Understanding computers and cognition
Understanding computers and cognition
Introduction to artificial intelligence
Introduction to artificial intelligence
Foundations of cognitive science
Cognitive science: an introduction
Cognitive science: an introduction
Artificial intelligence (3rd ed.)
Artificial intelligence (3rd ed.)
Cognitive systems engineering
Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
The invisible computer
A Theory of Computer Semiotics: Semiotic Approaches to Construction and Assessment of Computer Systems
The Tao of Programming
The Architecture of Intelligence
The Architecture of Intelligence
Artificial Intelligence
Knowledge-Based Systems in Artificial Intelligence: 2 Case Studies
Knowledge-Based Systems in Artificial Intelligence: 2 Case Studies
Sufficiently advanced technology: using magic to control the world
CHI '00 Extended Abstracts on Human Factors in Computing Systems
Inside the Smart House
The Wisdom of Crowds
Probing user values in the home environment within a technology driven Smart Home project
Personal and Ubiquitous Computing
Design for intuitive use: beyond usability
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Harnessing the wisdom of crowds in wikipedia: quality through coordination
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Designing User Interfaces for Smart-Applications for Operating Rooms and Intensive Care Units
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
A digitalis therapy advisor with explanations
IJCAI'77 Proceedings of the 5th international joint conference on Artificial intelligence - Volume 2
Wisdom of crowds versus wisdom of linguists – measuring the semantic relatedness of words
Natural Language Engineering
Intuitive use of user interfaces: defining a vague concept
EPCE'07 Proceedings of the 7th international conference on Engineering psychology and cognitive ergonomics
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Since the early days of computer-based interactive technologies it has been a challenge to make them work or behave according to their user's needs, capabilities and expectations. As an interdisciplinary challenge, researchers from computer science, psychology, engineering, work sciences, human factors, design, and architecture discussed and implemented ideas and theories over many years for interactive systems and media that do somehow what they shall do from their user's point of view. Some of these interactive technologies have been called "smart" or "intelligent". Systems collecting and providing information from social groups have even been attributed as reflecting a kind of "wisdom". Are we able to define and systematically implement interactive technologies as being smart, intelligent and even wise opposed to systems being plain, dull or ignorant? If so, what are the proper domains and system paradigms to apply these technologies? How can their users be enabled to understand, apply and master these technologies by fostering the development of appropriate mental models and skills? How shall the interaction methods been designed to let the users work with these systems in a effective, efficient, engaging and satisfying way. This paper will discuss these questions using examples of interactive systems designed for work, education, entertainment and daily life.