- Taschenbuch: 330 Seiten
- Verlag: Morgan Kaufmann (26. August 2010)
- Sprache: Englisch
- ISBN-10: 0123748992
- ISBN-13: 978-0123748997
- Größe und/oder Gewicht: 19 x 2 x 23,5 cm
- Durchschnittliche Kundenbewertung: Schreiben Sie die erste Bewertung
- Amazon Bestseller-Rang: Nr. 207.913 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
Smart Things: Ubiquitous Computing User Experience Design (Englisch) Taschenbuch – 26. August 2010
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Finally a book about ubiquitous computing that covers the broad challenges of designing for user experiences over a vast range of devices, device sizes from micro to meso to macro, and crucially, ecologies of devices. An evocative tour thru past design efforts and devices/systems that beautifully sets the stage for the design challenges we are quickly marching into. -- John Seely Brown, Former Chief Scientist, Xerox Corporation; Former Director, Palo Alto Research Center (PARC); author "The Social Life of Information" and "The Power of Pull"
"This book explains in no-nonsense language why you should care that computing has become ubiquitous and what the implications are for people who design things. Even better, it lays out suggestions as to how to use this knowledge to make better things. If you've ever wondered how interface, interaction, information, and industrial design overlap, what they have to do with user experience, and how it's all affecting your life, you should read this book." -- Tom Igoe, Associate Professor, NYU, Interactive Telecommunications, author of "Physical Computing and Making Things Talk"
"Smart Things is a rare artifact from the future that packs immediate practical value. I predict its coverage of multi-scale design will change user experience practice forever. It is the most useful book about the future of design I've read and has changed the way I work. Mike Kuniavsky doesn't just write about the future, he lives there... and now so can you." -- Peter Morville, President, Semantic Studios, author, "Ambient Findability"
"Provocative and pragmatic, Smart Things describes an important new approach to the design of consumer electronics. Its chapters explain why the design of digital products is different than other kinds of design and provide valuable techniques that unify the disciplines of interaction and industrial design." Charles L Jones, Vice President, Global Consumer Design, Whirlpool"
Über den Autor und weitere Mitwirkende
Mike Kuniavsky is a user experience designer, researcher and author. A twenty-year veteran of digital product development, Mike is a consultant and the co-founder of several user experience centered companies: ThingM manufactures products for ubiquitous computing and the Internet of Things; Adaptive Path is a well-known design consultancy. He is also the founder and organizer of Sketching in Hardware, an annual summit on the future of tools for digital product user experience design for leading technology developers, designers and educators. Mike frequently writes and speaks on digital product and service design, and works with product development groups in both large companies and startups. His most recent book is Smart Things: Ubiquitous Computing User Experience Design.
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Many scholarly, and a few idea-centric books (notably Adam Greenfield's "Everyware") and articles have been written about Ubiquitous and Pervasive Computing, but no other book to date has given the design parameters, heuristics and suggestions about how these communicating engineering devices can be incorporated into a desirable user experience. Simultaneously, Mr. Kuniavsky has written one of the first books documenting the optimal methods of designing Interactive Intelligent Objects including mobile computing devices and appliances (such as centralpark refrigerator). He develops useful metaphor's and monikers for designed Interactive Objects (e.g. Information Shadows and Service Avatar). This is a beautiful, interesting and necessary book.
Ira Laefsky, MSE/MBA
HCI Researcher and Consultant
formerly on the Senior Consulting Staff of Arthur D. Little, Inc. and Digital Equipment Corporation
There are chapters on things like "Applianceness", "Scales of Experience", and "Information Shadows". Each one discusses an important design consideration, and how it relates to user experience. Some of the chapters are more like case studies: the development of a specific product (like the iPod) is discussed, with a focus on how its overall user experience was designed. I found them interesting and enlightening. It's fascinating to read about some of the products. As the author points out, some devices are easy to use but not useful. Other devices, like the iPod coupled with iTunes, provide a good overall experience and do well. Still others, while they may have a solid design and reasoning behind them, do not do well in the marketplace.
The author references many sources in the book, so if you want to do any additional reading on the subject you shouldn't have any difficulty in assembling a reading list. The author chooses to cite his sources inline using (author and year), as opposed to a number like . Unfortunately, placing a reference citation inline is disruptive, and because he uses the longer citation format it got annoying at times.
I think that if you need (or want) to learn about user interface/experience design principles, this book will be an informative read.
Having "computing" in the title, I expected to be able to learn how to make and program simple gadgets or at least encounter some theory on human-machine interaction, like the excellent The Humane Interface: New Directions for Designing Interactive Systems by Jef Raskin. My expectations were perhaps misplaced. This is not an instruction manual or an engineering book. Instead, it contains a lot of foundation-type material like the kind of book you might find in a Design 101 class. It will teach you the vocabulary and concepts of the field, not the hows. It is a high level overview of design concept like "avatar ecologies" and "information shadows", and explores a wide range of products throughout the last few decades, including the iPod, Atari game machines, Nabaztag, QR codes, cellphones, and other electronic gadgets.
Recommended for students of the interactive design field so they can get a lay of the land. If you're looking to create specific products using various technologies, you will have to look at instructional books on programming iPhone, Android, HTML/PHP, or Flash instead.
Having said that, I believe this text is aimed at professional designers of all kinds. It also is an interesting sociological view of the way modern society thinks about the things it owns or desires. The book kept my interest. It isn't easy reading and the illustrations are not inspiring. However, I walked away with a deeper understanding of how design and society interact.
If you want a book to help increase your user interface design skills, this isn't it. If you want to gain deeper insight into the entire spectrum of people and things, you won't be disappointed.
So, What's Up With the Chair?
Is it just me, or did anyone else wonder about the intriguing chair embossed on the front cover? I don't believe the author writes about chairs anywhere in the entire book. Indeed, there is scant mention of any kind of furniture aside from a 1 page sidebar.
I decided to review this book after previewing the section about Moore's Law. I was impressed with the author's insights and observations about this apparently misunderstood "law". Now that I've read the entire book, and taken some time to think about it, I must say I learned a few interesting things from it.
The book attempts to provide an introduction to ideas and techniques useful in ubiquitous computing user experience design. It does this by providing a little history, some design frameworks and methodologies, complimented by case studies of commercial products.
There are a some intellectual gems here, such as the author's observation that "design is as much a process of discovering constraints as creating within them". Or, the idea that most every industrially created product has an "information shadow", which is the digitally accessible information about it.
I especially like the concept of "smart garbage", in which objects self-disclose how to fix, disassemble and recycle them.
If you are a designer, some of the author's recommended techniques such as the "desire line method" (see where people are walking and making paths across the grass, then install your sidewalks there) are worth considering. Advice that a product "has to work for someone before it can work for anyone" is worth keeping in mind, and could prove to be a great persuading tool in heated design meetings.
I particularly liked the author's ideas about metaphors. They are "the tools of thought" and allow consumers of novel gadgets to comprehend them by relating them to concrete concepts.
I am thankful to the author for helping me understand why I so much dislike being present when a robot vacuum cleaner (Roomba) is operating: "they were designed to emulate insect behavior". (And I hate bugs.)
So, what's not like?
Well, a few things actually.
In addition to insects, I hate typo's. No author, and no book is perfect, and so I have developed the ability to ignore the existence of a reasonable number of typo's without undue discomfort. However this book has exceeded my pain threshold. Typo agony begins even before the first page of the book, in the third paragraph of the Preface ("user experience design from a different perspectives:"). And there are unfortunately more to follow, including footnotes in the sidebar, mixed up labels, and so on.
The writing is sometimes obscure, as if the reader is assumed to have prior detailed knowledge about what is being said (in that case, why read the book?). For example, on the last page of chapter 15 the author shows a photo of two wooden blocks, with mating wooden joints facing each other, and sliding doors opened to reveal circuit boards hidden within. His description is
"Cottram (2009) for example, used light-weight technology prototyping components to explore the heavyweight idea of 'a harmonious intersection between tradition and technology, between natural materials, high craft and digital functionality'"
Perhaps I'm missing something, but that description tells me next to nothing about the two wooden blocks, what they are for, what they do, or why I should even care.
One of the author's design recommendations is "Focus On Core Functionality" (title of section 18.1.2 ). I fail to see how that is consistent with the idea of adding LCD picture frames (and other gadgets) to the exterior of a refrigerator, whose core functionality seems to me to be to keep food fresh and cold. Yet the author describes this appliance - the Whirlpool Centralpark - as a "successful user experience design".
In reading this book, I kept asking myself if perhaps this ubiquitous computing thing is going a bit too far. Although he ignores this idea until the final chapter, the author seems to be having his own doubts as well. He confides that in order to write the book he "had to escape pervasive digital technology", by composing it in an anti-digital coffee shop, with no networking or electrical outlets.
In conclusion, this is a book which would be of most interest to designers, and retired nerds (like myself). The author is very clever, with a breadth of knowledge about his subject area, and some interesting insights. I look forward to reading his future work, (especially if he reveals the secret of the cover chair).
I did not pay for my copy of this book. As a member of the Amazon Vine program I received it for free.
I have a long and varied background in software design, having worked on cell phones when the vast majority of the public did not know or care what they were (quite understandably, since at that time the handset was the size of a small lunch box). I moved on to other projects, until decades later, I found myself working again with these vastly improved gadgets (by then most everyone knew what they were, and indeed most everyone owned one). As a designer, I was drawn to this book after reading the preface which states it is primarily a tool for design practitioners.