Key Features
Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices
Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges
Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes
Description
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addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated.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 shot, Smart Things gives its readers both the ";why"; of this kind of design and the ";how,"; in well-defined chunks.
Readership
Primary audiences
Industrial designers. Many people who are primarily industrial designers (at firms such as IDEO, Ziba, Pentagram, Lunar, etc.) are hired based on the perception that the design of anything that any non-software consumer product needs to be designed by industrial designers. Since they get tapped to do work that includes interaction and service design, this book will help them understand what needs to be done (and what skills they can look for in team members).
Software or Web Interaction/Interface designers. The first Web designers came to the medium from traditional graphic design and discovered how different it is, even though it looks like it should be a similar set of skills. Now software and Web designers are discovering the same thing about designing for mobile an ubiquitous products and are looking for resources to help them understand where the differences lie, so they can avoid reinventing the wheel.
Ubiquitous computing designers. Exclusively the concern of corporate and university research labs until recently, the emphasis in ubiquitous computing was primarily on technology, and not on design. However, many people now find themselves designing ubiquitous computing systems (maybe under the heading of entertainment, peripheral or appliance design), and some may even recognize the relationship to ubiquitous computing.
Mobile application designers. There is a growing population of designers created applications for mobile services full-time. Their design challenges regularly intersect with the ideas of ubiquitous computing user experience. Other than informal networks and competitive analysis, there are few sources of information about the design process of interactive products for this medium.
Secondary audiences
Developers working in mobile media. Programmers always end up doing some amount of design (and, too often, all of the design) of the products they're coding for. Programmers are especially comfortable looking in documentation for solutions to their problems. Although this book won't have the kind of "cut and paste" easy solution for them, it'll have guidance for what's worked in the past, which is often as useful.
Project/Product managers. Much like programmers, product managers, whose job requirement is to balance user and company needs, end up being the designers of the services they're shepherding.
Contents
1. Introduction: The Hidden Middle of Moore's Law
People typically read the Moore's Law chart as a trend in the number of transistors. What's implicit in the trend, however, is that it is the product of a conscious decision in the context of a semiconductor marketplace. The prices of new CPUs has stayed roughly the same over the last 25 years, generally between $500 and $1000 at the time of introduction. Thus, another way that to read the chart is that as transistor density increases, the price of older technology proportionally decreases.
This price drop means that ubicomp, first postulated in the late 80s/early 90s has just become a practical reality: the price of a new CPU in 1990 was $1500 in today's dollars, the equivalent amount of processing power can now be purchased for 50 cents. This means that the CPUs that brought us the Web explosion'ones that have the power to operate a multitasking, networked computer'can be put into just about any device at virtually any price point.
PART ONE: Frameworks
2. Broad Concepts
This chapter will introduce the background issues that underlie some of the broad conceptual frameworks
The relationship between industrial, interaction and service design
The importance of context
When designing ubiquitous computing devices, suddenly your frame is no longer the chrome around the browser window, but the world. It's an inversion of traditional computing attitudes, moving out into the world.
The design of social devices
Networking means that devices can communicate with each other, and people can communicate with each other through the devices.
Technology adoption patterns
Each new class of ubiquitous computing devices is essentially a new tool. People react differently to these tools than new pieces of software, which'even if new new'essentially exist in a familiar box. Tool adoption takes a while and follows a familiar pattern. When designing devices in this field, it's valuable to understand whether you're designing something new or extending something existing.
3. Information is a Design Material
Embedded information processing acts like a material and creates new capabilities, and imposes new constraints.
Behavior as competitive advantage
When a designer can include information processing in a product for very little cost, the calculation becomes not one of engineering complexity, that's relatively cheap, but one of competitive advantage. Including a CPU to produce behaviors becomes a line item in the competitive analysis of making an object, just like the calculation about what to make it out of. What you do with that CPU becomes part of the design of the product and needs to be designed with the same attention to the other parts as any of the materials being used.
Toys leading the way
Many new toys depend not just on their physical appearance, but on behavior created by information processing, for their competitive advantage.
Example: Cuddle Chimp
Some qualities of information as a material
Real-time change
Responsive behavior
Can manipulate symbols that have meaning, but not meaning
Requires power, storage
Embodied interaction
The difference between a virtual object and a physical one
4. Information as Material Case Study: the Whirlpool centralpark Refrigerator
The history of the screen fridge
Starting in 1998, one screen fridge introduced every couple of years
All suffered from the same problem: they stuck what amounted to a tablet PC to the front of a fridge, with little understanding as to how people would use it
Very little adoption, since the model didn't fit people's life practices
Whirlpool's third try
The centralpark uses a plugin architecture that allows a variety of different applications to be plugged into it. Each is a self-contained computer, but they're not presented as computers, but as digital picture frames, calendars, etc.
5. Information Shadows
Nearly everything manufactured today exists simultaneously in the physical world and in the world of data.
A digital representation is the object's information shadow.
Information shadow can be examined and manipulated without having to touch the physical object.
Coates' ";Age of Point-At-Things";
Examples:
Amazon ASINs
Mutanen's Thinglink
YottaMark/CertiLogo
Sterling's wine bottle
RFIDs and fiducials
These are the hooks that connect the everyday object to its digital representation
Once hooked, they can be mashed up
6. Information Shadows Case Study: Disney Clickables Princess Charm Bracelets
Description
"; When a girl touches her band to her friend's and presses a button, her band will glow to confirm that a Fairy Friendship has been made [in the online community Disney has set up for the purpose].";
A short history of smart bracelets
Design of a physical/virtual social network
7. Devices are Service Avatars
Networking brings dematerialization
The same information can be accessed and manipulated through a variety of devices.
Value shifts to the information, rather than the device that's communicating it.
Devices become secondary, they become temporary representations of information-based services.
Devices become projections of services
A number of familiar appliances--cell phones, ATMs--are worthless without the networks they're attached to. They are physical manifestations, avatars, projections into physical space of services, but are not services themselves. You really start to see this in purely information entities: what's a plane ticket? what's money? what's a book? They become subscriptions and agreements, for which a device becomes a nearly disposable channel.
Service design
When designing user experiences for ubiquitous computing, the design of the service becomes as important as the design of the device. The iPod is an avatar of the iTunes Music Store. The Amazon Kindle, as questionably designed as it is, is a physical manifestation of the Amazon Kindle Store.
Objects become subscriptions
Right now most of these services are information or media related, but that's changing.
Example: City CarShare
8. Service Avatar Case Study: the iPod
Description
The MP3 player in 2001
The iPod as an iTunes avatar
The iPhone
Design process
9. Applianceness
Defining applianceness
When computation is cheap, we no longer have to make general-purpose computers
《Visio2010图形设计从新手到高手》由浅入深地介绍使用MicrosoftVisio2010制作商业图形、图表和流程图的方法,详细介绍使用Visio设
无论是软件开发、工程还是建筑,有效的设计都是工作的核心。《设计原本:计算机科学巨匠FrederickP.Brooks的思考》将对设计过程进
全书共分8章,分别介绍了基于规则的知识系统,人工神经网络,适应性智能系统,农业专家系统,知识管理与知识服务,智能机器人,人
《汽车发动机故障维修实训教程》内容简介:本书共分三项任务,由检修发动机不能起动故障、检修发动机运转不良故障及检修冷却液温度
三维人脸建模方法研究与应用 本书特色真实感三维人脸建模技术是计算机视觉领域一个备受关注的研究热点,基于形变模型的三维人脸建模方法是目前建模效果*好的方法之一。《...
无线技术已成为电信和网络界最热门的研究领域。本书的内容丰富且新颖,包括基本的无线通信原理,以及各种无线网络的协议和应用。
《深度学习在动态媒体中的应用与实践》内容简介:本书是一本深度学习的基础入门读物,对深度学习的基本理论进行了介绍,主要以Ubun
《深入解析MacOSX&iOS操作系统》编著者莱文。系统开发者、内核黑客和对苹果感到好奇的人们注意了!本书探讨了MacOSX系统和iOS系统
计算机组成及汇编语言原理英文版 内容简介 这本有创新性的书以Java虚拟机为例介绍了计算机组成及汇编语言的原理,Java虚拟机是一个极为便利、时新,可移植以及几...
《Flutter开发实战详解》内容简介:《Flutter开发实战详解》以实战为导向,由浅入深地介绍了Flutter开发过程中的基础体系、实战技巧
TheHuman-ComputerInteractionHandbook:Fundamentals,EvolvingTechnologies,andEmergi...
不懂Word Excel PPT还敢拼职场-高手指引-赠送多维度学习套餐 本书特色 一个菜鸟用Excel改变职场的真实故事。如果说有什么技能是快速通关职场**技...
《用户体验草图设计工具手册(全彩)》是《用户体验草图设计》的配套阅读图书,将指导你如何一步一步地用草图来表达你的设计理念
《戏很多的医学史》内容简介:⭐评书式科普开创者——吴京平,带来9.8分高分内容,给你讲医学故事,让你涨医学知识,更理智的爱自
《GAE编程指南》是一种云计算服务,跟其他的同类产品不同,它提供了一种简单的应用程序构建模型,通过这种模型,你可以轻松地构建
《牛汉散文》内容简介:本书精选牛汉散文60余篇,包括童年名篇《绵绵土》《打枣的季节》《月夜和风筝》《海琴》《父亲,树林和鸟》
《精益创新:企业高效创新八步法》内容简介:本书是一部从创新战略到创新实践的工具书,作者借助对众多创新成功和失败企业的深入研
《元宇宙基石:Web3.0与分布式存储》内容简介:本书Web3.0深刻地变革了数据存储的方式,使个人不再依赖数据存储费高昂的企业来存储
《忽有山河大地:龚贤笔下的“荒原”》内容简介:本系列作品,通过对元代以来十六位画家的观照,来看文人画对生命“真性”追踪的内
本书以机器学习与计算统计为主题背景,专门讲述如何挖掘和分析Web上的数据和资源,如何分析用户体验、市场营销、个人品味等诸多信