By Till Schummer, Stephan Lukosch
Written by means of well-respected specialists, this how-to advisor offers styles for the layout of human computing device human interplay (HCHI). increasingly more functions are at present designed to be used through multiple person, eg: multi-player video games, interactive websites, cell phones, collaborative studying platforms, interactive workspaces and shrewdpermanent environments. In those components there's a shift from (HCI) human desktop interplay to (HCHI) human machine human interplay. The position of styles during this move is twofold: 1st - styles concentrate on the human person of the process; 2d - styles help builders within the improvement technique of groupware purposes.
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Additional resources for Patterns for Computer-Mediated Interaction
Trained facilitators, as well as successful support technology, can guide us to good solutions that help to balance conﬂicting social or technical forces. Patterns are an important tool to understand such design problems better, the forces of the context, and the solution space of the problem. This is why a pattern language for computer-mediated interaction is needed. 2 Representations of Patterns In The Timeless Way of Building, the architect Alexander (1979) proposed a new way of addressing connected requirements that puts an emphasis on the context of the problem—the pattern.
They have to consider applications that have more than one control ﬂow: different users use the application in parallel, which makes it a more subtle 21 22 Chapter 2 From Patterns to a Pattern-Oriented Development Process problem to ensure that changes in the application state are propagated correctly and that users stay aware of concurrent actions. In this book we present a set of patterns that explain how developers and users can solve the problems of designing computer-mediated interaction. The patterns themselves are presented in Chapters 3 to 5, while this chapter provides the theoretical foundations for a pattern-based approach to groupware development.
Basically, it is an analogy to physics, where one can ﬁnd numerous forces that interact in space and act in combination to shape the behavior of space. 23 24 Chapter 2 From Patterns to a Pattern-Oriented Development Process Consider the example of air ﬂight: why do airplanes ﬂy? This question can only be answered if we look at least at three interacting forces: — The gravity that causes the plane to move towards the ground — The change of speed caused by drag or acceleration that is created by the air slowing the airplane down or by the engines speeding the airplane up — The lift that is created by the shape of the wing that keeps the plane in the air If these forces are unbalanced, the plane will in the worst case fall to the ground.