Smart Things: Ubiquitous Computing User Experience DesignThe 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addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated.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.
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From inside the book
Results 1-5 of 45
... traditional computer. Moreover, the Shuffle and Discovery were second-generation products, which implies that the first generation's success justified additional investment, and the adidas_1 was deeply embedded in a traditionally non ...
... traditional camera? This is exactly the kind of design that is currently largely off-limits to traditional analytical design, yet understanding it is critical. Some researchers, such as Don Norman, Anthony Ortony, and David Freeman ...
... traditional magic wand (glittery star on top, etc.) but operated like an ink pen would be simply confusing. 3.2.4 METAPHORS IMPLY PEOPLE When we propose that a computer be presented as a metaphorical office or typewriter, one of the ...
... traditional design process can weigh the advantages of using an expensive and difficult material (say, carbon fiber) with one that is cheap and easy (say, aluminum), looking at information processing this way may tell us when not to use ...
... traditional material “to become a material we can use in design practice.” For example, glass that is coated with a film that changes color in response to electrical signals sent by an attached processor7 is fundamentally different than ...
Contents
3 | |
13 | |
27 | |
43 | |
57 | |
Chapter 6 Information Shadows | 69 |
Toys and Information Shadows | 87 |
Chapter 8 Devices are Service Avatars | 99 |
Unifying Work Cultures with a Digital Poster | 177 |
Part II Techniques | 199 |
Chapter 14 Observation and Ideation | 201 |
Chapter 15 Simulation and Sketching | 217 |
Chapter 16 Nabaztag an Ambiguous Avatar | 237 |
Chapter 17 Augmentations and Mashups | 253 |
Chapter 18 Common Design Challenges | 273 |
Chapter 19 From Invisible Computing to Everyware | 287 |
A Service Avatar | 117 |
Chapter 10 Applianceness | 129 |
An Appliance for Office Society | 141 |
Chapter 12 Scales of Experience | 157 |
References | 295 |
Index | 313 |