TouchIT Understanding Design in a Physical-Digital World

TouchIT brings together insights from human-computer interaction and industrial design, exploring these themes under four main headings: human body and mind; objects and things; space; and information and computation.

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Bibliographic Details
Main Author: Dix, Alan
Format: eBook
Language:English
Published: United Kingdom Oxford University Press 2022
Oxford University Press, Incorporated
Edition:1
Subjects:
ISBN:9780191028663, 0191028665, 0198718586, 9780198718581
Online Access:Get full text
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Abstract TouchIT brings together insights from human-computer interaction and industrial design, exploring these themes under four main headings: human body and mind; objects and things; space; and information and computation.
AbstractList TouchIT brings together insights from human-computer interaction and industrial design, exploring these themes under four main headings: human body and mind; objects and things; space; and information and computation.
Digital technology is fundamentally altering the world we live in, but can only be truly understood in relation to the physical world we all inhabit. The most successful future products and policies will be those that take this rich digital/physical ecology seriously. The physical world is increasingly filled with digital products to the extent that the boundaries of digital and physical reality become blurred. From mundane devices such as mobile phones and washing machines, to esoteric research including tangible computation and body implants, we continually bridge two worlds literally touching buttons and dials and simultaneously interacting with the digital systems that lie behind them. The connection between pure thought and abstract information isthrough solid keyboard and mouse; but likewise the material world of buildings, cars and running shoes is suffused with computation through sensors, displays and flashing LEDs. How do people understand this world and how can designers create usable hybrid physical-digital products?TouchIT brings together insights from human-computer interaction and industrial design, exploring these themes under four main headings: human body and mind; objects and things; space; and information and computation. In considering each, the authors look into the underlying physical processes, our human understanding of them, and then the way these inform and are informed by digital design. The end draws together the theoretical and practical implications of this for design,including practical advice, potential tools, and philosophical underpinnings.
Author Dix, Alan
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Gill, Steve
Ramduny-Ellis, Devina
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Oxford University Press, Incorporated
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Snippet TouchIT brings together insights from human-computer interaction and industrial design, exploring these themes under four main headings: human body and mind;...
Digital technology is fundamentally altering the world we live in, but can only be truly understood in relation to the physical world we all inhabit. The most...
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proquest
casalini
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Publisher
SubjectTerms Computer programming, programs, data
Design
Human-computer interaction
Industrial design
Subtitle Understanding Design in a Physical-Digital World
TableOfContents 4.5 The Brain as Interface -- 4.6 Creativity and Physicality -- 5 Body and Mind -- 5.1 Whole Beings -- 5.2 Sensing Ourselves -- 5.3 The Body Shapes the Mind-Posture and Emotion -- 5.4 Cybernetics of the Body -- 5.5 The Adapted Body -- 5.6 Plans and Action -- 5.7 The Embodied Mind -- 6 Social, Organizational, and Cultural -- 6.1 Personal Contact -- 6.2 Intimacy -- 6.3 Mediation and Sharing -- 6.4 Socio-organizational Church-Turing Hypothesis -- 6.5 Culture and Community of Practice -- 6.6 Political -- Part III Objects and Things -- 7 Physicality of Things -- 7.1 Physics and Naïve Physics -- 7.2 Rules of Physical Things -- 7.3 Continuity in Time and Space -- 7.4 Conservation of Number and Preservation of Form -- 7.5 Emotion and Nostalgia -- 7.6 All Our Senses -- 8 Interacting with Physical Objects -- 8.1 Affordance Revisited-What We Can Do and What We Think We Can Do -- 8.2 Affordances of the Artificial -- 8.3 Adapted for New Actions -- 8.4 Action as Investigation -- 8.5 Letting the World Help -- 9 Hybrid Devices -- 9.1 Abstraction-Software as if Hardware Doesn't Matter -- 9.2 The Limits of Hardware Abstraction -- 9.3 Specialization-Computer-embedded Devices -- 9.4 What Does It Do? -- 9.5 Mapping -- 9.6 Feedback -- 9.7 The Device Unplugged -- 9.7.1 Exposed state -- 9.7.2 Hidden state -- 9.7.3 Tangible transitions and tension states -- 9.7.4 Natural inverse -- 10 Tools, Equipment, and Machines -- 10.1 Tools and the Development of Humankind -- 10.2 Affordance, Understanding, and Culture -- 10.3 Heidegger, Hammers, and Breakdown -- 10.4 From Philosophy to Design: Designing for Failure -- 10.5 Breakdown and Reflection -- Part IV Space -- 11 Physicality of Space -- 11.1 Void-Matrix or Myth -- 11.2 From Nothing-Points, Lines, and Circles -- 11.3 Flatness-The Shape of Space -- 11.4 Uniformity-Continuity and Fracture -- 11.5 Scale-Size Matters
11.6 Relativity and Locality -- 11.7 Time Too -- 11.8 Terra Firma -- 11.9 Patterns in the Landscape -- 12 Comprehension of Space -- 12.1 Early Understanding of Space -- 12.2 Childhood and Larger Spaces -- 12.3 Feeling and Acting in Space -- 12.4 Seeing Space-3D Vision -- 12.5 Mental Space -- 12.6 Maps, Sketches, and Cartography -- 12.7 Paths and Narrative -- 12.8 The Language of Space -- 12.9 Culture and Time/Space -- 12.10 Virtual Space -- 12.11 Place and Non-place -- 12.12 Journey or Destination -- 13 The Built Environment -- 13.1 Introduction -- 13.2 Physical-Digital Layers -- 13.3 Temporal Layering -- 13.4 Digital-Physical Playgrounds -- 13.5 The Conquest of Space -- 13.6 Computer Mediation -- 13.7 Digital Culture -- 13.8 The Internet of Things -- 13.9 Human Technology -- 14 Digital Augmentation of Space -- 14.1 Control over Space -- 14.2 Mobile Phones and Mobile Applications -- 14.3 Pervasive and Public Displays -- 14.4 Interacting with Public Displays -- 14.5 Public Roles, Privacy, and Intrusion -- 14.6 Space as Interface -- 14.7 Mixed Reality-Real Space Meets Virtual -- 14.8 Computational Space -- 14.9 Designing Intelligent Spaces -- 14.10 Fruits of Success -- 14.11 Hyperlocal -- Part V Computation and Information -- 15 Representation and Language -- 15.1 Fire -- 15.2 Representation -- 15.3 Ideas -- 15.4 Externalization -- 15.5 From Knowing to Knowing about Knowing -- 15.6 Language and Learning -- 15.7 The Origins of Language -- 15.8 Interpretation -- 15.9 Internalization -- 15.10 The Development of Self -- 16 Reproducibility -- 16.1 Moulds, Plans, and Mass Production -- 16.2 Singularity and Scarcity -- 16.3 The Irreproducible and Impermanent -- 16.4 Recording -- 16.5 Decontextualization -- 17 Embodied Computation -- 17.1 The Physics of Information -- 17.2 Turing Machine or Touring Machine? -- 17.3 Physical Locality of Computation
22 Theory and Philosophy of Physicality -- 22.1 Gathering Threads -- 22.2 What It Means to Be Physical -- 22.3 Ghosts of Physicality -- 22.3.1 Money -- 22.3.2 Space -- 22.4 Embodied Cyborgs -- 22.5 The Limits of Embodiment -- 22.6 The Extended Genome -- 22.7 Hybrid Ecologies -- 22.8 From Object to Agent -- 22.9 Deep Digitality -- 22.10 Final Call -- Bibliography -- Image Credits -- Index
Cover -- TouchIT: Understanding Design in a Physical-Digital World -- Copyright -- Contents -- Part I Introduction -- 1 Elements of Our Hybrid Existence -- 1.1 Why Study Physicality -- 1.2 Components of the Physical World -- 1.3 Kinds of Things: From Stones to Silicon -- 1.4 The Natural Order -- 1.4.1 The artificial-works of our hands -- 1.5 Coming Together -- 1.5.1 Making things usable-Human-Computer Interaction -- 1.5.2 Of designers, computer-embedded devices and physicality -- 1.6 Different Ways to Touch -- 1.7 Learning about Physicality -- 2 What's Happening Now -- 2.1 Computing in The World -- 2.1.1 Ubiquitous computing (ubicomp) -- 2.1.2 Internet of Things -- 2.1.3 Invisible intelligence -- 2.1.4 Sensors, surveillance, and smart cities -- 2.1.5 Nanotechnology and smart dust -- 2.2 Technology at Our Fingertips -- 2.2.1 Tangible user interfaces (TUI) -- 2.2.2 Haptics and smart materials -- 2.3 Up Close and Personal -- 2.3.1 Mobile and personal devices -- 2.3.2 Wearable computing and fashion -- 2.3.3 Physiological computing -- 2.4 Blending Digital and Physical Worlds -- 2.4.1 Simulated reality -- 2.4.2 Virtual reality -- 2.4.3 Augmented reality and mixed reality -- 2.5 Robots and Automation -- 2.5.1 Human-robot interaction -- 2.5.2 Not being there-telepresence robots -- 2.5.3 Robots you live in -- 2.6 Digital Fabrication and DIY Electronics -- 2.6.1 Digitized industry -- 2.6.2 3D printing and digital fabrication -- 2.6.3 DIY electronics and hacking -- 2.6.4 Maker culture, from coding to crafting -- Part II Human Body and Mind -- 3 Body -- 3.1 Body as a Physical Thing -- 3.2 Size and Speed -- 3.3 The Networked Body -- 3.4 Adapting IT to the Body -- 3.5 The Body as Interface -- 3.6 As Carrier of IT-The Regular Cyborg -- 4 Mind -- 4.1 Mind as a Physical Thing -- 4.2 Memory and Time -- 4.3 Just Numbers -- 4.4 Multiple Intelligences
17.4 Time and Distance -- 17.5 Finitude and Moore's Law -- 17.6 Smaller and Smaller, More and More -- 17.7 Stand Up and Walk-Robots Come of Age -- 17.7.1 Environment -- 17.7.2 Embodied communication -- 17.8 Money -- 17.8.1 Money as value -- 17.8.2 Money as information -- 18 Connecting Physical and Digital Worlds -- 18.1 Visual Identifiers -- 18.2 Electronic Tagging -- 18.3 Intrinsic Properties -- 18.4 Marking the Environment and Media -- 18.5 Digital Identifiers of Physical Things -- 18.6 Bringing Them Together -- 18.7 Doing Things -- 18.8 Ways of Knowing -- Part VI The Theory and Practice of Physicality -- 19 Design Lessons and Advice -- 19.1 Introduction -- 19.2 Lesson 1: Prototype a Lot -- 19.3 Lesson 2: Context Offers Complications and Solutions -- 19.4 Lesson 3: Be Human-centric -- 19.5 Lesson 4: Highly Abstracted and Selective Physicality Can Be Powerful -- 19.6 Lesson 5: Sometimes Using Physicality Just Makes More Sense -- 20 Prototyping and Tool Support -- 20.1 Introduction -- 20.2 The Problem with Digitality -- 20.3 Interaction Design Tools -- 20.4 State Transition Diagrams -- 20.5 Storyboarding -- 20.6 Paper Prototyping -- 20.7 Video -- 20.8 Software/Hardware Hybrid Approaches -- 20.9 Serious Toys -- 20.10 Bespoke Kits -- 20.11 Office Software -- 20.12 The Power of the Keyboard -- 20.13 Programmable Boards -- 20.14 Internet of Things -- 20.15 Automated PCB Design Tools -- 21 Computational Modelling and Implementation -- 21.1 Modelling -- 21.1.1 Continuity -- 21.1.2 Intention -- 21.2 Software - Engineering, Architecture, and Security -- 21.2.1 Where do you do computation? -- 21.2.2 Where am I? -- 21.2.3 Networks -- 21.3 Working with Electronics -- 21.4 Time and Delays -- 21.4.1 Delay-sensitive interaction -- 21.4.2 Physical actions take time -- 21.4.3 Coding it -- 21.5 Pragmatics -- 21.5.1 Resilience -- 21.5.2 Cost and size
Title TouchIT
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