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I. Designing for Emerging Technologies
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I. Designing for Emerging Technologies
by O'Reilly Media, Inc.
Designing for the Internet of Things
Preface
I. Designing for Emerging Technologies
1. Learning and Thinking with Things
Tangible Interfaces
Kanban Walls, Chess, and Other Tangible Interactions
Manipulatives in Education
Virtual Manipulatives
Embodied Learning
(Near) Future Technology
Thinking with Things, Today!
Timeless Design Principles?
Cylinder Blocks: Good Learning Objects
Farther Out, a Malleable Future
Nothing New Under the Sun
Closing
2. Architecture as Interface: Advocating a Hybrid Design Approach for Interconnected Environments
The Blur of Interconnected Environments
Design Traditions from Architecture
Architectural Design Theory: Models of Interaction and Meaning
Theorizing Digital Culture: New Models of Convergence
Enter Interconnected Environments
Hybrid Design Practice
Trapelo Road Case Study
Human to Machine, Machine to Machine
Emerging Models of Convergent Design
Changing Definitions of Space
A Framework for Interconnected Environments
Modes of Interaction
Spheres of Inquiry
An Exercise in Hybrid Design Practice
Architecture as Interface
Conclusion
References
3. Design for the Networked World: A Practice for the Twenty-First Century
The Future of Design
New Environment, New Materials
Happenings, Conversations, and Exploration
Twenty-First Century Foundation
New Tools for a New Craft
Experiment
Learn new skills
Be critical
Making the Future in Which We Want to Live
II. Designing Connected Products
4. Product/Service Definition and Strategy
Making Good Products
What is Productization?
Why is This in a UX Book?
Why is This in an IoT Book?
Products Can Be Services
From Innovation to Mass Market
Innovators Are Not Consumers
What’s Different About Consumers?
Value Propositions for IoT
Tools Versus Products
What Makes a Good Product?
The Product Solves a Real Problem (and Makes This Clear)
The Product Comes at a Cost Proportional to the Perceived Value
The Product is Pleasing to Use
Services in IoT
IoT Products Combine Devices and Services
How Users Understand Devices and Services
Service Ecosystems
Building a Service Offering
Business Models
What is a Business Model?
How Do Business Models Affect UX?
Device and Service Models
Bringing Digital Business Models to Physical Products
Summary
5. Cross-Device Interactions and Interusability
Cross-Platform UX and Usability
What Is Interusability?
Conceptual Models and Composition
Conceptual Models
Composition
Consistency
Guidelines for Consistency Across Multiple Devices
Continuity
Data and Content Synchronization
Handling Cross-Device Interactions and Task Migration
Summary
III. Discussing Design
6. Understanding Critique
Conversations Matter
The Problem with Asking for “Feedback”
What Is Feedback?
Three Kinds of Feedback
What We Really Need Is Critical Thinking
Critiquing Solo
Why Critique Is So Important
Critique Builds Shared Vocabularies
Critique as Consensus Finder
Critique as Iteration Driver
Critique as a Life Skill
Giving Critique the Attention It Deserves
Incorporating Critique and Moving Forward
Wrapping Up
7. What Critique Looks Like
The Two Sides of Critique and the Importance of Intent
Giving Critique
The Characteristics of Bad Critique
Best Practices for Giving Critique
A Simple Framework for Critique
Receiving Critique
Critique Anti-Patterns
Best Practices for Receiving Critique
Critique, Conversation, and Questions
Wrapping Up
IV. Understanding Industrial Design
8. A Brief History of Industrial and Interaction Design
Industrial Revolution
Design for Business
Design for People
Design for Technology
Design for Context
Designing for Behavior
Computing Revolution
The Split Between Physical and Digital
Information Revolution
Smartphones
Smart Everything
9. Sensorial
Formgiving
Color, Materials, Finish (CMF)
Multisensorial Products
Addictive Action
Delightful Reaction
Reaction Versus Feedback
Audio Feedback
New Frontiers: Designing for Smell and Taste
An Orchestration of the Senses
V. Software Above the Level of a Single Device
10. Software Above the Level of a Single Device: The Implications
Multiple Smart Things
Importance of Human Input
Implicit Versus Explicit Input
Types of Sensors
The System as a User Interface
A Network of Devices
The Robustness Principle
Software Above the Level of a Single Device
System of Interaction
How the World “Should” Work
Think About Things That Seem Hard
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Preface
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1. Learning and Thinking with Things
Part I.
Designing for Emerging Technologies
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