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39 MOBILE INTERACTION JÜRGEN SCHEIBLE We carry mobile devices with us nearly always and everywhere. Up until now we have used them mainly for sending text messages, making phone calls, taking photos and videos, handle contact and calendar data, and occasionally connect to the Internet for information retrieval or application download. Recently these mobile devices – especially so called smartphones – have grown rich in features and functionalities like built–in GPS readers, motion sensors, bar code readers, touch displays, just to name a few. The questions easily

129 Interaction Design Steffi Hußlein 1. Mensch und Maschine Digitale Informationssysteme sind für den Benutzer oftmals nicht auf den ersten Blick zu erfassen, beispielsweise im Hinblick auf die Kommunikationsmöglichkeiten und die in- haltliche Quantität eines Services. Das analoge Medium Buch hat ein gewisses Volumen, eine Seitenzahl, es hat eine durch Konvention festgelegte Linearität, die den Benutzer führt. Natürlich können wir ein Buch von hinten nach vorne lesen. Aber jeder weiß, wie das Konzept dieses Mediums gedacht ist, und kann sich anhand

193 Entwerfen, Wissen, Produzieren DQI Interaction Design Research Kees Overbeeke, Stephan Wensveen, Caroline Hummels, Joep Frens and Philip Ross Im Anfang war die Tat (Goethe, Faustus) Introduction The central question of the Designing Quality in Interaction Group (DQI) of the Eindhoven University of Technology, is »How to design for…?« The dots are filled in by the research objectives of the Depart- ment of Industrial Design, the environment in which we operate. What are these objectives, and how does our group approach them? 1 / Beliefs Before answering

An Interdisciplinary Approach to Interaction1 CECILE K. M. CRUTZEN INTRODUCTION The discipline Computer Science is a world of actors in which ICT products are designed and used, presented and interpreted. In this world ICT products offer ready-made acting not only in the form of hardware or software, but by methods and theories used for designing and making. ICT products, can be regarded as (re)presentations of ready-made acting. The discipline itself is a part of, and an actor in worlds of interaction in which ICT presentations are present and

12. Personhood, Interaction and Skepticism Elisa Aaltola 1. INTRODUCTION Personhood is often understood to be restricted to all and only human beings. Thus, the term has become synonymous with the membership of Homo sapiens (see Goodman 1988). Particularly two lines of justification have been offered for this view. According to one approach, it is self-evident that human beings are morally more valuable than other creatures. Human specialness is both discernible and indisputable, which again means that no further justi- fication needs to be offered

Ko-Konstruktionen, alignment und interaction intelligence Gedanken zum Zusammenhang zwischen Sprache, Kommunikation und Kognition BARBARA FRANK-JOB 1. EINLEITUNG Der folgende Beitrag möchte zeigen, dass die Untersuchung von Ko-Konstruktionen – hier bestimmt als die gemeinsame Konstruktion von Äußerungseinheiten in der Interaktion – aus den Forschungsperspektiven von linguistischer Gesprächsanalyse und Psycholinguistik wichtige Hinweise zum Zusammenhang von Sprache, Kommu- nikation und Kognition liefert. Ko-Konstruktion wird hierbei als

The Magic Connection: Dancer-Audience Interaction CORINNE JOLA Introduction The Magic Connection The intricate connection between dancer and spectator has fascinated schol- ars and practitioners for a long time, probably since dance transgressed from rituals to spectacles in the remits of art (see Harrison, 1983, 503). Although the boundary between spectator and performer has been blurred in late 20th century performance (e.g., Weir, 2014; White, 2012), it still is a co-depend- ent relationship, in the sense that one does not exist without the

235 DIE RÜCKKEHR DES SENSORISCHEN: TANGIBLE INTERFACES UND TANGIBLE INTERACTION EVA HORNECKER »We live in a complex world, filled with myriad objects, tools, toys, and people. Our lives are spent in diverse interaction with this environment. Yet, for the most part, our computing takes place sitting in front of, and staring at, a single glowing screen attached to an array of buttons and a mouse.« (Wellner/Mackay/Gold 1993, S. 24) Der Bildschirm war immer nur ein Fenster, durch das hindurch wir ver- suchen, in die virtuelle Welt hinein zu greifen, und den wir dabei

Greenough »form follows function« in »flexi- bel form follows function«, mit der Suche nach größtmöglicher Flexibilität und Veränderbarkeit mit gleichzeitiger Stabilität des Materials. Um die Idee der Flexibilität von Formen in der Vernetzung der Umgebung und die erwähnte Integration in die Alltagswelt soll es im anschließenden Kapitel ge- hen. 4.3 Der vernetzte Raum: Ubiquitous Interaction und Augmented Reality »Ubiquitous computing, first developedbyMarkWeiser andothers atXeroxPARC, is just a vision- of a virtual reality turned inside out. Where virtual reality become

3. Interaction and Integration of the ʻSelfʼ with ʻOthersʼ INTRODUCTION Humanism in East Asian Confucian traditions was not an outgrowth from sensitive human interactions and from the integration of the ‘self’ with ‘others.’ This sociopolitical aspect of East Asian Confucian hu- manism is deeply embedded in the Confucian concept of the human person as homo historien, as one immersed in the spirit of cultural identity. In the East Asian Confucian world of thought, the self and the other relate as the two sides of a coin. This constitutes the harmonious