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Titel och upphov Smart things : ubiquitous computing user experience design
Utgivning, distribution etc. Morgan Kaufmann Publisher , Amsterdam ; Boston ; 2010 : c2010
Utgivningsår
SAB klassifikationskod
Fysisk beskrivning xii, 318 p. : ill. (chiefly col.) : 24 cm.
Anmärkning: Bibliografi etc. Includes bibliographical references and index.
Anmärkning: Innehåll Introduction: the middle of Moore's law -- What is user experience design and who creates it? -- Interaction metaphors -- Information is a material -- The Whirlpool Centralpark refrigerator : the design of an accessory port -- Information shadows -- Clickables : toys and information shadows -- Devices are service avatars -- The iPod : a service avatar -- Applianceness -- Roomwizard : an appliance for office society -- Scales of experience -- Plasma poster : unifying work cultures with a digital poster -- Observation and ideation -- Simulation and sketching -- Nabaztag, an ambiguous avatar -- Augmentations and mashups -- Common design challenges -- From invisible computing to everyware.
Term
ISBN 978-0-12-374899-7 978-0-12-374899-7 0-12-374899-2 0-12-374899-2
Antal i kö:
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*020 $a0-12-374899-2
*020 $a0-12-374899-2
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*040 $dDLC$dDLC$dYDX$dBTCTA$dYDXCP$dBWX$dZ$dKo
*084 $aPu:do
*1001 $aKuniavsky, Mike
*24510$aSmart things :$bubiquitous computing user experience design /$cMike Kuniavsky
*260 $aAmsterdam ;$aBoston ;$a2010 :$bMorgan Kaufmann Publisher ,$cc2010
*300 $axii, 318 p. :$bill. (chiefly col.) :$c24 cm.
*504 $aIncludes bibliographical references and index.
*505 $tIntroduction: the middle of Moore's law -- What is user experience design and who creates it? -- Interaction metaphors -- Information is a material -- The Whirlpool Centralpark refrigerator : the design of an accessory port -- Information shadows -- Clickables : toys and information shadows -- Devices are service avatars -- The iPod : a service avatar -- Applianceness -- Roomwizard : an appliance for office society -- Scales of experience -- Plasma poster : unifying work cultures with a digital poster -- Observation and ideation -- Simulation and sketching -- Nabaztag, an ambiguous avatar -- Augmentations and mashups -- Common design challenges -- From invisible computing to everyware.
*650 4$aAnvändargränssnitt
*650 4$aDesign
*650 4$aMänniska-dator-interaktion
*650 4$aUbiquitous computing.
*650 4$aUser interfaces (Computer systems)
*650 4$aHuman-computer interaction.
*650 4$aHuman-computer interaction
*697 $cDatorer och databehandling: psykologi
*8520 $hPu
*950 $aAnvändargränssnitt
*950 $aMänniska-dator-interaktion
*950 $aMänniska-maskin-interaktion
*950 $aMänniska-dator-interaktion
*950 $aMDI
*950 $aMänniska-dator-interaktion
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The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field.
Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences.
In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks.
F rameworks 1 Introduction: The Middle of Moore's Law W hat Is User Experience Design and Who Creates It? Interaction Metaphors Information Is a Material The Whirlpool centralparkT Refrigerator: The Design of an Accessory Port Information Shadows Clickables: Toys and Information Shadows Devices Are Service Avatars The iPod: A Service Avatar Applianceness RoomWizard: An Appliance for Office Society Scales of Experience Plasma Poster: Unifying Work Cultures with a Digital Poster T echniques Observation and Ideation Simulation and Sketching Nabaztag, an Ambiguous Avatar Augmentations and Mashups Common Design Challenges From Invisible Computing to Everyware