Designing with Blends: Conceptual Foundations of Human-Computer Interaction and Software Engineering
內容描述
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