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Sökning: WFRF:(Laaksolahti J.)

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1.
  • Kaye, J. J., et al. (författare)
  • The design and evaluation process
  • 2011
  • Ingår i: Cognitive Technologies. - Berlin, Heidelberg : Springer Verlag. ; , s. 641-656, s. 641-656
  • Konferensbidrag (refereegranskat)abstract
    • The purpose of this chapter is to describe the design and evaluation process in the light of affective interaction. With a starting point in user-centred design we will explore what additional problems or opportunities become important when designing for affective interaction with computer systems. This chapter also provides a historical background to HCI ending with what is sometimes named the third wave of HCI – that is, designing for aesthetic, emotional experiences with and through technology. 
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2.
  • Höök, Kia, et al. (författare)
  • Evaluation of Affective Interactive Applications
  • 2011
  • Ingår i: Emotion-Oriented Systems. - Berlin, Heidelberg : Springer Nature. ; , s. 687-703
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Methods are developed for different audiences and purposes. HCI researchers develop methods to shape the future through pure, applied and blue sky research – as is still the case with most affective interactive applications. Unsurprisingly, practitioners will be more concerned that the methods they use not only are tractable but produce better and more innovative results in terms of the systems they ultimately release into the world. Researchers, on the other hand, may have other concerns, such as the novelty of their techniques. Up until recently, most HCI methods (both for researchers and practitioners) were developed for work applications and desktop situations. They focused on efficiency, learnability, transparency, control and other work-related values. They were developed in response to a theoretical orientation which viewed the user as an information processing system not so dissimilar to the computer itself. But now that HCI is concerned with technologies that enter all aspects of life, our methods have begun to change and will need to continue to change. In keeping with our changing conception of what a “user” is and a wider concern with their experience of use of new technologies, a key challenge will be to develop and expand methods for analyzing not just what people do with the technology but how it makes them feel, and not just how people understand technology but how they make sense of it as part of their lives. Methods must be concerned, not only with issues of usefulness and usability, but also with issues of aesthetics, expression, and emotion. In addition we need to focus on evaluating technology not just in the short term under controlled conditions but also in the longer term and in broader social and cultural contexts. In this section, we will therefore provide two strands of evaluation methods. The first concerns what we might see as more traditional usability evaluation: is my system usable for the purpose it was designed for? The second strand tries to get at what we have named “third wave of HCI” in the previous chapters: does my system provide for the kind of (emotional) experience that it aimed to do?
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4.
  • Fernaeus, Y., et al. (författare)
  • Understanding users and their situation
  • 2011
  • Ingår i: Cognitive Technologies. - Berlin, Heidelberg : Springer Verlag. - 9783642151835 ; , s. 657-670, s. 653-666
  • Bokkapitel (refereegranskat)abstract
    • The first step in any design process is to set the stage for what to design and how that should be realised. In terms of user-centred design, this includes to develop a sense of who will be using the system, where it is intended to be used, and what it should be used for. In this chapter we provide an overview of this part of the development process, and its place in the design cycle, and some orienting design challenges that are specific to affective interaction. Thereafter we present a variety of methods that designers may want to consider in actual design work. We end by providing a set of examples from previous and ongoing research in the field, which could also work as inspirations or guiding sources in the early stages in a user-centred design process. 
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5.
  • Isbister, K., et al. (författare)
  • Generating ideas and building prototypes
  • 2011
  • Ingår i: Cognitive Technologies. - Berlin, Heidelberg : Springer Verlag. ; , s. 671-685
  • Konferensbidrag (refereegranskat)abstract
    • Design always involves the difficult step from seeing users and their activities to inventing something new that will make sense to them. In this chapter we turn to framing of the problem in such a way that the design process can start and the first prototypes can be constructed. Following a prototype-driven approach, we first provide a discussion of how to frame a problem, drawing on information gathered by methods presented in the previous chapter. We then show not only how to generate ideas for prototypes that would aid to validate a potential solution to that problem, but also methods to actually build and validate such prototypes. Finally, we discuss specific challenges related to affective interaction. The intention pursued with a prototype-driven approach is not to design a product, but a research vehicle for exploring a specific research idea. However, for one to say something of how successful a solution has been, a scenario for such prototype needs to be as realistic as possible, almost as if one was to design a product.
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6.
  • Laaksolahti, Jarmo, et al. (författare)
  • The lega : A device for leaving and finding tactile traces
  • 2011
  • Ingår i: Proceedings of the 5th International Conference on Tangible Embedded and Embodied Interaction. - New York, NY, USA : ACM. - 9781450306287 ; , s. 193-196
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes experiences from development and deployment of the Lega, a hand held device for physical sharing of experiences during an art exhibition. Touching and moving the device in different ways creates a tactile trace that can be experienced by others through their own device. The system was successfully deployed at an art exhibition for two months where user studies were performed. Here we present some general observations regarding the systems performance and discuss issues that we encountered.
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  • Resultat 1-6 av 6

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