In Technology as Experience, John McCarthy and Peter Wright argue that any account of what is often called the user experience must take into consideration the emotional, intellectual, and sensual aspects of our interactions with technology. We don't just use technology, they point out; we live with it. They offer a new approach to understanding human-computer interaction through examining the felt experience of technology. Drawing on the pragmatism of such philosophers as John Dewey and Mikhail Bakhtin, they provide a framework for a clearer analysis of technology as experience. Just as Dewey, in Art as Experience, argued that art is part of everyday lived experience and not isolated in a museum, McCarthy and Wright show how technology is deeply embedded in everyday life. The "zestful integration" or transcendent nature of the aesthetic experience, they say, is a model of what human experience with technology might become. McCarthy and Wright illustrate their theoretical framework with real-world examples that range from online shopping to ambulance dispatch. Their approach to understanding human computer interaction—seeing it as creative, open, and relational, part of felt experience—is a measure of the fullness of technology's potential to be more than merely functional.
In a familiar story, the USS Monitor battled the CSS Virginia (the armored and refitted USS Merrimack) at Hampton Roads in March of 1862. In War, Technology, and Experience aboard the USS Monitor, David A. Mindell adds a new perspective to the story as he explores how mariners—fighting "blindly" below the waterline—lived and coped with the metal monster they called the "iron coffin." Mindell shows how the iron warship emerged as an idea and became practicable, how building it drew upon and forced changes in contemporary manufacturing technology, and how the vessel captured the nineteenth-century American popular and literary imaginations. Combining technical, personal, administrative, and literary analysis, Mindell examines the experience of the men aboard the Monitor and their reactions to the thrills and dangers that accompanied the new machine. The invention surrounded men with iron and threatened their heroism, their self-image as warriors, even their lives. Mindell also examines responses to this strange new warship by Nathaniel Hawthorne and Herman Melville, who prophetically saw in the Civil War a portent of the mechanized warfare of the future. The story of the Monitor shows how technology changes not only the tools but also the very experience of combat, generating effects that are still felt today in the era of "smart bombs" and pushbutton wars. "We find new significance in the otherwise well-known history of the Monitor. It is no longer the story of the heroic inventor and his impenetrable weapon thrusting themselves upon a doubtful and conservative bureaucracy... It is no longer the story of a heroic battle and the machine's epic loss soon after. Rather it is a story of people experiencing new machinery, attempting to make sense of its thrills, constrictions, and politics, and sensing its power and impotence—both in glory and frustration."—from War, Technology, and Experience aboard the USS Monitor
Dynamics of User Experience with Mobile Media Devices
Author: Ali al-Azzawi
Publisher: Springer Science & Business Media
With a focus on gaining an empirically derived understanding of the underlying psychological dimensions and processes behind people’s experiences with technology, this book contributes to the debate of user experience (UX) within several disciplines, including HCI, design and marketing. It analyses UX dynamics at various time scales, and explores the very nature of time and meaning in the context of UX. Experience with Technology uses personal construct theory (PCT) as a theoretical and methodological starting point to this project. Major case-studies are described that examine people’s experiences with mobile media devices. The results show a group of super-ordinate constructs that, upon interaction, undergo a change in the way they vary and relate to each other, as well as the development of a high reliability UX-Scale. The book concludes by proposing the ICE (Interaction, Construction, and Evaluation) model of UX that consolidates its findings into a workable framework of UX. The proposed framework will be of particular use to designers and practitioners, and forms an empirically grounded starting point for further research.
Proceedings of the AHFE 2020 Virtual Conferences on Usability and User Experience, Human Factors and Assistive Technology, Human Factors and Wearable Technologies, and Virtual Environments and Game Design, July 16-20, 2020, USA
Author: Tareq Ahram
Publisher: Springer Nature
Category: Technology & Engineering
This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2020 Virtual Conference on Usability and User Experience, the AHFE 2020 Virtual Conference on Human Factors and Assistive Technology, the AHFE Virtual Conference on Human Factors and Wearable Technologies, and the AHFE 2020 Virtual Conference on Virtual Environments and Game Design, held on July 16–20, 2020, it provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.
Proceedings of the AHFE 2021 Virtual Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, July 25–29, 2021, USA
How do adults understand youth? How do their conceptions inform interventions into young lives or involve young people’s experiences? This volume tackles these questions by exploring adults’ ideas about youth. Specifically, Youth, Technology, Governance, Experience examines the four titular concepts and their implications for a range of relationships between youth and adults. Utilising interdisciplinary methods, the contributing authors deliver a broad range of analyses of young people differentiated by gender, class, race, and geography across an array of contexts, including within the home, in media representations, through government bureaucracies, and in everyday life. Youth, Technology, Governance, Experience also interrogates the meaning of technology and governance for youth studies, considering a range of ways they interact, including through social media, technologies of regulation, and educational tools. It will appeal to students and academic researchers interested in fields such as youth studies, cultural studies, sociology, and education.
Proceedings of the AHFE 2018 International Conferences on Usability & User Experience and Human Factors and Assistive Technology, Held on July 21–25, 2018, in Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA
Author: Tareq Z. Ahram
Category: Technology & Engineering
This book focuses on emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interaction with products, services and systems, and focuses on finding effective approaches for improving user experience. It also discusses key issues in designing and providing assistive devices and services to individuals with disabilities or impairment, to assist mobility, communication, positioning, environmental control and daily living. The book covers modelling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Virtual reality, digital environments, heuristic evaluation and forms of device interface feedback of (e.g. visual and haptic) are also among the topics covered. Based on the AHFE 2018 Conference on Usability & User Experience and the AHFE 2018 Conference on Human Factors and Assistive Technology, held on July 21–25, 2018, in Orlando, Florida, USA, this book reports on cutting-edge findings, research methods and user-centred evaluation approaches.