Tangible Interactive Systems Grasping the Real World with Computers 1st Edition by Guy André Boy – Ebook PDF Instant Download/Delivery: 9783319302706 ,3319302701
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Product details:
ISBN 10: 3319302701
ISBN 13: 9783319302706
Author: Guy André Boy
Tangible Interactive Systems Grasping the Real World with Computers 1st Edition Table of contents:
Chapter 1: Introduction
Automation, Activity, and Cognitive Functions
From Automation to Tangible Interactive Systems
The Authority Issue: Being in Charge and Accountable
Creativity and Emergence Rationalization
Orchestrating Tangible Interactive Systems
Current Socio-Technical Evolution
Finally, What Is the Purpose of This Book?
Organization of the Book
References
Chapter 2: Looking for Tangibility
A Short History of Automation
From Control to Management
From Analog Signal Processing to Digital Computing
From User Interface Ergonomics to Interaction Design
From Interaction Design to Human-Systems Integration
The Philosophical Shift from Mechanical Engineering to Information Technology
Evolution, Revolution, and Constant Changes
The Progressive Issue of Tangibility
Tangible Things Suddenly Emerge from Failing Virtual Things
From Inside-Out to Outside-In Tangibility
Summarizing: What Can We Say on Tangibility at This Point?
References
Chapter 3: Concepts and Tools for Designers
Redefining Human-Systems Integration
The Task-Activity Distinction
The AUTOS Pyramid
The Agile Approach
Articulating Structures and Functions
The SFAC Model
Design Cards
Capturing Design Rationale
Modeling 3D Static Objects
Modeling Dynamic Processes
Collaborative Work
Cognitive and Physical Functions: The NAIR Model
Articulating Declarative and Procedural Dimensions
The Problem of Abnormal Situations
Tangible Interactive Systems as System Agents
References
Chapter 4: Innovation
Orchestrating Possible Futures
Empathy
Abduction
Delivery
Back to Top-Down and Bottom-Up Design Strategies
Agile Approach for TIS Development
Standardization and Technology Evolution
Collaborative Human-Centered Design
Ethnographical Design: Ideation and Sensemaking
The Group Elicitation Method
Prototyping
Formative Evaluations
References
Chapter 5: Complexity
Mastering Complexity by Modeling
Complexity and Familiarity
Dealing with Complexity in Systems Engineering
Natural Versus Artificial Complexity: The Affordance Issue
Combining TISs Into a Meaningful Whole
The Number Effect
From Air Traffic Control to Air Traffic Management
Complexity and Diversity
Internet, Apps, and Trust
References
Chapter 6: Flexibility
Flexibility in Human-Centered Design
Managing Uncertainty in a Semi-Open World
Managing Weather Uncertainty in Aviation: OWSAS
Dealing with the Unexpected
Autonomy Versus Automation
Are Single-Pilot Operations Tangible?
Trust, Precision, and Flexibility
Human-Centered Systems Engineering
References
Chapter 7: Maturity
Defining Maturity
Technology Readiness Levels
Technological Life Cycle and Maturity
The Misleading Issue of Automation Surprises
From Single Agent to Multi-Agent Approaches
Maturity of Practice and Automatic Information Processing
Maturity and Situation Awareness
Extrinsic Versus Intrinsic Situation Models
Awareness and Consciousness
Cognition, Embodiment, and Familiarity
Human Activity and Tangibility
Maturity Criteria
Close World Versus Open World
Change Management
References
Chapter 8: Stability
Redundancy
Safety and Dealing with the Unexpected
Importance of Context
Security
Resilience Versus Stability
TIS Stability
Stability and Complacency
Instability Factors
Simulation-Based Stability Identification
Technological Issues
Organizational and Legal Issues
Individual Issues
Business Continuity and Stability of Practice
Life-Critical Systems
Toward a Tangible Internet of Things
References
Chapter 9: Sustainability
Human-Centered Sustainability
Toward a Sustainable City of the Future
Natural Systems Sustainability
Technology Sustainability, Maturity, and Expertise
From Accumulation to Integration (Reducing Complexity)
Designing for Sustainability
Evolution of the Sustainability Concept
References
Chapter 10: Art
Putting More “Steam” Into Classical STEM Disciplines
Human Evolution and Art History
Short Term Against Tangibility
The Art of Winemaking and Tasting
The Pleasure of Creativity
Using the Nineteenth-Century French Example
Cartoonists in a Design Project
Design, Engineering, Arts, and Science
The Art of Making Tangible Interactive Systems
Conciliating Aesthetics, Emotions, and Cognition
Tangible Graphical and Interactive Art
References
Chapter 11: Conclusion
Articulating Human-Centered Design
Tangible Interactive Systems Design
Creativity, Design Thinking, and Team Spirit
Testing, Testing, Testing
Critical Thinking
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