Skip to main content

The Technological Imagination

  • Chapter
  • First Online:
  • 638 Accesses

Part of the book series: Human–Computer Interaction Series ((HCIS))

Abstract

This final chapter is concerned with two kinds of “what-if” questions. The first of these focus on the speculative questions which have realisable answers, so an example would be: what if we could interact with our TV (or any other home technology) by simply speaking to it or gesturing at it? These first kinds of questions have received our attention in Chaps. 3, 4 and 5. Some are at the speculative end of HCI, but others are pretty much mainstream. Although these technologies rely on imagination and make-believe, the literature, of course, offers little or no mention of their contribution in the operation of the associated technologies. The second kinds of speculative questions reject the very idea of technological solutions and these are the design fictions. Design fictions have numerous but more-or-less complementary definitions: for some they are design research tools; for others they are intended to be provocative prototypes which bridge the modern world and the make-believe world described in science fiction; for others, they are “never to be commercial” thought experiments. All-in-all, they are speculative, that is, they are products of our imaginations. Indeed, more than anywhere else in HCI, we find frequent reference to the imaginary and the fictional. They occupy the extreme end of the technological imagination which I cannot help but imagine is the left side, the sinister end of the spectrum.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD   109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Notes

  1. 1.

    Wikipedia claims that a radiogram is known as a console in the US (https://en.wikipedia.org/wiki/Radiogram_(device)).

References

  • Adamski A, Westrum R (2003) Requisite imagination. The fine art of anticipating what might go wrong. In: Handbook of cognitive task design, pp 193–220

    Google Scholar 

  • Bell G, Gemmell J (2007) A digital life. Scien American, 296(3):58–65

    Article  Google Scholar 

  • Bleecker J (2009) Design fiction: a short essay on design, science, fact and fiction. Near Future Lab 29

    Google Scholar 

  • Blythe MA (2014) Research through design fiction: narrative in real and imaginary abstracts. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 703–712

    Google Scholar 

  • Blythe M, Steane J, Roe J, Oliver C (2015, April) Solutionism, the game: design fictions for positive aging. In: Proceedings of the 33rd annual ACM conference on human factors in computing systems, pp 3849–3858

    Google Scholar 

  • Bush V (1945) As we may think. Atl Mon 176(1):101–108

    Google Scholar 

  • De Jaegher H, Di Paolo E (2007) Participatory sense-making. Phenomenol Cogn Sci 6(4):485–507

    Article  Google Scholar 

  • Futurewire (2005). futurewire.blogspot.com/2005/04/your-life-in-bits.html. Accessed 25 Sept 2019

  • Goldin-Meadow S (2005) Hearing gesture: how our hands help us think. Harvard University Press, Cambridge

    Google Scholar 

  • Goldin-Meadow S (2011) Learning through gesture. Wiley Interdiscip Rev Cogn Sci 2(6):595–607

    Google Scholar 

  • Hales D (2013) Design fictions an introduction and provisional taxonomy. Digital Creativity 24(1):1–10

    Article  Google Scholar 

  • Hostetter AB, Alibali MW (2008) Visible embodiment: gestures as simulated action. Psychon Bull Rev 15(3):495–514

    Article  Google Scholar 

  • Johnson M (2013) The body in the mind: the bodily basis of meaning, imagination, and reason. University of Chicago Press

    Google Scholar 

  • Kirby D (2010) The future is now: diegetic prototypes and the role of popular films in generating real-world technological development. Soc Stud Sci 40(1):41–70

    Article  Google Scholar 

  • Knutz E, Markussen T (2014) The role of fiction in experiments within design, art & architecture-towards a new typology of design fiction. Artifact: J Des Pract 3(2):8–1

    Google Scholar 

  • Laurel B (1993) Computers as theatre. Addison-Wesley Longman Publishing Co., Inc., Boston, MA

    Google Scholar 

  • Lindley J, Coulton P (2015) Back to the future: 10 years of design fiction. In: Proceedings of the 2015 British HCI conference. ACM, pp 210–211

    Google Scholar 

  • Nemirovsky R, Kelton ML, Rhodehamel B (2012) Gesture and imagination: on the constitution and uses of phantasms. Gesture 12(2):130–165

    Article  Google Scholar 

  • Rauscher FH, Krauss RM, Chen Y (1996) Gesture, speech, and lexical access: the role of lexical movements in speech production. Psychol Sci 70:226–231

    Article  Google Scholar 

  • Rose P (2011) Digital (A) literacy. E-Learn Digital Media 8(3):258–270

    Google Scholar 

  • Sterling B (2009) Design fiction. Interactions 16(3):20–24

    Article  Google Scholar 

  • Wong RY, Mulligan DK (2016) When a product is still fictional: anticipating and speculating futures through concept videos. In: Proceedings of the 2016 ACM conference on designing interactive systems. ACM, pp 121–133

    Google Scholar 

Further Readings

  • Beardsley MC (1969) Aesthetic experience regained. J Aesthet Art Crit 28:3–11

    Article  Google Scholar 

  • Berntsen D, Bohn A (2010) Remembering and forecasting: the relation between autobiographical memory and episodic future thinking. Mem Cogn 38:265–278

    Article  Google Scholar 

  • Binder T, Setting the stage for improvised video scenarios. In: Ext. Abstracts CHI’99, pp 230–231

    Google Scholar 

  • Bluck S, Alea N, Habermas T, Rubin DC (2005) A tale of three functions: the self–reported uses of autobiographical memory. Soc Cogn 23(1):91–117

    Article  Google Scholar 

  • Blythe MA, Wright PC (2006) Pastiche scenarios: Fiction as a resource for user centered design. Interact Comput 18:1139–1164

    Article  Google Scholar 

  • Bødker S, Christiansen E (1997) Scenarios as springboards in CSCW design. In: Bowker G, Star SL, Turner W, Gasser L (eds) Social science, technical systems, and cooperative work: beyond the great divide, LEA, pp 217–234

    Google Scholar 

  • Boletsis C, Karahasanovic A, Fjuk A (2017) Virtual bodystorming: utilizing virtual reality for prototyping in service design. In: International conference on augmented reality, virtual reality and computer graphicsm, June 2017. Springer, Cham, pp 279–288

    Google Scholar 

  • Brandt E, Grunnet C, Evoking the future: drama and props in user centered design. In: Proceedings of participatory design conference (PDC’00), pp 11–20

    Google Scholar 

  • Brewley WL, Roberts TL, Schroit D, Verplank W (1983) Human factors testing in the design of xerox’s 8010 ‘star’ office workstation. In: Proceedings of the Chi’83 conference

    Google Scholar 

  • Brooks P (1992) Reading for the plot: design and intention in narrative. Harvard University Press

    Google Scholar 

  • Burns C, Dishman E, Verplank W, Lassiter B (1994). Actors, hairdos & videotape—informance design. In: Conference companion on Human factors in computing systems, Apr 1994. ACM, pp 119–120

    Google Scholar 

  • Button G (ed) (1992) Technology and working order: studies of work, interaction and technology. Routledge, London

    Google Scholar 

  • Card SK, Moran TP, Newell A (1983) The psychology of human-computer interaction. Hillsdale, LEA, New Jersey

    Google Scholar 

  • Carroll JM (2000) Making use: scenario-based design of human-computer interaction. IEEE Computer Society Press, Los Alamitos, CA

    Google Scholar 

  • Carruthers, Smith P (eds) Theories of theories of mind. Cambridge University Press

    Google Scholar 

  • Chen IB (1984) Florence nightingale. Sci Am 250(3):128–37. https://www.scientificamerican.com/magazine/sa/1984/03-01/

    Article  Google Scholar 

  • Chu SL, Quek F (2013) Things to imagine with: designing for the child’s creativity. In: Proceedings of the 12th international conference on interaction design and children, June 2013. ACM, pp 261–264

    Google Scholar 

  • Clemmensen T (2004) Four approaches to user modelling—a qualitative research interview study of HCI professionals’ practice. Interact Comput 16:799–829

    Article  Google Scholar 

  • Cosmides L, Tooby J (2000) Consider the source: the evolution of adaptations for decoupling and metarepresentation. In: Sperber D (ed) Metarepresentations: a multidisciplinary Perspective. Oxford University Press, Oxford, UK

    Google Scholar 

  • Daniels H (2017) ‎Preview. ‎More editions

    Google Scholar 

  • D’Argembeau A, Van der Linden M (2004) Phenomenal characteristics associated with projecting oneself back into the past and forward into the future: influence of valence and temporal distance

    Google Scholar 

  • Decety J, Jeannerod J, Prablanc C (1989) The timing of mentally represented actions. Behav Brain Res 34:35–42

    Article  Google Scholar 

  • Djajadiningrat JP, Gaver WW, Fres JW (2000) Interaction relabelling and extreme characters: methods for exploring aesthetic interactions. In: Proceedings of the conference on designing interactive systems: processes, practices, methods, and techniques, 17–19 Aug 2000. New York City, New York, United States, pp 66–71

    Google Scholar 

  • Dreyfuss H (1955) Designing for people. Erni Peter, New York

    Google Scholar 

  • Egan A (2008) Imagination, delusion, and self-deception. In: Bayne, Fernandez (eds) Delusion and self-deception: affective influences on belief-formation. Psychology Press, pp 263–280

    Google Scholar 

  • Esses VM, Haddock G, Zanna MP (1993) Values, stereotypes, and emotions as determinants of intergroup attitudes. In: Mackie DM, Hamilton DL (eds) Affect, cognition, and stereotyping: interactive processes in group perception. Academic Press, San Diego, CA, pp 137–166

    Chapter  Google Scholar 

  • Fine GA (2002) Shared fantasy: role playing games as social worlds. University of Chicago Press

    Google Scholar 

  • Finke RA (1996) Imagery, creativity, and emergent structure. Conscious Cogn 5(3):381–393

    Article  MathSciNet  Google Scholar 

  • Floyd IR, Jones MC, Twidale MB (2004) Resolving incommensurable debates: a preliminary identification of persona kinds. Attrib Charact Artifact 2(1):12–26

    Google Scholar 

  • Friedman B, Hendry D (2012) The envisioning cards: a toolkit for catalyzing humanistic and technical imaginations. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 1145–1148

    Google Scholar 

  • Garcia-Marques LA, Santos SC, Mackie D (2006) Stereotypes: static abstractions or dynamic knowledge structures. J Pers Soc Psychol 91:814–831

    Article  Google Scholar 

  • Gatzia DE, Sotnak E (2014) Fictional truth and make-believe. Philosophia 42(2):349–361

    Article  Google Scholar 

  • Gentner D, Markman AB (1997) Structure mapping in analogy and similarity. Am Psychol 52(1):45–56

    Article  Google Scholar 

  • Giora R, Fein O, Kronrod A, Elnatan I, Shuval N, Zur A (2004) Weapons of mass distraction: optimal innovation and pleasure ratings. Metaphor Symb 19(2):115–141

    Article  Google Scholar 

  • Goel V (1995) Sketches of thought. MIT Press, Cambridge, MA

    Google Scholar 

  • Gombrich EHJ (1963) Meditations on a hobby horse and other essays on the theory of art. Phaidon, London

    Google Scholar 

  • Govers PC, Mugge R (2004) I love my Jeep, because its tough like me: The effect of product-personality congruence on product attachment. In: Proceedings of the fourth international conference on design and emotion. Ankara, Turkey, pp 12–14

    Google Scholar 

  • Grosjean S, Fixmer P, Brassac C (2000) Those psychological tools inside the design process. Knowl-Based Syst 13:3–9. Elsevier Science

    Google Scholar 

  • Gruberger M, Simon EB, Levkovitz Y, Zangen A, Hendler T (2011) Towards a neuroscience of mind-wandering. Front Hum Neurosci 5:56

    Article  Google Scholar 

  • Grudin J, Pruitt J (2002) Personas, participatory design and product development: an infrastructure for engagement. In: Proceedings of PDC, vol 2, June 2002

    Google Scholar 

  • Hallnäs L (2011) On the foundations of interaction design aesthetics: Revisiting the notions of form and expression. Int J Des 5(1):73–84

    Google Scholar 

  • Hamilton DL, Sherman JW (1994) Stereotypes. In: Wyer JRS, Srull TK (eds) Handbook of social cognition, 2nd edn. Macmillan, Hillsdale, NJ, pp 1–68

    Google Scholar 

  • Harpur P (2002) The philosophers’ secret fire. The Squeeze Press, Glastonbury, Somerset

    Google Scholar 

  • Hartmann J, Sutcliffe A, de Angeli A (2008) Towards a theory of user judgment of aesthetics and user interface quality. ACM Trans Computer–Human Interact 15(4) (Article No. 15)

    Article  Google Scholar 

  • Hekkert P, Snelders D, Van Wieringen PCW (2003) ‘Most advanced, yet acceptable’: Typicality and novelty as joint predictors of aesthetic preference in industrial design. Br J Psychol 94:111–124

    Article  Google Scholar 

  • Herman D (2009) Basic elements of narrative. Wiley-Blackwell, Oxford

    Book  Google Scholar 

  • Higham T, Basell L, Jacobi R, Wood R, Ramsey CB, Conard NG (2012) Τesting models for the beginnings of the Aurignacian and the advent of figurative art and music: the radiocarbon chronology of Geißenklösterle. J Hum Evol 62(6):664–676

    Article  Google Scholar 

  • Hobbes T (2006) Leviathan. A&C Black

    Google Scholar 

  • Hoffman HG, Patterson DR, Seibel E, Soltani M, Jewett-Leahy L, Sharar SR (2008) Virtual reality pain control during burn wound debridement in the hydrotank. Clin J Pain 24(4):299–304

    Article  Google Scholar 

  • Holt DB, Schor J (2000) The consumer society reader. New Press, New York

    Google Scholar 

  • Hume D (1740/2009). A treatise of human nature: being an attempt to introduce the experimental method of reasoning into moral subjects. The Floating Press

    Google Scholar 

  • Hynes CA, Baird AA, Grafton ST (2006) Differential role of the orbital frontal lobe in emotional versus cognitive perspective-taking. Neuropsychologia 44(3):374–383

    Article  Google Scholar 

  • IEEE Pervasive Computing (17(4), Oct–Dec 1 2018: 76–85 Oct–Dec 1 2018)

    Google Scholar 

  • ISO (1999) ISO 13407: Human-centred design processes for interactive systems. Geneva: International Standards Organisation. Available from the British Standards Institute, London

    Google Scholar 

  • ISO 9241-210 (2010)

    Google Scholar 

  • Jeannerod M (2006) Motor cognition: what actions tell to the self. Oxford University Press, Oxford

    Book  Google Scholar 

  • Johnson J, Roberts TL, Verplank W, Irby CH, Beard M, Mackey K (1989) The xerox star: a retrospective. IEEE Comput

    Google Scholar 

  • Johnson MK, Foley MA, Suengas AG, Raye CL (1988) Phenomenal characteristics of memories for perceived and imagined autobiographical events. J Exp Psychol Gen 117(4):371

    Article  Google Scholar 

  • Kaiser HF (1960) The application of electronic computers to factor analysis. Educ Psychol Measur 20(2):141–151

    Article  Google Scholar 

  • Karwowski M, Soszynski M (2008) How to develop creative imagination? assumptions, aims and effectiveness of role play training in creativity (RPTC). Think Ski Creat 3(2):163–171

    Article  Google Scholar 

  • Kavakli M, Scrivener S et al (1998) Structure in idea sketching behavior. Des Stud 19(4):485–517

    Article  Google Scholar 

  • Kay A (1995) The problems with metaphor Interactions 5(1):56

    Google Scholar 

  • Kensing F, Blomberg J (1998) Participatory design: issues and concerns. Comput Support Coop Work (CSCW 7(3–4):167–185

    Article  Google Scholar 

  • Klinger E (1971) Structure and functions of fantasy. Wiley, New York

    Google Scholar 

  • Kosslyn SM, Ganis G, Thompson WL (2001) Neural foundations of imagery. Natl Rev Neurosci 2:635–642

    Article  Google Scholar 

  • Kosslyn SM (1980) Image and mind. Harvard University Press

    Google Scholar 

  • Kosslyn SM, Ball TM, Reiser BJ (1978) Visual images preserve metric spatial information: evidence from studies of image scanning. J Exp Psychol Hum Percept Perform 4:47–60

    Article  Google Scholar 

  • Kozlowski LT, Bryant KJ (1977) Sense of direction, spatial orientation, and cognitive maps. J Exp Psychol: Hum Percept Perform 3(4):590–598

    Google Scholar 

  • Kung P (2010) Imagining as a guide to possibility. Research 81(3):620–663

    Google Scholar 

  • Langdon P, Lewis T, Clarkson PJ (2007) The effects of prior experience on the use of consumer products. Univ Access Inf Soc 6(2):179–191

    Article  Google Scholar 

  • Langland-Hassan P (2012) Pretense, imagination, and belief: the single attitude theory. Philos Stud 159(2):155–179

    Article  Google Scholar 

  • Lee S, Koubek RJ (2010) Understanding user preferences based on usability and aesthetics before and after actual use. Interact Comput 22:530–543

    Article  Google Scholar 

  • Lessiter J, Freeman J, Keogh E, Davidoff J (2001) A cross-media presence questionnaire: the ITC-sense of presence inventory. Presence: Teleoperators Virtual Environ 10(3):282–297

    Google Scholar 

  • Liang C-C, Chang CM, Chang Y, Lin L-J (2012) The exploration of imagination indicators. Turk Online J Educ Technol 11(3):366–374

    Google Scholar 

  • Liao SY, Gendler TS (2011) Pretense and imagination. Wiley Interdiscip Rev: Cogn Sci 2(1):79–94

    Article  Google Scholar 

  • Lieberman JN (1977/2014) Playfulness: its relationship to imagination and creativity. Educational psychology series. Academic Press, New York

    Chapter  Google Scholar 

  • Malle BF (2004) How the mind explains behaviour. MIT Press, Cambridge, USA

    Book  Google Scholar 

  • Mariano-Mello Tarcilla, Ramírez-Correa Patricio, Rondan-Cataluña Francisco (2018) Effect of aesthetics on the purchase intention of smartphones. Informacion Tecnologica 29:227–236

    Article  Google Scholar 

  • Matthews B (2007) Locating design phenomena: a methodological excursion. Des Stud 28:369–385

    Article  Google Scholar 

  • McAlpine H, Cash P, Hicks B (2017) The role of logbooks as mediators of engineering design work. Des Stud 48:1–29. https://doi.org/10.1016/j.destud.2016.10.003

    Article  Google Scholar 

  • McGown A, Green G et al (1998) Visible Ideas: information patterns of conceptual sketch activity. Des Stud 19(4):431–453

    Article  Google Scholar 

  • McQuaid HL, Aradhana G, McManus M (2003) When you can‘t talk to customers: using storyboards and narratives to elicit empathy for users. In: Proceedings of the 2003 international conference on designing pleasurable products and interfaces, pp 120–125

    Google Scholar 

  • Michaelian K (2016) Mental time travel: episodic memory and our knowledge of the personal past. MIT Press

    Google Scholar 

  • Mithen SJ (2007) Seven steps in the evolution of the human imagination. In: Roth I (ed) Imaginative minds. Oxford University Press, Oxford, pp 3–29

    Google Scholar 

  • Mithen SJ (2016) Imagination. New Scientist magazine

    Google Scholar 

  • Morewedge CK, Huh YE, Vosgerau J (2010) Thought for food: imagined consumption reduces actual consumption. Science 330(6010):1530–1533

    Article  Google Scholar 

  • Mrazek MD, Smallwood J, Schooler JW (2012) Mindfulness and mind-wandering: Finding convergence through opposing constructs. Emotion 12:442–448

    Article  Google Scholar 

  • Mühlberger A, Wieser MJ, Kenntner-Mabiala R, Pauli P, Wiederhold BK (2007) Pain modulation during drives through cold and hot virtual environments. CyberPsychol Behav 10(4):516–522

    Article  Google Scholar 

  • Nardi BA (1993) A small matter of programming: perspectives on end user programming. MIT Press, Cambridge, MA

    Book  Google Scholar 

  • Newcomb E, Pashley T, Stasko J (2003) Mobile computing in the retail arena. In: Proceedings of CHI’2003, pp 337–344

    Google Scholar 

  • Newell AF, Morgan ME, Gregor P, Carmichael A (2006) Theatre as an intermediary between users and CHI designers. In: Proceedings of CHI 2006. ACM Press, pp 111–117

    Google Scholar 

  • Newell A, Simon HA (1972) Human problem solving. Prentice-Hall, Englewood Cliffs, NJ

    Google Scholar 

  • Ngo DCL, Teo LS, Byrne JG (2003) Modelling interface aesthetics. Inf Sci 152:25–46

    Article  Google Scholar 

  • Nichols S, Stich S (2005) Mindreading: a cognitive theory of pretense. OUP

    Google Scholar 

  • Nielsen J, Yssing C, Levinsen K, Clemmensen T, Ørngreen R, Nielsen L (2006) Embedding complementarity in hci methods and techniques – designing for the “cultural other”. A working paper, Department of Informatics, Copenhagen Business School, pp 1–15

    Google Scholar 

  • Norman DA, Draper SW (1986) User centered system design. Lawrence Erlbaum Associates, Hillsdale, NJ

    Book  Google Scholar 

  • Norman DA (1990) The design of everyday things. Doubleday, New York

    Google Scholar 

  • Oatley K, Djikic M (2008) Writing as thinking. Rev Gen Psychol 12(1):9

    Article  Google Scholar 

  • Pascanu R, Li Y, Vinyals O, Heess N Buesing L, Racanière S, Reichert D, Webern T, Wierstra D, Battaglia P (2017) Learning model-based planning from scratch. arXiv preprint. arXiv:1707.06170

  • Peirce CS (1931–58) Collected papers (cp), vols 1–8. In: Hartshorne C, Weiss P, Burks AW (eds). Harvard University Press, Cambridge, MA. Electronic edition of J. Deely, Charlottesville, VA, Intelex

    Google Scholar 

  • Pierson J, Jacobs A, Dreesen K, De Marez L (2008) Exploring and designing wireless city applications by way of archetype user research within a living lab. Observatorio (OBS*) J 5:099–118. http://obs.obercom.pt

  • Polkinghorne DE (1988) Narrative knowing and the human sciences. State University of New York Press, Albany

    Google Scholar 

  • Popova YB (2015) Stories, meaning and experience. Routledge, New York

    Google Scholar 

  • Postigo H (2008) Video game appropriation through modifications. Converg: Int J Res New Media Technol 14(1):59–74

    Article  Google Scholar 

  • Process Computers and Graphics 14(2):263–274

    Google Scholar 

  • Pruit J, Grudin J (2003) Personas: practice and theory. In: Proceedings of the 2003 conference on designing for user experiences, pp 1–15

    Google Scholar 

  • Pruitt J, Adlin T (2006) The persona lifecycle. Morgan Kaufmann, San Francisco, CA

    Google Scholar 

  • Pylyshyn ZW (1973) What the mind’s eye tells the mind’s brain: a critique of mental imagery. Psychol Bull 80:1–24

    Article  Google Scholar 

  • Pylyshyn ZW (1981) The imagery debate: analogue versus tacit knowledge. Psychol Rev 86:383–394

    Article  Google Scholar 

  • Raskin J (1994) Intuitive equals familiar. Commun ACM 37(9):17

    Article  Google Scholar 

  • Reber R, Schwarz N, Winkielman P (2004) Processing fluency and aesthetic pleasure: Is beauty in the perceiver’s processing experience? Pers Soc Psychol Rev 8(4):364–382

    Article  Google Scholar 

  • Reis S, Correia N (2011) An imaginary friend that connects with the user’s emotions. In: Proceedings of the 8th international conference on advances in computer entertainment technology. ACM, p 1

    Google Scholar 

  • Ribot T (1906) Essay on the creative imagination. Open Court, Chicago, IL

    Book  Google Scholar 

  • Ryan ML (2001) Narrative as virtual reality. immersion and interactivity in literature and electronic media. Johns Hopkins University Press, Baltimore

    Google Scholar 

  • Sato S, Salvador T (1999) Methods & tools: playacting and focus troupes. Interactions, Sept–Oct 1999, p 35

    Google Scholar 

  • Schacter DL, Tulving E (1994) Memory systems. MIT Press, Cambridge, MA

    Google Scholar 

  • Schank RC, Abelson RP (1977) Goals, plans, scripts and understanding: an enquiry into human knowledge structures. Lawrence Erlbaum Associates

    Google Scholar 

  • Scheffler I (1986) In praise of the cognitive emotions. In: Inquiries: philosophical studies of language, science, and learning. Hackett, Indianapolis, IN, pp 347–352

    Google Scholar 

  • Schneider DJ (2004) The psychology of stereotyping. Guilford Press, New York

    Google Scholar 

  • Schrepp M, Held T, Laugwitz B (2006) The influence of hedonic quality on the attractiveness of user interfaces of business management software. Interact Comput 18(5):1055–1069

    Article  Google Scholar 

  • Sharrock WW, Anderson RJ (1994) The user as a scenic feature of the design space. Des Stud 15(1):5–18

    Article  Google Scholar 

  • Simsarian KT (2003) Take it to the next stage: the roles of role playing in the design process. In: Ext. Abstracts CHI’2003, pp 1012–1013

    Google Scholar 

  • Sinha RR (2003) Persona development for information-rich domains. In: CHI Extended Abstracts 2003, pp 830–831

    Google Scholar 

  • Smith DC, Irby C, Kimball R, Verplank B, Harlsem E, Designing the star user interface. Byte 7(4):242–282

    Google Scholar 

  • Smolucha L, Smolucha FC (1986) L.S. Vygotsky’s theory of creative imagination. Paper presented xxx

    Google Scholar 

  • Sparke P (1996) As long as it’s pink; the sexual politics of taste. New York University Press

    Google Scholar 

  • Steen M (2013) Co-design as a process of joint inquiry and imagination. Des Issues 29(2):16–28

    Article  Google Scholar 

  • Sternberg RJ, Lubart TI (1995) Defying the crowd: cultivating creativity in a culture of confomity. The Free Press, New York

    Google Scholar 

  • Stuss, DT, Knight RT (eds) Function. Oxford University Press, pp 311–325

    Google Scholar 

  • Suddendorf T, Corballis MC (1997) Mental time travel and the evolution of the human mind. Genet Soc Gen Psychol Monogr 123:133–167

    Google Scholar 

  • Sutcliffe A (2003) Scenario-based requirements engineering. In: Proceedings of 11th IEEE international requirements engineering conference, Sept 2003. IEEE, pp 320–329

    Google Scholar 

  • Suwa M, Tversky B (1997) What do architects and students perceive in their design sketches? Des Stud 18(4):385–403

    Article  Google Scholar 

  • Technology Strategy Board (2009) Mobile Phone security challenge. www.innovateuk.org.uk

  • The Linguistic Turn, Essays in Philosophical Method (1967) ed. by Richard M. Rorty, University of Chicago press, 1992, ISBN 978–0226725697 (an introduction and two retrospective essays)

    Google Scholar 

  • The Psychology of Imagination: History, Theory and New Research Horizons (Niels Bohr Professorship Lectures in Cultural Psychology) Paperback – 23 Feb 2017 by Brady Wagoner (Author),‎ Ignacio Bresco de Luna (Editor),‎ & 1 more

    Google Scholar 

  • Thomas NJ (1999) Are theories of imagery theories of imagination?: an active perception approach to conscious mental content. Cogn Sci 23(2):207–245

    Article  MathSciNet  Google Scholar 

  • Tractinsky N, Katz AS, Ikar D (2000) What is beautiful is usable. Interact Comput 13(2):127–145

    Article  Google Scholar 

  • Tulving E (1983) Elements of episodic memory. Oxford University Press

    Google Scholar 

  • Tulving E (2005) Episodic memory and autonoesis: uniquely human? In: Terrace HS, Metcalfe J (eds) The missing link in cognition: origins of self-reflective consciousness. Oxford University Press, pp 3–56

    Google Scholar 

  • Turner, 2017 A psychology of UX. Springer

    Google Scholar 

  • Turner S, Turner P (2003) Telling tales. Des Stud 24(6):537–547

    Article  Google Scholar 

  • Tversky A, Kahneman D (1973) Availability: a heuristic for judging frequency and probability. Cogn Psychol 5:207–202

    Article  Google Scholar 

  • Tversky B (2002) What do sketches say about thinking. In: 2002 AAAI spring symposium, sketch understanding workshop, Stanford University, AAAI Technical Report SS-02–08, pp 148–151

    Google Scholar 

  • Van Leeuwen N (2011) Imagination is where the action is. J Philos cviii(2):55–77

    Google Scholar 

  • van Oost E (2001) Materialized gender: how shavers configure the users’ femininity and masculinity. In: Oudshoorn N, Pinch T (eds) How users matter. MIT Press, Cambridge, MA

    Google Scholar 

  • Verstijnen IM, Hennessey JM et al (1998) Sketching and creative discovery. Des Stud 19(4):519–546

    Article  Google Scholar 

  • Vygotsky LS (1990) Imagination and creativity in childhood (trans Smolucha F) Sov Psychol 28(1):84–96 (Original work 1930)

    Article  Google Scholar 

  • Watson JB (1930) Behaviorism (revised edition). University of Chicago Press

    Google Scholar 

  • Weber T, Racanière S, Reichert DP, Buesing L, Guez A, Rezende DJ, Badia AP et al (2017) Imagination-augmented agents for deep reinforcement learning. arXiv preprint. arXiv:1707.06203

  • Wood L (2000) Brands and brand equity: definition and management. Manag Decis 38(9):662–669

    Article  Google Scholar 

  • Wong RY, Mulligan DK (2016) When a product is still fictional: anticipating and speculating futures through concept videos. In: Proceedings of the 2016 ACM conference on designing interactive systems, June 2016. ACM, pp 121–133

    Google Scholar 

  • Zeki S (2009) Splendours and miseries of the brain. Wiley-Blackwell, Padstow, Cornwall, UK

    Google Scholar 

Web Resources

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Phil Turner .

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Turner, P. (2020). The Technological Imagination. In: Imagination + Technology. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-030-37348-1_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-37348-1_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-37347-4

  • Online ISBN: 978-3-030-37348-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics