
Human Work Interaction Design: Analysis and Interaction Design Methods for Pervasive and Smart Workplaces
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Content
- Intro
- Preface
- Organization
- Contents
- Methodologies
- Human Work Interaction Design: An Overview
- Abstract
- 1 Introduction
- 2 Exploring UX and Designs for Smart Places in Work Environments
- 3 Improved Qualities in Health and Support in Work Design
- 4 Supporting Human Collaborative Work and Cognitive Strategies in a Global World
- 5 HCI and Usability Research in Educational, Cultural and Public
- 6 Exploring Scenarios to Create Design Ideas
- 7 Applications and Evaluations
- 8 Discussion and Conclusion
- 1 Appendix - the 54 Papers Included in the Review
- 1.1 Theme I: Exploring UX and Designs for Smart Places in Work Environments
- 1.2 Theme II: Improved Qualities in Health and Support in Work Design
- 1.3 Theme III: Supporting Human Collaborative Work and Cognitive Strategies in a Global World
- 1.4 Theme IV: HCI and Usability Research in Educational, Cultural and Public
- 1.5 Theme V: Exploring Scenarios to Create Design Ideas
- 1.6 Theme VI: Applications and Evaluations
- References
- Reflections on Design-Based Research
- Abstract
- 1 Background - Problem Space and Method
- 2 Design-Based Research
- 3 Online and Pervasive Settings
- 4 The Participants and the Organisation
- 5 Problems and Potentials, Solutions and Suggestions
- 6 Working with Alternative Designs
- 7 Theory Generation and Rigor in the Analysis
- 8 Unlearning, Capacity Building and Dealing with the Obvious
- 9 Framing Findings
- 10 Conclusions
- References
- Insights from User Experience Research in the Factory: What to Consider in Interaction Design
- 1 Motivation
- 2 Background
- 2.1 Research in the Factory
- 2.2 Research on (Workers') User Experience
- 3 Approach
- 3.1 Study Context: The Semiconductor Factory
- 3.2 Method and Procedure
- 3.3 Overview on Materials Used
- 4 Findings
- 4.1 Identified UX Factors
- 4.2 Influences on UX
- 5 Discussion
- 6 Conclusion
- References
- User-Created Personas -- A Micro-cultural Lens into Informal Settlement's Youth Life
- Abstract
- 1 Introduction
- 2 Personas for Development
- 3 ``Live Design. Transform Life'' Project
- 3.1 Research Site
- 3.2 Research Aim
- 3.3 Research Approach
- 3.3.1 Walking Havana
- 3.3.2 User-Created Personas (UCP)
- 3.3.3 Interviews
- 3.3.4 Enhanced Personas
- 4 Walking Havana -- Revealing Sociotechnical Gaps
- 5 UCP - Embodied Underrepresented Sketches
- 6 Individual Interviews and Informal Conversations
- 7 Reshaping UCP: Establishing Sociotechnical Gaps Through Sticky-Note2122 Scenarios
- 8 Discussion
- 9 Conclusions
- Acknowledgments
- References
- Environment
- Pervasive Technologies for Smart Workplaces: A Workplace Efficiency Solution for Office Design and B ...
- Abstract
- 1 Introduction
- 2 Colliers International France
- 3 The Workplace Efficiency Solution by Schneider Electric
- 4 The Post-occupancy Evaluation of our Building
- 5 Implementation in an Activity Based Workplace
- 6 Discussion and Future Work
- References
- From Bottom-up Insights to Feature Ideas: A Case Study into the Office Environments of Older Knowledge Workers
- Abstract
- 1 Introduction
- 2 Background and Related Work
- 3 Multi-method Approach
- 3.1 Contextual Interviews and Observations
- 3.2 From Needs and Frictions to Insights
- 3.3 Deriving Feature Ideas in an Ideation Workshop
- 3.4 Prioritizing Feature Ideas in an Online Survey
- 3.5 Prototyping of Feature Ideas
- 4 Results
- 5 Discussion and Conclusion
- Acknowledgments
- References
- Characterizing the Context of Use in Mobile Work
- Abstract
- 1 Introduction
- 2 Related Work
- 3 User Experience and News Making
- 4 Methods
- 5 Findings on Context of Use in Mobile News Making
- 5.1 Temporal Context
- 5.2 Task Context
- 5.3 Physical Context
- 5.4 Social Context
- 5.5 Technology and Information Context
- 5.6 Properties of the Mobile Context Components in Mobile News Making
- 6 Conclusions
- References
- From Transactions to Relationships: Making Sense of User-Centered Perspectives in Large Technology-I ...
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Evolving User-Centered Approaches
- 2.2 Evolving Marketing Approaches
- 2.3 Where the Strands Meet
- 3 Method
- 4 Results and Analysis
- 4.1 Service Status in the Studied Companies
- 4.2 Top Down Incentives for Service
- 4.3 Service Development
- 4.4 Use of the Concept Service
- 4.5 The Customer in Focus
- 4.6 Service Over Time
- 5 Discussion
- References
- Specific Contexts
- Human Work Interaction Design of the Smart University
- Abstract
- 1 Introduction
- 2 Learning Analytics
- 3 The Smart University
- 4 Human Work Interaction Design
- 5 Applying HWID to Smart University Scenarios: Two Examples
- 5.1 Scenario A: Supporting Exam Preparation
- 5.2 Scenario B: Monitoring Room Temperature in the Smart Campus
- 6 CWA Moderated Interface Design
- 7 Conclusions
- Reference
- Contextual Personas as a Method for Understanding Digital Work Environments
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Digital Work Environment and Healthy Work
- 2.2 Future Offices and its Relevance to HCI
- 2.3 Personas
- 3 Using Contextual Personas to Define Current Work Situation
- 3.1 The Case Uppsala University
- 3.2 Data Gathering
- 3.2.1 Contextual Inquiry
- 3.2.2 Data Analysis and Sketches of Contextual Personas
- 3.2.3 Focus Groups
- 4 Results
- 4.1 Three Contextual Personas
- 4.2 Reflections on the Contextual Personas
- 5 Discussion
- References
- The Work and Workplace Analysis in an Elderly Centre for Agility Improvement
- Abstract
- 1 Introduction
- 2 Theoretical Background
- 2.1 The Portuguese Social Security System
- 2.2 Information Systems and Technologies to Achieve Organizational Agility
- 3 The Study
- 4 The Work Analysis
- 5 The Results and Discussion
- 5.1 Information Systems and Technologies
- 5.2 Proposed Solution
- 5.3 Pursuing Agility
- 6 Conclusions
- References
- A Multi-Perspective View on Human-Automation Interactions in Aviation
- Abstract
- 1 Introduction
- 2 Study Objective
- 3 Thematic Analysis
- 4 Integration with Previous Study
- 5 Conclusion
- References
- Designing a Demonstrator Virtual Learning Environment to Teach the Threshold Concept of Space Syntax: Seeing from the User's Perspective
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 Virtual Reality Technologies
- 2.2 In Search for Pedagogical Approaches
- 2.3 Threshold Concepts
- 3 Methodology
- 3.1 Problem Awareness and Suggestion
- 3.2 Development Components of the Immersive 3D VLE
- 3.3 Demonstrator Design
- 4 Trials and Observations
- 5 Implications for VLE Systems Design
- 6 Concluding Remarks
- Acknowledgements
- References
- Participatory Action Design Research in Archaeological Context
- Abstract
- 1 Introduction
- 2 Semiotic Approach to Co-design with Domain Experts
- 3 HWID: Archaeological Practice and Technology
- 4 The Tools
- 4.1 Excavations' Data Management
- 4.2 Stratigraphic Analysis
- 4.3 3D Reconstruction of Tombs
- 4.4 Geographic Analysis
- 4.5 Non-verbal Markings Collaborative Decipherment
- 5 Innovative SOA Architecture for Supporting Archaeological Research
- 5.1 Wrapping Service for Many Original Data Sources
- 5.2 Map-Based Spatio-Temporal Queries and Data-Mining Strategies
- 5.3 Social Networks Service
- 5.4 Analysis Support Service
- 6 Conclusions and Future Developments
- References
- Contextual Design of Intelligent Food Carrier in Refrigerator: An Indian Perspective
- Abstract
- 1 Introduction
- 1.1 Related Work
- 2 Methodology
- 3 Contextual Inquiry
- 4 Work Model
- 4.1 Flow Model
- 4.2 Sequence Model
- 4.3 Cultural Model
- 4.4 Physical Model
- 4.5 Artifact Model
- 4.6 Sensory Model
- 5 Aspects Derived from CI and Related Models for Design of Intelligent Food Carrier
- 6 Design of Intelligent Food Carrier
- 6.1 An Architecture Design of Intelligent Food Carrier
- 6.2 Load Cell and Its Parameters
- 6.3 Implementation of Intelligent Egg Tray
- 6.4 Testing and Result
- 7 Conclusion and Future Work
- References
- Author Index
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