What you see, some of what's in the future, and how we go about doing it: HI at Apple Computer
CHI '95 Conference Companion on Human Factors in Computing Systems
Affordance, conventions, and design
interactions
Distributed cognition: toward a new foundation for human-computer interaction research
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 2
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Today we are living in a world where boundaries among spatial design, object design and interactive media design (IMD) or human-computer interaction field are disappearing. Technological advances widen the abilities of interactive technologies day by day. We are on the verge of leaving the desktop metaphor behind while more natural and real life like interaction with interactive technologies is already on its way. As mentioned above, this is more about spatially interacting with new interaction modes such as gestures/touch/bio-feedback and new modes of showing content such as seamless/screen-free interfaces projected onto the eye or on different types of surfaces. These facts are highly related with the "user experience" subject. As put forth by Norman (1995), user experience paradigm aims to shift the focus from a more engineering approach to the emotions, behaviors of the human within his surrounding while interacting with the information. Today's designers are to design the user's whole experience, which means that traditional interaction design education concentrating on the media and computer is not enough. With this point of view, one of the aspects that is getting even more important now is ergonomics, thus affordance. This paper is about a method we are using in our interactive media design curriculum to study affordance and trigger the creativity of interaction design students.