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Beyond the UI: product, process and passion
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Source ACM International Conference Proceeding Series; Vol. 82 archive
Proceedings of the third Nordic conference on Human-computer interaction table of contents
Tampere, Finland
Pages: 285 - 286  
Year of Publication: 2004
ISBN:1-58113-857-1
Author
Bonnie E. John  Carnegie Mellon University, Pittsburgh, PA
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 1,   Downloads (12 Months): 34,   Citation Count: 2
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ABSTRACT

Interactive products have definitely improved from the users' perspective in the 20 years since the HCI field emerged. Prior to the 1980s, only a small portion of the population of the western world used computers, primarily scientists, engineers, and financial analysts. Today, almost everyone in developed nations use dozens of computers each day: withdrawing money from the bank, checking out at the grocery store, speed-dialing the cell phone, surfing the web, email to grandmother, and IMing friends to set up an impromptu social event. Interactivity with computers has progressed from command-line operating systems accessible only to gurus to almost invisible operating systems which require almost no attention, from esoteric applications whose functionality was desired by only a few, to depending on computer functionality for almost every aspect of life. The fact that people can and do live in such tight integration with interactive systems is a testament to HCI's contribution to the world. We can declare victory!


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Adams, R. J., Bass, L., & John, B. E. (2004) Applying general usability scenarios to the design of the software architecture of a collaborative workspace. Submitted for review.
 
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Golden, E., John, B. E., & Bass, L. (2004) Connecting usability dicta to software architecture: A controlled study. Submitted for review.
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John, B. E. & Bass, L. J. (2001) Usability and software architecture. Behaviour and Information Technology, 20(5), 329--338.
 
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Kembel, J, (2003) Attention, aesthetics, and information: Using bio-mimetic motion in ambient information displays. HCI Institute Orientation Research Presentation (Pittsburgh, PA, 22 August, 2003).
 
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Malone, T. W. (1981) What makes computer games fun? Byte, 6, 258--277.