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
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 "e;challenging your approach"e;, 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 "e;far out"e; 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
Front Cover 1
THERE’S NOT AN APP FOR THAT 4
Copyright 5
Dedication 6
Contents 8
Preface 16
About the Authors 18
Acknowledgments 20
Photo Credits 22
Chapter 1 - Introduction 26
Ecstasy 26
Angst 31
Losing ourselves 34
Rebellion not retreat 38
Life under a lid 41
Future, now 51
Resources 52
Chapter 2 - Problem 1: From Touch to Feeling 55
Built as bodies, built for materials 59
Breaking the glass: Visions of what might be possible 64
Rising to the challenge 69
Resources 70
Chapter 3 - Opportunity 1.1: Inspired by Food 73
Multisensory interaction 76
Material properties impact interaction 84
Going beyond “good for us” 88
Takeaways 90
Resources 91
Chapter 4 - Opportunity 1.2: Inspired by Fashion 95
Touching fabric and touching the screen 99
Wearables that respond to wear 106
Intimate interfaces 109
Pret-a-porter 110
Resources 111
Chapter 5 - Opportunity 1.3: Inspired by Fitness 115
Designing for how our bodies move 120
Effortful design 124
Are you designing for cyborgs or centaurs? 128
Moving on 132
Resources 133
Chapter 6 - Opportunity 1.4: Inspired by Materials 137
Modalities and multimodality 139
Tangibles: Getting physical 142
Emerging interface materials 146
Resources 152
Chapter 7 - Problem 2: From Heads Down to Face on 155
What is “heads down”? 157
How did this happen? 159
Face on 161
So what’s to be done? 165
Resources 166
Chapter 8 - Opportunity 2.1: In your Face Technology 169
Surely heads-up displays are the answer? 172
Is speech the answer? 175
Why do we need to think of alternatives to these exciting technologies? 181
Resources 182
Chapter 9 - Opportunity 2.2: In the World Approaches 183
Weaning off heads down: Glanceable displays 185
Apps that bite back 192
Beyond the instant 193
Direct manipulation and the power of the wand metaphor 194
When heads down works 197
Facing up to reality 198
Resources 199
Chapter 10 - Problem 3: From Clinical to Clutter 201
Ordered chaos 207
So what’s to be done? 214
Resources 214
Chapter 11 - Opportunity 3.1: Inspired by Mess 217
Designing for messy organization 219
Designing for messy interaction 223
Designing for mess media 228
Mess and creativity 231
Using clutter in the world 232
Tidying up 240
Resources 241
Chapter 12 - Opportunity 3.2: Inspired by Uncertainty 243
Illustrating the value of uncertainty: Navigation without navigating 249
Finding your own way 253
Resources 254
Chapter 13 - Problem 4: From Private and Personal to Public and Performance 257
Together moments 261
Performance at the periphery 268
Leaning in 271
Out of the shadows and onto the stage 277
Resources 277
Chapter 14 - Opportunity 4.1: Mobiles as Props 279
Designing to encourage people to use their mobiles together 286
Designing as if mobiles were public rather than private devices 289
Supporting role to leading actor 296
Resources 296
Chapter 15 - Opportunity 4.2: Extravagant Computing 299
Small screen, large screen 303
Self-expression and embarrassment 308
Resources 320
Chapter 16 - Problem 5: From Distanced to Mindful Interaction 323
Distancing us 326
Becoming mindful 332
Resources 333
Chapter 17 - Opportunity 5.1: Designing Mindful Communication Apps 335
Modes of interaction 338
Anchor 110 339
Space 341
Identity: Who we are 345
An app for that 346
Solving the problem without apps 360
Resources 361
Chapter 18 - Opportunity 5.2: Mindfulness without Apps 365
Getting rid of apps 1: Building a just-in-time scheme 367
Getting rid of apps 2: Back to people again 370
Resources 372
Chapter 19 - Opportunity 6: From Some to All 373
Challenges 377
Opportunities 385
Designing for sharing 386
Designing to accommodate literacy levels 390
Designing platforms that empower 394
Designing to make a big difference 395
The road ahead 402
Resources 403
Chapter 20 - Bringing Things Together 408
No time like the present 412
Beyond phones and apps 430
Pathways to the future 434
Resources 435
Index 438
Problem 1
From Touch to Feeling
Abstract
This Problem chapter, and the four Opportunity chapters that follow, explore and argue for mobile user experiences that truly recruit our human senses and abilities. Through the focus areas of food, fashion, fitness, and materials, we challenge you to reconsider apps that simply focus on glassy touch screens. Instead, we demonstrate how more engaging, multisensory, physical designs can enliven the user experience.
Keywords
touch; feeling; physicalityemotions
Introduction
Figure 2.1 Warning! Glass can blunt experience.
Built as bodies, built for materials
Figure 2.2 Ben’s origami.
Erscheint lt. Verlag | 14.9.2014 |
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Sprache | englisch |
Themenwelt | Informatik ► Software Entwicklung ► Mobile- / App-Entwicklung |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
ISBN-10 | 0-12-416699-7 / 0124166997 |
ISBN-13 | 978-0-12-416699-8 / 9780124166998 |
Haben Sie eine Frage zum Produkt? |
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