E-Book, Englisch, 448 Seiten
Robinson / Marsden / Jones There's Not an App for That
1. Auflage 2014
ISBN: 978-0-12-416699-8
Verlag: Elsevier Science & Techn.
Format: EPUB
Kopierschutz: 6 - ePub Watermark
Mobile User Experience Design for Life
E-Book, Englisch, 448 Seiten
ISBN: 978-0-12-416699-8
Verlag: Elsevier Science & Techn.
Format: EPUB
Kopierschutz: 6 - ePub Watermark
Simon Robinson is a researcher in the Future Interaction Technology Lab at Swansea University. His work so far has focused on mobile technologies that allow people to immerse themselves in the places, people and events around them, rather than just in their mobile devices. His research - much of which has been part of the thinking behind this book - has been featured in New Scientist magazine, on CBC Radio, and in other international media venues; and, has also been published in many international academic conferences and journals. In the past few years his emphasis has turned toward developing similarly face-on user experiences for resource-constrained communities in regions such as South Africa and India. Simon is an avid rock climber, and loves the fact that climbing doesn't need a touchscreen to be thoroughly enjoyable.More at simon.robinson.ac
Autoren/Hrsg.
Weitere Infos & Material
1;Front Cover;1
2;THERE’S NOT AN APP FOR THAT;4
3;Copyright;5
4;Dedication;6
5;Contents;8
6;Preface;16
7;About the Authors;18
8;Acknowledgments;20
9;Photo Credits;22
10;Chapter 1 - Introduction;26
10.1;Ecstasy;26
10.2;Angst;31
10.3;Losing ourselves;34
10.4;Rebellion not retreat;38
10.5;Life under a lid;41
10.6;Future, now;51
10.7;Resources;52
11;Chapter 2 - Problem 1: From Touch to Feeling;55
11.1;Built as bodies, built for materials;59
11.2;Breaking the glass: Visions of what might be possible;64
11.3;Rising to the challenge;69
11.4;Resources;70
12;Chapter 3 - Opportunity 1.1: Inspired by Food;73
12.1;Multisensory interaction;76
12.2;Material properties impact interaction;84
12.3;Going beyond “good for us”;88
12.4;Takeaways;90
12.5;Resources;91
13;Chapter 4 - Opportunity 1.2: Inspired by Fashion;95
13.1;Touching fabric and touching the screen;99
13.2;Wearables that respond to wear;106
13.3;Intimate interfaces;109
13.4;Pret-a-porter;110
13.5;Resources;111
14;Chapter 5 - Opportunity 1.3: Inspired by Fitness;115
14.1;Designing for how our bodies move;120
14.2;Effortful design;124
14.3;Are you designing for cyborgs or centaurs?;128
14.4;Moving on;132
14.5;Resources;133
15;Chapter 6 - Opportunity 1.4: Inspired by Materials;137
15.1;Modalities and multimodality;139
15.2;Tangibles: Getting physical;142
15.3;Emerging interface materials;146
15.4;Resources;152
16;Chapter 7 - Problem 2: From Heads Down to Face on;155
16.1;What is “heads down”?;157
16.2;How did this happen?;159
16.3;Face on;161
16.4;So what’s to be done?;165
16.5;Resources;166
17;Chapter 8 - Opportunity 2.1: In your Face Technology;169
17.1;Surely heads-up displays are the answer?;172
17.2;Is speech the answer?;175
17.3;Why do we need to think of alternatives to these exciting technologies?;181
17.4;Resources;182
18;Chapter 9 - Opportunity 2.2: In the World Approaches;183
18.1;Weaning off heads down: Glanceable displays;185
18.2;Apps that bite back;192
18.3;Beyond the instant;193
18.4;Direct manipulation and the power of the wand metaphor;194
18.5;When heads down works;197
18.6;Facing up to reality;198
18.7;Resources;199
19;Chapter 10 - Problem 3: From Clinical to Clutter;201
19.1;Ordered chaos;207
19.2;So what’s to be done?;214
19.3;Resources;214
20;Chapter 11 - Opportunity 3.1: Inspired by Mess;217
20.1;Designing for messy organization;219
20.2;Designing for messy interaction;223
20.3;Designing for mess media;228
20.4;Mess and creativity;231
20.5;Using clutter in the world;232
20.6;Tidying up;240
20.7;Resources;241
21;Chapter 12 - Opportunity 3.2: Inspired by Uncertainty;243
21.1;Illustrating the value of uncertainty: Navigation without navigating;249
21.2;Finding your own way;253
21.3;Resources;254
22;Chapter 13 - Problem 4: From Private and Personal to Public and Performance;257
22.1;Together moments;261
22.2;Performance at the periphery;268
22.3;Leaning in;271
22.4;Out of the shadows and onto the stage;277
22.5;Resources;277
23;Chapter 14 - Opportunity 4.1: Mobiles as Props;279
23.1;Designing to encourage people to use their mobiles together;286
23.2;Designing as if mobiles were public rather than private devices;289
23.3;Supporting role to leading actor;296
23.4;Resources;296
24;Chapter 15 - Opportunity 4.2: Extravagant Computing;299
24.1;Small screen, large screen;303
24.2;Self-expression and embarrassment;308
24.3;Resources;320
25;Chapter 16 - Problem 5: From Distanced to Mindful Interaction;323
25.1;Distancing us;326
25.2;Becoming mindful;332
25.3;Resources;333
26;Chapter 17 - Opportunity 5.1: Designing Mindful Communication Apps;335
26.1;Modes of interaction;338
26.2;Anchor 110;339
26.3;Space;341
26.4;Identity: Who we are;345
26.5;An app for that;346
26.6;Solving the problem without apps;360
26.7;Resources;361
27;Chapter 18 - Opportunity 5.2: Mindfulness without Apps;365
27.1;Getting rid of apps 1: Building a just-in-time scheme;367
27.2;Getting rid of apps 2: Back to people again;370
27.3;Resources;372
28;Chapter 19 - Opportunity 6: From Some to All;373
28.1;Challenges;377
28.2;Opportunities;385
28.3;Designing for sharing;386
28.4;Designing to accommodate literacy levels;390
28.5;Designing platforms that empower;394
28.6;Designing to make a big difference;395
28.7;The road ahead;402
28.8;Resources;403
29;Chapter 20 - Bringing Things Together;408
29.1;No time like the present;412
29.2;Beyond phones and apps;430
29.3;Pathways to the future;434
29.4;Resources;435
30;Index;438
Problem 1
From Touch to Feeling
Abstract
This Problem chapter, and the four Opportunity chapters that follow, explore and argue for mobile user experiences that truly recruit our human senses and abilities. Through the focus areas of food, fashion, fitness, and materials, we challenge you to reconsider apps that simply focus on glassy touch screens. Instead, we demonstrate how more engaging, multisensory, physical designs can enliven the user experience.
Keywords
touch; feeling; physicalityemotions
Introduction
Figure 2.1 Warning! Glass can blunt experience.
Built as bodies, built for materials
Figure 2.2 Ben’s origami.