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There's Not an App for That
Mobile User Experience Design for Life
1st Edition - September 14, 2014
Authors: Simon Robinson, Gary Marsden, Matt Jones
Language: English
Paperback ISBN:9780124166912
9 7 8 - 0 - 1 2 - 4 1 6 6 9 1 - 2
eBook ISBN:9780124166998
9 7 8 - 0 - 1 2 - 4 1 6 6 9 9 - 8
There’s Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling…Read more
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There’s Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling you to think outside of the screen and beyond the conventional. You’ll review diverse aspects of mobile UX: the screens, the experience, how apps are used, and why they’re used. You’ll find special sections on "challenging your approach", as well as a series of questions you can use to critique and evaluate your own designs. Whether the authors are discussing real-world products in conjunction with suggested improvements, showcasing how existing technologies can be put together in unconventional ways, or even evaluating "far out" mobile experiences of the future, you’ll find plenty of practical pointers and action items to help you in your day-to-day work.
Provides you with new and innovative ways to think about mobile design
Includes future mobile interfaces and interactions, complete with real-world, applied information that teaches you how today’s mobile services can be improved
Illustrates themes from existing systems and apps to show clear paths of thought and development, enabling you to better design for the future
UX professionals and designers, app developers, undergraduates/postgraduates, mobile business strategists and mobile enthusiasts
Dedication
Preface
About the Authors
Acknowledgments
Photo Credits
Chapter 1. Introduction
Ecstasy
Angst
Losing ourselves
Rebellion not retreat
Life under a lid
Future, now
Resources
Chapter 2. Problem 1
Introduction
Built as bodies, built for materials
Breaking the glass: Visions of what might be possible
Rising to the challenge
Resources
Chapter 3. Opportunity 1.1
Introduction
Multisensory interaction
Material properties impact interaction
Going beyond “good for us”
Takeaways
Resources
Chapter 4. Opportunity 1.2
Introduction
Touching fabric and touching the screen
Wearables that respond to wear
Intimate interfaces
Pret-a-porter
Resources
Chapter 5. Opportunity 1.3
Introduction
Designing for how our bodies move
Effortful design
Are you designing for cyborgs or centaurs?
Moving on
Resources
Chapter 6. Opportunity 1.4
Introduction
Modalities and multimodality
Tangibles: Getting physical
Emerging interface materials
Resources
Chapter 7. Problem 2
Introduction
What is “heads down”?
How did this happen?
Face on
So what’s to be done?
Resources
Chapter 8. Opportunity 2.1
Introduction
Surely heads-up displays are the answer?
Is speech the answer?
Why do we need to think of alternatives to these exciting technologies?
Resources
Chapter 9. Opportunity 2.2
Introduction
Weaning off heads down: Glanceable displays
Apps that bite back
Beyond the instant
Direct manipulation and the power of the wand metaphor
When heads down works
Facing up to reality
Resources
Chapter 10. Problem 3
Introduction
Ordered chaos
So what’s to be done?
Resources
Chapter 11. Opportunity 3.1
Introduction
Designing for messy organization
Designing for messy interaction
Designing for mess media
Mess and creativity
Using clutter in the world
Tidying up
Resources
Chapter 12. Opportunity 3.2
The thrill of not being sure
Illustrating the value of uncertainty: Navigation without navigating
Finding your own way
Resources
Chapter 13. Problem 4
Introduction
Together moments
Performance at the periphery
Leaning in
Out of the shadows and onto the stage
Resources
Chapter 14. Opportunity 4.1
Introduction
Designing to encourage people to use their mobiles together
Designing as if mobiles were public rather than private devices
Supporting role to leading actor
Resources
Chapter 15. Opportunity 4.2
Introduction
Small screen, large screen
Self-expression and embarrassment
Writing your own script
Resources
Chapter 16. Problem 5
Introduction
Distancing us
Becoming mindful
Resources
Chapter 17. Opportunity 5.1
Introduction
Modes of interaction
Space
Identity: Who we are
An app for that
Solving the problem without apps
Resources
Chapter 18. Opportunity 5.2
Introduction
Getting rid of apps 1: Building a just-in-time scheme
Getting rid of apps 2: Back to people again
Resources
Chapter 19. Opportunity 6
Introduction
Challenges
Opportunities
Designing for sharing
Designing to accommodate literacy levels
Designing platforms that empower
Designing to make a big difference
The road ahead
Resources
Chapter 20. Bringing Things Together
The way forward
No time like the present
Beyond phones and apps
Pathways to the future
Resources
Index
No. of pages: 448
Language: English
Edition: 1
Published: September 14, 2014
Imprint: Morgan Kaufmann
Paperback ISBN: 9780124166912
eBook ISBN: 9780124166998
SR
Simon Robinson
Simon Robinson is a researcher in the Future Interaction Technology Lab at Swansea University. His work so far has focused on mobile technologies that allow people to immerse themselves in the places, people and events around them, rather than just in their mobile devices. His research - much of which has been part of the thinking behind this book - has been featured in New Scientist magazine, on CBC Radio, and in other international media venues; and, has also been published in many international academic conferences and journals. In the past few years his emphasis has turned toward developing similarly face-on user experiences for resource-constrained communities in regions such as South Africa and India. Simon is an avid rock climber, and loves the fact that climbing doesn’t need a touchscreen to be thoroughly enjoyable.
More at simon.robinson.ac
Affiliations and expertise
Swansea University, UK
GM
Gary Marsden
Gary Marsden was a professor of computer science at the University of Cape Town, pioneer and passionate advocate of HCI for development, and community builder. He became internationally known for his work in mobile interface design, design, and ICT for development (ICT4D) – for which he was a recipient of the ACM SIGCHI’s Social Impact Award in 2007. He went to great lengths to show how mobile technologies were revolutionizing how developing countries were advancing apace. In doing so, he raised the profile of what developing world actually meant. Gary died suddenly of a heart attack on December 27, 2013, and is survived by his wife Gil and his two children, Holly and Jake.
Affiliations and expertise
University of Cape Town, South Africa
MJ
Matt Jones
Matt Jones is a professor and Head of Department of Computer Science, Swansea University. His research work focuses on human-centered computing with particular emphasis on mobile and ubiquitous computing and resource-constrained communities in regions such as India and South Africa. His work in these contexts has been recognized by an IBM Faculty Award and, from 2014, by a Royal Society Wolfson Research Merit Award. Matt has had many active collaborations and interactions with industry, NGO and Governmental stakeholders including Microsoft Research, Nokia Research and IBM Research. In his spare time he tries to live life face-on with his energetic family, and enjoys nothing more than an exhilarating early morning cycle ride to the glorious beaches of the Gower.