"e;This evidence-based book provides the framework and guidelines that professionals need for working with the contemporary explosion of data that is creating opportunities and challenges to all phases of our society and commerce.
This book explores Information theory (IT) tools, which have become state of the art to solve and understand better many of the problems in visualization.
Currently people deal with various entities (such as hardware, software, buildings, spaces, communities and other people), to meet specific goals while going about their everyday activities in work and leisure environments.
Today's ubiquitous computing technology is imbedded in everyday objects from cars to clothes to shipping containers, whose location, context, and state can be monitored, instantly processed, and acted upon.
Today's ubiquitous computing technology is imbedded in everyday objects from cars to clothes to shipping containers, whose location, context, and state can be monitored, instantly processed, and acted upon.
Discover a practical, streamlined, updated approach to information systems development that covers both traditional and emerging technologies and approaches to systems analysis and design.
For courses in Human-Computer Interaction The Sixth Edition of Designing the User Interface provides a comprehensive, authoritative, and up-to-date introduction to the dynamic field of human-computer interaction (HCI) and user experience (UX) design.
Designing User Experience presents a comprehensive introduction to the practical issue of creating interactive systems, services and products from a human-centred perspective.
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This concise volume presents for the first time a coherent and detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications.
This book explores the controversial social media practices engaged in by girls and young women, including sexual self-representations on social network sites, sexting, and self-harm vlogs.
Digitalism is a philosophical strategy that uses new computational ways of thinking to develop naturalistic but meaningful ways of thinking about bodies, souls, universes, gods, and life after death.
Collaborative learning has become an increasingly important part of education, but the research supporting it is distributed across a wide variety of fields including social, cognitive, developmental, and educational psychology, instructional design, the learning sciences, educational technology, socio-cultural studies, and computer-supported collaborative learning.
Collaborative learning has become an increasingly important part of education, but the research supporting it is distributed across a wide variety of fields including social, cognitive, developmental, and educational psychology, instructional design, the learning sciences, educational technology, socio-cultural studies, and computer-supported collaborative learning.
Developing Performance Support for Computer Systems: A Strategy for Maximizing Usability and Learnability provides detailed planning, design, and development guidance for generating performance support for new or upgraded computer systems.
Developing Performance Support for Computer Systems: A Strategy for Maximizing Usability and Learnability provides detailed planning, design, and development guidance for generating performance support for new or upgraded computer systems.
Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: * the history and evolution of virtual worlds * the theories behind the use of virtual worlds for learning * the design of curricula in virtual worlds * design guidelines for elements experienced in virtual worlds that support learning * design guidelines for learning quests and activities in virtual worlds.
Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: * the history and evolution of virtual worlds * the theories behind the use of virtual worlds for learning * the design of curricula in virtual worlds * design guidelines for elements experienced in virtual worlds that support learning * design guidelines for learning quests and activities in virtual worlds.
This volume is the first comprehensive history of task analysis, charting its origins from the earliest applied psychology through to modern forms of task analysis that focus on the study of cognitive work.
This volume is the first comprehensive history of task analysis, charting its origins from the earliest applied psychology through to modern forms of task analysis that focus on the study of cognitive work.