|
21세기 해부학
미래를 경영하라!
아들아! 성공의 문은 이렇게 열어라.
양자론
코어 프로그램
탁월함에 이르는 노트의 비밀
Funology: From Usability to Enjoyment
Traditionally HCI has been concerned with work and task based applications but as digital technologies proliferate in the home fun becomes an important issue. There is an established body of knowledge and a range of techniques and methods for making products and interfaces usable, but far less is known about how to make them enjoyable. Perhaps in the future there will be a body of knowledge and a set of techniques for assessing the pleasure of interaction that will be as thorough as those that currently assess usability. This book is a first step towards that. It brings together a range of researchers from academia and industry to provide answers. Contributors include Alan Dix, Jacob Nielsen and Mary Beth Rosson as well as a number of other researchers from academia and industry. The Oxford Book of Modern Science Writing
Edited by best-selling author and renowned scientist Richard Dawkins, this sterling collection brings together exhilarating pieces by a who's who of scientists and science writers, including Stephen Pinker, Stephen Jay Gould, Martin Gardner, Albert Einstein, Julian Huxley, and many dozens more. Readers will find excerpts from bestsellers such as Douglas R. Hofstadter's Godel, Escher, Bach, Francis Crick's Life Itself, Loren Eiseley's The Immense Journey, Daniel Dennett's Darwin's Dangerous Idea, and Rachel Carson's The Sea Around Us. There are classic essays ranging from J.B.S. Haldane's "On Being the Right Size" and Garrett Hardin's "The Tragedy of the Commons" to Alan Turing's "Computing Machinery and Intelligence" and Albert Einstein's famed New York Times article on "Relativity." And readers will also discover lesser-known but engaging pieces such as Lewis Thomas's "Seven Wonders of Science," J. Robert Oppenheimer on "War and Physicists," and Freeman Dyson's memoir of studying under Hans Bethe. A must-read volume for all science buffs, The Oxford Book of Modern Science Writing is a rich and vibrant anthology that captures the poetry and excitement of scientific thought and discovery. One of New Scientist's Editor's Picks for 2008 How to Write and Publish a Scientific Paper
Collecting and Interpreting Qualitative Materials
Collecting and Interpreting Qualitative Materials, Third Edition introduces the researcher to basic methods of gathering, analyzing and interpreting qualitative empirical materials. Part I moves from interviewing to observing, to the use of artifacts, documents and records from the past; to visual, and autoethnographic methods. It then takes up analysis methods, including computer-assisted methodologies, as well as strategies for analyzing talk and text. Key Feature of the Third Edition • Contains a new Reader's Guide prepared by the editors that helps students and researchers navigate through the chapters, locating the different methodologies, methods, techniques, issues, and theories relevant to their work. • Presents an abbreviated Glossary of terms that offer students and researchers a ready resource to help decode the language of qualitative research. • Offers recommended Readings that provide readers with additional sources on specific topic areas linked to their research. Intended Audience This text is designed for graduate students taking classes in social research methods and qualitative methods as well as researchers throughout the social sciences and in some fields within the humanities. Qualitative Research and Hypermedia: Ethnography for the Digital Age
Human-Computer Interaction
Choices, Values, and Frames
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Malcolm McCullough offers an account of the intersections of architecture and interaction design, arguing that the ubiquitous technology does not obviate the human need for place. His concept of "digital ground" expresses an alternative to anytime-anyplace sameness in computing; he shows that context not only shapes usability but ideally becomes the subject matter of interaction design and that "environmental knowing" is a process that technology may serve and not erode. Drawing on arguments from architecture, psychology, software engineering, and geography, writing for practicing interaction designers, pervasive computing researchers, architects, and the general reader on digital culture, McCullough gives us a theory of place for interaction design. Part I, "Expectations," explores our technological predispositions—many of which ("situated interactions") arise from our embodiment in architectural settings. Part II, "Technologies," discusses hardware, software, and applications, including embedded technology ("bashing the desktop"), and building technology genres around life situations. Part III, "Practices," argues for design as a liberal art, seeing interactivity as a cultural—not only technological—challenge and a practical notion of place as essential. Part IV, "Epilogue," acknowledges the epochal changes occurring today, and argues for the role of "digital ground" in the necessary adaptation. Designing Interactions
Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO—how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology. Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion. Interviews with: Bill Atkinson, Durrell Bishop, Brendan Boyle, Dennis Boyle, Paul Bradley, Duane Bray, Sergey Brin, Stu Card, Gillian Crampton Smith, Chris Downs, Tony Dunne, John Ellenby, Doug Englebart, Jane Fulton Suri, Bill Gaver, Bing Gordon, Rob Haitani, Jeff Hawkins, Matt Hunter, Hiroshi Ishii, Bert Keely, David Kelley, Rikako Kojima, Brenda Laurel, David Liddle, Lavrans Løvlie, John Maeda, Paul Mercer, Tim Mott, Joy Mountford, Takeshi Natsuno, Larry Page, Mark Podlaseck, Fiona Raby, Cordell Ratzlaff, Ben Reason, Jun Rekimoto, Steve Rogers, Fran Samalionis, Larry Tesler, Bill Verplank, Terry Winograd, and Will Wright Ambient Findability: What We Find Changes Who We Become
Morville discusses the Internet, GIS, and other network technologies that are coming together to make unlimited findability possible. He explores how the melding of these innovations impacts society, since Web access is now a standard requirement for successful people and businesses. But before he does that, Morville looks back at the history of wayfinding and human evolution, suggesting that our fear of being lost has driven us to create maps, charts, and now, the mobile Internet. The book's central thesis is that information literacy, information architecture, and usability are all critical components of this new world order. Hand in hand with that is the contention that only by planning and designing the best possible software, devices, and Internet, will we be able to maintain this connectivity in the future. Morville's book is highlighted with full color illustrations and rich examples that bring his prose to life. Ambient Findability doesn't preach or pretend to know all the answers. Instead, it presents research, stories, and examples in support of its novel ideas. Are we truly at a critical point in our evolution where the quality of our digital networks will dictate how we behave as a species? Is findability indeed the primary key to a successful global marketplace in the 21st century and beyond. Peter Morville takes you on a thought-provoking tour of these memes and more ideas that will not only fascinate but will stir your creativity in practical ways that you can apply to your work immediately. ""A lively, enjoyable and informative tour of a topic that's only going to become more important."" David Weinberger, Author, "Small Pieces Loosely Joined" and "The Cluetrain Manifesto" ""I envy the young scholar who finds this inventive book, by whatever strange means are necessary. The future isn't just unwrittenitit's unsearched."" Bruce Sterling, Writer, Futurist, and Co-Founder, The Electronic Frontier Foundation ""Search engine marketing is the hottest thing in Internet business, and deservedly so. Ambient Findability puts SEM into a broader context and provides deeper insights into human behavior. This book will help you grow your online business in a world where being found is not at all certain."" Jakob Nielsen, Ph.D., Author, "Designing Web Usability: The Practice of Simplicity" ""Information that's hard to find will remain information that's hardly foundfrom one of the fathers of the discipline of information architecture, and one of its most experienced practitioners, come penetrating observations on why findability is elusive and how the act of seeking changes us."" Steve Papa, Founder and Chairman, Endeca ""Whether it's a fact or a figure, a person or a place, Peter Morville knows how to make it findable. Morville explores the possibilities of a world where everything can always be foundand the challenges in getting therein this wide-ranging, thought-provoking book."" Jesse James Garrett, Author, "The Elements of User Experience" ""It is easy to assume that current searching of the World Wide Web is the last word in finding and using information. Peter Morville shows us that search engines are just the beginning. Skillfully weaving together information science research with his own extensive experience, he develops for the reader a feeling for the near future when information is truly findable all around us. There are immense implications, and Morville's lively and humorous writing brings them home."" Marcia J. Bates, Ph.D., University of California Los Angeles ""I've always known that Peter Morville was smart. After reading Ambient Findability, I now know he's (as we say in Boston) wicked smart. This is a timely book that will have lasting effects on how we create our future." Jared Spool, Founding Principal, User Interface Engineering ""In Ambient Findability, Peter Morville has put his mind and keyboard on the pulse of the electronic noosphere. With tangible examples and lively writing, he lays out the challenges and wonders of finding our way in cyberspace, and explains the mutually dependent evolution of our changing world and selves. This is a must read for everyone and a practical guide for designers."" Gary Marchionini, Ph.D., University of North Carolina ""Find this book! Anyone interested in makinginformation easier to find, or understanding how finding and being found is changing, will find this thoroughly researched, engagingly written, literate, insightful and very, very cool book well worth their time. Myriad examples from rich and varied domains and a valuable idea on nearly every page. Fun to read, too!" Joseph Janes, Ph.D., Founder, Internet Public Library Context and Consciousness: Activity Theory and Human-Computer Interaction
Group Creativity: Innovation through Collaboration
Understanding Virtual Reality: Interface, Application, and Design
By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies. * Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom. * Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems. * Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system. Opening Skinner's Box: Great Psychological Experiments of the Twentieth Century
Through ten examples of ingenious experiments by some of psychology's most innovative thinkers, Lauren Slater traces the evolution of the century's most pressing concerns—free will, authoritarianism, conformity, morality. Beginning with B. F. Skinner and the legend of a child raised in a box, she takes us from a deep empathy with Stanley Milgram's obedience subjects to a funny and disturbing re-creation of an experiment questioning the validity of psychiatric diagnosis. Previously described only in academic journals and textbooks, these often daring experiments have never before been narrated as stories, full of plot, wit, personality, and theme. Infotopia: How Many Minds Produce Knowledge
Sunstein shows how the on-line efforts of many people coming together help companies, schools, governments, and individuals to amass ever-growing bodies of accurate knowledge. He describes for instance how Wikipedia, through an endless flurry of self-correcting exchanges, collects information on everything from politics and business to science fiction. Open-source softwarewhich licenses programmers to use, change, and improve the softwaretaps the power of large numbers of people to spur technological development. And prediction marketssuch as the famous Iowa Electronic Market, where people bet real money on the outcome of local and national electionscollect information in a way that allows companies, ranging from computer makers to Hollywood studios, to make better decisions about the future. Sunstein reveals why these revolutionary new methods are so astoundingly accurate and he also shows how people can take advantage of "the wisdom of the many" without succumbing to the dangers of herd mentality. "Sunstein, one of the biggest of America's internet big thinkers, has written an intriguing new book in which he argues that Hayek's insights about the genius of markets are equally true of the internet." Patti Waldmeir, Financial Times "This extraordinary work synthesizes the latest in how we know, with the latest in what the web has become, to map more compellingly than any other book the promise and risk of the information society." Lawrence Lessig, author of Free Culture and The Future of Ideas "Vivid, readable, and informativea show-me-the-money guide to what soars and what stumbles from the stable of Internet dreams." Jedediah Purdy, American Prospect The Wisdom of Crowds
With boundless erudition and in delightfully clear prose, Surowiecki ranges across fields as diverse as popular culture, psychology, ant biology, behavioral economics, artificial intelligence, military history, and politics to show how this simple idea offers important lessons for how we live our lives, select our leaders, run our companies, and think about our world. |
Made with Delicious Library