Networks pervade almost every computer system we use; indeed they are deeply enmeshed in the fabric of society. In some cases, such as making a video call, we are directly aware that we are using a network; in others, such as accessing a cloud file or opening a news app on a phone, the network is in the background, part of the infrastructure. Whether or not we are aware of the network it may affect our experience as users and the interaction methods we choose as designers. This chapter explores these issues under five main headings: networks as enablers – things that are only possible with networks; networks as mediators – issues and problems because of networks; networks as subjects – understanding and managing networks; networks as platforms – algorithms and architectures for distributed interfaces; and networks and society – impacts on economic, social and political life. We will also take a peek at the possible future of network interaction.
Table of Contents
- 12.1 Introduction
- 12.1.1 Structure
- 12.2 About Networks
- 12.2.1 Types of networks
- 12.2.2 History of networks – the early years
- 12.2.3 Paradigm Shift
- 12.3 Networks as Enablers: Things That Are Only Possible with Networks
- 12.3.1 Remote Resources
- 12.3.1.1 People
- 12.3.1.2 Physical Things
- 12.3.1.3 Data
- 12.3.1.4 Computation
- 12.3.2 Mobility
- 12.3.3 Applications
- 12.3.3 Virtual Networks
- 12.4 Networks as Mediators: Issues and Problems Because of Networks
- 12.4.1 Network Properties
- 12.4.1.1 Bandwidth and Compression
- 12.4.1.2 Latency and Start-Up
- 12.4.1.3 Jitter and Buffering
- 12.4.1.4 Glitches
- 12.4.1.5 Reliability and Loss, Datagram and Connection-Based Services
- 12.4.1.6 Quality-of-Service and Reservation
- 12.4.1.7 Encryption, Authentication, and Digital Signatures
- 12.4.2 UI Properties
- 12.4.2.1 Network Transparency
- 12.4.2.2 Delays and Time
- 12.4.2.3 Coping Strategies
- 12.4.2.4 Timeliness of Feedback/Feedthrough, Pace
- 12.4.2.5 Race Conditions and Inconsistent Interface States
- 12.4.2.6 Awareness
- 12.4.3 Media Issues
- 12.4.3.1 Interactive Conversation and Action
- 12.4.3.2 Reliability
- 12.4.3.3 Sound and Vision
- 12.4.3.4 Compression
- 12.4.3.5 Jitter
- 12.4.3.6 Broadcast and Prerecorded Media
- 12.4.4 Public Perception: Ownership, Privacy, and Trust
- 12.5 Networks as Subjects: Understanding and Managing Networks
- 12.5.1 Network Models
- 12.5.1.1 Layers
- 12.5.1.2 Protocols
- 12.5.1.3 Internetworking and Tunneling
- 12.5.1.4 Routing
- 12.5.1.5 Addresses
- 12.5.1.6 All Together...
- 12.5.1.7 Decentralizing: Peer–Peer and Ad Hoc Networks
- 12.5.2 Network Management
- 12.5.3 Network Awareness
- 12.5.3.1 Network Confusion
- 12.5.3.2 Exploiting the Limitations: Seamfulness and Virtual Locality
- 12.5.4 Network Within
- 12.5.5 Networks Tell Stories
- 12.6 Networks as Platforms: Algorithms and Architectures for Distributed Interfaces
- 12.6.1 Accessing Shared Objects
- 12.6.1.1 Locking
- 12.6.1.2 Replication
- 12.6.1.3 Optimistic Concurrency for Synchronous Editing
- 12.6.1.4 Groupware Undo
- 12.6.1.5 Real Solutions?
- 12.6.2 Architectures for Networked Systems
- 12.6.3 Supporting Infrastructure
- 12.6.3.1 Awareness Servers
- 12.6.3.2 Notification Servers
- 12.6.3.3 Event/Messaging Systems
- 12.6.3.4 Resource Discovery
- 12.6.3.5 Web Service and Remote Procedure Call
- 12.7 Networks and Society
- 12.7.1 Digital Inclusion
- 12.7.3 Porous borders
- 12.7.4 Local and Global
- 12.7.5 Social structures
- 12.7.6 Information and Misinformation
- 12.7.7 Resilience and Fragility
- 12.7.8 Environmental impact
- 12.8 Progress and Futures
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