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Cover image for Designing with blends : conceptual foundations of human-computer interaction and software engineering
Title:
Designing with blends : conceptual foundations of human-computer interaction and software engineering
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Publication Information:
Cambridge, MA : MIT Press, 2007
ISBN:
9780262090421
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30000010159135 QA76.9.H85 I42 2007 Open Access Book Book
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Summary

Summary

How recent research in cognitive science offers new ways to understand the interaction of people and computers and develops a new literacy for well-informed, sensitive software design.

The evolution of the concept of mind in cognitive science over the past 25 years creates new ways to think about the interaction of people and computers. New ideas about embodiment, metaphor as a fundamental cognitive process, and conceptual integration--a blending of older concepts that gives rise to new, emergent properties--have become increasingly important in software engineering (SE) and human-computer interaction (HCI). If once computing was based on algorithms, mathematical theories, and formal notations, now the use of stories, metaphors, and blends can contribute to well-informed, sensitive software design. In Designing with Blends , Manuel Imaz and David Benyon show how these new metaphors and concepts of mind allow us to discover new aspects of HCI-SE.

After 60 years, digital technology has come of age, but software design has not kept pace with technological sophistication; people struggle to understand and use their computers, cameras, phones, and other devices. Imaz and Benyon argue that the dominance of digital media in our lives demands changes in HCI-SE based on advances in cognitive science. The idea of embodied cognition, they contend, can change the way we approach design by emphasizing the figurative nature of interaction. Imaz and Benyon offer both theoretical grounding and practical examples that illustrate the advantages of applying cognitive concepts to software design. A new view of cognition, they argue, will develop a cognitive literacy in software and interaction design that helps designers understand the opportunities of digital technology and provides people with a more satisfying interactive experience.


Author Notes

David Benyon is Professor of Human-Computer Systems at Napier University.


Table of Contents

Prefacep. ix
Acknowledgmentsp. xiii
1 Growing Up in the Digital Agep. 1
Things Digitalp. 2
The Felt Sense of Thinkingp. 5
A Short History of Cognitionp. 7
Concepts of Softwarep. 10
Human-Computer Interactionp. 13
Framing the Problemp. 15
2 Cognition and the Bodyp. 19
Cognitive Modelsp. 21
Concepts and Categoriesp. 26
Image Schematap. 30
Embodied Cognitionp. 35
3 Metaphors and Blendsp. 37
Metaphorp. 37
Mental Spacesp. 40
Blendsp. 43
Metaphor or Blend?p. 48
The Desktop Metaphorp. 50
Metaphors and Figurative Languagep. 54
4 Blends in Human-Computer Interaction and Software Engineeringp. 57
Types of Integration Networksp. 57
Figurative Language in SEp. 61
Figurative Language in HCIp. 66
SE Examples of Blendsp. 70
5 Software Engineeringp. 77
Concepts and Notationsp. 77
Entity-Relationship Modelsp. 82
State-Transition Diagramsp. 85
The Top-Down Methodp. 86
Data-Flow Diagramsp. 88
The OO Paradigmp. 90
A Basic Ontology for SEp. 98
6 Human-Computer Interactionp. 103
Principles of Blendsp. 106
Actions in HCIp. 114
Tasks in HCIp. 120
Goals and Personaep. 123
Future Interactionsp. 130
7 Understanding Requirementsp. 135
Perspectives on Requirementsp. 135
Requirements in SEp. 144
Scenariosp. 152
Use Casesp. 162
Patternsp. 167
8 Designing with Blendsp. 171
Metaphor and Designp. 171
Analysisp. 173
Designp. 179
Designing a Home Information Centerp. 183
Conclusionsp. 191
9 Reflectionsp. 193
Emerging Views on HCIp. 194
Personal Spacesp. 198
Fluency in Conceptual Integrationp. 201
Critical Perspectivesp. 204
Summaryp. 206
Referencesp. 209
Indexp. 219
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