Available:*
Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010258155 | QA76.5915 K86 2010 | Open Access Book | Book | Searching... |
Searching... | 30000010258154 | QA76.5915 K86 2010 | Open Access Book | Book | Searching... |
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Summary
Summary
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addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated.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.
Author Notes
Mike Kuniavsky is a user experience designer, researcher and author. A twenty-year veteran of digital product development, Mike is a consultant and the co-founder of several user experience centered companies: ThingM manufactures products for ubiquitous computing and the Internet of Things; Adaptive Path is a well-known design consultancy. He is also the founder and organizer of Sketching in Hardware, an annual summit on the future of tools for digital product user experience design for leading technology developers, designers and educators. Mike frequently writes and speaks on digital product and service design, and works with product development groups in both large companies and startups. His most recent book is Smart Things: Ubiquitous Computing User Experience Design.
Reviews 1
Choice Review
According to the author, ubiquitous computing refers to "embedding information processing and network communication into a variety of settings." Smart Things fills a void in the literature on ubiquitous computing by addressing user-centered design concerns. Planning and developing in this environment requires unique considerations, and Kuniavsky, a user experience design expert, addresses a number of these in detail. The author provides both a practical and a theoretical basis that serves as a foundation to encourage and support creative innovation. To this end, the book is divided into two main sections, "Frameworks" and "Techniques." The first gives background on ubiquitous computing and defines core issues. The second section offers a more practical coverage of design topics. Using metaphors and case studies of products on the market, Kuniavsky clearly connects the reader to the content and makes the concepts accessible and understandable. Numerous sidebars throughout the text provide additional background information. The forward-thinking author has written a book that is both readable and interesting. The title is accessible enough for undergraduates, but it offers unique insights sufficient to support graduate work. Summing Up: Highly recommended. Upper-division undergraduates and above. D. D. Tritt University of South Carolina Aiken
Table of Contents
Part I F rameworks 1 |
Chapter 1 Introduction: The Middle of Moore's Law |
Chapter 2 W hat Is User Experience Design and Who Creates It? |
Chapter 3 Interaction Metaphors |
Chapter 4 Information Is a Material |
Chapter 5 The Whirlpool centralparkT Refrigerator: The Design of an Accessory Port |
Chapter 6 Information Shadows |
Chapter 7 Clickables: Toys and Information Shadows |
Chapter 8 Devices Are Service Avatars |
Chapter 9 The iPod: A Service Avatar |
Chapter 10 Applianceness |
Chapter 11 RoomWizard: An Appliance for Office Society |
Chapter 12 Scales of Experience |
Chapter 13 Plasma Poster: Unifying Work Cultures with a Digital Poster |
Part II T echniques |
Chapter 14 Observation and Ideation |
Chapter 15 Simulation and Sketching |
Chapter 16 Nabaztag, an Ambiguous Avatar |
Chapter 17 Augmentations and Mashups |
Chapter 18 Common Design Challenges |
Chapter 19 From Invisible Computing to Everyware |