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The chapter presents the specific art approach to HCI research, including an illustration from the literature. The latter claims that empirical investigations of videogame play and videogame engagement are often delimited along demographic or genre lines. In contrast, the illustration proposes a theory of players engaging with games, if they can find a sense of net personal cultural value.The chapter then presents the specific art framework for HCI research, comprising art as discipline, general problem, particular scope, research, knowledge and practices. The specific art framework is followed by the art design research exemplar, as the art design cycle and the art design research cycle. The lower-level art framework comprises the art application, the art interactive system, and the art interactive system performance. Both the exemplar and the lower-level framework are applied to the same illustration of the art approach taken from the literature, which proposes a theory of players engaging with games, if they can find a sense of net personal cultural value.
The chapter presents the specific engineering approach to HCI research, including an illustration from the literature. The latter advances contrasting views of engineering as the servant of design, which identifies user needs outside its process and as HCI comprising iterative software development life cycles.The chapter then presents the specific engineering framework for HCI research comprising engineering as discipline, general problem, particular scope, research, knowledge and practices. The specific engineering framework is followed by the engineering design research exemplar as the engineering design cycle and the engineering design research cycle. The lower-level engineering framework comprises the engineering application, the engineering interactive system, and the engineering interactive system performance. Both the exemplar and the lower-level framework are applied to the same illustration of the engineering approach taken from the literature, which contrasts engineering as the servant of design and as HCI comprising iterative software development life cycles.
The chapter presents the specific innovation approach to HCI research, including an illustration from the literature. The latter proposes how novel, emerging smell technology might be applied to develop smell-enhanced human–computer interactions. It then presents the specific innovation framework for HCI research, comprising innovation as discipline, general problem, particular scope, research, knowledge and practices. The specific innovation framework is followed by the innovation design research exemplar, as the innovation design cycle and the innovation design research cycle. The lower-level innovation framework comprises the innovation application, the innovation interactive system, and the innovation interactive system performance. Both the exemplar and the lower-level framework are applied to the same illustration of the innovation approach taken from the literature, which proposes how novel, emerging smell technology might be applied to develop smell-enhanced human–computer interactions.
The chapter presents the specific craft approach to HCI research, including an illustration from the literature. The latter reports four phases of a design and research project to develop a location-mapping mobile application for breastfeeding women. It then presents the specific craft framework for HCI research, comprising craft as discipline, general problem, particular scope, research, knowledge and practices. The specific craft framework is followed by the craft design research exemplar, as the craft research and design cycle.The lower-level craft framework comprises the craft application, the craft interactive system, and the craft interactive system performance. Both the exemplar and the lower-level framework are applied to the same illustration of the craft approach taken from the literature reporting the development of a location-mapping mobile application for breastfeeding women.
The chapter presents the specific applied approach to HCI research, including an illustration from the literature. The latter explores interspecies sense-making in the context of dog-tracking and in the light of multi-species ethnography. The chapter presents the specific applied framework for HCI research comprising applied as discipline, general problem, particular scope, research, knowledge and practices. The specific applied framework is followed by the applied design research exemplar, as the applied design cycle and the applied design research cycle. The lower-level applied framework comprises the applied application, the applied interactive system, and the applied interactive system performance. Both the exemplar and the lower-level framework are applied to the same illustration of the applied approach taken from the literature, which explores interspecies sense-making in the context of dog-tracking and in the light of multi-species ethnography.
The chapter presents the science approach to HCI research, including an illustration from the literature. The latter presents the case for developing new forms of psychology deep theory, based on generic systems of interactors. The chapter then presents the specific science framework for HCI research comprising science as discipline, general problem, particular scope, research, knowledge and practices. The specific science framework is followed by the science design research exemplar, as the science design cycle, the applied design research cycle and the science design research cycle. The lower-level science framework comprises the science application, the science interactive system, and the science interactive system performance. Both the exemplar and the lower-level framework are applied to the same illustration of the science approach, taken from the literature, which presents the case for developing new forms of psychology deep theory, based on generic systems of interactors.
Taking up the definition of a model posited in Chapter 1, models can follow different purposes. This chapter introduces nine general purposes: theory development, generalisation, theory testing, understanding (of systems and their dynamics), explanation (of observed phenomena), prediction (of the system dynamics), decision support (for the derivation of ‘good’ policies and strategies), communication (of knowledge and information) and education (of students and young researchers); and two more technical purposes: integration of knowledge and mediation between scales. These eleven purposes are demonstrated using modelling studies from the literature in the disciplines of physics, ecology and economics. Further, a model may be general or specific, and it may be used for positive analysis (‘what is’) or normative analysis (‘what should be’), or a mixture of both.