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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| Main Author: | |
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| 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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Table of Contents:
- 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

