There's not an app for that mobile user experience design for life

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 scr...

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Detalles Bibliográficos
Otros Autores: Robinson, Simon, 1984- author (author), Marsden, Gary, author, Jones, Matt, 1968- author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Waltham, Massachusetts : Morgan Kaufmann 2015.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628744606719
Tabla de Contenidos:
  • Front Cover; THERE'S NOT AN APP FOR THAT; Copyright; Dedication; Contents; Preface; About the Authors; Acknowledgments; Photo Credits; Chapter 1 - Introduction; Ecstasy; Angst; Losing ourselves; Rebellion not retreat; Life under a lid; Future, now; Resources; Chapter 2 - Problem 1: From Touch to Feeling; Built as bodies, built for materials; Breaking the glass: Visions of what might be possible; Rising to the challenge; Resources; Chapter 3 - Opportunity 1.1: Inspired by Food; Multisensory interaction; Material properties impact interaction; Going beyond "good for us"; Takeaways; Resources
  • Chapter 4 - Opportunity 1.2: Inspired by FashionTouching fabric and touching the screen; Wearables that respond to wear; Intimate interfaces; Pret-a-porter; Resources; Chapter 5 - Opportunity 1.3: Inspired by Fitness; Designing for how our bodies move; Effortful design; Are you designing for cyborgs or centaurs?; Moving on; Resources; Chapter 6 - Opportunity 1.4: Inspired by Materials; Modalities and multimodality; Tangibles: Getting physical; Emerging interface materials; Resources; Chapter 7 - Problem 2: From Heads Down to Face on; What is "heads down"?; How did this happen?; Face on
  • So what's to be done?Resources; Chapter 8 - Opportunity 2.1: In your Face Technology; Surely heads-up displays are the answer?; Is speech the answer?; Why do we need to think of alternatives to these exciting technologies?; Resources; Chapter 9 - Opportunity 2.2: In the World Approaches; Weaning off heads down: Glanceable displays; Apps that bite back; Beyond the instant; Direct manipulation and the power of the wand metaphor; When heads down works; Facing up to reality; Resources; Chapter 10 - Problem 3: From Clinical to Clutter; Ordered chaos; So what's to be done?; Resources
  • Chapter 11 - Opportunity 3.1: Inspired by MessDesigning for messy organization; Designing for messy interaction; Designing for mess media; Mess and creativity; Using clutter in the world; Tidying up; Resources; Chapter 12 - Opportunity 3.2: Inspired by Uncertainty; Illustrating the value of uncertainty: Navigation without navigating; Finding your own way; Resources; Chapter 13 - Problem 4: From Private and Personal to Public and Performance; Together moments; Performance at the periphery; Leaning in; Out of the shadows and onto the stage; Resources
  • Chapter 14 - Opportunity 4.1: Mobiles as PropsDesigning to encourage people to use their mobiles together; Designing as if mobiles were public rather than private devices; Supporting role to leading actor; Resources; Chapter 15 - Opportunity 4.2: Extravagant Computing; Small screen, large screen; Self-expression and embarrassment; Resources; Chapter 16 - Problem 5: From Distanced to Mindful Interaction; Distancing us; Becoming mindful; Resources; Chapter 17 - Opportunity 5.1: Designing Mindful Communication Apps; Modes of interaction; Anchor 110; Space; Identity: Who we are; An app for that
  • Solving the problem without apps