Smart things : ubiquitous computing user experience design

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 serv...

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Bibliographic Details
Main Author: Kuniavsky, Mike
Format: eBook Book
Language:English
Published: Amsterdam ; Boston Morgan Kaufmann Publishers 2010
Elsevier Science & Technology
Morgan Kaufmann
Elsevier
Edition:1
Subjects:
ISBN:0123748992, 9780123748997
Online Access:Get full text
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Table of Contents:
  • Cover -- Smart Things Ubiquitous Computing User Experience Design -- Copyright page -- Contents -- Preface -- Who This Book is For -- What This Book is -- What This Book is Not -- How This Book is Organized -- Acknowledgments -- 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