Designing with Blends: Conceptual Foundations of Human-Computer Interaction and Software Engineering
暫譯: 以混合設計:人機互動與軟體工程的概念基礎
Manuel Imaz, David Benyon
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商品描述
Description
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.
Manuel Imaz is an independent consultant and has a Ph.D. from the School of Computing at Napier University, Edinburgh.
David Benyon is Professor of Human-Computer Systems at Napier University.
Table of Contents
Preface ix
Acknowledgments xiii
1 | Growing Up in the Digital Age 1
Things Digital 2
The Felt Sense of Thinking 5
A Short History of Cognition 7
Concepts of Software 10
Human-Computer Interaction 13
Framing the Problem 15
2 | Cognition and the Body 19
Cognitive Models 21
Concepts and Categories 26
Image Schemata 30
Embodied Cognition 35
3 | Metaphors and Blends 37
Metaphor 37
Mental Spaces 40
Blends 43
Metaphor or Blend? 48
The Desktop Metaphor 50
Metaphors and Figurative Language 54
4 | Blends in Human-Computer Interaction and Software Engineering 57
Types of Integration Networks 57
Figurative Language in SE 61
Figurative Language in HCI 66
SE Examples of Blends 70
5 | Software Engineering 77
Concepts and Notations 77
Entity-Relationship Models 82
State-Transition Diagrams 85
The Top-Down Method 86
Data-Flow Diagrams 88
The OO Paradigm 90
A Basic Ontology for SE 98
6 | Human-Computer Interaction 103
Principles of Blends 106
Actions in HCI 114
Tasks in HCI 120
Goals and Personae 123
Future Interactions 130
7 | Understanding Requirements 135
Perspectives on Requirements 135
Requirements in SE 144
Scenarios 152
Use Cases 162
Patterns 167
8 | Designing with Blends 171
Metaphor and Design 171
Analysis 173
Design 179
Designing a Home Information Center 183
Conclusions 191
9 | Reflections 193
Emerging Views on HCI 194
Personal Spaces 198
Fluency in Conceptual Integration 201
Critical Perspectives 204
Summary 206
References 209
Index 219
商品描述(中文翻譯)
**描述**
在過去25年中,認知科學中心智概念的演變創造了人與計算機互動的新思維方式。關於具身性、隱喻作為基本認知過程的觀念,以及概念整合——舊概念的融合產生新的、突現的特性——在軟體工程(SE)和人機互動(HCI)中變得越來越重要。如果說計算曾經基於算法、數學理論和形式符號,現在故事、隱喻和融合的使用可以促進更具洞察力和敏感度的軟體設計。在《設計中的融合》中,Manuel Imaz 和 David Benyon 展示了這些新的隱喻和心智概念如何使我們發現 HCI-SE 的新面向。
經過60年,數位技術已經成熟,但軟體設計並未跟上技術的複雜性;人們在理解和使用計算機、相機、手機及其他設備時面臨困難。Imaz 和 Benyon 主張,數位媒體在我們生活中的主導地位要求基於認知科學進步的 HCI-SE 變革。他們認為,具身認知的概念可以改變我們的設計方法,強調互動的比喻性質。Imaz 和 Benyon 提供了理論基礎和實際範例,說明將認知概念應用於軟體設計的優勢。他們主張,對認知的新觀點將在軟體和互動設計中發展出認知素養,幫助設計師理解數位技術的機會,並為人們提供更令人滿意的互動體驗。
Manuel Imaz 是一位獨立顧問,擁有愛丁堡納皮爾大學計算學院的博士學位。
David Benyon 是納皮爾大學人機系統的教授。
**目錄**
前言 ix
致謝 xiii
1 | 數位時代的成長 1
數位事物 2
思考的感知 5
認知的簡史 7
軟體的概念 10
人機互動 13
問題框架 15
2 | 認知與身體 19
認知模型 21
概念與類別 26
圖像模式 30
具身認知 35
3 | 隱喻與融合 37
隱喻 37
心理空間 40
融合 43
隱喻或融合? 48
桌面隱喻 50
隱喻與比喻語言 54
4 | 人機互動與軟體工程中的融合 57
整合網絡的類型 57
SE 中的比喻語言 61
HCI 中的比喻語言 66
SE 中的融合範例 70
5 | 軟體工程 77
概念與符號 77
實體-關係模型 82
狀態轉換圖 85
自上而下的方法 86
資料流圖 88
面向物件的範式 90
SE 的基本本體論 98
6 | 人機互動 103
融合的原則 106
HCI 中的行動 114
HCI 中的任務 120
目標與角色 123
未來的互動 130
7 | 理解需求 135
需求的觀點 135
SE 中的需求 144
情境 152
使用案例 162
模式 167
8 | 使用融合進行設計 171
隱喻與設計 171
分析 173
設計 179
設計家庭資訊中心 183
結論 191
9 | 反思 193
對 HCI 的新興觀點 194
個人空間 198
概念整合的流暢性 201
批判性觀點 204
摘要 206
參考文獻 209
索引 219