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David Benyon

Bio: David Benyon is an academic researcher from Edinburgh Napier University. The author has contributed to research in topics: Interaction design & Usability. The author has an hindex of 37, co-authored 164 publications receiving 5511 citations. Previous affiliations of David Benyon include Open University & University of Leicester.


Papers
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Proceedings Article
01 Apr 1994
TL;DR: An interdisciplinary field focused on the interactions between human users and computer systems, which aims to provide real-time information about the human-computer interaction.
Abstract: From the Publisher: Offering the most comprehensive account of the multidisciplinary field of HCI, this book illustrates the powerful benefits of a user-oriented approach to the design of modern computer systems. It balances the technical and cognitive issues required for understanding the subtle interplay between people and computers, particularly in emerging fields like multimedia, virtual environments and computer supported cooperative work (CSCW). A unique feature is the inclusion of interviews with many leading authorities in HCI, providing personal insight into their work and conveying the excitement of current research activity: Deborah Hix, Roy Kalawsky, Marilyn Mantei, Tom Moran, Donald Norman, Brian Shackel, Ben Shneiderman, Bill Verplank, and Terry Winograd. Human-Computer Interaction is flexibly structured to allow a variety of learning paths for students in computer science, engineering, psychology and cognitive science. Programmers and system designers will appreciate its emphasis on the design of interactive systems.

1,148 citations

Book
28 Mar 1993
TL;DR: This guide introduces HCI, a science of computer programming based on the principles of psychology, with a focus on system development and evaluation.
Abstract: About this Guide Who Is This Guide For? How to Use This Guide? 1. Introduction to HCI 2. The Human Element: Applying Psychology 3. System Development 4. System and Interface Features 5. Software Tools and Prototyping 6. Evaluation 7. Future trends

270 citations

Book
16 Mar 2010
TL;DR: Part I: Essentials of designing interactive systems: A fusion of skills 2. PACT: A framework for designing interactive system design 3. The process of human-centred interactive systems design 4. Usability 5. Design principles 5.3 Designing for pleasure 5.4 Aesthetics 5.5 Evaluation: further issues
Abstract: Part I: Essentials of designing interactive systems 1. Designing interactive systems: A fusion of skills 2. PACT: A framework for designing interactive systems 3. The process of human-centred interactive systems design 4. Usability 5. Experience design 6. The Home Information Centre (HIC): A case study in designing interactive systems Part II: Techniques for designing interactive systems 7. Understanding 8. Envisionment 9. Design 10. Evaluation 11. Task analysis 12. Visual user interface design 13. Multimodal user interface design Part III: Contexts for designing interactive systems 14. Designing websites 15. Social media 16. Collaborative environments 17. Agents and avatars 18. Ubiquitous computing 19. Mobile computing 20. Wearable computing Part IV: Foundations of designing interactive systems 21. Memory and attention 22. Affect 23. Cognition and action 24. Social interaction 25. Perception and navigation 1.1 The variety of interactive systems 1.2 The concerns of interactive systems design 1.3 Being digital 1.4 The skills of the interactive systems designer 1.5 Why being human-centred is important 2.1 Introduction 2.2 People 2.3 Activites 2.4 Contexts 2.5 Technologies 2.6 Scoping a Problem with PACT 3.1 Introduction 3.2 Developing personas and scenarios 3.3 Using scenarios throughout design 3.4 A scenario-based design method 4.1 Introduction 4.2 Accessiblity 4.3 Usability 4.4 Acceptability 4.5 Design principles 5.1 Introduction 5.2 Engagement 5.3 Designing for pleasure 5.4 Aesthetics 5.5 Service design 6.1 Introduction 6.2 Scenarios for the HIC 6.3 Evaluating early interface prototypes 6.4 A first design 6.5 The second interface design 7.1 Understanding requirements 7.2 Participative design 7.3 Interviews 7.4 Questionnaires 7.5 Probes 7.6 Card sorting techniques 7.7 Working with groups 7.8 Fieldwork: Observing activites in situ 7.9 Artefact collection and 'desk work' 8.1 Finding suitable representations 8.2 Basic techniques 8.3 Prototypes 8.4 Envisionment in practice 9.1 Introduction 9.2 Conceptual design 9.3 Metaphors in design 9.4 Conceptual design using scenarios 9.5 Physical deisgn 9.6 Designing interactions 10.1 Introduction 10.2 Expert evaluation 10.3 Participant-based evaluation 10.4 Evaluation in practice 10.5 Evaluation: further issues 11.1 Goals, tasks and actions 11.2 Task analysis and systems design 11.3 Hierarchical task analysis 11.4 GOMS: a cognitive model of procedural knowledge 11.5 Structural knowledge 11.6 Cognitive work analysis 12.1 Introduction 12.2 Graphical user interfaces 12.3 Interface design guidelines 12.4 Psychological principles and interface design 12.5 Information design 13.1 Introduction 13.2 Using sound at the interface 13.3 Tangible interaction 13.4 Getting a feel for tangible computing 13.5 Gestural interaction and surface computing 14.1 Introduction 14.2 Website development 14.3 The information architecture of websites 14.4 Navigation design for websites 14.5 Case study: designing the Robert Louis Stevenson website 15.1 Introduction 15.2 Background ideas 15.3 Social networking 15.4 Sharing with others 15.5 Cloud computing 16.1 Introduction 16.2 Issues for cooperative working 16.3 Technologies to support cooperative working 16.4 Collabroative virtual environments 16.5 Case study: developing a collaborative Table-Top application 17.1 Agents 17.2 Adaptive systems 17.3 An architecture for agents 17.4 Other aplications of agent-based interaction 17.5 Avatars and conversational agents 18.1 Ubiquitious Computing 18.2 Information spaces 18.3 Blended Spaces 18.4 Home environments 18.5 Navigating in wireless sensor networks 19.1 Introduction 19.2 Context awareness 19.3 Undertanding in mobile computing 19.4 Design 19.5 Evaluation 20.1 Introduction 20.2 Smart materials 20.3 Material design 20.4 From materials to implants 21.1 Introduction 21.2 Memory 21.3 Attention 21.4 Human error 22.1 Introduction 22.2 Psychological thoeries of emotion 22.3 Detecting and recognising emotions 22.4 Expressing emotion 22.5 Potential applications and key issues for further research 23.1 Human information processing 23.2 Situated action 23.3 Distributed cognition 23.4 Embodied cognition 23.5 Activity theory 24.1 Introduction 24.2 Human communication 24.3 People in groups 24.4 Presence 24.5 Culture and identity 25.1 Introduction 25.2 Visual perception 25.3 Non-visual perception 25.4 Navigation

237 citations

BookDOI
01 Jan 1999
TL;DR: This chapter discusses the role of Wearables in Social Navigation and the Experiential Approach to HCI Design, and a Contrast between Information Navigation and Social Navigation in Virtual Worlds.
Abstract: 1 Footprints in the Snow.- 1.1 Introduction.- 1.2 Mapping Social Navigation.- 1.3 Shifting Perspective.- 1.4 Social Navigation and Methodology.- 1.5 The Future of Social Navigation.- References.- 2 Where the Footprints Lead: Tracking Down Other Roles for Social Navigation.- 2.1 Introduction.- 2.2 Perspectives on Social Navigation.- 2.3 Spatial, Semantic and Social Navigation.- 2.4 New Opportunities for Social Navigation.- 2.5 Social Navigation and Collaborative Awareness.- 2.6 Social Navigation and Models of Space.- 2.7 Conclusions: New Opportunities for Social Navigation.- References.- 3 Social Connotations of Space in the Design for Virtual Communities and Social Navigation.- 3.1 Introduction.- 3.2 Social Navigation.- 3.3 Open Issues in Social Navigation.- 3.4 Social Connotations in Real and Virtual Spaces.- 3.5 Summary.- References.- 4 Informatics, Architecture and Language.- 4.1 What Underlies HCI?.- 4.2 Space Syntax.- 4.3 Information Structures Seen as Architectural Plans.- 4.4 The Path Model: An Information Access Approach Based on Activity.- 4.5 Conclusion.- References.- 5 Information that Counts: A Sociological View of Information Navigation.- 5.1 Introduction.- 5.2 The Fieldwork and the Setting.- 5.3 The Empirical Examples.- 5.4 Implications for Information Navigation on the Web.- 5.5 Conclusion.- Reference.- 6 Screen Scenery: Transposing Aesthetic Principles from Real to Electronic Environments.- 6.1 Introduction.- 6.2 Electronic Landscapes.- 6.3 The Ethnographic Study.- 6.4 Spatial Grammars.- 6.5 Presence and Orientation in Electronic Environments.- 6.6 Everyday Practices of Orientation and Perception and Spatial Grammars.- 6.7 Conclusion.- References.- 7 Navigating the Virtual Landscape: Co-ordinating the Shared Use of Space.- 7.1 Introduction.- 7.2 Shared Information Spaces.- 7.3 Methodological Approach and Research Setting.- 7.4 Observations.- 7.5 Summary and Conclusions: Co-ordinating the Shared Use of Space.- References.- 8 Spaces, Places, Landscapes and Views: Experiential Design of Shared Information Spaces.- 8.1 Introduction.- 8.2 Personal Spaces versus Public Places.- 8.3 Information Cities, Islands, Vehicles and Views.- 8.4 The Experiential Approach to HCI Design.- 8.5 Presences and Concealment.- 8.6 Conclusions.- References.- 9 The Conceptual Structure of Information Space.- 9.1 Introduction.- 9.2 Study: Users Describe Web Experience.- 9.3 Discussion.- 9.4 Conclusion.- References.- 10 A Contrast Between Information Navigation and Social Navigation in Virtual Worlds.- 10.1 Navigation.- 10.2 Home Hunting.- 10.3 Extension to Digital Representation and Social Navigation.- 10.4 Computer-Assisted Home-Hunting.- 10.5 Social Navigation: Cocktail Party Browsing.- 10.6 Computer-Assisted Remote Acquaintance.- 10.7 Comparisons: Information vs Social Navigation.- 10.8 Conclusions.- References.- 11 Understanding Representations of Space: A Comparison of Visualisation Techniques in Mainstream Cinema and Computer Interfaces.- 11.1 Introduction and Some Distinctions.- 11.2 Understanding Cinematic vs Digital Representations.- 11.3 Concluding Comments.- References.- 12 The Role of Wearables in Social Navigation.- 12.1 Introduction.- 12.2 Defining a Wearable.- 12.3 Wearables and Social Navigation.- 12.4 Augmentation.- 12.5 Time-Space Trajectories.- 12.6 Wearables in Context.- 12.7 Future Work.- 12.8 Summary - Creating Cultural Footprints.- References.- 13 Evaluating Adaptive Navigation Support.- 13.1 Introduction.- 13.2 Adaptive Navigation Systems.- 13.3 Evaluations of Adaptive Navigation Systems.- 13.4 Evaluation Criteria.- 13.5 Summary.- References.- 14 Footsteps from the Garden - Arcadian Knowledge Spaces.- 14.0 Introduction: Personal and Social Navigation in Shared "Organic" Landscapes.- 14.2 Information Finding, Memory and Social Navigation.- 14.3 From Applications to Agents - Ecologies in the Interface.- 14.4 Organic Metaphors.- 14.3 The Knowledge Garden.- 14.4 (By Way of Some) Conclusions.- References.

195 citations


Cited by
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Journal ArticleDOI
TL;DR: Reading a book as this basics of qualitative research grounded theory procedures and techniques and other references can enrich your life quality.

13,415 citations

Book Chapter
01 Jan 1996
TL;DR: In this article, Jacobi describes the production of space poetry in the form of a poetry collection, called Imagine, Space Poetry, Copenhagen, 1996, unpaginated and unedited.
Abstract: ‘The Production of Space’, in: Frans Jacobi, Imagine, Space Poetry, Copenhagen, 1996, unpaginated.

7,238 citations

Journal ArticleDOI
08 Sep 1978-Science

5,182 citations

Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations

20 Jan 2017
TL;DR: The Grounded Theory: A Practical Guide through Qualitative Analysis as mentioned in this paper, a practical guide through qualitative analysis through quantitative analysis, is a good starting point for such a study.
Abstract: การวจยเชงคณภาพ เปนเครองมอสำคญอยางหนงสำหรบทำความเขาใจสงคมและพฤตกรรมมนษย การวจยแบบการสรางทฤษฎจากขอมล กเปนหนงในหลายระเบยบวธการวจยเชงคณภาพทกำลงไดรบความสนใจ และเปนทนยมเพมสงขนเรอยๆ จากนกวชาการ และนกวจยในสาขาสงคมศาสตร และศาสตรอนๆ เชน พฤตกรรมศาสตร สงคมวทยา สาธารณสขศาสตร พยาบาลศาสตร จตวทยาสงคม ศกษาศาสตร รฐศาสตร และสารสนเทศศกษา ดงนน หนงสอเรอง “ConstructingGrounded Theory: A Practical Guide through Qualitative Analysis” หรอ “การสรางทฤษฎจากขอมล:แนวทางการปฏบตผานการวเคราะหเชงคณภาพ” จะชวยใหผอานมความรความเขาใจถงพฒนาการของปฏบตการวจยแบบสรางทฤษฎจากขอมล ตลอดจนแนวทาง และกระบวนการปฏบตการวจยอยางเปนระบบ จงเปนหนงสอทควรคาแกการอานโดยเฉพาะนกวจยรนใหม เพอเปนแนวทางในการนำความรความเขาใจไประยกตในงานวจยของตน อกทงนกวจยผเชยวชาญสามารถอานเพอขยายมโนทศนดานวจยใหกวางขวางขน

4,417 citations