This book explores the role of cognition in the field of human-computer interaction (HCI) assessing how the field has developed over the past thirty years and discusses where the field is heading, as we begin to live in increasingly interconnected digital environments. Taking a broad chronological view, the author discusses cognition in relation to areas like make-believe, and appropriation, and places these more recent concepts in the context of traditional thinking about the psychology of HCI. HCI Redux will appeal to undergraduate and postgraduate students and researchers in psychology, the cognitive sciences and HCI. It will also be of interest to all readers with a curiosity about our everyday use of technology.
Phil Turner Livres






Designing interactive systems : people, activities, contexts, technologies
- 832pages
- 30 heures de lecture
Designing Interactive Systems: People, Activities, Contexts, Technologies is an exciting, new, forward-looking textbook in Human Computer Interaction (HCI). Authoritative in its coverage, this innovative book takes a top-down approach, starting with what is familiar to students and working down to theory/abstract underpinnings. This makes it suitable for beginners with a less technical background as well as advanced students of HCI and can be used at all stages of the curriculum for courses in this dynamic field. The book focuses on and explores this emerging discipline by bringing together th.
The second edition addresses the gap between mainstream psychology and the needs of HCI practitioners. It offers insights into how psychological principles can be effectively applied within human-computer interaction design. By focusing on practical applications, the book provides tools and frameworks that enhance user experience and interaction design. This edition includes updated research and case studies, making it a valuable resource for professionals aiming to integrate psychological concepts into their HCI work.
Imagination + Technology
- 152pages
- 6 heures de lecture
Exploring the multifaceted nature of imagination, this book delves into its essential role in human experience, societal functioning, and technological design. It examines how imagination shapes our understanding of the past and future, influences interpersonal perspectives, and contributes to self-identity through narrative. Despite its significance, the topic is often overlooked in design and human-computer interaction literature, particularly in virtual reality contexts. The text highlights the need for a deeper engagement with imagination in these fields to enhance creativity and innovation.
Phil Turner has chosen 15 of the best short walks around Land's End and Penwith. Each walk comes with easy-to-read Ordnance Survey maps, clear route description and lots of images, plus information on beauty spots and refreshment stops. No challenging terrain or complicated navigation means walks can be enjoyed by everyone.
Phil Turner has chosen 15 of the best short walks around Falmouth and the Lizard. Each walk comes with easy-to-read Ordnance Survey maps, clear route description and lots of images, plus information on local beauty spots and tasty refreshment stops. No challenging terrain or complicated navigation means walks can be enjoyed by everyone.
Digital Make-Believe
- 188pages
- 7 heures de lecture
Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value. Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world of imagination and intuition applied into efficient practice, with topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behindit. Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, software and services can innately utilise it.