Author: Bill Moggridge

Publisher: Mit Press

ISBN: N.A

Category: Computers

Page: 766

View: 1072

Forty designers who have helped shaped human interaction with technology are introduced in a collection of stories that charts the history of entrepreneurial design development for technology.
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Notes on the Materials of Interaction Design

Author: Mikael Wiberg

Publisher: MIT Press

ISBN: 026234470X

Category: Design

Page: 208

View: 3519

Smart watches, smart cars, the Internet of things, 3D printing: all signal a trend toward combining digital and analog materials in design. Interaction with these new hybrid forms is increasingly mediated through physical materials, and therefore interaction design is increasingly a material concern. In this book, Mikael Wiberg describes the shift in interaction design toward material interactions. He argues that the "material turn" in human-computer interaction has moved beyond a representation-driven paradigm, and he proposes "material-centered interaction design" as a new approach to interaction design and its materials. He calls for interaction design to abandon its narrow focus on what the computer can do and embrace a broader view of interaction design as a practice of imagining and designing interaction through material manifestations. A material-centered approach to interaction design enables a fundamental design method for working across digital, physical, and even immaterial materials in interaction design projects. Wiberg looks at the history of material configurations in computing and traces the shift from metaphors in the design of graphical user interfaces to materiality in tangible user interfaces. He examines interaction through a material lens; suggests a new method and foundation for interaction design that accepts the digital as a design material and focuses on interaction itself as the form being designed; considers design across substrates; introduces the idea of "interactive compositions"; and argues that the focus on materiality transcends any distinction between the physical and digital.
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Author: Bill Moggridge

Publisher: Mit Press

ISBN: 9780262014854

Category: Design

Page: 577

View: 1282

In Designing Media, design guru Bill Moggridge examines connections and conflicts between old and new media, describing how the MSM have changed and how new patterns of media consumption are emerging. The book features interviews with 37 significant figures in both traditional and new forms of mass communication; interviewees range from the publisher of The New York Times to the founder of Twitter.
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The Foundations of Embodied Interaction

Author: Paul Dourish

Publisher: MIT Press

ISBN: 0262260611

Category: Computers

Page: 248

View: 500

Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls "embodied interaction" -- an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality -- reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.
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Principles of Interaction Design as a Cultural Practice

Author: Janet H. Murray

Publisher: MIT Press

ISBN: 0262302802

Category: Design

Page: 504

View: 5989

Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field.Murray explains that innovative interaction designers should think of all objects made with bits -- whether games or Web pages, robots or the latest killer apps -- as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations -- creative exercises for students and thought experiments for practitioners -- that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.
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A Design Perspective on Information Technology

Author: Jonas Löwgren,Erik Stolterman

Publisher: MIT Press

ISBN: 9780262122719

Category: Computers

Page: 198

View: 8963

The authors of Thoughtful Interaction Design go beyond the usual technical concerns of usability and usefulness to consider interaction design from a design perspective. The shaping of digital artifacts is a design process that influences the form and functions of workplaces, schools, communication, and culture; the successful interaction designer must use both ethical and aesthetic judgment to create designs that are appropriate to a given environment. This book is not a how-to manual, but a collection of tools for thought about interaction design. Working with information technology -- called by the authors "the material without qualities" -- interaction designers create not a static object but a dynamic pattern of interactivity. The design vision is closely linked to context and not simply focused on the technology. The authors' action-oriented and context-dependent design theory, drawing on design theorist Donald Schön's concept of the reflective practitioner, helps designers deal with complex design challenges created by new technology and new knowledge. Their approach, based on a foundation of thoughtfulness that acknowledges the designer's responsibility not only for the functional qualities of the design product but for the ethical and aesthetic qualities as well, fills the need for a theory of interaction design that can increase and nurture design knowledge. From this perspective they address the fundamental question of what kind of knowledge an aspiring designer needs, discussing the process of design, the designer, design methods and techniques, the design product and its qualities, and conditions for interaction design.
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Creating Smart Applications and Clever Devices

Author: Dan Saffer

Publisher: Pearson Education

ISBN: 0132798107

Category: Computers

Page: 248

View: 5502

Explore the new design discipline that is behind such products as the iPod and innovative Web sites like Flickr. While other books on this subject are either aimed at more seasoned practitioners or else are too focused on a particular medium like software, this guide will take a more holistic approach to the discipline, looking at interaction design for the Web, software, and devices. It is the only interaction design book that is coming from a designers point of view rather than that of an engineer. This much-needed guide is more than just a how-to manual. It covers interaction design fundamentals, approaches to designing, design research, and more, and spans all mediums—Internet, software, and devices. Even robots! Filled with tips, real-world projects, and interviews, you’ll get a solid grounding in everything you need to successfully tackle interaction design. Designing for Interaction is an AIGA Design Press book, published under Peachpit's New Riders imprint in partnership with AIGA.
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Design, Fiction, and Social Dreaming

Author: Anthony Dunne,Fiona Raby

Publisher: MIT Press

ISBN: 0262019841

Category: Art

Page: 224

View: 2711

How to use design as a tool to create not only things but ideas, to speculate about possible futures.
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Investigating Synthetic Biology's Designs on Nature

Author: Alexandra Daisy Ginsberg,Jane Calvert,Pablo Schyfter,Alistair Elfick,Drew Endy

Publisher: MIT Press

ISBN: 026201999X

Category: Medical

Page: 376

View: 9630

As synthetic biology transforms living matter into a medium for making, what is the role of design and its associated values?
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Creating Innovative Applications and Devices

Author: Dan Saffer

Publisher: New Riders

ISBN: 0321643399

Category: Computers

Page: 223

View: 6332

Describes effective approaches to interaction design, with information on developing a design strategy, conducting research, analyzing the data, creating concepts, and testing and deployment.
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How Inclusion Shapes Design

Author: Kat Holmes

Publisher: Mit Press

ISBN: 0262038889

Category: Design

Page: 176

View: 6353

How inclusive methods can build elegant design solutions that work for all. Sometimes designed objects reject their users: a computer mouse that doesn't work for left-handed people, for example, or a touchscreen payment system that only works for people who read English phrases, have 20/20 vision, and use a credit card. Something as simple as color choices can render a product unusable for millions. These mismatches are the building blocks of exclusion. In Mismatch, Kat Holmes describes how design can lead to exclusion, and how design can also remedy exclusion. Inclusive design methods--designing objects with rather than for excluded users--can create elegant solutions that work well and benefit all. Holmes tells stories of pioneers of inclusive design, many of whom were drawn to work on inclusion because of their own experiences of exclusion. A gamer and designer who depends on voice recognition shows Holmes his "Wall of Exclusion," which displays dozens of game controllers that require two hands to operate; an architect shares her firsthand knowledge of how design can fail communities, gleaned from growing up in Detroit's housing projects; an astronomer who began to lose her eyesight adapts a technique called "sonification" so she can "listen" to the stars. Designing for inclusion is not a feel-good sideline. Holmes shows how inclusion can be a source of innovation and growth, especially for digital technologies. It can be a catalyst for creativity and a boost for the bottom line as a customer base expands. And each time we remedy a mismatched interaction, we create an opportunity for more people to contribute to society in meaningful ways.
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Author: Graham Pullin

Publisher: MIT Press

ISBN: 0262162555

Category: Design

Page: 341

View: 6539

How design for disabled people and mainstream design could inspire, provoke, and radically change each other.
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Insight through Inquiry

Author: Bill Ferster,Ben Shneiderman

Publisher: MIT Press

ISBN: 0262304864

Category: Design

Page: 296

View: 5033

Interactive visualization is emerging as a vibrant new form of communication, providing compelling presentations that allow viewers to interact directly with information in order to construct their own understandings of it. Building on a long tradition of print-based information visualization, interactive visualization utilizes the technological capabilities of computers, the Internet, and computer graphics to marshal multifaceted information in the service of making a point visually. This book offers an introduction to the field, presenting a framework for exploring historical, theoretical, and practical issues. It is not a "how-to" book tied to specific and soon-to-be-outdated software tools, but a guide to the concepts that are central to building interactive visualization projects whatever their ultimate form. The framework the book presents (known as the ASSERT model, developed by the author), allows the reader to explore the process of interactive visualization in terms of choosing good questions to ask; finding appropriate data for answering them; structuring that information; exploring and analyzing the data; representing the data visually; and telling a story using the data. Interactive visualization draws on many disciplines to inform the final representation, and the book reflects this, covering basic principles of inquiry, data structuring, information design, statistics, cognitive theory, usability, working with spreadsheets, the Internet, and storytelling.
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Scenario-Based Design of Human-Computer Interactions

Author: John M. Carroll

Publisher: MIT Press

ISBN: 0262513889

Category: Computers

Page: 368

View: 9792

John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design.
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Author: Jesper Simonsen,Connie Svabo,Sara Malou Strandvad,Kristine Samson,Morten Hertzum,Ole Erik Hansen

Publisher: MIT Press

ISBN: 0262321017

Category: Computers

Page: 416

View: 8014

All design is situated -- carried out from an embedded position. Design involves many participants and encompasses a range of interactions and interdependencies among designers, designs, design methods, and users. Design is also multidisciplinary, extending beyond the traditional design professions into such domains as health, culture, education, and transportation. This book presents eighteen situated design methods, offering cases and analyses of projects that range from designing interactive installations, urban spaces, and environmental systems to understanding customer experiences. Each chapter presents a different method, combining theoretical, methodological, and empirical discussions with accounts of actual experiences. The book describes methods for defining and organizing a design project, organizing collaborative processes, creating aesthetic experiences, and incorporating sustainability into processes and projects. The diverse and multidisciplinary methods presented include a problem- and project-based approach to design studies; a "Wheel of Rituals" intended to promote creativity; a pragmatist method for situated experience design that derives from empirical studies of film production and performance design; and ways to transfer design methods in a situated manner. The book will be an important resource for researchers, students, and practitioners of interdisciplinary design.
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Author: John McCarthy,Peter Wright

Publisher: MIT Press

ISBN: 9780262250733

Category: Computers

Page: 224

View: 8409

In Technology as Experience, John McCarthy and Peter Wright argue that any account of what is often called the user experience must take into consideration the emotional, intellectual, and sensual aspects of our interactions with technology. We don't just use technology, they point out; we live with it. They offer a new approach to understanding human-computer interaction through examining the felt experience of technology. Drawing on the pragmatism of such philosophers as John Dewey and Mikhail Bakhtin, they provide a framework for a clearer analysis of technology as experience.Just as Dewey, in Art as Experience, argued that art is part of everyday lived experience and not isolated in a museum, McCarthy and Wright show how technology is deeply embedded in everyday life. The "zestful integration" or transcendent nature of the aesthetic experience, they say, is a model of what human experience with technology might become.McCarthy and Wright illustrate their theoretical framework with real-world examples that range from online shopping to ambulance dispatch. Their approach to understanding human computer interaction -- seeing it as creative, open, and relational, part of felt experience -- is a measure of the fullness of technology's potential to be more than merely functional.
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Author: Jon Kolko

Publisher: Elsevier

ISBN: 9780123809315

Category: Computers

Page: 128

View: 7924

Thoughts on Interaction Design, Second Edition, contemplates and contributes to the theory of Interaction Design by exploring the semantic connections that live between technology and form that are brought to life when someone uses a product. It defines Interaction Design in a way that emphasizes the intellectual and cultural facets of the discipline. This edition explores how changes in the economic climate, increased connectivity, and international adoption of technology affect designing for behavior and the nature of design itself. Ultimately, the text exists to provide a definition that encompasses the intellectual facets of the field, the conceptual underpinnings of interaction design as a legitimate human-centered field, and the particular methods used by practitioners in their day-to-day experiences. This text is recommended for practicing designers: interaction designers, industrial designers, UX practitioners, graphic designers, interface designers, and managers. Provides new and fresh insights on designing for behavior in a world of increased connectivity and mobility and how design education has evolved over the decades Maintains the informal-yet-informative voice that made the first edition so popular
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Author: Steven D. Eppinger,Tyson R. Browning

Publisher: MIT Press

ISBN: 0262300656

Category: Science

Page: 352

View: 8505

Design structure matrix (DSM) is a straightforward and flexible modeling technique that can be used for designing, developing, and managing complex systems. DSM offers network modeling tools that represent the elements of a system and their interactions, thereby highlighting the system's architecture (or designed structure). Its advantages include compact format, visual nature, intuitive representation, powerful analytical capacity, and flexibility. Used primarily so far in the area of engineering management, DSM is increasingly being applied to complex issues in health care management, financial systems, public policy, natural sciences, and social systems. This book offers a clear and concise explanation of DSM methods for practitioners and researchers.
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Somaesthetic Interaction Design

Author: Kristina Höök

Publisher: Design Thinking, Design Theory

ISBN: 9780262038560

Category: Computers

Page: 272

View: 3534

Interaction design that entails a qualitative shift from a symbolic, language-oriented stance to an experiential stance that encompasses the entire design and use cycle. With the rise of ubiquitous technology, data-driven design, and the Internet of Things, our interactions and interfaces with technology are about to change dramatically, incorporating such emerging technologies as shape-changing interfaces, wearables, and movement-tracking apps. A successful interactive tool will allow the user to engage in a smooth, embodied, interaction, creating an intimate correspondence between users' actions and system response. And yet, as Kristina Höök points out, current design methods emphasize symbolic, language-oriented, and predominantly visual interactions. In Designing with the Body, Höök proposes a qualitative shift in interaction design to an experiential, felt, aesthetic stance that encompasses the entire design and use cycle. Höök calls this new approach soma design; it is a process that reincorporates body and movement into a design regime that has long privileged language and logic. Soma design offers an alternative to the aggressive, rapid design processes that dominate commercial interaction design; it allows (and requires) a slow, thoughtful process that takes into account fundamental human values. She argues that this new approach will yield better products and create healthier, more sustainable companies. Höök outlines the theory underlying soma design and describes motivations, methods, and tools. She offers examples of soma design "encounters" and an account of her own design process. She concludes with "A Soma Design Manifesto," which challenges interaction designers to "restart" their field--to focus on bodies and perception rather than reasoning and intellect.
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Designing Secure Socio-Technical Systems

Author: Fabiano Dalpiaz,Elda Paja,Paolo Giorgini

Publisher: MIT Press

ISBN: 0262034212

Category: Computers

Page: 224

View: 9658

A novel, model-driven approach to security requirements engineering that focuses on socio-technical systems rather than merely technical systems.
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