Computers as Theatre / Edition 2

Computers as Theatre / Edition 2

by Brenda Laurel
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Computers as Theatre / Edition 2

Brenda Laurel's Computers as Theatre revolutionized the field of human-computer interaction, offering ideas that inspired generations of interface and interaction designers-and continue to inspire them. Laurel's insight was that effective interface design, like effective drama, must engage the user directly in an experience involving both thought and emotion. Her practical conclusion was that a user's enjoyment must be a paramount design consideration, and this demands a deep awareness of dramatic theory and technique, both ancient and modern.

Now, two decades later, Laurel has revised and revamped her influential work, reflecting back on enormous change and personal experience and forward toward emerging technologies and ideas that will transform human-computer interaction yet again. Beginning with a clear analysis of classical drama theory, Laurel explores new territory through the lens of dramatic structure and purpose. Computers as Theatre, Second Edition, is directed to a far wider audience, is written more simply and elegantly, is packed with new examples, and is replete with exciting and important new ideas.

  • This book
  • Draws lessons from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors
  • Integrates values-driven design as a key principle
  • Integrates key ideas about virtual reality
  • Covers new frontiers, including augmented reality, distributed and participatory sensing, interactive public installations and venues, and design for emergence

Once more, Brenda Laurel will help you see the connection between humans and computers as you never have before-and help you build interfaces and interactions that are pleasurably, joyously right!

Product Details

ISBN-13: 9780321918628
Publisher: Addison-Wesley
Publication date: 10/11/2013
Edition description: New Edition
Pages: 272
Product dimensions: 7.00(w) x 9.00(h) x 0.80(d)

About the Author

Brenda Laurel has worked in interactive media since 1976 as a designer, researcher, writer and teacher. She currently serves as an Adjunct Professor of Computer Science and Affiliated Faculty for Games and Playable Media at the University of California, Santa Cruz. Dr. Laurel previously served as Professor and Founding Chair of the graduate program in design at California College of Arts and the Media Design Program at Art Center College of Design. She previously was a distinguished engineer at Sun Microsystems Labs (2005-2006). Based on her research in gender and technology at Interval Research, she co-founded Purple Moon in 1996 to create interactive media for girls. In 1990 she co-founded Telepresence Research, focusing on virtual reality and remote presence. Other employers have included Atari, Activision, and Apple. Her books include The Art of Human-Computer Interface Design (1990), Computers as Theatre, Second Edition (forthcoming 2013), Utopian Entrepreneur (2001), and Design Research: Methods and Perspectives (2004). She earned her BA from Depauw University and her MFA and PhD in theatre from The Ohio State University.

Table of Contents

Foreword xi

Preface xvii

Acknowledgments xix

About the Author xxiii

Chapter 1: The Nature of the Beast 1

The Interface 2

Throw the Baggage Out 16

Theatre: More than an Interface Metaphor 28

Chapter 2: Dramatic FoundationsPart I: Elements of Qualitative Structure 41

Hoary Poetics 41

The Four Causes, or Why Things Are the Way They Are 49

The Six Elements and Causal Relations among Them 57

Chapter 3: Dramatic FoundationsPart II: Orchestrating Action 79

Whole Actions 79

Dramatic Potential: The “Flying Wedge” 82

Dramatic Anatomy 95

Chapter 4: Dramatic Interactors: Collaboration, Constraints, and Engagement 109

Human-Computer Interaction as Mediated Collaboration 110

Constraints 128

Engagement: The First-Person Imperative 139

Chapter 5: Design Heuristics 149

Computer as Medium 149

Interface Metaphors: Powers and Limitations 151

The Primacy of Action 156

Designing Character and Thought 163

Understanding Audiences 170

Chapter 6: New Terrain in Interaction Design 177

Methods and Media 177

Extending the Geometry of Dramatic Interaction 199

Design for Emergence 207

Design for the Good 215

References 221

Index 231

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