{"product_id":"the-wiley-handbook-of-human-computer-interaction-set-isbn-9781118976135","title":"The Wiley Handbook of Human Computer Interaction Set","description":"\u003cp\u003eOnce, human-computer interaction was limited to a privileged few. Today, our contact with computing technology is pervasive, ubiquitous, and global. Work and study is computer mediated, domestic and commercial systems are computerized, healthcare is being reinvented, navigation is interactive, and entertainment is computer generated. As technology has grown more powerful, so the field of human-computer interaction has responded with more sophisticated theories and methodologies. Bringing these developments together, \u003ci\u003eThe Wiley Handbook of Human-Computer Interaction \u003c\/i\u003eexplores the many and diverse aspects of human-computer interaction while maintaining an overall perspective regarding the value of human experience over technology.\u003c\/p\u003eIn der Vergangenheit war die Mensch-Computer-Interaktion (Human-Computer Interaction) das Privileg einiger weniger. Heute ist Computertechnologie weit verbreitet, allgegenwärtig und global. Arbeiten und Lernen erfolgen über den Computer. Private und kommerzielle Systeme arbeiten computergestützt. Das Gesundheitswesen wird neu erfunden. Navigation erfolgt interaktiv. Unterhaltung kommt aus dem Computer. Als Antwort auf immer leistungsfähigere Systeme sind im Bereich der Mensch-Computer-Interaktion immer ausgeklügeltere Theorien und Methodiken entstanden. The Wiley Handbook of Human-Computer Interaction bietet einen Überblick über all diese Entwicklungen und untersucht die vielen verschiedenen Aspekte der Mensch-Computer-Interaktion und hat den Wert menschlicher Erfahrungen, die über Technologie stehen, ganzheitlich im Blick. \u003cp\u003eNotes on Contributors vii\u003c\/p\u003e \u003cp\u003eAcknowledgments xix\u003c\/p\u003e \u003cp\u003eIntroduction: Human‐Computer Interaction Yesterday, Today, and Tomorrow 1\u003cbr\u003e \u003ci\u003eKent L. Norman and Jurek Kirakowski\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart I Design Issues 7\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e1 Interactive Critical Systems and How to Build Them 9\u003cbr\u003e \u003ci\u003eHarold Thimbleby\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e2 Semiotics and Human‐Computer Interaction 33\u003cbr\u003e \u003ci\u003eClarisse Sieckenius de Souza\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e3 Benefiting from ISO Standards 51\u003cbr\u003e \u003ci\u003eNigel Bevan and Jonathan Earthy\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e4 Gender and Human‐Computer Interaction 71\u003cbr\u003e \u003ci\u003eSamantha Breslin and Bimlesh Wadhwa\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e5 Usability and Digital Typography 89\u003cbr\u003e \u003ci\u003ePeter Flynn\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart II Design Process 109\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e6 Agile User‐Centered Design 111\u003cbr\u003e \u003ci\u003eGabriela Jurca, Theodore D. Hellmann, and Frank Maurer\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e7 Ethnographic Approach to Design 125\u003cbr\u003e \u003ci\u003eDave Randall and Mark Rouncefield\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e8 User Modeling 143\u003cbr\u003e \u003ci\u003ePradipta Biswas and Mark Springett\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e9 Kids and Design 171\u003cbr\u003e \u003ci\u003eMona Leigh Guha and Jerry Alan Fails\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart III Evaluation Factors 191\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e10 User Experience 193\u003cbr\u003e \u003ci\u003eJakob Grue Simonsen\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e11 Task Load and Stress 207\u003cbr\u003e \u003ci\u003eJulien Epps\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e12 Comparing Mobile Experience 225\u003cbr\u003e \u003ci\u003eXiaoge Xu\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e13 Factors of Immersion 239\u003cbr\u003e \u003ci\u003eNoirin Curran\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart IV Evaluation Methods 255\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e14 Usability Testing 257\u003cbr\u003e \u003ci\u003eSirpa Riihiaho\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e15 Remote Usability Testing 277\u003cbr\u003e \u003ci\u003eJohn Black and Marc Abrams\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e16 Applied User Research in Games 299\u003cbr\u003e \u003ci\u003eRandy J. Pagulayan, Daniel V. Gunn, Jerome R. Hagen, Deborah J. O. Hendersen, Todd A. Kelley, Bruce C. Phillips, J. J. Guajardo, and Tim A. Nichols\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart V Input \/ Output 347\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e17 Fitts’ Law 349\u003cbr\u003e \u003ci\u003eI. Scott MacKenzie\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e18 Principles for Designing Body‐Centered Auditory Feedback 371\u003cbr\u003e \u003ci\u003eAna Tajadura‐Jimenez, Aleksander Valjamae, Frederic Bevilacqua, and Nadia Bianchi‐Berthouze\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e19 Input Device—Motion Capture 405\u003cbr\u003e \u003ci\u003eAtsushi Nakazawa and Takaaki Shiratori\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e20 Applications of Intelligent and Multimodal Eye‐Gaze Controlled Interfaces 421\u003cbr\u003e \u003ci\u003ePradipta Biswas and Pat Langdon\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e21 Corneal Imaging 445\u003cbr\u003e \u003ci\u003eChristian Nitschke and Atsushi Nakazawa\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart VI Interfaces 515\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e22 Multisurface Environments 517\u003cbr\u003e \u003ci\u003eTeddy Seyed and Frank Maurer\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e23 A Natural Language Interface for Mobile Devices 539 \u003cbr\u003e \u003ci\u003eBoris Katz, Gary Borchardt, Sue Felshin, and Federico Mora\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e24 Visual Query Interfaces 561\u003cbr\u003e \u003ci\u003eTiziana Catarci, Massimo Mecella, Stephen Kimani, and Giuseppe Santucci\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e25 Interfaces for Music 579\u003cbr\u003e \u003ci\u003eBen Challis\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart VII Interaction 599\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e26 Embodied Conversational Agents 601\u003cbr\u003e \u003ci\u003eHung‐Hsuan Huang\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e27 Interacting with Mobile Media 615\u003cbr\u003e \u003ci\u003eS. Shyam Sundar, Eugene Cho, and Jinping Wang\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e28 Natural Human‐Robot Interaction 641\u003cbr\u003e \u003ci\u003eYasser Mohammad\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e29 A Quick Look at Game Engagement Theories 657\u003cbr\u003e \u003ci\u003eChaklam Silpasuwanchai and Xiangshi Ren\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart VIII Accessibility 681\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e30 Accessibility 683\u003cbr\u003e \u003ci\u003eAlistair Edwards\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e31 Designing for and with People Living with Challenging Circumstances 697\u003cbr\u003e \u003ci\u003eKellie Morrissey and John McCarthy\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e32 Innovative Accessible Interfaces 715\u003cbr\u003e \u003ci\u003eCarlos Duarte, David Costa, and Luís Carriço\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e33 A Concrete Example of Inclusive Design: Deaf‐Oriented Accessibility 731\u003cbr\u003e \u003ci\u003eClaudia Savina Bianchini, Fabrizio Borgia, and Maria De Marsico\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart IX Social 757\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e34 Social Networking 759\u003cbr\u003e \u003ci\u003eJennifer Golbeck\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e35 Measuring Attitudes Online: Social Interaction and the Internet 769\u003cbr\u003e \u003ci\u003eMary Joyce and Eve Griffin\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e36 Munchausen by Internet 787\u003cbr\u003e \u003ci\u003eAideen Lawlor\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart X Communities 803\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e37 The Viability of Online Communities and Virtual Teams for Enterprise Clients 805\u003cbr\u003e \u003ci\u003eTharon Howard\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e38 Human‐Computer Interaction and Education: Designing for Technology‐Enhanced Learning Experiences 821\u003cbr\u003e \u003ci\u003eJune Ahn and Tamara Clegg\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e39 Digital Citizen Science and the Motivations of Volunteers 831\u003cbr\u003e \u003ci\u003eCharlene Jennett and Anna L. Cox\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart XI Applications 843\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e40 Motor Vehicle Driver Interfaces 845\u003cbr\u003e \u003ci\u003ePaul A. Green\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e41 Improving Ad Interfaces with Eye Tracking 889\u003cbr\u003e \u003ci\u003eMichel Wedel\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e42 The Quantified Self 909\u003cbr\u003e \u003ci\u003eJeong‐Ki Hong and Jun‐Dong Cho\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e43 An HCI Approach in Contemporary Healthcare and (Re)habilitation 923\u003cbr\u003e \u003ci\u003eAnthony Brooks\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e44 Visual Analytics for Comparing Multiple Clustering Results of Bioinformatics Data 945\u003cbr\u003e \u003ci\u003eSehi L’Yi, Bongkyung Ko, DongHwa Shin, Young‐Joon Cho, Jaeyong Lee, \u003c\/i\u003e\u003ci\u003eBohyoung Kim, and Jinwook Seo\u003cbr\u003e\u003cbr\u003e\u003c\/i\u003eIndex 967\u003c\/p\u003e   \u003cp\u003e\u003cb\u003eKENT L. NORMAN,\u003c\/b\u003e \u003cb\u003eP\u003csmall\u003eH\u003c\/small\u003eD,\u003c\/b\u003e is an Associate Professor in the Cognitive and Neural Systems Area in the Department of Psychology at the University of Maryland. He is the director of the Laboratory for Automation Psychology and Decision Processes (LAPDP) and is a founding member of the Human\/Computer Interaction Laboratory (HCIL) in the University of Maryland. \u003c\/p\u003e\u003cp\u003e\u003cb\u003eJUREK KIRAKOWSKI, P\u003csmall\u003eH\u003c\/small\u003eD,\u003c\/b\u003e retired from his post as Statutory Lecturer in the School of Applied Psychology at University College Cork, Ireland in 2014. He continues his interest in Statistics and Human-Computer Interaction studies and now runs the User Experience Solutions web site. He is also involved in professional standards and ethics in HCI.      \u003c\/p\u003e\u003cp\u003e\u003cb\u003eA UNIQUE RESOURCE COVERING A FULL SPECTRUM OF ISSUES AROUND HUMAN-COMPUTER INTERACTION\u003c\/b\u003e \u003c\/p\u003e\u003cp\u003eWritten by experts from around the globe, this landmark two-volume set introduces emerging technologies for human-computer interaction in contexts such as motion capture, embodied conversational agents, human-robot interaction, corneal imaging and more. While following the traditions of the past, it also points to key technologies and challenges of the future. \u003c\/p\u003e\u003cp\u003eVolume I begins with design issues (criticality, semiotics, and standards) and the process of design (agile, ethnographic, and user modeling), and moves from factors of evaluation (user experience, stress, and immersion) to methods of evaluation (usability testing). It ends with the user from input to output (Fitts' Law, motion capture, and gaze). Volume II of opens with the interface (multi-surface, natural language, and visual query) and the interactions (embodied agents, mobile media, and robots) that take place there. The remainder of the work deals with accessibility and special needs of user groups, the social aspects of users and communities, and finally a number of specific applications (motor vehicle, advertising, and healthcare).  \u003c\/p\u003e\u003cul\u003e \u003cli\u003eContributions from authors in research and academic centers around the world (Australia, Brazil, China, Denmark, Egypt, Finland, India, Ireland, Italy, Japan, Korea, Portugal, United Kingdom, and United States)\u003c\/li\u003e \u003cli\u003eIncludes guidance, standards, principles, and case studies for researchers and practitioners in human-computer interaction and design of new technologies\u003c\/li\u003e \u003cli\u003eFeatures numerous illustrations, screenshots, and diagrams that bring the text to life\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003eThe Wiley Handbook of Human Computer Interaction is intended for practitioners and researchers in human-computer interaction including designers of new products, evaluators and testers, students and teachers; to be opened at any moment for many years to come to inspire, to suggest innovations, and to open new ways of thinking. It is ideal for graduate level courses in human-computer interaction.\u003c\/p\u003e","brand":"Wiley-Blackwell","offers":[{"title":"Default Title","offer_id":47990372335845,"sku":"NP9781118976135","price":471.95,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9781118976135.jpg?v=1761787559","url":"https:\/\/k12savings.com\/products\/the-wiley-handbook-of-human-computer-interaction-set-isbn-9781118976135","provider":"K12savings","version":"1.0","type":"link"}