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(Ebook) Smart Things Ubiquitous Computing User Experience Design 1st Edition by Mike Kuniavsky ISBN 9780123748997 0123748992

  • SKU: EBN-1968946
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Authors:Mike Kuniavsky
Pages:336 pages.
Year:2010
Publisher:Morgan Kaufmann
Language:english
File Size:31.39 MB
Format:pdf
ISBNS:9780123748997, 0123748992
Categories: Ebooks

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(Ebook) Smart Things Ubiquitous Computing User Experience Design 1st Edition by Mike Kuniavsky ISBN 9780123748997 0123748992

(Ebook) Smart Things Ubiquitous Computing User Experience Design 1st Edition by Mike Kuniavsky - Ebook PDF Instant Download/Delivery: 9780123748997 ,0123748992
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ISBN 10: 0123748992
ISBN 13: 9780123748997
Author: Mike Kuniavsky

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addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated.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.

* 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

(Ebook) Smart Things Ubiquitous Computing User Experience Design 1st Edition Table of contents:

Part I Frameworks

Chapter 1 Introduction: The Middle of Moore’s Law

1.1 The hidden middle of moore’s law

1.2 Ubiquitous computing

1.3 The need for design

Chapter 2 What is User Experience Design and, Who Creates it?

2.1 A definition of user experience

2.2 Extending garrett’s elements of user experience

2.3 Design disciplines

2.4 The importance of context

Chapter 3 Interaction Metaphors

3.1 Ubicomp User Experience Metaphors, a Catalog

3.2 Designing with Metaphors

Chapter 4 Information is a Material

4.1 A Shift in Design Thinking

4.2 Information as an Agile Material

4.3 The Properties of Information

4.4 Working with the material properties of information

Chapter 5 The Whirlpool Centralpark™ Refrigerator: The Designof an Accessory Port

5.1 A short History of the Smart Fridge

5.2 Why Did the Smart Refrigerators Fail?

5.3 Whirlpool’s Centralpark Refrigerator

5.4 Lessons From the Design Process

Chapter 6 Information Shadows

6.1 An early Success in Item-level Identification

6.2 Information Shadows

6.3 Point-at Things

6.4 The Internet of Things

6.5 Design with Information Shadows

Chapter 7 Clickables: Toys and Information Shadows

7.1 Background: Bracelets, Collectibles, and Storytelling

7.2 Clickables

Chapter 8 Devices are Service Avatars

8.1 Networks shift value to information

8.2 Devices are service avatars

8.3 Avatar and service co-design

Chapter 9 The iPod: A Service Avatar

9.1 Background: digital Music Players Before the IPod

9.2 The IPod and the itunes Service

9.3 Avatars and appliances

Chapter 10 Applianceness

10.1 Applianceness

10.2 Appliance user experience design

10.3 Conclusion

Chapter 11 Roomwizard: An Appliance for Office Society

11.1 Background

11.2 Roomwizard user experience design

11.3 Since roomwizard’s release

Chapter 12 Scales of Experience

12.1 Background: just how big is an experience?

12.2 A power-of-ten scale

12.3 Multiscale user experience design

12.4 Conclusion

Chapter 13 Plasma Poster: Unifying Work Cultures with a Digital Poster

13.1 Background: ambient multiscale community displays

13.2 Plasma poster user experience

13.3 Process

13.4 Conclusion

Part II Techniques

Chapter 14 Observation and Ideation

14.1 Observation

14.2 Ideation

Chapter 15 Simulation and Sketching

15.1 Simulation

15.2 Sketching user experiences

Chapter 16 Nabaztag, an Ambiguous Avatar

16.1 A rabbit is magic because of how it behaves

16.2 A mass-market design probe

16.3 Design principles

16.4 A device-service revenue model

16.5 Design process

16.6 User research

16.7 Desire lines

16.8 People and positions

16.9 Ambiguous success and follow-up products

Chapter 17 Augmentations and Mashups

17.1 Augmentation

17.2 Mashups between devices and web services

17.3 Conclusion

Chapter 18 Common Design Challenges

18.1 Introducing novel experiences

18.2 Design for adaptation

18.3 Creating experience continuity across avatars

18.4 Device interconnection

18.5 Respecting boundaries

Chapter 19 From Invisible Computing to Everyware

19.1 The user experience designer’s role

19.2 The user experience designer’s responsibility

19.3 What’s next?

References

Index

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Tags: Mike Kuniavsky, Smart Things, Ubiquitous Computing User, Experience Design

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