
Inventing the Medium : Principles of Interaction Design as a Cultural Practice.
Title:
Inventing the Medium : Principles of Interaction Design as a Cultural Practice.
Author:
Murray, Janet H.
ISBN:
9780262298308
Personal Author:
Physical Description:
1 online resource (504 pages)
Contents:
Contents -- Acknowledgments -- Introduction: A Cultural Approach to Interaction Design -- The Collective Process of Design -- Designing the Unfamiliar -- How (Not) to Talk about Design -- Part I. Changing Technologies, Lasting Innovations -- Chapter 1. Design in an Evolving Medium -- Design as Framing and Reframing -- Design Explorations: Exploring Design in a New Medium -- Chapter 2. Affordances of the Digital Medium -- The Four Affordances -- The Computer Is a Procedural Medium -- Draw on Computer Science Concepts and Conventions -- The Computer Is a Participatory Medium -- Draw on HCI Concepts and Conventions -- The Computer Is an Encyclopedic Medium -- Draw on Information Science Concepts and Conventions -- The Computer Is a Spatial Medium -- Draw on Visual Design Concepts and Conventions -- Design Explorations: Exploring the Affordances of the Digital Medium -- Chapter 3. Maximizing the Four Affordances -- The Grid of Affordances -- Shaping and Satisfying Interactors' Expectations -- Designing for Agency and Immersion -- Design Explorations: Explorations for Maximizing Digital Affordances -- Part II. Designing Expressive Procedures -- Chapter 4. Computational Strategies of Representation -- Computation as Symbol Manipulation -- Abstraction of Processes into Flow Charts and Pseudocode -- Scripting Behaviors -- State -- Modularity and Encapsulation -- Design Explorations: Computational Strategies of Representation -- Chapter 5. Building Procedural Complexity -- Objects, Classes, Methods, Inheritance -- Substitution Systems -- Simulations of Complex Systems -- Emergence -- Computational Procedures Reflect Cultural Values -- Design Explorations: Strategies for Procedural Complexity -- Part III. Spatial Design Strategies -- Chapter 6. Defining and Navigating Spaces and Places -- Lists, Tables, and other Containers -- Landscapes -- Maps.
Places versus Spaces -- Abstract Space -- Analyzing Real Spaces and Places -- Chapter 7. The Library Model for Collocating Information -- Aggregating Information, Preserving Knowledge -- The Catalog and the Shelf -- Labels as Identifiers, Descriptors, and Pointers -- Classification Schemes -- Information Organization as a Taxonomy of Knowledge -- Designing for Navigation with Appropriate Labels -- Design Explorations: Collocation in the Emerging Digital Library -- Part IV. Designing Encyclopedic Resources -- Chapter 8. The Database Model: Strategies for Segmentation and Juxtaposition of Information -- Semantic Segmentation -- Flat File Database -- Relational Databases -- Navigating and Visualizing Large Databases -- From Tables to Objects -- The Persistence of Ambiguity -- Design Explorations: The Database Model -- Chapter 9. The Structured Document Model: Using Standardized Metadata to Share Knowledge -- Structured Documents Are the Basis of the World Wide Web -- Making Meaning with Metadata -- Searching the Web with Metadata and Social Networks -- Structured Wikis and the Social Creation of Knowledge -- XML and the Semantic Web -- Design Explorations: Documents Structured with Metadata -- Part V. Scripting Interaction -- Chapter 10. The Tool Model: Augmenting the Expressive Power of the Hand -- Pointing, Grabbing, and Expressive Gestures -- Efficiency, Learnability, Transparency -- Expressivity and Virtuosity -- Design Explorations: The Tool Model -- Chapter 11. The Machine Model: Visibility and Control as Design Goals -- Designing for Visibility -- Empowering Interactors with Control Structures -- The Appliance Model: Widgets and Applets Sharing Information -- Toward More Expressive Machines -- Design Explorations: The Machine Model -- Chapter 12. The Companion Model: Helpful Accompaniment as a Design Goal -- The Computer as a Social Presence.
Synchronization -- Politeness -- Conversational Structure -- Fantasies of the Magical Servant -- Responsive Anticipation -- Design Explorations: The Companion Model -- Chapter 13. The Game Model: Scripting Interaction as Structured Play -- Game Patterns as Building Blocks for Interaction Design -- Playing with Media Conventions -- Playing with Cognition -- Replay as Repetition with Variation -- The Mechanic Is the Message -- Patterns Make Reality -- Design Explorations: The Game Model of Interaction -- Glossary -- Bibliography -- Image Credits -- Index.
Abstract:
A foundational text offering a unified design vocabulary and a common methodology for maximizing the expressive power of digital artifacts.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Genre:
Electronic Access:
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