Patterns for Computer-Mediated Interaction

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9780470025611: Patterns for Computer-Mediated Interaction

Written by well-respected experts, this how-to guide provides patterns for the design of human computer human interaction (HCHI). An increasing number of applications are currently designed for use by more than one user, eg: multi-player games, interactive web sites, mobile phones, collaborative learning systems, interactive workspaces and smart environments. In these areas there is a shift from (HCI) human computer interaction to (HCHI) human computer human interaction. The role of patterns in this movement is twofold: 1st – patterns focus on the human user of the system; 2nd – patterns assist developers in the development process of groupware applications.

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New technologies have changed the way people interact with each other at a distance. Instead of working and socialising face-to-face, many people today collaborate remotely via the Internet. As a result, there are more and more groupware-applications and community environments. Examples include multi-player games, community sites in the new emerging Web 2.0, applications for interaction between mobile users, and highly interactive group editors. In these areas, there is a shift in focus from human computer interaction to computer-mediated human interaction.

Experts Till Schummer and Stephan Lukosch show you how to build applications to support computer-mediated interaction. To build these groupware systems, the authors use a pattern language. the role of the patterns are twofold; they focus on the human user of the system and they provide developers with the design knowledge and rationale to make expert decisions.

Depending on your role in the development process, this book will help you in different ways:

  • As a software developer the patterns will show you the different functional components that need to be developed when dealing with common groupware-related problems.
  • As a user the patterns will provide you with an idea of what the groupware applications look like and how the social processes change when groupware comes into play.
  • As a student or researcher the pattern language documents best practices and provides links to literature in which these practices are discussed

To complement the patterns, the authors provide a running scenario based on a distributed software development team and two case studies about successful groupware applications, to show you the feasibility of the pattern approach for groupware development.

About the Author:

Till Schummer: His PhD thesis focused on Design Patterns for group formation and maintenance. Since March 2002 Member of the scientific staff at the Distributed Systems Division at the Fern Universitat in Hagen. Interests cover: distributed systems, operating systems, CSCW (computer supported collaborative work), and distributed software development.

Stephan Lukosch: During his graduation he developed a platform called DreamObjects. DreamObjects simplifies the development and management of shared data objects that are necessary to enable collaboration among distributed users. DreamObjects is an extension of DreamTeam, which is a platform for the development of synchronous, collaborative applications. Since August 2003, Assistant Professor for ‘Distributed systems for cooperative working/learning environments’ at the University of Hagen.

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