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TouchIT: Understanding Design in a Physical-Digital World

Autor Alan Dix, Steve Gill, Devina Ramduny-Ellis, Jo Hare
en Limba Engleză Hardback – 11 aug 2022

Considerăm că TouchIT se distanțează de documentația tehnică standard prin modul în care refuză să trateze digitalul și fizicul ca entități separate. În timp ce manualele de interfață se concentrează adesea pe ecrane, această lucrare semnată de Alan Dix și colaboratorii săi explorează zona de contact dintre gestul uman și procesarea abstractă. Ne-a atras atenția structura riguroasă în patru direcții — corp, obiecte, spațiu și informație — care transformă o teorie complexă într-un set de instrumente aplicabile în designul industrial.

Abordarea este una profund practică: autorii analizează procesele fizice subiacente și modul în care înțelegerea umană le procesează, oferind apoi soluții de design hibrid. Dacă Spaces of Interaction, Places for Experience de David Benyon v-a oferit cadrul teoretic al experienței în computația ubicuă, această carte oferă instrumentele practice și modelele necesare pentru a construi efectiv acele obiecte. De la electrocasnice banale la implanturi corporale, autorii demonstrează cum senzorii și LED-urile infuzează lumea materială, cerând o nouă gramatică a designului.

În contextul operei lui Alan Dix, TouchIT reprezintă o evoluție naturală. Dacă în Human-Computer Interaction autorul punea bazele teoretice ale disciplinei, aici accentul cade pe materialitatea interacțiunii. Ritmul este susținut de studii de caz și elemente vizuale, facilitând tranziția de la concepte de Artificial Intelligence la realitatea tactilă a butoanelor și cadranelor. Este o resursă tehnică ce echilibrează rigoarea academică cu necesitățile practice ale unui designer de produs modern.

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Specificații

ISBN-13: 9780198718581
ISBN-10: 0198718586
Pagini: 608
Dimensiuni: 134 x 200 x 34 mm
Greutate: 0.78 kg
Ediția:1
Editura: OUP OXFORD
Colecția OUP Oxford
Locul publicării:Oxford, United Kingdom

De ce să citești această carte

Recomandăm TouchIT designerilor industriali și inginerilor software care doresc să înțeleagă ecosistemul complex al produselor hibride. Veți câștiga o metodologie clară de modelare a interacțiunilor fizic-digitale, trecând dincolo de simpla interfață grafică. Este o lectură esențială pentru a stăpâni designul obiectelor inteligente, unde ergonomia întâlnește fluxul de date într-un mod coerent și utilizabil.


Despre autor

Alan Dix este o figură centrală în domeniul interacțiunii om-calculator (HCI), fiind cunoscut pentru capacitatea de a sintetiza concepte din Statistics for HCI și Artificial Intelligence într-un limbaj accesibil designerilor. Alături de Steve Gill, Devina Ramduny-Ellis și Jo Hare, acesta aduce o expertiză multidisciplinară care combină cercetarea academică cu designul industrial. Lucrările sale sunt fundamentale pentru înțelegerea modului în care tehnologia digitală se integrează în viața cotidiană prin obiecte fizice și spații de locuit.


Descriere

Digital technology is fundamentally altering the world we live in, but can only be truly understood in relation to the physical world we all inhabit. The most successful future products and policies will be those that take this rich digital/physical ecology seriously.The physical world is increasingly filled with digital products to the extent that the boundaries of digital and physical reality become blurred. From mundane devices such as mobile phones and washing machines, to esoteric research including tangible computation and body implants, we continually bridge two worlds literally touching buttons and dials and simultaneously interacting with the digital systems that lie behind them. The connection between pure thought and abstract information is through solid keyboard and mouse; but likewise the material world of buildings, cars and running shoes is suffused with computation through sensors, displays and flashing LEDs. How do people understand this world and how can designers create usable hybrid physical-digital products?TouchIT brings together insights from human-computer interaction and industrial design, exploring these themes under four main headings: human body and mind; objects and things; space; and information and computation. In considering each, the authors look into the underlying physical processes, our human understanding of them, and then the way these inform and are informed by digital design. The end draws together the theoretical and practical implications of this for design, including practical advice, potential tools, and philosophical underpinnings.

Recenzii

Design lessons, recommended design tools and modeling approaches, and summarized highlights conclude the book. Color figures and sidebars enrich this engaging, excellent study of design.

Notă biografică

Alan Dix is a Professor and Director of the Computational Foundry at Swansea University, Wales, UK, a research centre built on the belief that addressing human needs and human values requires and inspires the deepest forms of fundamental science. Previously he spent 10 years in a mix of academic and commercial roles. Alan has worked in human-computer interaction research since the mid 1980s and is a member of the ACM SIGCHI Academy. He is the author of one of the major international textbooks on HCI as well as numerous research publications from formal methods to design creativity, including some of the earliest papers in the HCI literature on topics such as privacy, mobile interaction, and gender and ethnic bias in intelligent algorithms.Steve Gill is Director of Research and Professor of Interactive Product Design at Cardiff Metropolitan University, Wales, UK. He has around 80 publications including 3 patents, but 'Touch-IT' is his first book. While he has been an academic for well over two decades, Steve is, was and will always be an industrial designer at heart and his approach to academic research betrays that basic fact. Like all industrial designers Steve works across disciplines to deliver new approaches, which is essentially how he met Alan. He has a long-standing interest in applied human-centred design approaches with physicality at their core. In recent years these have led to collaborations with computer scientists, engineers, artists, architects and medics, resulting in involvement in projects as diverse as ultra-low cost trauma packs for sub-Saharan Africa and next generation VR.Devina Ramduny-Ellis is Director of Education and Head of Computer Science at Huddersfield Grammar School, UK. She is a computer scientist who worked for many years in Higher Education before moving to the secondary sector. As a researcher, she worked on multidisciplinary projects, with academic and industrial collaborators, covering a breadth of areas. She was actively involved in the research community and has a number of refereed publications for major conferences, journals and book chapters. For the past four years she taught Computer science to Key Stage 5 students at Greenhead College with great success by applying her own subject knowledge, problem-solving techniques and consulting existing analysis and research.Jo Hare is a Senior Lecturer and Programme Leader for the BA in Product Design at UWE, Bristol. The collaboration culminating in this book has provided the foundations of her academic career, having first met Steve, Alan and Devina as the Research Assistant for the Designing for Physicality project (DEPtH). Like Steve, human-centred design is at the core of Jo's work; starting with the use of ultra-low fidelity prototypes to understand user needs which led her to focus on human centred design research methods for the earliest stages of the design process. Service Design and Design Thinking now forms the basis of Jo's teaching and applied research, establishing the role real people play in the success of innovations, fostering a 'making things tangible' approach and applying creativity to complex projects.