4 Conclusions and Future Work References Pilot Implementation: Organizational Alignment When Implementing an IT-System 1 Introduction 2 Objectives 3 Organizational Alignment 3.1 Why is Organizational Alignment Crucial for Conducting Pilot Implementation? 3.2 The Importance of Data Management in Pilot Implementation 3.3 Alignment of Organizational Reward Systems to Design Practices 4 Discussion and Conclusion References AttnGAN: Realistic Text-to-Image Synthesis with Attentional Generative Adversarial Networks 1 Introduction 2 Literature Review 3 Research Methodology 3.1 Application Design 3.2 Attentional Generative Network 3.3 Deep Attentional Multimodal Similarity Model 3.4 Evaluation Metrics 4 Usability Testing 5 Results and Conclusion 6 SWOT (Strengths, Weakness, Opportunities and Threats) Analysis References Prototype Design of a Multi-modal AI-Based Web Application for Hateful Content Detection in Social Media Posts 1 Introduction 2 Related Work 3 System Architecture 3.1 Input to the System 3.2 Detecting Hateful Content Using Classification Algorithms 3.3 Output of the System 4 Pilot Testing 5 Results and Conclusion 5.1 Strength Weakness Opportunities Threats (SWOT) Analysis 5.2 Conclusion References Pilot Implementation for Driver Behaviour Classification Using Smartphone Sensor Data for Driver-Vehicle Interaction Analysis 1 Introduction 2 Literature Survey 3 Methodology 3.1 Creating Driver Persona 3.2 Driver Persona 4 Pilot Implementation 4.1 Objective 4.2 Experimental Setup 4.3 Inner Variables 4.4 Outer Variables 4.5 Results 5 Conclusion and Future Scope References Co-design Workshops as a Step Towards Pilot Implementation for Complex Workplaces 1 Introduction 2 Participatory Design and Work Domain Analysis 3 Case Study Questions 3.1 Workshop’s Settings 3.2 Data Collection and Analysis Methods 4 What We Learned - Pros and Cons of Such Workshops 4.1 Pros and Cons of Co-design Workshops Prior to the Trials 4.2 Co-design Workshop Settings 5 Conclusion References Dropping a Bomb or Providing a Gentle Loving Touch? Towards a Relation Artefact Theory of Pilot Implementation 1 Introduction 2 Pilot Implementation as a Movement from the Technical Towards the Social 3 HWID Relation Artefact Pilot Implementation 4 Dropping a Bomb or Providing a Gentle Loving Touch? 5 Discussion 5.1 What Is ‘Pilot Implemented’ with HWID Relation Artefacts? 5.2 ‘Interoperability’ Examples 5.3 ‘Digital Legacy’ Examples 5.4 ‘Organisational Strategy Alignment’ Examples 5.5 Adaptive Interventions in Design 6 Conclusion References Wearables, Humans, and Things – Addressing Problems in Education Towards Advanced Evaluation of Collaborative XR Spaces 1 Introduction 2 Background 2.1 XR Technologies 2.2 Benefits of XR-Supported Learning 2.3 Evaluating XR Environments 3 Increasing User Acceptance of XR Technologies 3.1 Modeling User Acceptance 3.2 Operationalizing Ease of Useand TTFwith Wearable-Based Measuring Instruments 3.3 Future Research Directions 4 Conclusions References Ears on My Back - Experiencing the Soundscape Without Hearing 1 Introduction 2 Film and Sound 2.1 Story and Context 2.2 Experience 3 If Sound is not Available 4 A Challenge: Translating the Sound of Art 4.1 Promising Alternative Modalities 5 An Artistic Experimental Design: Ears on My Back 5.1 Experimental Video Footage 5.2 Initial Work Results and Summary 6 Hardware Upgrade, Quantitative Testing and UX 6.1 Principle Description 6.2 Algorithm of Audio Processing: Fn = (n - 1) × Fs/N 6.3 Quantification Testing and UX 7 Challenges of Interdisciplinary Collaboration 7.1 Ready-to-wear: Collaborations with Fashion Designers 8 Work in Progress References Using Wearables to Optimize Learning at Home 1 Introduction 2 Learning in Home Environments 3 What and How to Learn with Wearables 4 When and Where to Learn 5 Tagged Revision: An App for NFC-Triggered Learning 6 Challenges in Designing Learning at Home 6.1 Content Creation 6.2 Peer Collaboration and Instructor Support 7 Outlook and Conclusion References Geopolitical Issues in Human Computer Interaction Micro-politics, Semiotic Power and Infrastructural Inversion: Theoretical Lenses for Geopolitical HCI 1 Introduction 2 Background 2.1 Power and Politics in Information Technology Disciplines 2.2 Technological Frames, Micro-politics of Power and Semiotic Power 2.3 Infrastructural Inversion 3 Towards a Geopolitical Analysis of HCI 4 Conclusion: Theoretical Lenses for a Geopolitical HCI Research Agenda References Africanization of HCI Teaching and Learning 1 Introduction 2 The Status Quo of Africanization in IS Research 3 Ubuntu and More Examples of Localization in IS and HCI 4 The Practical Side of IS and HCI Africanization 5 African Value Systems and Fine Arts 6 Conclusion References Subverting Divisive Geopolitical Issues in HCI Through Autonomous Design and Punk Narratives 1 Introduction 2 Global Issues and Divisiveness in HCI 2.1 Waves of HCI 2.2 Controversy in HCI 3 Design Practices for Addressing Societal Issues 3.1 Design Thinking 3.2 Designerly Thinking 3.3 Speculative (Critical) Design 3.4 Value Sensitive Design (VSD) 4 Towards a Pluriversal HCI 4.1 Breaking the Waves 4.2 Post-colonialism and Decolonialism 4.3 Designs for the Pluriverse 4.4 Autonomous Design in Human-Computer Interaction 5 HCI, Literature, and Punk Narratives 5.1 Punk Narratives 5.2 Towards Functional Futures 6 Conclusion References Author Index