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from being quickly outdated.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. It tackles design of
products in the post-Web world where computers no longer
have to be monolithic, expensive general-purpose
devices. It features broad frameworks and processes,
practical advice to help approach specifics, and
techniques for the unique design challenges. It presents
case studies that describe, in detail, how others have
solved problems, managed trade-offs, and met
successes. |
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