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A systematic presentation of activity theory, its application to interaction design, and an argument for the development of activity theory as a basis for understanding how people interact with technology. Activity theory holds that the human mind is the product of our interaction with people and artifacts in the context of everyday activity. Acting with Technology makes the case for activity theory as a basis for understanding our relationship with technology. Victor Kaptelinin and Bonnie Nardi describe activity theory's principles, history, relationship to other theoretical approaches, and application to the analysis and design of technologies. The book provides the first systematic entry-...
Activity theory -- a conceptual framework originally developed by Aleksei Leontiev -- has its roots in the socio-cultural tradition in Russian psychology. The foundational concept of the theory is human activity, which is understood as purposeful, mediated, and transformative interaction between human beings and the world. Since the early 1990s, activity theory has been a visible landmark in the theoretical landscape of Human-Computer Interaction (HCI). Along with some other frameworks, such as distributed cognition and phenomenology, it established itself as a leading post-cognitivist approach in HCI and interaction design. In this book we discuss the conceptual foundations of activity theo...
As the 21st century begins, we are faced with opportunities and challenges of available technology as well as pressured to create strategic and tactical plans for future technology. Worldwide, IT professionals are sharing and trading concepts and ideas for effective IT management, and this co-operation is what leads to solid IT management practices. This volume is a collection of papers that present IT management perspectives from professionals around the world. The papers seek to offer new ideas, refine old ones, and pose interesting scenarios to help the reader develop company-sensitive management strategies.
Discusses the conceptual foundations of activity theory and its contribution to HCI research. After making the case for theory in HCI and briefly discussing the contribution of activity theory to the field, the book introduces the historical roots, main ideas, and principles of activity theory before presenting in-depth analyses of three issues: agency, experience, and activity-centric computing.
This work brings together a collection of 13 contributions that apply activity theory - a psychological theory with a naturalistic emphasis - to problems of human-computer interaction. It presents activity theory as a means of structuring and guiding field studies of human-computer interaction.
The term "Affordance" is a key concept for designers. If you want to build products that are intuitive and easy to use, it is crucial to fully understand the liaison between the human mind and technology. The concept of Affordance was made popular by Don Norman in the late 80s and has played an essential role for user experience professionals and researchers ever since. This book is a short, example-based reference guide into the history and practical application of the term Affordance. It is essential reading for anyone who wants to get a deeper understanding of what it means for a product to be "intuitive."
How small-scale drones, satellites, kites, and balloons are used by social movements for the greater good. Drones are famous for doing bad things: weaponized, they implement remote-control war; used for surveillance, they threaten civil liberties and violate privacy. In The Good Drone, Austin Choi-Fitzpatrick examines a different range of uses: the deployment of drones for the greater good. Choi-Fitzpatrick analyzes the way small-scale drones—as well as satellites, kites, and balloons—are used for a great many things, including documenting human rights abuses, estimating demonstration crowd size, supporting anti-poaching advocacy, and advancing climate change research. In fact, he finds,...
Why employees of pioneering Internet companies chose to invest their time, energy, hopes, and human capital in start-up ventures. In the dot-com boom of the late 1990s, employees of Internet startups took risks—left well-paying jobs for the chance of striking it rich through stock options (only to end up unemployed a year later), relocated to areas that were epicenters of a booming industry (that shortly went bust), chose the opportunity to be creative over the stability of a set schedule. In Venture Labor, Gina Neff investigates choices like these made by high-tech workers in New York City's “Silicon Alley” in the 1990s. Why did these workers exhibit entrepreneurial behavior in their ...
An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players ne...
Action research is a term used to describe a family of related approaches that integrate theory and action with a goal of addressing important organizational, community, and social issues together with those who experience them. It focuses on the creation of areas for collaborative learning and the design, enactment and evaluation of liberating actions through combining action and research, reflection and action in an ongoing cycle of cogenerative knowledge. While the roots of these methodologies go back to the 1940s, there has been a dramatic increase in research output and adoption in university curricula over the past decade. This is now an area of high popularity among academics and rese...