Human-computer interaction in the new millennium/

Human-computer interaction in the new millennium/ edited by John M. Carroll - New York: Addison-Wesley, c2002. - xxxvii, 703 p. : ill. ; 25 cm.

Includes bibliographical references and index.

PART I MODELS, THEORIES, AND FRAMEWORKS
CHAPTER 1 On the Effective Use and Reuse of HCI Knowledge
Alistair Sutcliffe
1.1 Introduction
1.2 Theories and Cognitive Models
1.3 Claims, Products, and Artifacts
1.4 Generalizing Claims and Reusing
HCI Knowledge
1.5 Conclusions
CHAPTER 2 Macrotheory for Systems of Interactors
Philip Barnard, Jon May, David Duke, and David Duce
2.1 Theory Development in a Boundless Domain
2.2 Systems of Interactors, Macrotheory, Microtheory,
and Layered Explanation
2.3 Macrotheory and Interaction
2.4 Capturing Significant Variation
in Interaction Trajectories
2.5 Realizing Coherent Type 1 Theories
of Interaction
2.6 Extension to Higher Order Systems
of Interaction
2.7 Conclusion
CHAPTER 3 Design In the MoRAS
George W. Furnas
3.1 Introduction: ++HCI and the MoRAS
3.2 The MoRAS
3.3 Illustrating the Consequences
3.3.1 Blindness from Ignoring
the MoRAS
3.3.2 Design Opportunities from Considering
the MoRAS
3.3.3 New Problems Addressed—Needs
and Wants
3.4 The MoRAS and ++HCI Design
3.5 Future Directions
CHAPTER 4 Distributed Cognition: Toward a New Foundation
for Human-Computer Interaction Research
James Hollan, Edwin Hutchins, and David Kirsh
4.1 Introduction
4.2 A Distributed Cognition Approach
4.2.1 Socially Distributed Cognition
4.2.2 Embodied Cognition
4.2.3 Culture and Cognition
4.2.4 Ethnography of Distributed
Cognitive Systems
4.3 An Integrated Framework
for Research
4.3.1 Ship Navigation
4.3.2 Airline Cockpit Automation
4.3.3 Beyond Direct Manipulation
4.3.4 History-Enriched Digital Objects
4.3.5 PAD++: Zoomable Multiscale
Interfaces
4.3.6 Intelligent Use of Space
4.4 Conclusions and Future Directions
PART II USABILITY ENGINEERING METHODS
AND CONCEPTS
CHAPTER 5 The Strategic Use of Complex Computer
Systems
Suresh K. Bhavnani and Bonnie E. John
5.1 Introduction
5.2 Strategies in the Intermediate Layers
of Knowledge
5.2.1 Strategies That Exploit the Iterative Power
of Computers
5.2.2 Acquiring Strategies in the Intermediate
Layers of Knowledge
5.2.3 Generality of Strategies in the Intermediate
Layers of Knowledge
5.3 Evidence for the Effects of Aggregation Strategies
on Performance
5.3.1 The Panel Clean-up Task
5.3.2 How LI Performed the Panel
Clean-up Task
5.3.3 Cognitive Analysis of the Panel
Clean-up Task
5.3.4 Inefficient Use Reported
in Other Studies
5.4 Possible Explanations for Inefficient
Computer Usage
5.4.1 Efficient Strategies Not Known
5.4.2 Efficient Strategies Known
But Not Used
5.4.3 Discussion of Possible Explanations
of Inefficient Computer Usage
5.5 General Computer Strategies
beyond Aggregation
5.5.1 Propagation Strategies
5.5.2 Organization Strategies
5.5.3 Visualization Strategies
5.6 Summary and Future Research
CHAPTER 6 User Interface Evaluation:
How Cognitive Models Can Help
Frank E. Ritter, Gordon D. Baxter, Gary Jones,
and Richard M. Young
6.1 The Synergy between Cognitive Modeling
and HCI
6.1.1 The Advantages for HCI
6.1.2 The Advantages for Models
6.2 A Route to Supporting Models as Users
6.2.1 The Artifacts of the Cognitive Modeling
Process
6.2.2 The Role of User Interface Management
Systems
6.2.3 Cognitive Model Interface Management
Systems
6.2.4 A Functional Model Eye and Hand
6.3 Example Cognitive Models That Perform
Interactive Tasks
6.3.1 A Simplified Air Traffic Control
Model
6.3.2 Tower of Nottingham Model
6.3.3 Electronic Warfare Task Model
6.3.4 Related Systems
6.3.5 Limitations of This Approach
6.4 Cognitive Models as Users
in the New Millennium
6.4.1 Implications for Models
6.4.2 Implications for Interfaces
CHAPTER 7 HCI in the Global Knowledge-Based Economy:
Designing to Support Worker Adaptation
KimJ. Vicente
7.1 Introduction
7.2 Case Study: Hedge Funds in August 1998
7.2.1 What Are Hedge Funds?
7.2.2 What Happened?
7.2.3 Why Did It Happen?
7.2.4 Generalizing the Lessons Learned
7.3 The Global Knowledge-Based Economy and the
Demand for Adaptation
7.3.1 The Global Knowledge-Based
Economy
7.3.2 The Future Demand
for Adaptation
7.3.3 The Relationship between
Adaptation and Learning
7.3.4 How Much Have Things Changed?
7.4 Cognitive Work Analysis: A Potential
Programmatic Approach
7.4.1 A Constraint-Based Approach
7.4.2 Five Layers of Constraint
7.4.3 Modeling Tools and
Design Implications
7.5 The Future: What Can We Be Sure Of?
CHAPTER 8 A Reference Task Agenda for HCI
Steve Whittaker, Loren Terveen, and Bonnie A. Nardi
8.1 The Problems with HCI
as Radical Invention
8.1.1 Radical Invention Is Not Always
Effective
8.1.2 What We Don't Know: Requirements,
Metrics, and Uses of Everyday
Technologies
8.1.3 How We Don't Know It:
The Dissemination Problem
8.2 The Reference Task Solution
8.2.1 Reference Tasks In Other
Disciplines
8.3 Reference Tasks In HCI
8.3.1 Lessons from DARPA and TREC
8.4 How to Define a Reference Task
8.5 An Example Reference Task: Browsing
and Retrieval In Speech Archives
8.5.1 Selecting and Specifying Reference Tasks
In the Domain of Speech Archives
8.5.2 Defining Metrics
8.5.3 Task-Oriented Evaluation
of a Speech Browsing System
8.5.4 General Issues Arising from Reference
Task-Based Evaluation
8.6 Conclusions
CHAPTER 9 The Maturation of HCI: Moving beyond Usability
toward Holistic Interaction
Ken Maxwell
9.1 Introduction
9.2 Present Levels of HCI Maturity
9.2.1 Level 1 HCI: Basic Usability
9.2.2 Level 2 HCI: Collaborative, Organizational,
and Role-Based Interaction
9.3 Future HCI: Level 3: Individualized
and Holistic Interaction
9.3.1 The Future Computing Environment
9.3.2 Individualized and Holistic Interaction
Design
9.3.3 Moving toward Holistic Interaction
9.4 Summary and Conclusions
PART III USER INTERFACE SOFTWARE AND TOOLS
CHAPTER 10 Past, Present, and Future of
User Interface Software Tools
Brad Myers, Scott E. Hudson, and Randy Pausch
10.1 Introduction
10.2 Historical Perspective
10.2.1 Themes in Evaluating Tools
10.2.2 What Worked
10.2.3 Promising Approaches That
Have Not Caught On
10.3 Future Prospects and Visions
10.3.1 Computers Becoming a Commodity
10.3.2 Ubiquitous Computing
10.3.3 Recognition-Based User Interfaces
10.3.4 Three-Dimensional Technologies
10.3.5 End-User Programminq, Customization,
and Scripting
10.3.6 Further Issues for Future Tools
10.4 Operating System Issues
10.5 Conclusions
CHAPTER 11 Creating Creativity: User Interfaces
for Supporting Innovation
Ben Shneiderman
11.1 Introduction
11.2 Three Perspectives on Creativity
11.3 Levels of Creativity
11.4 Genex: A Four-Phase Framework
for Generating Excellence
11.5 Integrating Creative Activities
11.5.1 Searching and Browsing
Digital Libraries
11.5.2 Consulting with Peers and Mentors
11.5.3 Visualizing Data and Processes
11.5.4 Thinking by Free Associations
11.5.5 Exploring Solutions—"What If" Tools
11.5.6 Composing Artifacts
and Performances
11.5.7 Reviewing and Replaying
Session Histories
11.5.8 Disseminating Results
11.6 Architectural Scenario
11.7 Conclusion
CHAPTER 12 Interaction Spaces for Twenty-First-Century
Computing
Terry Winograd
12.1 Introduction
12.1.1 Scenario
12.2 Architecture Models
12.2.1 Decoupling Devices from Programs
12.2.2 Decoupling Devices from
Phenomena
12.3 Robust Dynamic Configuration
and Communication
12.4 Context-Based Interpretation
12.5 Action and Perception
12.5.1 Examples
12.6 Research Issues
12.6.1 Person-Centered Interaction
12.6.2 Dealing Efficiently with Incomplete
and Unreliable Information
12.6.3 Variable Quality Guaranteed
Response Rate
12.6.4 Multiperson, Multidevice.
Interaction Modes
12.6.5 Standard Models
12.7 Conclusion
PART IV GROUPWARE AND COOPERATIVE ACTIVITY
CHAPTER 13 Computer-Mediated Communications for Group Support:
Past and Future
Murray Turoff, Starr Roxanne Hiltz, Jerry Fjermestad,
Michael Bieber, and Brian Whitworth
13.1 Introduction
13.2 Early Roots and Insights
13.2.1 Quantitative Communication
Structures
13.2.2 Content-Based Communication
13.2.3 Indirect Communication
13.2.4 Roles
13.2.5 Notifications
13.3 Tailoring Communications
13.3.1 Next Generation Systems
13.4 Discourse Structures
13.5 Collective Intelligence
13.5.1 Collaborative Model Building
13.5.2 Consistency Problems
13.5.3 Arrow's Paradox
13.6 Multimedia Communication Systems
13.6.1 Multi-Mode Experiments
13.6.2 Graphics and Collaborative
Model Building
13.6.3 Virtual Reality
13.6.4 Pervasive/Mobile CMC Systems
13.7 Conclusion
CHAPTER 14 The Intellectual Challenge of CSCW: The Gap between
Social Requirements and Technical Feasibility
Mark S. Ackerman
14.1 Introduction
14.2 A Biased Summary of CSCW Findings
14.3 The Social-Technical Gap in Action
14.3.1 Technical Research in CSCW
14.3.2 Arguments against the Significance
of the Gap
14.4 What to Do?
14.4.1 A Return to Simon: The Science
of CSCW
14.4.2 Palliatives: Ideological, Political,
and Educational
14.4.3 Beginning Systematic Exploration:
First-Order Approximations
14.4.4 Toward Making CSCW into a Science
of the Artificial
14.5 Conclusion
CHAPTER 15 Social Translucence: Designing Systems That Support
Social Processes
Thomas Erickson and Wendy A. Kellogg
15.1 Introduction
15.2 Foundations: Social Translucence
15.2.1 Visibility, Awareness,
and Accountability
15.2.2 Translucence: Visibility and Privacy
15.3 Application Domain: Knowledge
Management
15.3.1 Knowledge Management
as a Social Phenomenon
15.3.2 From Knowledge Management
to Knowledge Communities
15.3.3 Conversation: Knowledge Work
Made Visible
15.3.4 The Vision: Conversationally
Based Knowledge Communities
15.4 Implementation: Social Translucence
in Digital Systems
15.4.1 Making Activity Visible
15.4.2 Abstract Representations of Social
Information: The Babble Prototype
15.5 Some Research Issues
15.5.1 Social Proxies: What Should Be
Represented?
15.5.2 Supporting Coherent Activity
15.5.3 Visualizing Conversation
15.5.4 Restructuring Conversation
15.5.5 Organizational Knowledge Spaces
15.6 Conclusion
CHAPTER 16 Transcending the Individual Human Mind:
Creating Shared Understanding through
Collaborative Design
Ernesto G. Arias, Hal Eden, Gerhard Fischer,
Andrew Gorman, and Eric Scharff
16.1 Introduction
16.2 Challenging Problems for the Future of
Human-Computer Interaction
16.2.1 Transcending the Individual Human
Mind
16.2.2 Exploiting the Symmetry
of Ignorance
16.2.3 Recognizing the Need for Externalizations
in Collaborative Design
16.2.4 Supporting New Forms of Civic Discourse:
From Access to Informed Participation
16.2.5 Moving beyond Closed Systems
16.2.6 Understanding Motivation
and Rewards
16.2.7 Summary of Challenging Problems
for the Future of Human-Computer
Interaction
16.3 The Envisionment and
Discovery Collaboratory (EDC)
16.3.1 A Scenario: Creating Shared
Understanding through
Collaborative Design
16.3.2 The Conceptual Principles
behind the EDC
16.3.3 The Integration of Action
and Reflection
16.3.4 The EDC as an Open System
16.4 Assessment
16.4.1 Integrating Assessment with Design
and Practice
16.4.2 Assessment through
Participatory Design
16.4.3 Assessment of Open Systems and
Emerging Applications
16.4.4 Assessment of the Effectiveness
of Interaction Techniques
16.5 Future Work
16.5.1 Assessment of Support for the Creation
of Shared Understanding
16.5.2 Use of the EDC in Actual Work
Situations
16.5.3 Beyond Binary Choices
16.6 Conclusion
CHAPTER 17 The Development of Cooperation: Five Years
of Participatory Design in the Virtual School
John M. Carroll, George Chin, Mary Beth Rosson,
and Dennis C. Neale
17.1 Introduction
17.2 Stages of Cooperative Engagement
17.3 The Practitioner-Informant
17.4 The Analyst
17.5 The Designer
17.6 The Coach
17.7 Transitions between Stages
17.8 Conclusion
CHAPTER 18 Distance Matters
Gary M. Olson and Judith S. Olson
18.1 Introduction
18.2 Collocated Work Today
18.3 Remote Work Today
18.3.1 Successes
18.3.3 Failures
18.4 The Findings Integrated; Four Concepts
18.4.1 Common Ground—A Characteristic
of the Players
18.4.2 Coupling in Work—A Characteristic
of the Work Itself
18.4.3 Collaboration Readiness
18.4.4 Technology Readiness
18.5 Distance Work in the New Millennium
18.5.1 Common Ground, Context, and Trust
18.5.2 Different Time Zones
18.5.3 Culture
18.5.4 Interactions among These Factors
and with Technology
18.6 Conclusion
PART V MEDIA AND INFORMATION
CHAPTER 19 Designing the User Interface
for Multimodal Speech and Pen-Based
Gesture Applications: State-of-the-Art
Systems and Future Research Directions
Sharon Oviatt, Phil Cohen, Lizhong Wu, John Vergo,
Lisbeth Duncan, Bernhard Suhm, Josh Bers,
Thomas Holzman, Terry Winograd, James Landay,
Jim Larson, and David Ferro
19.1 Introduction to Multimodal Speech
and Gesture Interfaces
19.2 Advantages and Optimal Uses
of Multimodal Interface Design
19.3 Architectural Approaches to Multimodal Integration
and Systems
19.3.1 Introduction to Multimodal Architectural
Requirements
19.3.2 Multi-Agent Architectures and Multimodal
Processing Flow
19.3.3 Frame-Based and Unification-Based
Multimodal Integration
19.3.4 New Hybrid Architectures:
An Illustration
19.4 Diversity of Emerging Speech
and Gesture Applications
19.4.1 OGI's QuickSet System
19.4.2 IBM's Human-Centric Word Processor
19.4.3 Boeing's Virtual Reality Aircraft Maintenance
Training Prototype
19.4.4 NCR's Field Medic Information
System
19.4.5 Limitations of Current Speech and Gesture
Multimodal Systems
19.5 Future Research Directions
for Multimodal Interfaces
19.5.1 New Multimodal Interface Concepts
19.5.2 Error Handling Techniques
19.5.3 Adaptive Multimodal Architectures
19.5.4 Multimodal Research Infrastructure
19.6 Conclusion
CHAPTER 20 Technologies of Information:
HCI and the Digital Library
Andrew Dillon
20.1 Introduction
20.2 Antecedents of Digital Libraries:
The Ideas and the Evidence
20.2.1 The Major Thinkers
20.2.2 HCI Enters the Digital Library
20.3 HCI Research: From Enabling to Envisioning
20.3.1 Stage 1—Interface Design
and the Methodological Tradition
20.3.2 Stage 2—Modeling Interaction:
The Theoretical Tradition
20.3.3 Stage 3—Beyond Usability:
Enhancement and the Design
of Augmenting Technologies
20.4 Problems with HQ's Role
in Digital Library Design
20.4.1 Do We Really Know Our Users?
20.4.2 Variables in HQ Research
and Measurement
20.5 Extending HQ's Remit with DLs
20.5.1 The Multimedia Mix and Match
20.5.2 Digital Genres and the Perception
of Information Shape
20.5.3 Learning, Education, and Instruction
20.5.4 "Intelligent" IR
20.5.5 Ubiquity (or "We Want Information
Where We Are")
20.6 Conclusion
CHAPTER 21 Interfaces That Give and Take Advice
Henry Lieberman
21.1 Introduction: Advance-Based
Interfaces
21.1.1 Agents and Advice
21.2 Examples of Advice in Interfaces
21.2.1 Letizia: A Web Browser That
Gives Advice
21.2.2 Mondrian: A Graphical Editor
That Takes Advice
21.3 Advice-Based Interfaces in Al and HQ
21.3.1 More Flexible Planning
and Reasoning
21.3.2 Resource-Limited Reasoning
21.3.3 Anytime Algorithms
21.3.4 Critics
21.3.5 Programming by Example
21.3.6 Context-Sensitivity
21.4 The Future of Advice-Oriented
Interfaces
21.4.1 Internet Applications
21.4.2 Physically Based Interfaces
21.4.3 Speech, Natural Language,
and Gesture Interfaces
21.4.4 Advice and the Design
of Visual Communication
21.4.5 Advice as a Tool for Helping
People Learn
21.5 Conclusion
CHAPTER 22 Beyond Recommender Systems:
Helping People Help Each Other
Loren Terveen snd Will Hill
22.1 Introduction
22.2 Recommendation: Examples and Concepts
22.3 A Model of the Recommendation Process
22.3.1 Issues for Computational
Recommender Systems
22.3.2 Major Types of Recommender
Systems
22.4 Content-Based Recommenders
22.5 Recommendation Support Systems
22.6 Social Data Mining
22.7 Collaborative Filtering
22.8 Current Challenges and New Opportunities
22.8.1 Forming and Supporting Communities
of Interest
22.8.2 Combining Multiple Types of Information
to Compute Recommendations
22.9 Conclusion
PART VI INTEGRATING COMPUTATION
AND REAL ENVIRONMENTS
CHAPTER 23 Charting Past, Present, and Future Research
in Ubiquitous Computing
Gregory D. Abowd and Elizabeth D. Mynatt
23.1 Introduction
23.1.1 Overview
23.2 Computing with Natural Interfaces
23.2.1 First-Class Natural Data Types
23.2.2 Error-Prone Interaction
for Recognition-Based Interaction
23.3 Context-Aware Computing
23.3.1 What Is Context?
23.3.2 Representations of Context
23.3.3 The Ubiquity of Context Sensing—
Context Fusion
23.3.4 Coupling Context-Aware
and Natural Interaction—
Augmented Reality
23.4 Automated Capture and Access
to Live Experiences
23.4.1 Challenges in Capture and Access
23.5 Toward Everyday Computing
23.5.1 Research Directions in Everyday
Computing
23.6 Additional Challenges for Ubicomp
23.6.1 Evaluating Ubicomp Systems
23.6.2 Social Issues for Ubiquitous
Computing
23.7 Conclusion
CHAPTER 24 Situated Computing: The Next Frontier
for HCI Research
Kevin L Mills and Jean Scholtz
24.1 Introduction
24.2 Grand Challenge #1:
Emancipating Information
24.2.1 Moving Information to People
24.2.2 Removing the Tyranny of
an Interface per Application
per Device 1
24.2.3 Information Interaction:
Making It Real Again
24.3 Grand Challenge #2: Clueing
in Those Clueless Computers
24.3.1 Adapting Information Delivery
Using Knowledge of People, Places,
and Devices
24.3.2 Solving Three Hard Problems
24.4 Conclusion
CHAPTER 25 Roomware: Toward the Next Generation of
Human-Computer Interaction Based on an Integrated
Design of Real and Virtual Worlds
NorbertA. Streitz, Peter Tandler, Christian
Muller-Tomfelde, and Shin'ichi Konomi
25.1 Introduction
25.1.1 CSW
25.1.2 Ubiquitous Computing
25.1.3 Augmented Reality
25.1.4 Architecture
25.2 Three Points of Departure '
25.2.1 Information Technology; From the Desktop
to the Invisible Computer
25.2.2 Organization: New Work Practices
and Team Work
25.2.3 Architecture: The New Role and Structure
of Office Buildings
25.3 Related Work
25.4 Design Perspectives for the Workspaces
of the Future
25.5 Cooperative Buildings
25.6 Requirements from Creative Teams
25.7 Roomware® Components
25.7.1 The i-LAND Environment
25.7.2 TheDynaWall®
25.7.3 The CommChairs®
25.7.4 The InteracTable®
25.7.5 The ConnecTable®
25.7.6 The Passage Mechanism
25.8 Network Infrastructure
25.9 The Beach Software: Supporting Creativity
25.10 Conclusion
CHAPTER 26 Emerging Frameworks for Tangible User
Interfaces
Brygg Ullmer and Hiroshi Ishii
26.1 Introduction
26.2 A First Example: Urp
26.3 Tangible User Interfaces
26.4 Interaction Model
26.5 Key Characteristics
26.6 Example Two: mediaBlocks
26.7 Terminology
26.8 Coupling Objects with Digital
Information
26.8.1 Kinds of Digital Bindings
26.8.2 Methods of Coupling Objects
with Information
26.8.3 Approaches to Physical
Representation
26.8.4 Technical Realization
of Physical/Digital Bindings
26.9 Interpreting Systems of Objects
26.9.1 Spatial Systems
26.9.2 Relational Systems
26.9.3 Constructive Systems
26.9.4 Mixed Constructive/Relational
Systems
26.10 Application Domains
26.11 Related Areas
26.11.1 Broad Context
26.11.2 HCI Context
26.12 Conclusion
PART VII HCI AND SOCIETY
CHAPTER 27 Learner-Centered Design: Reflections
and New Directions
Chris Quintana, Andrew Carra, Joseph Krajclk,
and Elliot Soloway
27.1 Introduction
27.2 An Overview of Learner-Centered Design
27.2.1 Audience: Who Are "Learners"?
27.2.2 LCD Problem: The Conceptual Gap betwden
Learner and Work (
27.2.3 Bridging the Learner-Centered Conceptual
Gap: Designing for Learners
27.3 Open Issues In Designing Learner-Centered
Tools
27.3.1 Issues in Learner-Centered Work
and Task Analysis
27.3.2 Issues in Learner-Centered Requirements
Specification
27.3.3 Issues in Learner-Centered
Software Design
27.3.4 Issues in Learner-Centered
Software Evaluation
27.4 Conclusion
CHAPTER 28 HCI Meets the "Real World": Designing Technologies
for Civic Sector Use
Doug Schuler
28.1 Introduction: A "Network Society"
28.2 Support for the Community
28.3 Community Networks
28.4 The Seattle Community Network-
A Whirlwind Tour
28.5 Opportunities and Ideas
28.6 How Can HCI Research Get Transferred
to the Community?
28.7 Challenges for HCI
28.8 Discussion
28.9 Conclusion
CHAPTER 29 Beyond Bowling Together: SocloTechnlcal Capital
Paul Resnick
29.1 Introduction
29.1.1 The Civic Challenge
29.2 How Social Capital Works
29.3 The Anatomy of Social Capital
29.4 SocioTechnical Capital Opportunities
29.4.1 Removing Barriers to Interaction
29.4.2 Expanding Interaction Networks
29.4.3 Restricting Information Flows
29.4.4 Managing Dependencies
29.4.5 Maintaining History
29.4.6 Naming
29.4.7 Summary
29.5 Examples of New SocioTechnica! Relations
29.5.1 Enhanced Group Self-Awareness
29.5.2 Brief Interactions
29.5.3 Maintaining Ties While Spending
Less Time
29.5.4 Support for Large Groups
29.5.5 Introducer Systems; Just-in-Time
Social Ties
29.6 Research Agenda
29.6.1 Measurement of SocioTechnical
Capital
29.6.2 Case Studies of New SocioTechnical
Relations
29.6.3 Codification of the Opportunity Space
and Determining Which Features
Are Productive
29.7 Conclusionv

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Human-computer interaction.

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