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Advances in the field of computer vision are leading to radical changes in the way we interact with computers. At the time of this book's publication in 1998, it would soon be possible to enable a computer linked to a video camera to detect the presence of users, track faces, arms and hands in real time, and analyse expressions and gestures. The implications for interface design are immense and are expected to have major repercussions for all areas where computers are used, from the work place to recreation. This book collects the ideas and algorithms from the world's leading scientists, offering a glimpse of the radical changes that are round the corner and which will change the way we will interact with computers in the near future.
Computing environments that furnish a large set of tools (such as editors, mail programs and language processors) are difficult to use, primarily because there is no means of organizing the tools so that they are at hand when needed. Because of the dearth of knowledge of how users behave when issuing commands to general purpose computer systems, user support facilities are ad-hoc designs that do not support natural work habits. The Computer User as Toolsmith, first published in 1993, describes several empirical studies from which the author has developed a computer version of a handyman's workbench that would help users with their online activities. For the practitioner and interface designer, the guidelines and principles offered here are directly applicable to the rational design of new systems and the modernization of old ones. For the researcher and graduate student, the book offers a wealth of analysis and interpretation of data, as well as a survey of research techniques.
When this book was first published, recent aspects of human factors research had led to methodologies that integrated usability into the development of interactive systems. MUSE was one of the pioneering methods for Usability Engineering. It provides an environment in which human factors contributions can realise their full potential. MUSE supports active human factors involvement in both design specification and evaluation, and takes system development from user requirements to user interface design. Its methods describe how design errors can be avoided or rectified throughout system development, as well as showing how errors can be identified and providing support for inter-disciplinary design planning and coordination. It therefore ranks as one of the best developed and most completely structured human factors methods. This book reviews the motivation for developing MUSE, and provides readers with a manual for method application. It will be essential reading for all involved with systems development, whether from the HCI or software engineering communities, and can be used as well for course accompaniment.
This book covers all aspects of computer document preparation text processing and printing. Computers are being used increasingly in the processing of documents, from simple textual material, such as letters and memos, to complete books with mathematical formulae and graphics. The material may be extensively edited and manipulated on the computer before subsequent output on media such as typewriters, laser printers or photocomposers. This volume contains contributions from several established leaders in the field, and a number of research articles referred by an international programme committee. As such, the book gives a good impression of the state-of-the art in this area, which is of major importance in this 'electronic age' where on-line information retrieval and electronic publishing will increasingly affect our everyday life.
Semiotics is the science of signs: graphical, such as pictures; verbal (writing or sounds); or others such as body gestures and clothes. Computer semiotics studies the special nature of computer-based signs and how they function in use. This 1991 book is based on ten years of empirical research on computer usage in work situations and contains material from a course taught by the author. It introduces basic traditional semiotic concepts and adapts them so that they become useful for analysing and designing computer systems in their symbolic context of work. It presents a novel approach to the subject, rich in examples, in that it is both theoretically systematic and practical. The author refers to and reinterprets techniques already used so that readers can deepen their understanding. In addition, it offers new techniques and a consistent perspective on computer systems that is particularly appropriate for new hardware and software (e.g. hypermedia) whose main functions are presentation and communication. This is a highly important work whose influence will be wide and longlasting.
The logic and methodology of design is examined in this book from the perspective of computer science. Computers provide the context for this examination both by discussion of the design process for hardware and software systems and by consideration of the role of computers in design in general. The central question posed by the author is whether or not we can construct a theory of design. This book concentrates upon the relationship between design, mathematics and science and thus its audience must include designers and software designers as well as computer scientists.
From the Internet's infrastructure to operating systems like GNU/Linux, the open source movement comprises some of the greatest accomplishments in computing over the past quarter century. Its story embraces technological advances, unprecedented global collaboration, and remarkable tools for facilitating distributed development. The evolution of the Internet enabled an enormous expansion of open development, allowing developers to exchange information and ideas without regard to constraints of space, time, or national boundary. The movement has had widespread impact on education and government, as well as historic cultural and commercial repercussions. Part I discusses key open source applications, platforms, and technologies used in open development. Part II explores social issues ranging from demographics and psychology to legal and economic matters. Part III discusses the Free Software Foundation, open source in the public sector (government and education), and future prospects.
Significant amounts of our time and energy are devoted to creating, managing, and avoiding information. Computers and telecommunications technology have extended our regard for information and are driving changes in how we learn, work, and play. One result of these developments is that skills and strategies for storing and retrieving information have become more essential and more pervasive in our culture. This book considers how electronic technologies have changed these skills and strategies and augmented the fundamental human activity of information seeking. The author makes a case for creating new interface designs that allow the information seeker to choose what strategy to apply according to their immediate needs. Such systems may be designed by providing information seekers with alternative interface mechanisms for displaying and manipulating multiple levels of representation for information objects.Information Seeking in Electronic Environments is essential reading for researchers and graduate students in information science, human-computer interaction, and education, as well as for designers of information retrieval systems and interfaces for digital libraries and archives.
Creativity is a topic that has traditionally interested psychologists, historians and biographers. Developments in cognitive science and artificial intelligence have provided a powerful computational framework in which creativity can be studied and the creative process can be described and explained. In this book, creativity in technology is discussed using such a computational approach. Using an important historical episode in computer technology as a case study, namely the invention of microprogramming by Maurice Wilkes in 1951, the author presents a plausible explanation of the process by which Wilkes may have arrived at his invention. Based on this case study, the author has also proposed some very general hypotheses concerning creativity that appear to corroborate the findings of some psychologists and historians and then suggests that creative thinking is not significantly different in nature from everyday thinking and reasoning.
First published in 1996, this collection of essays by distinguished computer scientists celebrates the achievements of research and speculates about the unsolved problems in computer science that require future investigation. Since the subject stretches from technology in the field, through engineering design to foundations in mathematics, there is a wide variety of concerns and approaches among the authors. The book's purpose is to show that long-term research in computer science is crucial and that it must not be driven solely by commercial considerations. The authors do not shirk the difficult aspects of their topics, but try to expose them in the simplest terms possible without diluting them, in order that the reader can understand the issues involved. Thus the book also represents a broad overview of much of the state of knowledge and future expectations of computer science, illustrating that it is much more than a technology and it is a fully fledged and growing intellectual discipline with its own engineering principles and its own scientific concepts and models. It will be stimulating reading because it represents the views of prominent authorities who have had a significant impact on the direction of innovation, research and development in computer science.
Building Virtual Communities examines how learning and cognitive change are fostered by online communities. Contributors to this volume explore this question by drawing on their different theoretical backgrounds, methodologies, and personal experience with virtual communities. Each chapter discusses the different meanings of the terms community, learning, and change. Case studies are included for further clarification. Together, these chapters describe the building out of virtual communities in terms that are relevant to theorists, researchers, and practitioners. The chapters provide a basis for thinking about the dynamics of Internet community building. This includes consideration of the role of the self or individual as a participant in virtual community, and the design and refinement of technology as the conduit for extending and enhancing the possibilities of community building in cyberspace. Building Virtual Communities will interest educators, psychologists, sociologists, and researchers in human-computer interaction.
This chapter describes interfaces to support navigation (or browsing) as part of the search process. Chapter 3 discusses theoretical models of browsing versus search as information seeking strategies, as well as the notion of information scent and information architecture. As mentioned there, one way to distinguish searching versus browsing is to note that search queries tend to produce new, ad hoc collections of information that have not been gathered together before, whereas navigation/browsing refers to selecting links or categories that produce pre-defined groups of information items. Browsing activities can also include following a chain of links, switching from one view to another, in a sequence of scan and select operations. Browsing can also refer to the casual, mainly undirected exploration of navigation structures.
Navigation structures lend themselves more successfully to books, information collections, personal information, Web sites, and retrieval results than to vast collections such as the Web. Nonetheless, there have also been attempts to organize very large information collections such as the Web.
Category systems are the main tool for navigating information structures and organizing search results. A category system is a set of meaningful labels organized in such a way as to reflect the concepts relevant to a domain. A fixed category structure helps define the information space, organizing information into a familiar structure for those who know the field, and providing a novice with scaffolding to help begin to understand the domain. Category system structure in search interfaces is usually either flat, hierarchical, or faceted (this is discussed in detail below).
This chapter describes several areas that are gaining in importance and are likely to play a significant role in search interfaces in the future. These predictions come primarily from extrapolating out from emerging trends. The areas that seem most likely to be important, and so demand changes in search interface technology, are: mobile search, multimedia search, social search, and a hybrid of natural language and command-based queries in search. Each is discussed in detail below.
Mobile Search Interfaces
Mobile communication devices are becoming increasingly popular as information access tools. A recent survey of more than 1,000 technology leaders and other stakeholders said they expect that mobile devices will be the primary connection tool to the Internet for most people in the world in 2020 (Rainie 2008). They also predict that voice recognition and touch user interfaces will be more prevalent and accepted by 2020. Usable interfaces for search on mobile devices are only now beginning to emerge, but this area will most certainly undergo rapid development and innovation in the next few years.
Until recently, mobile devices had small screens, awkward text input devices, and relatively low bandwidth, which pose challenges for information-rich applications like search. However, bandwidth is increasing, and the recent appearance of personal digital assistants (PDAs) with relatively large, high-resolution screens, such as the Apple iPhone, are making search on mobile platforms feel more like desktop-based Web search.
The job of the search user interface is to aid users in the expression of their information needs, in the formulation of their queries, in the understanding of their search results, and in keeping track of the progress of their information seeking efforts.
However, the typical search interface today is of the form type keywords- in-entry-form, view-results-in-a-vertical-list. A comparison of a search results page from Google in 2007 to that of Infoseek in 1997 shows that they are nearly identical (see Figure 1.1). Why is the standard interface so simple? Some important reasons for the relative simplicity and unchanging nature of the standard Web search interface are:
Search is a means towards some other end, rather than a goal in itself. When a person is looking for information, they are usually engaged in some larger task, and do not want their flow of thought interrupted by an intrusive interface.
Related to the first point, search is a mentally intensive task. When a person reads text, they are focused on that task; it is not possible to read and to think about something else at the same time. Thus, the fewer distractions while reading, the more usable the interface.
Since nearly everyone who uses the Web uses search, the interface design must be understandable and appealing to a wide variety of users of all ages, cultures and backgrounds, applied to an enormous variety of information needs.
The preceding chapters have discussed user interfaces to support search, with a focus on what is known to be successful (from a usability perspective) for the vast majority of searchers. This and the following chapter describe efforts to improve search interfaces by incorporating visual information into the display using techniques from the field of information visualization.
The human perceptual system is highly attuned to images, and visual representations can communicate some kinds of information more rapidly and effectively than text. For example, the familiar bar chart or line graph can be much more evocative of the underlying data than the corresponding table of numbers (Larkin and Simon 1987). The goal of information visualization is to translate abstract information into a visual form that provides new insight about that information. Visualization has been shown to be successful at providing insight about data for a wide range of tasks.
The field of information visualization is a vibrant one, with hundreds of innovative ideas burgeoning on the Web. However, applying visualization to textual information is quite challenging, especially when the goal is to improve search over text collections. As discussed in earlier chapters, search is a means towards some other end, rather than a goal in itself. When reading text, one is focused on that task; it is not possible to read and visually perceive something else at the same time. Furthermore, the nature of text makes it difficult to convert it to a visual analog. Most likely for these reasons, applications of visualization to general search have not been widely accepted to date, and few usability results are positive.
This chapter describes interfaces for the search results presentation portion of the information seeking process, focusing for the most part on ideas that are currently in use.
Document Surrogates
The most common way that search results are displayed is as a vertical list of information summarizing the retrieved documents. (These search results listings are often known as “search engine results pages,” or SERPs, in industry.) Typically, an item in the results list consists of the document's title and a set of important metadata, such as date, author, source (URL), and length of the article, along with a brief summary of a relevant portion of the document (see Figure 5.1). The representation for a document within a results listing is often called a search hit. This collection of information is sometimes referred to as the document surrogate. Marchionini and White (2008) note that document surrogates are summary information intended to help the user understand the primary object, as opposed to metadata more broadly construed, which can also serve this purpose but is often more tailored towards use by computer programs.
The quality of the document surrogate has a strong effect on the ability of the searcher to judge the relevance of the document. Even the most relevant document is unlikely to be selected if the title is uninformative or misleading. (Some Web search algorithms try to capture the quality of the title description as part of the ranking score.) The descriptiveness of the summary is also very important and is discussed in detail below.