Where the Action Is: The Foundations of Embodied Interaction
Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls "embodied interaction" -- an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality -- reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.
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abstract ACM Conf activity air traffic control approach argues artifacts aspects behavior chapter cognitive collaborative communication community of practice computer systems concerns configuration context conversation CSCW desktop developed devices Digital Desk documents Dourish ecological psychology electronic elements embodied interaction emergence entities environment ethnographic ethnomethodology everyday world example experience explore files focus Garfinkel goal graphical Heidegger Heidegger’s Human-Computer Interaction Husserl idea Illuminating Light information appliances intentionality interaction with computers intersubjectivity language machine manage manipulation meaning media space metaDESK metaphor MIT Media Lab move objects ontology organization orientation participants particular personal computer perspective phenomena phenomenology phicons philosophical physical practice present-at-hand problems Proc reality relationship representation role Schutz shared simply social action social computing social world sociology software systems sorts specific structure Suchman symbolic tangible and social tangible computing technical textual traditional ubiquitous computing understanding user interface user’s virtual