Smart Things: Ubiquitous Computing User Experience Design
- Mike Kuniavsky, Founder, ThingM
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addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated.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.
Industrial designers, Software or Web Interaction/Interface designers, Ubiquitous computing designers, Mobile application designers, Developers working in mobile media, Project/Product managers.
- Published: August 2010
- Imprint: MORGAN KAUFMANN
- ISBN: 978-0-12-374899-7
Finally a book about ubiquitous computing that covers the broad challenges of designing for user experiences over a vast range of devices, device sizes from micro to meso to macro, and crucially, ecologies of devices. An evocative tour thru past design efforts and devices/systems that beautifully sets the stage for the design challenges we are quickly marching into. -- John Seely Brown, Former Chief Scientist, Xerox Corporation; Former Director, Palo Alto Research Center (PARC); author
Table of Contents
Part I: F rameworks 1
Chapter 1: Introduction: The Middle of Moore's Law
Chapter 2: W hat Is User Experience Design and Who Creates It?
Chapter 3: Interaction Metaphors
Chapter 4: Information Is a Material
Chapter 5: The Whirlpool centralpark™ Refrigerator: The Design of an Accessory Port
Chapter 6: Information Shadows
Chapter 7: Clickables: Toys and Information Shadows
Chapter 8: Devices Are Service Avatars
Chapter 9: The iPod: A Service Avatar
Chapter 10: Applianceness
Chapter 11: RoomWizard: An Appliance for Office Society
Chapter 12: Scales of Experience
Chapter 13: Plasma Poster: Unifying Work Cultures with a Digital Poster
Part II T echniques
Chapter 14: Observation and Ideation
Chapter 15: Simulation and Sketching
Chapter 16: Nabaztag, an Ambiguous Avatar
Chapter 17: Augmentations and Mashups
Chapter 18: Common Design Challenges
Chapter 19: From Invisible Computing to Everyware