The recent digital and mobile revolutions are a minor blip compared to the next wave of technological change, as everything from robot swarms to skin-top embeddable computers and bio printable organs start appearing in coming years. In this collection of inspiring essays, designers, engineers, and researchers discuss their approaches to experience design for groundbreaking technologies. Design not only provides the framework for how technology works and how it’s used, but also places it in a broader context that includes the total ecosystem with which it interacts and the possibility of…mehr
The recent digital and mobile revolutions are a minor blip compared to the next wave of technological change, as everything from robot swarms to skin-top embeddable computers and bio printable organs start appearing in coming years. In this collection of inspiring essays, designers, engineers, and researchers discuss their approaches to experience design for groundbreaking technologies. Design not only provides the framework for how technology works and how it’s used, but also places it in a broader context that includes the total ecosystem with which it interacts and the possibility of unintended consequences. If you’re a UX designer or engineer open to complexity and dissonant ideas, this book is a revelation. Contributors include: * Stephen Anderson, PoetPainter, LLC * Lisa Caldwell, Brazen UX * Martin Charlier, Independent Design Consultant * Jeff Faneuff, Carbonite * Andy Goodman, Fjord US * Camille Goudeseune, Beckman Institute, University of Illinois at Urbana-Champaign * Bill Hartman, Essential Design * Steven Keating, MIT Media Lab, Mediated Matter Group * Brook Kennedy, Virginia Tech * Dirk Knemeyer, Involution Studios * Barry Kudrowitz, University of Minnesota * Gershom Kutliroff, Omek Studio at Intel * Michal Levin, Google * Matt Nish-Lapidus, Normative * Erin Rae Hoffer, Autodesk * Marco Righetto, SumAll * Juhan Sonin, Involution Studios * Scott Stropkay, Essential Design * Scott Sullivan, Adaptive Path * Hunter Whitney, Hunter Whitney and Associates, Inc. * Yaron Yanai, Omek Studio at Intel
As the Principal of Involution Studios and one of the leaders of the firm's emerging technologies practice, Jon has unique experience and access to the research and development driving technological advancement. As an experience design firm, Involution already engaged in significant projects with clients like AstraZeneca, 3M, Partners HealthCare, and the Personal Genome Project in designing research and genomics software, and cutting edge connected products.He writes for UXmatters, A List Apart, Digital Web, and contributed a chapter to Beautiful Data.
Inhaltsangabe
List of Contributors Foreword Preface Why We Wrote This Book How This Book Is Organized Chapters Organized By Subject Area Safari® Books Online How to Contact Us Acknowledgments Chapter 1: Designing for Emerging Technologies 1.1 A Call to Arms 1.2 Design for Disruption 1.3 Eight Design Tenets for Emerging Technology 1.4 Changing Design and Designing Change Chapter 2: Intelligent Materials: Designing Material Behavior 2.1 Bits and Atoms 2.2 Emerging Frontiers in Additive Manufacturing 2.3 Micro Manufacturing 2.4 Dynamic Structures and Programmable Matter 2.5 Connecting the Dots: What Does Intelligent Matter Mean for Designers? 2.6 Conclusion Chapter 3: Taking Control of Gesture Interaction 3.1 Reinventing the User Experience 3.2 Analysis 3.3 Prototyping 3.4 A Case Study: Gesture Control 3.5 Trade-offs 3.6 Looking Ahead Chapter 4: Fashion with Function: Designing for Wearables 4.1 The Next Big Wave in Technology 4.2 The Wearables Market Segments 4.3 Wearables Are Not Alone 4.4 UX (and Human) Factors to Consider 4.5 Summary Chapter 5: Learning and Thinking with Things 5.1 Tangible Interfaces 5.2 (Near) Future Technology 5.3 Timeless Design Principles? 5.4 Farther Out, a Malleable Future 5.5 Nothing New Under the Sun 5.6 Closing Chapter 6: Designing for Collaborative Robotics 6.1 Introduction 6.2 Designing Safety Systems for Robots 6.3 Humanlike Robots 6.4 Human-Robot Collaboration 6.5 Testing Designs by Using Robotics Platforms 6.6 Future Challenges for Robots Helping People 6.7 Conclusion 6.8 Robotics Resources Chapter 7: Design Takes on New Dimensions: Evolving Visualization Approaches for Neuroscience and Cosmology 7.1 The Brain Is Wider Than the Sky 7.2 Section 1: An Expanding Palette for Visualization 7.3 Section 2: Visualizing Scientific Models (Some Assembly Required) 7.4 Section 3: Evolving Tools, Processes, and Interactions 7.5 Conclusion Chapter 8: Embeddables: The Next Evolution of Wearable Tech 8.1 Technology That Gets Under Your Skin 8.2 Permeable Beings: The History of Body Modification 8.3 Decoration, Meaning, and Communication 8.4 Optimization and Repair 8.5 The Extended Human 8.6 Just Science Fiction, Right? 8.7 Key Questions to Consider Chapter 9: Prototyping Interactive Objects 9.1 Misconceptions Surrounding Designers Learning to Code Chapter 10: Emerging Technology and Toy Design 10.1 The Challenge of Toy Design 10.2 Toys and the S-Curve 10.3 Toys and Intellectual Property 10.4 Emerging Technologies in Toy Design 10.5 Inherently Playful Technology 10.6 Sensors and Toy Design 10.7 Emerging Technology in Production and Manufacturing 10.8 Summary Chapter 11: Musical Instrument Design 11.1 Experience Design and Musical Instruments 11.2 The Evolution of the Musician 11.3 Conclusion Chapter 12: Design for Life 12.1 Bloodletting to Bloodless 12.2 The Surveillance Invasion 12.3 Life First-Health a Distant Second 12.4 Stage Zero Detection 12.5 From Protein to Pixel to Policy 12.6 Final Thoughts Chapter 13: Architecture as Interface: Advocating a Hybrid Design Approach for Interconnected Environments 13.1 The Blur of Interconnected Environments 13.2 Theorizing Digital Culture: New Models of Convergence 13.3 Hybrid Design Practice 13.4 Changing Definitions of Space 13.5 A Framework for Interconnected Environments 13.6 Spheres of Inquiry 13.7 An Exercise in Hybrid Design Practice 13.8 Architecture as Interface 13.9 Conclusion 13.10 References Chapter 14: Design for the Networked World: A Practice for the Twenty-First Century 14.1 The Future of Design 14.2 New Environment, New Materials 14.3 New Tools for a New Craft Chapter 15: New Responsibilities of the Design Discipline: A Critical Counterweight to the Coming Technologies? 15.1 Critiquing Emerging Technology 15.2 Emerging Technologies 15.3 New Responsibilities of the Design Discipline 15.4 Bibliography Chapter 16: Designing Human-Robot Relationships 16.1 Me Man, You Robot: Designers Creating Powerful Tools 16.2 Me Man, You Robot? Developing Emotional Relationships with Robots 16.3 Me Robot? On Becoming Robotic 16.4 Into the Future 16.5 Your Robot: Consider Nielsen, Maslow, and Aristotle 16.6 Conclusion Chapter 17: Tales from the Crick: Experiences and Services When Design Fiction Meets Synthetic Biology 17.1 Design Fictions as a Speculative Tool to Widen the Understanding of Technology 17.2 The Building Bricks of the Debate 17.3 Healthcare Narratives: From Scenarios to Societal Debates 17.4 Living Objects: Symbiotic Indispensable Companions Chapter 18: Beyond 3D Printing: The New Dimensions of Additive Fabrication 18.1 MIT and the Mediated Matter Group: Previous and Current Additive Fabrication Research 18.2 The Dimensions of Additive Fabrication 18.3 Conclusion Chapter 19: Become an Expert at Becoming an Expert 19.1 Into the Fire 19.2 Eating the Elephant 19.3 Onward Chapter 20: The Changing Role of Design 20.1 On the Impact of Emerging Technologies 20.2 Design Complexity and Emerging Technologies 20.3 Design Trends for Emerging Technologies 20.4 User Experience: Finding Its Level 20.5 The Future for Me, the Future for You Companies, Products, and Links About the Authors Designing for Emerging Technologies
List of Contributors Foreword Preface Why We Wrote This Book How This Book Is Organized Chapters Organized By Subject Area Safari® Books Online How to Contact Us Acknowledgments Chapter 1: Designing for Emerging Technologies 1.1 A Call to Arms 1.2 Design for Disruption 1.3 Eight Design Tenets for Emerging Technology 1.4 Changing Design and Designing Change Chapter 2: Intelligent Materials: Designing Material Behavior 2.1 Bits and Atoms 2.2 Emerging Frontiers in Additive Manufacturing 2.3 Micro Manufacturing 2.4 Dynamic Structures and Programmable Matter 2.5 Connecting the Dots: What Does Intelligent Matter Mean for Designers? 2.6 Conclusion Chapter 3: Taking Control of Gesture Interaction 3.1 Reinventing the User Experience 3.2 Analysis 3.3 Prototyping 3.4 A Case Study: Gesture Control 3.5 Trade-offs 3.6 Looking Ahead Chapter 4: Fashion with Function: Designing for Wearables 4.1 The Next Big Wave in Technology 4.2 The Wearables Market Segments 4.3 Wearables Are Not Alone 4.4 UX (and Human) Factors to Consider 4.5 Summary Chapter 5: Learning and Thinking with Things 5.1 Tangible Interfaces 5.2 (Near) Future Technology 5.3 Timeless Design Principles? 5.4 Farther Out, a Malleable Future 5.5 Nothing New Under the Sun 5.6 Closing Chapter 6: Designing for Collaborative Robotics 6.1 Introduction 6.2 Designing Safety Systems for Robots 6.3 Humanlike Robots 6.4 Human-Robot Collaboration 6.5 Testing Designs by Using Robotics Platforms 6.6 Future Challenges for Robots Helping People 6.7 Conclusion 6.8 Robotics Resources Chapter 7: Design Takes on New Dimensions: Evolving Visualization Approaches for Neuroscience and Cosmology 7.1 The Brain Is Wider Than the Sky 7.2 Section 1: An Expanding Palette for Visualization 7.3 Section 2: Visualizing Scientific Models (Some Assembly Required) 7.4 Section 3: Evolving Tools, Processes, and Interactions 7.5 Conclusion Chapter 8: Embeddables: The Next Evolution of Wearable Tech 8.1 Technology That Gets Under Your Skin 8.2 Permeable Beings: The History of Body Modification 8.3 Decoration, Meaning, and Communication 8.4 Optimization and Repair 8.5 The Extended Human 8.6 Just Science Fiction, Right? 8.7 Key Questions to Consider Chapter 9: Prototyping Interactive Objects 9.1 Misconceptions Surrounding Designers Learning to Code Chapter 10: Emerging Technology and Toy Design 10.1 The Challenge of Toy Design 10.2 Toys and the S-Curve 10.3 Toys and Intellectual Property 10.4 Emerging Technologies in Toy Design 10.5 Inherently Playful Technology 10.6 Sensors and Toy Design 10.7 Emerging Technology in Production and Manufacturing 10.8 Summary Chapter 11: Musical Instrument Design 11.1 Experience Design and Musical Instruments 11.2 The Evolution of the Musician 11.3 Conclusion Chapter 12: Design for Life 12.1 Bloodletting to Bloodless 12.2 The Surveillance Invasion 12.3 Life First-Health a Distant Second 12.4 Stage Zero Detection 12.5 From Protein to Pixel to Policy 12.6 Final Thoughts Chapter 13: Architecture as Interface: Advocating a Hybrid Design Approach for Interconnected Environments 13.1 The Blur of Interconnected Environments 13.2 Theorizing Digital Culture: New Models of Convergence 13.3 Hybrid Design Practice 13.4 Changing Definitions of Space 13.5 A Framework for Interconnected Environments 13.6 Spheres of Inquiry 13.7 An Exercise in Hybrid Design Practice 13.8 Architecture as Interface 13.9 Conclusion 13.10 References Chapter 14: Design for the Networked World: A Practice for the Twenty-First Century 14.1 The Future of Design 14.2 New Environment, New Materials 14.3 New Tools for a New Craft Chapter 15: New Responsibilities of the Design Discipline: A Critical Counterweight to the Coming Technologies? 15.1 Critiquing Emerging Technology 15.2 Emerging Technologies 15.3 New Responsibilities of the Design Discipline 15.4 Bibliography Chapter 16: Designing Human-Robot Relationships 16.1 Me Man, You Robot: Designers Creating Powerful Tools 16.2 Me Man, You Robot? Developing Emotional Relationships with Robots 16.3 Me Robot? On Becoming Robotic 16.4 Into the Future 16.5 Your Robot: Consider Nielsen, Maslow, and Aristotle 16.6 Conclusion Chapter 17: Tales from the Crick: Experiences and Services When Design Fiction Meets Synthetic Biology 17.1 Design Fictions as a Speculative Tool to Widen the Understanding of Technology 17.2 The Building Bricks of the Debate 17.3 Healthcare Narratives: From Scenarios to Societal Debates 17.4 Living Objects: Symbiotic Indispensable Companions Chapter 18: Beyond 3D Printing: The New Dimensions of Additive Fabrication 18.1 MIT and the Mediated Matter Group: Previous and Current Additive Fabrication Research 18.2 The Dimensions of Additive Fabrication 18.3 Conclusion Chapter 19: Become an Expert at Becoming an Expert 19.1 Into the Fire 19.2 Eating the Elephant 19.3 Onward Chapter 20: The Changing Role of Design 20.1 On the Impact of Emerging Technologies 20.2 Design Complexity and Emerging Technologies 20.3 Design Trends for Emerging Technologies 20.4 User Experience: Finding Its Level 20.5 The Future for Me, the Future for You Companies, Products, and Links About the Authors Designing for Emerging Technologies
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