Technology as Experience

Technology as Experience
Author: John McCarthy
Publisher: MIT Press
Total Pages: 225
Release: 2007-08-24
Genre: Computers
ISBN: 026225073X

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In Technology as Experience, John McCarthy and Peter Wright argue that any account of what is often called the user experience must take into consideration the emotional, intellectual, and sensual aspects of our interactions with technology. We don't just use technology, they point out; we live with it. They offer a new approach to understanding human-computer interaction through examining the felt experience of technology. Drawing on the pragmatism of such philosophers as John Dewey and Mikhail Bakhtin, they provide a framework for a clearer analysis of technology as experience. Just as Dewey, in Art as Experience, argued that art is part of everyday lived experience and not isolated in a museum, McCarthy and Wright show how technology is deeply embedded in everyday life. The "zestful integration" or transcendent nature of the aesthetic experience, they say, is a model of what human experience with technology might become. McCarthy and Wright illustrate their theoretical framework with real-world examples that range from online shopping to ambulance dispatch. Their approach to understanding human computer interaction—seeing it as creative, open, and relational, part of felt experience—is a measure of the fullness of technology's potential to be more than merely functional.

Technology and the African-American Experience

Technology and the African-American Experience
Author: Bruce Sinclair
Publisher: MIT Press
Total Pages: 258
Release: 2004
Genre: History
ISBN: 9780262195041

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The intersection of race and technology: blackcreativity and the economic and social functions of the myth ofdisengenuity.

Product Experience

Product Experience
Author: Hendrik N. J. Schifferstein
Publisher: Elsevier
Total Pages: 687
Release: 2011-04-28
Genre: Psychology
ISBN: 0080556787

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Product Experience brings together research that investigates how people experience products: durable, non-durable, or virtual. In contrast to other books, the present book takes a very broad, possibly all-inclusive perspective, on how people experience products. It thereby bridges gaps between several areas within psychology (e.g. perception, cognition, emotion) and links these areas to more applied areas of science, such as product design, human-computer interaction and marketing. The field of product experience research will include some of the research from four areas: Arts, Ergonomics, Technology, and Marketing. Traditionally, each of these four fields seems to have a natural emphasis on the human (ergonomics and marketing), the product (technology) or the experience (arts). However, to fully understand human product experience, we need to use different approaches and we need to build bridges between these various fields of expertise. Most comprehensive collection of psychological research behind product design and usability Consistenly addresses the 3 components of human-product experience: the human, the product, and the experience International contributions from experts in the field

The Customer Experience Edge: Technology and Techniques for Delivering an Enduring, Profitable and Positive Experience to Your Customers

The Customer Experience Edge: Technology and Techniques for Delivering an Enduring, Profitable and Positive Experience to Your Customers
Author: Reza Soudagar
Publisher: McGraw Hill Professional
Total Pages: 320
Release: 2011-10-28
Genre: Business & Economics
ISBN: 0071786961

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“This excellent book makes it quite clear that your business has to focus on customer experience for 21st-century business success. It’s more than refreshing to read the multiple case studies and well thought out approach and to hear the experienced voices of these authors. You’ve spent way too much time reading this endorsement. Read the book instead. It’s so worth it.” —Paul Greenberg, author of CRM at the Speed of Light “To differentiate yourself and delight your customers, you must manage your customers’ experience with your goods or services, and your company. This invaluable book will show you why you must do this, and how to do it well.” —Henry Chesbrough, author of Open Innovation and Professor at the Haas School of Business, University of California Berkeley “Technology advances are raising the human expectation of what an experience with a company can and should be. Finally, a book has been written that combines behavioral psychological, micro-economic, and technological considerations defining the customer experience edge.” —Paul D’Alessandro, Partner, PricewaterhouseCoopers “As we move from Customer Experience 1.0 to Customer Experience 2.0, organizations and practitioners need a solid blueprint for success. Reza, Vinay, and Volker have created a clear and concise guide based on global best practices and proven principles. If you are ready to transform your organization, start by reading this book.” —Lior Arussy, President, Strativity Group, and author of Customer Experience Strategy “The Customer Experience Edge is an excellent book to gain insights on how to leverage customer experience as a competitive advantage. The case studies serve as recipes that can be added to, modified, or simply baked into business plans to improve or deliver an exceptional customer experience.” —Deb Dexter, Customer Service Director, Cardinal Health About the Book: Globalization and advanced technologies have given ever greater power to the person who decides if your business will succeed or fail—the customer. Whether your company serves consumers or other businesses, you can no longer compete on price and quality alone. To gain profits and market share, you have to deliver an experience that makes customers want to come back—and that sets you apart from the competition. You need to seize The Customer Experience Edge. Drawing on over sixty years of experience in shaping customer centric strategies and technologies for leading companies, three innovators bring you practical and proven ways to create your customer experience programs and overall business strategies. The key is to strike a balance between programs that are effective but prohibitively expensive and programs that fail to dedicate enough resources to be effective. In the middle ground lie the tools that everyone overlooks—foundational and disruptive technologies. These are the authors’ main fields of expertise, and these are what make the customer experience profitable. The Customer Experience Edge explains how to combine strategy, leadership, organizational change, and technology to: Develop products and services that are highly valued by customers Form bonds that keep clients from turning to competitors Transform customers into your best advocates It’s a new world of business, and customers are keenly aware that their loyalty is valuable currency. The Customer Experience Edge gives you a cost-effective, sustainable way to provide an unforgettable experience that builds loyalty and turns it into real, measurable profits.

Youth, Technology, Governance, Experience

Youth, Technology, Governance, Experience
Author: Liam Grealy
Publisher: Routledge
Total Pages: 286
Release: 2018-06-14
Genre: Social Science
ISBN: 1351112651

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How do adults understand youth? How do their conceptions inform interventions into young lives or involve young people’s experiences? This volume tackles these questions by exploring adults’ ideas about youth. Specifically, Youth, Technology, Governance, Experience examines the four titular concepts and their implications for a range of relationships between youth and adults. Utilising interdisciplinary methods, the contributing authors deliver a broad range of analyses of young people differentiated by gender, class, race, and geography across an array of contexts, including within the home, in media representations, through government bureaucracies, and in everyday life. Youth, Technology, Governance, Experience also interrogates the meaning of technology and governance for youth studies, considering a range of ways they interact, including through social media, technologies of regulation, and educational tools. It will appeal to students and academic researchers interested in fields such as youth studies, cultural studies, sociology, and education.

Emotions in Technology Design: From Experience to Ethics

Emotions in Technology Design: From Experience to Ethics
Author: Rebekah Rousi
Publisher: Springer Nature
Total Pages: 194
Release: 2020-09-29
Genre: Computers
ISBN: 3030534839

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Understanding emotions is becoming ever more valuable in design, both in terms of what people prefer as well as in relation to how they behave in relation to it. Approaches to conceptualising emotions in technology design, how emotions can be operationalised and how they can be measured are paramount to ascertaining the core principles of design. Emotions in Technology Design: From Experience to Ethics provides a multi-dimensional approach to studying, designing and comprehending emotions in design. It presents emotions as understood through basic human-technology research, applied design practice, culture and aesthetics, ethical approaches to emotional design, and ethics as a cultural framework for emotions in design experience. Core elements running through the book are: cognitive science – cognitive-affective theories of emotions (i.e., Appraisal); culture – the ways in which our minds are trained to recognise, respond to and influence design; and ethics – a deep cultural framework of interpretations of good versus evil. This ethical understanding brings culture and cognition together to form genuine emotional experience. This book is essential reading for designers, technology developers, HCI and cognitive science scholars, educators and students (at both undergraduate and graduate levels) in terms of emotional design methods and tools, systematic measurement of emotion in design experience, cultural theory underpinning how emotions operate in the production and interaction of design, and how ethics influence basic (primal) and higher level emotional reactions. The broader scope equips design practitioners, developers and scholars with that ‘something more’ in terms of understanding how emotional experience of technology can be positioned in relation to cultural discourse and ethics.

Technology and the Dream

Technology and the Dream
Author: Clarence G. Williams
Publisher: MIT Press
Total Pages: 1060
Release: 2003-02-28
Genre: Education
ISBN: 9780262731577

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Transcripts of more than seventy-five oral history interviews in which the interviewees assess their MIT experience and reflect on the role of blacks at MIT and beyond. This book grew out of the Blacks at MIT History Project, whose mission is to document the black presence at MIT. The main body of the text consists of transcripts of more than seventy-five oral history interviews, in which the interviewees assess their MIT experience and reflect on the role of blacks at MIT and beyond. Although most of the interviewees are present or former students, black faculty, administrators, and staff are also represented, as are nonblack faculty and administrators who have had an impact on blacks at MIT. The interviewees were selected with an eye to presenting the broadest range of issues and personalities, as well as a representative cross section by time period and category. Each interviewee was asked to discuss family background; education; role models and mentors; experiences of racism and race-related issues; choice of field and career; goals; adjustment to the MIT environment; best and worst MIT experiences; experience with MIT support services; relationships with MIT students, faculty, and staff; advice to present or potential MIT students; and advice to the MIT administration. A recurrent theme is that MIT's rigorous teaching instills the confidence to deal with just about any hurdle in professional life, and that an MIT degree opens many doors and supplies instant credibility. Each interview includes biographical notes and pictures. The book also includes a general introduction, a glossary, and appendixes describing the project's methodology.

Experience Design

Experience Design
Author: Marc Hassenzahl
Publisher: Springer Nature
Total Pages: 134
Release: 2022-05-31
Genre: Computers
ISBN: 3031021916

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In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design

Iron Coffin

Iron Coffin
Author: David A. Mindell
Publisher: JHU Press
Total Pages: 209
Release: 2012-03-01
Genre: Technology & Engineering
ISBN: 1421406055

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The USS Monitor famously battled the CSS Virginia (the armored and refitted USS Merrimack) at Hampton Roads in March 1862. This updated edition of David A. Mindell's classic account of the ironclad warships and the human dimension of modern warfare commemorates the 150th anniversary of this historic encounter. Mindell explores how mariners—fighting "blindly," below the waterline—lived in and coped with the metal monster they called the "iron coffin." He investigates how the ironclad technology, new to war in the nineteenth century, changed not only the tools but also the experience of combat and anticipated today’s world of mechanized, pushbutton warfare. The writings of William Frederick Keeler, the ship’s paymaster, inform much of this book, as do the experiences of everyman sailor George Geer, who held Keeler in some contempt. Mindell uses their compelling stories, and those of other shipmates, to recreate the thrills and dangers of living and fighting aboard this superweapon. Recently, pieces of the Monitor wreck have been raised from their watery grave, and with them, information about the ship continues to be discovered. A new epilogue describes the recovery of the Monitor turret and its display at the USS Monitor Museum in Newport News, Virginia. This sensitive and enthralling history of the USS Monitor ensures that this fateful ship, and the men who served on it, will be remembered for generations to come.

Experience with Technology

Experience with Technology
Author: Ali al-Azzawi
Publisher: Springer Science & Business Media
Total Pages: 150
Release: 2013-09-16
Genre: Computers
ISBN: 1447153979

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With a focus on gaining an empirically derived understanding of the underlying psychological dimensions and processes behind people’s experiences with technology, this book contributes to the debate of user experience (UX) within several disciplines, including HCI, design and marketing. It analyses UX dynamics at various time scales, and explores the very nature of time and meaning in the context of UX. Experience with Technology uses personal construct theory (PCT) as a theoretical and methodological starting point to this project. Major case-studies are described that examine people’s experiences with mobile media devices. The results show a group of super-ordinate constructs that, upon interaction, undergo a change in the way they vary and relate to each other, as well as the development of a high reliability UX-Scale. The book concludes by proposing the ICE (Interaction, Construction, and Evaluation) model of UX that consolidates its findings into a workable framework of UX. The proposed framework will be of particular use to designers and practitioners, and forms an empirically grounded starting point for further research.