Synopses & Reviews
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 service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field.
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addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated.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.
* Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices
* Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges
* Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes
The practice of user experience (UX) design for ubiquitous computing is still relatively new. "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addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated.
The world of smart phones, appliances, picture frames, and shoes is already here, but the practice of user experience design for digital ubiquitous products and environments that do not have traditional software user interfaces is a relatively new practice. Unifying software interaction with device and service design and creating a successful product is no easy task. Based on years in the UX, mobile, and industrial design trenches, Mike Kuniavsky brings you the first practical book on the subject, whether you call it ubiquitous computing, pervasive computing, or the Internet of Thingsuser experience design. His problem-solving approach provides both broad design methods and a varietycase studies of real world successes hits and misses. This book gives you both the "whyhow" and the "howwhy" of of designinging smart products that people will buy and use.
About the Author
is a founding partner of Adaptive Path, a user experience consulting company in San Francisco. He has been developing commercial web sites since 1994, and is the interaction designer of an award-winning search engine, HotBot. He created the Wired Digital User Experience Laboratory and served as its chief investigator for two years. His design work and writing have appeared in many publications, including WebMonkey
, ID Magazine
, Step-By-Step Design, Inc.
, The Wall Street Journal
, The LA Times
, and .Net
Founder, ThingM, a ubiquitous computing design and development company; cofounded Adaptive Path, a leading internet consultancy; cofounded Wired Digital UX for Wired Magazine's online division, where he served as the interaction designer of the award-winning search engine, HotBot.
Table of Contents
Part I: F rameworks 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