This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions
This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions
This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement.
Is this book about patterns? Yes and no. It is about software reuse and representation of knowledge that can be reapplied in similar situations; however, it does not follow the classic Alexandine conventions of the patterns community--i.e. Problem- solution- forces- context- example, etc. Chapter 6 on claims comes close to classic patterns, and the whole book can be viewed as a patterns language of abstract models for software engineering and HCI. So what sort of patterns does it contain? Specifications, conceptual models, design advice, but sorry not code. Plenty of other C++ code pattern books (see PLOP series). Nearest relative in published patterns books are Fowler's (1995) Analysis Patterns: Reusable object models and Coad, North and Mayfield. What do you mean by a Domain Theory? Not domains in the abstract mathematical sense, but domains in the knowledge--natural language sense, close to the everyday meaning when we talk about the application domain of a computer system, such as car rental, satellite tracking, whatever. The book is an attempt to answer the question ' what are the abstractions behind car rental, satellite tracking' so good design solutions for those problems can be reused. I work in industry, so what's in it for me? A new way of looking at software reuse, ideas for organizing a software and knowledge reuse program, new processes for reusing knowledge in requirements analysis, conceptual modeling and software specification. I am an academic, should I be interested? Yes if your research involves software engineering, reuse, requirements engineering, human computer interaction, knowledge engineering, ontologies and knowledge management. For teaching it may be useful for Master courses on reuse, requirements and knowledge engineering. More generally if you are interested in exploring what the concept of abstraction is when you extend it beyond programming languages, formal specificati
If you have picked up this book and are browsing the Preface, you may well be asking yourself"What makes this book different from the large number I can find on amazon. com?". Well, the answer is a blend of the academic and the practical, and views of the subject you won't get from anybody else: how psychology and linguistics influence the field of requirements engineering (RE). The title might seem to be a bit of a conundrum; after all, surely requirements come from people so all requirements should be user-centred. Sadly, that is not always so; many system disasters have been caused simply because requirements engineering was not user-centred or, worse still, was not practised at all. So this book is about putting the people back into com puting, although not simply from the HCI (human-computer interaction) sense; instead, the focus is on how to understand what people want and then build appropriate computer systems.
This unique evaluation of the outcomes of residential and nursing home care for older people identifies the factors determining the quality of life of older people who have moved into care homes. It examines the relationship between older people's psychological well-being and the kinds of care received in residential homes. The volume draws on a study of UK care homes, interviewing new entrants soon after admission and then on two further occasions, to ascertain their experience of care and their quality of life. Interviews were also undertaken with care staff and their managers, and the care environment of each home was assessed. The authors provide valuable evidence of the factors which can influence older people's well-being on entering a care home and how they adjust either positively or not to their new surroundings. The volume offers clear pointers towards ways to improve quality of residential and nursing home care.
Is this book about patterns? Yes and no. It is about software reuse and representation of knowledge that can be reapplied in similar situations; however, it does not follow the classic Alexandine conventions of the patterns community--i.e. Problem- solution- forces- context- example, etc. Chapter 6 on claims comes close to classic patterns, and the whole book can be viewed as a patterns language of abstract models for software engineering and HCI. So what sort of patterns does it contain? Specifications, conceptual models, design advice, but sorry not code. Plenty of other C++ code pattern books (see PLOP series). Nearest relative in published patterns books are Fowler's (1995) Analysis Patterns: Reusable object models and Coad, North and Mayfield. What do you mean by a Domain Theory? Not domains in the abstract mathematical sense, but domains in the knowledge--natural language sense, close to the everyday meaning when we talk about the application domain of a computer system, such as car rental, satellite tracking, whatever. The book is an attempt to answer the question ' what are the abstractions behind car rental, satellite tracking' so good design solutions for those problems can be reused. I work in industry, so what's in it for me? A new way of looking at software reuse, ideas for organizing a software and knowledge reuse program, new processes for reusing knowledge in requirements analysis, conceptual modeling and software specification. I am an academic, should I be interested? Yes if your research involves software engineering, reuse, requirements engineering, human computer interaction, knowledge engineering, ontologies and knowledge management. For teaching it may be useful for Master courses on reuse, requirements and knowledge engineering. More generally if you are interested in exploring what the concept of abstraction is when you extend it beyond programming languages, formal specification, abstract data types, etc towards requirements and domain knowledge. ADDITIONAL COPY: Based on more than 10 years of research by the author, this book is about putting software reuse on a firmer footing. Utilizing a multidisciplinary perspective--psychology and management science, as well as software--it describes the Domain Theory as a solution. The domain theory provides an abstract theory that defines a generic, reusable model of domain knowledge. Providing a comprehensive library of reusable models, practice methods for reuse, and theoretical insight, this book: *introduces the subject area of reuse and software engineering and explains a framework for comparing different reuse approaches; *develops a metric-oriented framework to assess the reuse claims of three competing approaches: patterns, ERPs, and the Domain Theory OSMs (object system models); *explains the psychological background for reuse and describes generic tasks and meta-domains; *introduces claims that provide a representation of design knowledge attached to Domain Theory models, as well as being a schema for representing reusable knowledge in nearly any form; *reports research that resulted from the convergence of the two theories; *describes the methods, techniques, and guidelines of design for reuse--the process of abstraction; and *elaborates the framework to investigate the future of reuse by different paradigms, generation of applications from requirements languages, and component-based software engineering via reuse libraries.
This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions
If you have picked up this book and are browsing the Preface, you may well be asking yourself"What makes this book different from the large number I can find on amazon. com?". Well, the answer is a blend of the academic and the practical, and views of the subject you won't get from anybody else: how psychology and linguistics influence the field of requirements engineering (RE). The title might seem to be a bit of a conundrum; after all, surely requirements come from people so all requirements should be user-centred. Sadly, that is not always so; many system disasters have been caused simply because requirements engineering was not user-centred or, worse still, was not practised at all. So this book is about putting the people back into com puting, although not simply from the HCI (human-computer interaction) sense; instead, the focus is on how to understand what people want and then build appropriate computer systems.
This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement.
For the first hundred years or so of their history, public libraries in Britain were built in an array of revivalist architectural styles. This backward-looking tradition was decisively broken in the 1960s as many new libraries were erected up and down the country. In this new Routledge book, Alistair Black argues that the architectural modernism of the post-war years was symptomatic of the age’s spirit of renewal. In the 1960s, public libraries truly became ‘libraries of light’, and Black further explains how this phrase not only describes the shining new library designs – with their open-plan, decluttered, Scandinavian-inspired designs – but also serves as a metaphor for the public library’s role as a beacon of social egalitarianism and cultural universalism. A sequel to Books, Buildings and Social Engineering (2009), Black's new book takes his fascinating story of the design of British public libraries into the era of architectural modernism.
Winner of the BMA 2011 book awards: psychiatry category Winner of the Australian Journal of Ageing book of the year award This definitive work on dementia and related disorders has been fully updated and revised to reflect recent advances in this fast-moving field. The incidence of dementia continues to rise as the population of the world ages, and the condition represents one of the most significant challenges facing societies and health professionals in the next half-century. In this, the most comprehensive single volume work available on the subject, the editors have met this challenge by assembling a team of the world's leading experts on all aspects of the condition, from history, epidemiology and social aspects to the latest neurobiological research and advanced therapeutic strategies.
This unique evaluation of the outcomes of residential and nursing home care for older people identifies the factors determining the quality of life of older people who have moved into care homes. It examines the relationship between older people's psychological well-being and the kinds of care received in residential homes. The volume draws on a study of UK care homes, interviewing new entrants soon after admission and then on two further occasions, to ascertain their experience of care and their quality of life. Interviews were also undertaken with care staff and their managers, and the care environment of each home was assessed. The authors provide valuable evidence of the factors which can influence older people's well-being on entering a care home and how they adjust either positively or not to their new surroundings. The volume offers clear pointers towards ways to improve quality of residential and nursing home care.
In this luminous portrait of Paris, the celebrated historian gives us the history, culture, disasters, and triumphs of one of the world’s truly great cities. While Paris may be many things, it is never boring. From the rise of Philippe Auguste through the reigns of Henry IV and Louis XIV (who abandoned Paris for Versailles); Napoleon’s rise and fall; Baron Haussmann’s rebuilding of Paris (at the cost of much of the medieval city); the Belle Epoque and the Great War that brought it to an end; the Nazi Occupation, the Liberation, and the postwar period dominated by de Gaulle--Horne brings the city’s highs and lows, savagery and sophistication, and heroes and villains splendidly to life. With a keen eye for the telling anecdote and pivotal moment, he portrays an array of vivid incidents to show us how Paris endures through each age, is altered but always emerges more brilliant and beautiful than ever. The Seven Ages of Paris is a great historian’s tribute to a city he loves and has spent a lifetime learning to know. "Knowledgeable and colorful, written with gusto and love.... [An] ambitious and skillful narrative that covers the history of Paris with considerable brio and fervor." —LOS ANGELES TIMES BOOK REVIEW
“Agile Software Development is a highly stimulating and rich book. The author has a deep background and gives us a tour de force of the emerging agile methods.” —Tom Gilb The agile model of software development has taken the world by storm. Now, in Agile Software Development, Second Edition, one of agile’s leading pioneers updates his Jolt Productivity award-winning book to reflect all that’s been learned about agile development since its original introduction. Alistair Cockburn begins by updating his powerful model of software development as a “cooperative game of invention and communication.” Among the new ideas he introduces: harnessing competition without damaging collaboration; learning lessons from lean manufacturing; and balancing strategies for communication. Cockburn also explains how the cooperative game is played in business and on engineering projects, not just software development Next, he systematically illuminates the agile model, shows how it has evolved, and answers the questions developers and project managers ask most often, including · Where does agile development fit in our organization? · How do we blend agile ideas with other ideas? · How do we extend agile ideas more broadly? Cockburn takes on crucial misconceptions that cause agile projects to fail. For example, you’ll learn why encoding project management strategies into fixed processes can lead to ineffective strategy decisions and costly mistakes. You’ll also find a thoughtful discussion of the controversial relationship between agile methods and user experience design. Cockburn turns to the practical challenges of constructing agile methodologies for your own teams. You’ll learn how to tune and continuously reinvent your methodologies, and how to manage incomplete communication. This edition contains important new contributions on these and other topics: · Agile and CMMI · Introducing agile from the top down · Revisiting “custom contracts” · Creating change with “stickers” In addition, Cockburn updates his discussion of the Crystal methodologies, which utilize his “cooperative game” as their central metaphor. If you’re new to agile development, this book will help you succeed the first time out. If you’ve used agile methods before, Cockburn’s techniques will make you even more effective.
Modern Playhouses is the first detailed study of the major programme of theatre-building which took place in Britain between the 1950s and the 1980s. Drawing on a vast range of archival material--much of which had never previously been studied by historians--it sets architecture in a wide social and cultural context, presenting the history of post-war theatre buildings as a history of ideas relating not only to performance but also to culture, citizenship, and the modern city. During this period, more than sixty major new theatres were constructed in locations from Plymouth to Inverness, Aberystwyth to Ipswich. The most prominent example was the National Theatre in London, but the National was only the tip of the iceberg. Supported in many cases by public subsidies, these buildings represented a new kind of theatre, conceived as a public service. Theatre was ascribed a transformative role, serving as a form of "productive" recreation at a time of increasing affluence and leisure. New theatres also contributed to debates about civic pride, urbanity, and community. Ultimately, theatre could be understood as a vehicle for the creation of modern citizens in a consciously modernizing Britain. Through their planning and appearance, new buildings were thought to connote new ideas of theatre's purpose. In parallel, new approaches to staging and writing posed new demands of the auditorium and stage. Yet while recognizing, as contemporaries did, that the new theatres of the post war decades represented change, Modern Playhouses also asks how radically different these buildings really were, and what their 'mainstream' architecture reveals of the history of modern British architecture, and of post-war Britain.
Britain's premier historian on France from Caesar to Mitterrand - to coincide with the centenary of the Entente Cordiale A century after the Entente Cordiale ended centuries of war and enmity between France and Britain, and two hundred years after the coronation of Britain's deadly enemy, Napoleon Bonaparte, as Emperor, Alistair Horne contemplates two thousand years of France. The Entente Cordiale meant different things to the signatories. For France it meant, quite simply, the certainty at last of an ally who would counter-balance the dread power of Kaiser Wilhelm II's vast and menacing Reich on her doorstep. For Britain the Entente signified an end to centuries of conflict with France, but it also meant inevitable involvement in a major European war. The modern rift over the Iraq war has emphasized once again that a slim channel of water may be all that separates the countries physically, but in temperament, in attitudes, in life generally -- and, particularly, in history itself -- the differences remain fundamental, and intense.
When Wicton Village Museum and Library are to be developed, the mysterious curator, Miss Isadora Dean, is incensed. On a visit to the museum, Charlie and Saima, in Year 5 at the village school, are given a statue's head of Janus to draw but as they hold it they are thrust back to Wicton in Roman times. Orcus, a cruel Roman tax collector, is involved in stealing thousands of denarii. Ruus, the son of the blacksmith Metallus, witnesses a fake ambush and murder, all part of an elaborate plot to steal thousands more. When the silver is stolen, it is buried in a clearing not far from town. Charlie, Saima and Ruus, not without some danger, unearth the bags. However, all three children become embroiled and they themselves become suspects 'on the run'. Whilst Metallus is imprisoned at the fort, they are trapped by Orcus in the temple, yet notice another hoard within. Charlie, always full of ideas, sees a way to trap the real culprits and sets out his plan. They must use the Janus head and go back to the future then return to free Ruus. Saima, truthful, stubborn and fast, runs to the fort to inform the authorities and just in the nick of time, soldiers arrive and arrest the true thieves. Charlie and Saima return to present day Wicton and when Alfie, a classmate, mentions a horse he had to draw carved on a brick from the temple, they set out on a treasure hunt. In the dead of night, they dig up a fortune at the museum building site but are immediately arrested. Back at school, they are marched into assembly. They expect the worst until Mr Blewin, the developer, springs a pleasant surprise.
This book tests the explanatory and descriptive power of the doctrine of sin in relation to two concrete situations: sexual abuse of children and the holocaust. Taking seriously the explanatory power of secular discourses for analysing and regulating therapeutic action in relation to such situations, the book asks whether the theological language of sin can offer further illumination by speaking of God and the world together. Through its discussion of abuse and the holocaust, an engagement with Augustine, original sin and feminism, a fresh and sometimes surprising perspective is offered, both on the theology of sin and on the pathologies under consideration. The understanding of sin that emerges is centred on joyful worship of the trinitarian God. This essay is more systematic and more theological than most practical, pastoral or applied theology and more practical and concrete than most systematic or constructive theology. It is a genuinely concrete, systematic theology.
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