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Books – ..
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Category: Books

Books, HCI, Internet of Things, Persuasive Technologies, Smart Objects, Theory

Transdiscourse

March 4, 2016

Contributed a chapter on “Empathetic Things” to the publication ” Transdiscourse 2- Turbulence and Reconstruction”, De Gruyter.

Turbulence and Reconstruction is an anthology of viewpoints on society from the arts and the sciences. The authors believe that the arts and the sciences are effective spaces to encourage us to think differently about our outdated concepts of representation and categorization and reconstruct new potentials about how the designs of the future might benefit our environment and the survival of our bodies. Essential to all writers is the need to drop our old disciplinary boundaries to question our interdependent relationship to technology and to reality. Turbulence and reconstruction are processes that not only affect our representation and categorization, urban nature and energy consumption but also our relation to media and technology – the digital ideologies of interaction and substitution.

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Ambient Intelligence, Augmented Reality, Books, Design, Design for Behavior, HCI, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Theory, Tools

Augmented Reality: Theory and Practice

May 4, 2015

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by Dieter Schmalstieg (Author), Tobias Hollerer (Author)

Augmented Reality (AR) is one of today’s most fascinating and future-oriented areas of computer science and technology. By overlaying computer-generated information on views of the real world, AR amplifies human perception and cognition in remarkable new ways. Do you like the virtual first-down line in football games on TV? That’s AR — and AR apps are rapidly coming to billions of smartphones, too. Working in AR requires knowledge from diverse disciplines, including computer vision, computer graphics, and human-computer interaction (HCI).

 

Augmented Reality: Principles and Practice integrates all this knowledge into one single-source reference, presenting the most significant AR work with scrupulous accuracy. Dieter Schmalstieg, a pioneer of both AR foundation and application, is drawing from his two decades of AR experience to clearly present the field. Together with mobile AR pioneer and research colleague Tobias Höllerer he addresses all aspects of the field, illuminating AR from both technical and HCI perspectives. The authors review AR’s technical foundations, including display and tracking technologies, show how AR emerges from the symbiosis of computer vision and computer graphics, introduce AR-specific visualization and 3D interaction techniques, and showcase applications from diverse industries. They conclude with an outlook on trends and emerging technologies, including practical pointers for beginning practitioners.

 

Books, Design, Theory

Advances in Visual Methodology

March 15, 2015

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by Sarah Pink (Editor)

 

A stunning collection of cutting-edge essays which brings together the leading scholars in visual research. Clearly structured, and written in an engaging and accessible style throughout, this invigorating work will be the ‘must have’ text for teachers and students of `the visual’ across the arts, humanities and social sciences.

– Elaine Campbell, Reader in Criminology, Newcastle University

 

This is a book about research that takes the challenge of the internet seriously, that rises above disciplinary difference and points to new directions for social research.

– Rob Walker, Emeritus Professor, University of East Anglia

 

This innovative book examines and introduces cutting edge visual methods in social research.

 

It explores the development of visual methodology as a field of interdisciplinary and post-disciplinary practice spanning scholarly and applied concerns. Positioned at the innovative edge of theory and practice in contemporary visual research, Pink’s engaging book goes beyond the methods, ideas and fields of practice outlined in existing texts and handbooks.

 

This book examines:

-How new theoretical and methodological engagements are developing and emerging in research practice;

-the impact new approaches are having on the types of knowledge visual research produces and critiques;

-the ways visual research intersects with new media;

-and the implications for social and cultural research, scholarship and intervention.

 

This book will be essential reading for any student or researcher thinking of using visual methods in their own research.

 

Sarah Pink is Professor of Social Sciences at Loughborough University.

Books, Design, Design for Behavior, HCI, Persuasive Technologies, playstudies, Theory

Seductive Interaction Design

October 25, 2014

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What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.

Topics include:

  • AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior?
  • PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience?
  • THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action?
  • THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design?

Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.

Books, Design, HCI, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Theory

Mobile Social and Fun: Games for Health

September 8, 2014

mobilehealth

This complimentary report authored by independent analyst Bonnie Feldman with input from MobiHealthNews covers much of the activity going on in the mobile-enabled games for health space. Mobile Social and Fun: Games for Health will appeal to readers who are both new to the subject and, thanks to the dozens of sources interviewed, those who have worked in mobile health games for years.

Download the pdf of the report here

Via: mobilehealthnews

Ambient Intelligence, Books, Design, Design for Behavior, HCI, Persuasive Technologies, Smart Objects, Theory, Tools

Garments of Paradise: Wearable Discourse in the Digital Age

July 20, 2014

 

 


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by Susan Elizabeth Ryan

Wearable technology — whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today — makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan examines wearable technology as an evolving set of ideas and their contexts, always with an eye on actual wearables — on clothing, dress, and the histories and social relations they represent. She proposes that wearable technologies comprise a pragmatics of enhanced communication in a social landscape. “Garments of paradise” is a reference to wearable technology’s promise of physical and mental enhancements. Ryan defines “dress acts” — hybrid acts of communication in which the behavior of wearing is bound up with the materiality of garments and devices — and focuses on the use of digital technology as part of such systems of meaning. She connects the ideas of dress and technology historically, in terms of major discourses of art and culture, and in terms of mass media and media culture, citing such thinkers as Giorgio Agamben, Manuel De Landa, and Gilles Deleuze and Felix Guattari. She examines the early history of wearable technology as it emerged in research labs; the impact of ubiquitous and affective approaches to computing; interaction design and the idea of wearable technology as a language of embodied technology; and the influence of open source ideology. Finally, she considers the future, as wearing technologies becomes an increasingly naturalized aspect of our social behavior.
Buy the book
Books, Design, Design for Behavior, HCI, playstudies, Theory

Design For Kids

July 16, 2014

design for kids

Emotion. Ego. Impatience. Stubbornness. Characteristics like these make creating sites and apps for kids a daunting proposition. However, with a bit of knowledge, you can design experiences that help children think, play, and learn. With Design for Kids, you’ll learn how to create digital products for today’s connected generation.

Ambient Intelligence, Books, Design, Internet of Things, Persuasive Technologies, playstudies, Smart Objects

Enchanted Objects: Design, Human Desire, and the Internet of Things

July 15, 2014

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In the tradition of Who Owns the Future? and The Second Machine Age, an MIT Media Lab scientist imagines how everyday objects can intuit our needs and improve our lives.

We are now standing at the precipice of the next transformative development: the Internet of Things. Soon, connected technology will be embedded in hundreds of everyday objects we already use: our cars, wallets, watches, umbrellas, even our trash cans. These objects will respond to our needs, come to know us, and learn to think on our behalf. David Rose calls these devices—which are just beginning to creep into the marketplace—Enchanted Objects.

Some believe the future will look like more of the same—more smartphones, tablets, screens embedded in every conceivable surface. Rose has a different vision: technology that atomizes, combining itself with the objects that make up the very fabric of daily living. Such technology will be woven into the background of our environment, enhancing human relationships and channeling desires for omniscience, long life, and creative expression. The enchanted objects of fairy tales and science fiction will enter real life.

Groundbreaking, timely, and provocative, Enchanted Objects is a blueprint for a better future, where efficient solutions come hand in hand with technology that delights our senses. It is essential reading for designers, technologists, entrepreneurs, business leaders, and anyone who wishes to understand the future and stay relevant in the Internet of Things.

Books, Design, Design for Behavior, Persuasive Technologies, playstudies, Theory, Transmedia Storytelling

Virtual World Design

virtual-world-design

Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all.

With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an “all-access” terrain, and a sound-based game.

This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.

Books, Design, Design for Behavior, Persuasive Technologies, Theory

Evil by Design

June 25, 2014

evildesign

How to make customers feel good about doing what you want Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we’re susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes:

Pride — use social proof to position your product in line with your visitors’ values

Sloth — build a path of least resistance that leads users where you want them to go

Gluttony — escalate customers’ commitment and use loss aversion to keep them there

Anger — understand the power of metaphysical arguments and anonymity

Envy — create a culture of status around your product and feed aspirational desires Lust — turn desire into commitment by using emotion to defeat rational behavior

Greed — keep customers engaged by reinforcing the behaviors you desire

Now you too can leverage human fallibility to create powerful persuasive interfaces that people will love to use — but will you use your new knowledge for good or evil? Learn more on the companion website, evilbydesign.info.

Books, Design, Theory

Visual Sociology

May 4, 2014

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by Douglas Harper 

Visual sociology has been part of the sociological vocabulary since the 1970s, but until now there has not been a comprehensive text that introduces this area. Written by one of the founding fathers in the field, Visual Sociology explores how the world that is seen, photographed, drawn, or otherwise represented visually is different from the world that is represented through words and numbers.

Doug Harper’s exceptional photography and engaging, lively writing style will introduce:

  • visual sociology as embodied observation
  • visual sociology as semiotics
  • visual sociology as an approach to data: empirical, narrative, phenomenological and reflexive
  • visual sociology as an aspect of photo documentary
  • visual sociology and multimedia.

This definitive textbook is made up of eleven chapters on the key topics in visual sociology. With teaching and learning guidance, as well as clear, accessible explanations of current thinking in the field, this book will be an invaluable resource to all those with an interest in visual sociology, research methods, cultural geography, cultural theory or visual anthropology.

 

Ambient Intelligence, Augmented Reality, Books, Design, HCI, Persuasive Technologies, Smart Objects, Theory

Wearing Embodied Emotions: A Practice Based Design Research on Wearable Technology

April 29, 2014

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by Secil Ugur (Author)

Today, people are in an era of digitally mediated Human-to-Human Interaction, which cannot provide full sensorial contact and therefore, emotions cannot be communicated completely. The intimate cover of the human body, i.e. garment is the interface, where many personal traits are embodied. With the improvements in textile and electronics industry, this embodiment can be carried on a higher level, where the garments become dynamic interfaces and extensions of the human body. This book consists of a research on skin, clothes and technology as extensions of human body, emotions, technology-mediated emotions and a design practice that explores the communicative level of wearable technology through turning it into a living surface, which can convert intangible data to tangible in order to provide an emotional communication. This book aims to show how Human-Technology interaction is carried into an alternative context, where technology dissolves in use and starts serving for enhancing HHI.
Books, Design

B is for Bauhaus: An A-Z of the Modern World

March 28, 2014

 

Unknown-6by Deyan Sudjic

This book is not a dictionary, though it tells you all you need know about everything from Authenticity to Zips. It’s not an autobiography, though it does offer a revealing and highly personal inside view of contemporary culture.

It’s an essential tool kit for understanding the world around us. It’s about what makes a Warhol a genuine fake; the creation of national identities; the mania to collect. It’s also about the city as seen from the rear view mirror of Grand Theft Auto V; digital ornament and why we value imperfection. It’s about drinking a bruisingly dry martini in Adolf Loo’s American bar in Vienna, and about Hitchcock’s film sets. It’s about the modern world of fashion, technology, design and art.

Born in London, Deyan Sudjic studied architecture in Edinburgh, edited Domus in Milan, was the director of the Venice architecture biennale, and a curator in Glasgow, Istanbul and Copenhagen. The author of The Language of Things and The Edifice Complex, Deyan Sudjic is now Director of the Design Museum, London.

Books, Design, Design for Behavior, HCI, Persuasive Technologies, playstudies, Transmedia Storytelling

A Game Design Vocabulary

March 12, 2014

game vocabulary

Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do?

The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve.

The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them.

Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences…complement intuition with design discipline…and craft games that succeed brilliantly on every level.

  • Liberate yourself from stale clichés and genres
  • Tell great stories: go way beyond cutscenes and text dumps
  • Control the crucial relationships between game “verbs” and “objects”
  • Wield the full power of development, conflict, climax, and resolution
  • Shape scenes, pacing, and player choices
  • Deepen context via art, animation, music, and sound
  • Help players discover, understand, engage, and “talk back” to you
  • Effectively use resistance and difficulty: the “push and pull” of games
  • Design holistically: integrate visuals, audio, and controls
  • Communicate a design vision everyone can understand
Books, Design, HCI, Smart Objects, Theory, Tools

Visualization and Engineering Design Graphics with Augmented Reality

March 10, 2014

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This book is designed as a learning tool to help the aspiring engineer learn the language of engineering graphics. In this regard, this book is hardly unique, as there have been literally hundreds of books published in the past that had a similar goal. The main challenge faced by engineering graphics books comes from the difficulty of representing and describing three dimensional information on paper, which is a consequence of the two dimensional nature of printed materials.

What makes this book invaluable is the use of Augmented Reality, a technology that will allow you to escape the limitations of traditional materials enabling you, the student, to truly visualize the objects being described in full 3D. To take full advantage of this book you will need a smartphone, tablet or computer with a web camera, along with the software or apps provided*. Many parts of the book are linked to specific augmented reality content through a series of black and white markers that have been seamlessly integrated throughout the pages. In order to experience the content, your device s camera must be pointed at these markers. The main marker, available at the beginning of the book, is used to interact with the augmented reality models, which will be rendered in real time in your device s screen.

* If you do not have an iOS device, Android device or a computer with a webcam, SolidWorks files of the models used throughout the book are included on the CD. In addition, STL files have been provided so the models can be opened using your solid modeling CAD package of choice or printed using a 3D printer.

 

Books, Design, Design for Behavior, Persuasive Technologies, Theory, Transmedia Storytelling

Behavioral Economics: A History

February 17, 2014

behavioural economics

This book presents a history of behavioral economics. The recurring theme is that behavioral economics reflects and contributes to a fundamental reorientation of the epistemological foundations upon which economics had been based since the days of Smith, Ricardo, and Mill. With behavioral economics, the discipline has shifted from grounding its theories in generalized characterizations to building theories from behavioral assumptions directly amenable to empirical validation and refutation. The book proceeds chronologically and takes the reader from von Neumann and Morgenstern’s axioms of rational behavior, through the incorporation of rational decision theory in psychology in the 1950s-1970s, and to the creation and rise of behavioral economics in the 1980s and 1990s at the Sloan and Russell Sage Foundations.

Books, Design, Theory

Visual Communication Research Designs

February 10, 2014

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Keith Kenney (Author) (Ph.D. Michigan State University) is an associate professor in the School of Journalism and Mass Communications at the University of South Carolina. He is the founding editor of Visual Communication Quarterly, and he served as an editor of theHandbook of Visual Communication. He continues to shoot documentary-style photographs and videos.

Visual Communication Research Designs provides a step-by-step guide for designing research involving visuals relevant to communications media. This volume explains the process from conceptualization to research questions, instrumentation, analysis, and reliability and validity checks. It also addresses the lack of sufficient methods to answer  theoretical questions attending visual communication. This resource has been developed in response to the circumstance in which, in many cases, the methodologies used for verbal and textual communications are inappropriate or ineffective when applied or adapted for the study of visual communications. Additionally, research articles from ethnography, action research, rhetoric, semiotics, psychology, cultural studies, and critical theory often do not use examples appropriate to visual communication readers. To address these issues, this book explains in clear and straightforward language key research designs, including new methodologies, that are appropriate for scholars and students conducting visual communication research.

Organized into three parts — production, analysis, and effects of visuals – this research text provides guidance in using, interpreting and measuring the effects of visual images.

It addresses such topics as:

  • producing photographs and video that can be used as research data;
  • interpreting images that already exist;
  • measuring the effects of visuals and to understand their use by different groups.

Ethical issues are included, as well as a discussion of the advantages and limitations of each method. “War stories” are provided by experienced researchers, who discuss a particular research project and explain pitfalls to avoid, as well as what to do when problems occur.

The primary audiences are scholars, researchers, and students conducting research on motion pictures, video, television, photographs, illustrations, graphics, typography, political cartoons, comic books, animation, and other media with a visual component. Individuals will use this text whenever they need to conduct research that involves visuals in the media. The book will be a required text for advanced courses in visual culture, seminars on visual communication research, and other research methods courses integrating a visual component.

 

Books, Design, Media Art, Theory

Doing Visual Ethnography

February 4, 2014

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by Sarah Pink

Essential reading for anyone wishing to engage with images, technologies and society, Doing Visual Ethnography is a milestone in ethnographic and visual research. The third edition of this classic text includes new chapters on web-based practices for visual ethnography and the issues surrounding the representation, interpretation and authoring of knowledge with the rise of digital media.

The book provides a foundation for thinking about visual ethnography and introduces the practical and theoretical issues relating to the visual and digital technologies used in the field.

Drawing upon her original research and the experiences of other ethnographers, Sarah Pink once again challenges our understanding of the world and sets new agendas for visual ethnography by:

  • Helpfully illustrating key concepts within real world contexts
  • Introducing examples from both analogue and digital media
  • Exploring material and electronic texts
  • Setting out the shift towards applied, participatory and public visual scholarship.

This book is a must-have for students and researchers across the social sciences who are interested in incorporating audiovisual media into their research practice.

Augmented Reality, Books

Prototyping Augmented Reality

January 9, 2014

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by Tony Mullen  (Author)
Learn to create augmented reality apps using Processing open–source programming language Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first–down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open–source programming language, and other languages. This unique book is an easy–to–follow guide on how to do it. Guides you through the emerging technology of Augmented Reality (AR) Shows you how to use 3D data with the Processing programming environment and other languages to create AR prototypes for the web, smartphones, Macs, and PCs Helps 3D artists and designers who want to move into the AR market but don′t have programming skills Covers the essentials of 3D programming, creating objects for an AR library, building and exporting 3D models, and much more Explains how to interactively link 3D to physical, virtual, and streaming environments Author Tony Mullen is both an artist and a programmer and perfectly suited to explain how to bridge these two worlds, as he so deftly does in Prototyping with Augmented Reality .
Books, Design, Design for Behavior, Media Art, Theory

Practice-led Research, Research-led Practice in the Creative Arts

January 4, 2014


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Practice-led Research, Research-led Practice in the Creative Arts (Research Methods for the Arts and Humanities)

Roger T. Dean (Author, Editor), Hazel Smith (Editor)
This book addresses one of the most exciting and innovative developments within higher education: the rise in prominence of the creative arts and the accelerating recognition that creative practice is a form of research. The book considers how creative practice can lead to research insights through what is often known as practice-led research. But unlike other books on practice-led research, it balances this with discussion of how research can impact positively on creative practice through research-led practice. The editors posit an iterative and web-like relationship between practice and research. Essays within the book cover a wide range of disciplines including creative writing, dance, music, theatre, film and new media, and the contributors are from the UK, US, Canada and Australia. The subject is approached from numerous angles: the authors discuss methodologies of practice-led research and research-led practice, their own creative work as a form of research, research training for creative practitioners, and the politics and histories of practice-led research and research-led practice within the university. The book will be invaluable for creative practitioners, researchers, students in the creative arts and university leaders. Key Features *The first book to document, conceptualise and analyse practice-led research in the creative arts and to balance it with research-led practice *Written by highly qualified academics and practitioners across the creative arts and sciences *Brings together empirical, cultural and creative approaches *Presents illuminating case histories of creative work and practice-led research.
Books, Design for Behavior, HCI, Persuasive Technologies, Theory

Designing for Behavior Change: Applying Psychology and Behavioral Economics

November 27, 2013

behaviourchangebook

A new wave of products is helping people change their behavior and daily routines, whether it’s exercising more (Jawbone Up), taking control of their finances (HelloWallet), or organizing their email (Mailbox). This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals.

Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes.

  • Learn the three main strategies to help people change behavior.
  • Identify your target audience and the behaviors they seek to change.
  • Extract user stories and identify obstacles to behavior change.
  • Develop effective interface designs that are enjoyable to use.
  • Measure your product’s impact and learn ways to improve it.
  • Use practical examples from products like Nest, Fitbit, and Opower.
Books, Design for Behavior, HCI, Persuasive Technologies, playstudies, Smart Objects, Theory

Computer Systems Experiences of Users with and Without Disabilities: An Evaluation Guide for Professionals

computersystems users

This book provides the necessary tools for the evaluation of the interaction between the user who is disabled and the computer system that was designed to assist that person. It creates an evaluation process able to assess the user’s satisfaction with a developed system. It takes into account all of the individuals involved in the evaluation process. It presents a new theoretical perspective in the human computer interaction evaluation of disabled persons.

Ambient Intelligence, Augmented Reality, Books, Design for Behavior, HCI, Internet of Things, Persuasive Technologies, Smart Objects, Theory, Tools

Understanding Augmented Reality: Concepts and Applications

November 8, 2013

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by Alan B. Craig  (Author)

Augmented reality is one of the newest innovations in the electronics industry. It is the superimposing of graphics, audio and other sense enhancements onto real-time environments – combining the physical and virtual worlds. Recent examples include the following: on TV, you have the super-imposed first down line in football games; on cell phones, apps now use the phone’s camera and GPS capabilities to gather info about one’s surrounding area, overlaying this information on the phone’s screen. The essential components of Augmented Reality are simple: A computer (cell phone or laptop), a camera, sensors (GPS, touch, accelerometer, compass) and finally tracking software. But there are so many ways to develop AR technologies. Some applications are dependent on computer vision algorithms; others use other devices such as GPS, gyroscopes, accelerometers and other sensors. Likewise, numerous software libraries are emerging that offer different approaches to AR technologies. It is confusing, at best, trying to determine the best approach to take, and the most appropriate system architecture and software to use when developing your own AR applications. Enter this book – a technical overview to the entire medium that provides the necessary background of what AR really is, the lay of the land in terms of hardware, software, interaction techniques, content development, and usability concerns to prepare you to create compelling and appropriate AR applications. You can explore the different techniques and approaches used in developing AR applications. This book helps untangle the seemingly endless different approaches that are being taken in the market today. You can learn from the author’s deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers. Associated website includes: sample projects and additional code, cool application examples available for download, links to interesting applications that support the points being made in the book.
Books, Design, Theory

Visual Methodologies: An Introduction to Researching with Visual Materials

November 4, 2013

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by Gillian Rose  (Author)

“If you need to carry out research into visuals then Rose’s book provides straight forward practical assistance for how to do so… She explains clearly how we can deal with the visual from diverse approaches such as content analysis, semiotics, psychoanalysis and discourse analysis, all explained carefully, using examples, in terms of the stages of a research project.”
– David Machin, Cardiff University

The authoritative introductory text on the methods of visual research. Conveying the richness and excitement of visual culture research, Rose expertly navigates across a range of methodologies, explaining in detail their particular usefulness and limitations through practical examples.”
– Julie Doyle, University of Brighton

“A welcome overview of the state of the field. Visual Methodologies succeeds both as an introductory text, certain to be widely adopted in the classroom, and as a sophisticated refresher course for those who have followed the rapid maturation of this remarkable interdisciplinary discourse
– Martin Jay, University of California, Berkeley

With over 25,000 copies sold worldwide, Gillian Rose’s book is the bestselling critical introduction to the study and analysis of visual culture.

Each chapter provides a rigorous examination and demonstration of an individual methodology, with case studies, colour images, suggested further reading and visual examples throughout.

Reflecting changes in the way society consumes and creates its visual content, the updatedThird Edition includes:

  • A companion website featuring additional examples of digital media, social media, and moving images. Visit www.sagepub.co.uk/rose
  • An additional chapter and expanded coverage on social and new media, and more information on the mass media in general (TV, print and broadcasting)
  • An expanded focus on how each method can be used in relation to a range of different visual materials
  • A new chapter on how to use visual materials for research and the presentation of research findings.


A now classic text, the book will be used by undergraduates, postgraduates, researchers and academics looking to understand and clearly grasp the complex debates and ideas in visual analysis and interpretation

Books, Design, HCI, Internet of Things, playstudies, Theory

Computers As Theatre, 2nd Edition

October 7, 2013

computer theatre

Brenda Laurel’s Computers as Theatre revolutionized the field of human-computer interaction, offering ideas that inspired generations of interface and interaction designers — and continue to inspire them. Laurel’s insight was that effective interface design, like effective drama, must engage the user directly in an experience involving both thought and emotion. Her practical conclusion was that a user’s enjoyment must be a paramount design consideration, and this demands a deep awareness of dramatic theory and technique, both ancient and modern. Now, two decades later, Laurel has revised and revamped her classic, reflecting all that’s happened, all she’s learned, and emerging technologies that will transform human-computer interaction yet again. Beginning with a clear analysis of classical drama theory, Laurel explores new territory through the lens of dramatic structure and purpose.

This new edition, directed to a far wider audience, is written more simply and elegantly, packed with new examples, and replete with exciting and important new ideas. Utterly unique among books on interface/interaction design, Computers as Theatre, Second Edition: * Draws lessons from sources ranging from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors * Analyzes the most relevant vectors in the historical development of computer technology and interaction design since the late 20th Century * Integrates values-driven design as a key principle (linking the “sacred civic duty” of ancient Greek theatre to the modern civic function of design) * Integrates key ideas about virtual reality * Reflects important work by other pioneers such as Michael Mateas, Noah Wardrip-Fruin, Mary Flanagan and Henry Jenkins * Covers new frontiers including augmented reality, distributed and participatory sensing, interactive public installations and venues, and design for emergence Once more, Brenda Laurel will help you see the connection between humans and computers.

Ambient Intelligence, Books, Design for Behavior, HCI, Internet of Things, Persuasive Technologies, Smart Objects, Theory

The Silent Intelligence: The Internet of Things

September 20, 2013

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The Silent Intelligence is a book about the Internet of Things. We talk about the history, trends, technology ecosystem and future of Connected Cities, Connected Homes, Connected Health and Connected Cars. We also discuss the most exciting growth areas for entrepreneurs and venture capital investors. We share exciting stories and unique opinions of more than 30 industry veterans, experts and visionaries from Google, Ericsson, AT&T, Qualcomm, SAP, MIT, Jawbone and many others. We called this book The Silent Intelligence because most of the activity and growth in the space so far has been outside of mainstream visibility. Our aim is to help executives, entrepreneurs, investors and everybody who is interested in this topic, better understand the opportunities and challenges of the Internet of Things. We also hope that the new growth opportunities discussed in this book will be as exciting to you as they are to us.
Ambient Intelligence, Books, Design for Behavior, Internet of Things, Persuasive Technologies, Theory

Age of Context: Mobile, Sensors, Data and the Future of Privacy

September 5, 2013

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In 2006, co-authors Robert Scoble and Shel Israel wrote Naked Conversations, a book that persuaded businesses to embrace what we now call social media. Six years later they have teamed up again to report that social media is but one of five converging forces that promise to change virtually every aspect of our lives. You know these other forces already: mobile, data, sensors and location-based technology. Combined with social media they form a new generation of personalized technology that knows us better than our closest friends. Armed with that knowledge our personal devices can anticipate what we’ll need next and serve us better than a butler or an executive assistant. The resulting convergent superforce is so powerful that it is ushering in a era the authors call the Age of Context. In this new era, our devices know when to wake us up early because it snowed last night; they contact the people we are supposed to meet with to warn them we’re running late. They even find content worth watching on television. They also promise to cure cancer and make it harder for terrorists to do their damage. Astoundingly, in the coming age you may only receive ads you want to see. Scoble and Israel have spent more than a year researching this book. They report what they have learned from interviewing more than a hundred pioneers of the new technology and by examining hundreds of contextual products. What does it all mean? How will it change society in the future? The authors are unabashed tech enthusiasts, but as they write, an elephant sits in the living room of our book and it is called privacy. We are entering a time when our technology serves us best because it watches us; collecting data on what we do, who we speak with, what we look at. There is no doubt about it: Big Data is watching you. The time to lament the loss of privacy is over. The authors argue that the time is right to demand options that enable people to reclaim some portions of that privacy.
Ambient Intelligence, Augmented Reality, Books, Persuasive Technologies, playstudies, Theory, Transmedia Storytelling

The Art of Immersion

September 4, 2013

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The Art of Immersion – a highly praised book – author Frank Rose explains his understanding of storytelling, and what it means for us all:

Some quotes from the webpage:

 What we’re witnessing is the emergence of a new form of narrative that’s native to the In­ternet. Told through many media at once in a nonlinear fashion, these new narratives en­cour­age us not merely to watch but to par­ticipate, often engaging us in the same way that games do. This is “deep media”: stories that are not just entertaining but immersive, that take you deep­er than an hour-long TV drama or a two-hour movie or a 30-second spot will permit.

From this point forward, storytellers of every persuasion will need to function in a world in which distinctions that were clear throughout the industrial age are be­coming in­creasingly blurred:

  • The blurring of author and audience: Whose story is it?
  • The blurring of story and game: How do you engage with it?
  • The blurring of entertainment and marketing: What function does it serve?
  • The blurring of fiction and reality: Where does one end and the other begin?

In THE ART OF IMMERSIONWired correspondent Frank Rose describes why this is happening to us.

“Highly readable, deeply engaging . . . accessible and urgent.”

—Henry Jenkins, author of Convergence Culture

The Art of Immersion is a must read for all filmmakers.”

—Ted Hope, producer of 21 Grams and The Laramie Project

 

More reviews:


“The Web lets us dive deeper than ever before, though into what is up to us. A new avant-garde is taking the plunge – not underground, but online. For those of us lagging behind, wading rather than diving into art’s new cyber-sphere, Frank Rose makes an excellent guide.” The Atlantic

 

★ “Like Marshall McLuhan’s groundbreaking 1964 book, Understanding Media, this engrossing study of how new media is reshaping the entertainment, advertising, and communication industries is an essential read.” —Library Journal

 

“Fascinating . . . [Frank Rose] talks about how the Internet is changing the way we create and consume narrative. He notes that media innovations, such as radio or television, take a few decades before we learn how to best utilize them. TV started out as live broadcasts and ended up creating a new form of narrative. The Internet started out as a digital repository for print journalism, but is now creating a new form of engagement. ‘We are ceasing to be consumers of mass media,’ says Rose, ‘we are becoming participants in social media—a far more fluid environment in which we simultaneously act as producers, consumers, curators, and commentators, sharing our thoughts and perceptions with people we know and people we don’t.'”
—Arianna Huffington, The Huffington Post

 

“The worldwide web has already begun to have an influence on imaginative ex­pres­sion. The Internet, as Frank Rose writes in The Art of Immersion, ‘is the first me­dium that can act like all media. It can be text, or audio, or video, or all of the above. . . .’ According to Rose, ‘a new type of narrative is emerging – one that’s told through many media at once in a way that’s nonlinear, that’s participatory and often game-like, and that’s designed above all to be immersive. This is deep media.'”
Robert McCrum, The Observer

 

“Compelling . . . The era of the couch potato, argues Rose, is at an end. . . . From Star Wars to Lost (‘television for the hive mind’), it is the immersive, ‘fractal-like com­plexity’ of storytelling that turns on digital audiences and sends them online to extend the fantasy via wikis, Twitter and blogs.” —P.D. Smith, The Guardian

 

“It’s a grand trip, taking in everything from Charles Dickens to Super Mario and Avatar. The book is meticulously researched, persuasively constructed and benefits from an impressive level of access.” New Scientist

 

 

“Tremendously lively and clever . . . An intelligent guide to how technologies have created new opportunities for narrative.” —Scotland on Sunday

 

“Clear, concise and scrupulously fact-checked . . . For anyone even remotely in­terested in a how-we-got-here-and-where-we’re-going guide to interactive, socially-networked entertainment, it’s an essential read.” —David Hughes, Empire

 

“As the American Frank Rose argues in his book The Art of Immersion, TV pro­grammes such as the internationally successful drama Lost have spread out from their original shape, partly . . . because scriptwriters have become influenced by games culture.” —BBC World Service

 

“An exciting book which shows how the Internet is changing the world of entertainment. . . . Frank Rose describes an ongoing artistic revolution that breaks with traditional, linear narrative and gives us a new understanding of reality.”
TF1 News

 

“An inquiry into the heart of the culture industry. . . . [The Art of Immersion] reflects on the unstable borders of fiction—before and after the digital revolution—and even on the definition of a work of art.” —Les Inrockuptibles

 


“With this book, Rose seeks to convey the message that we are only at the beginning of a radical anthropological shift. The revolution brought about by the Internet is altering reality, and this transformed world is inventing its own language and its own codes to portray itself.” —Libération

 

“A new media bible.” la Repubblica

 

“Television has not disappeared, nor will it. But content production is changing pro­foundly. The networked computer has facilitated the rise of deep media, that is, me­dia which take into account the exhaustion of the unidirectional broadcast model of television, pointing directly to the involvement of the audience as generators of con­tent. It is to these deep media that the book is dedicated.”
Benedetto Vecchi, il Manifesto

 

“A comprehensive overview of the evolution of the way we create culture and enter­tainment.” —la Stampa

 

“Captivating . . . We’re in the midst of a fascinating – and delirious, often over­whelming – cultural moment, one that Rose, with his important new book, astutely helps us to understand.” —Holly Willis, KCET-TV Los Angeles

 

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“An essential overview . . . Applications in the academic world are clear (it is already on the syllabi for classes at USC and Columbia), but it also constitutes a prerequisite for those wishing to enter Hollywood, and marketers or PR professionals wishing to engage an increasingly fragmented audience.”
International Journal of Advertising

 

“In his terrific new book, The Art of Immersion, [Frank Rose] captures the need for new thinking. . . . We need tools to tell new stories for new times, and our stories right now reflect our culture: they’re fragmented, dispersed, remixed and remade. They’re networked and participatory and nonlinear.” —Filmmaker

Books, Design, Design for Behavior, playstudies, Theory, Transmedia Storytelling

Designing Games: A Guide to Engineering Experiences

August 14, 2013

.designing games

How do video games resonate with players to become worldwide hits? This practical book shows you how the right combination of story elements, psychology, and game theory can generate emotionally charged experiences that take players beyond mindless entertainment. Author and experienced game designer Tynan Sylvester takes you through everything from narrative to motivation, using down-to-earth advice and real-world examples. Great games affect people in ways that stories alone cannot, and there are lots of possibilities yet to discover.

This book is a light along that path. Learn how to make practical design decisions and weigh trade offs Establish a planning horizon and test your design through iteration Find low-cost, high-reward solutions for making your game accessible yet deep Understand methods for balancing levels, scheduling rewards, and designing rich multilayer interactions Provide motivation, and discover how to make the game just difficult enough

Books, Design, Media Art, Theory

The Methodological Dilemma: Creative, critical and collaborative approaches to qualitative research

August 4, 2013

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Kathleen Gallagher (Editor)

This thought-provoking book challenges the way research is planned and undertaken and equips researchers with a variety of creative and imaginative solutions to the dilemmas of method and representation that plague qualitative research.

Fascinating and inspiring reading for any researcher in the Social Sciences this comprehensive collection encourages the reader to imagine the world in evermore complex and interesting ways and discover new routes to understanding.

Some of the most influential figures in educational research consider questions such as:

  • How does a socio-political context change the course of our research?
  • What counts as a ‘truthful account’ in qualitative research?
  • How do the voices of theory and the voices of ‘research subjects’ struggle to be heard in our research narratives?
  • How can qualitative researchers ethically navigate the difficult terrain of research relationships?
  • How is the material body rendered in qualitative research?

Each chapter reveals a range of troubling dilemmas related to the critical aspects of research methodology in the Social Sciences and uses an illustrative case to elucidate the issues encountered by the researcher. Each writer brings a fierce philosophical spirit to her work, showing how methods or techniques of data-gathering grow from the theory and analysis of how research proceeds.

A range of topics are addressed in a cross-disciplinary approach which will appeal to all scholars of qualitative research, undergraduate students in education programs and graduate students in a range of disciplines

Books, Theory

Design Research Through Practice: From the Lab. Field. and Showroom

July 9, 2013

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by Ilpo Koskinen John Zimmerman  Thomas Binder  Johan Redstrom (Authors)

Businesses and the HCI and Interaction Design communities have embraced design and design research. Design research as a field blends methodologies from several disciplines – sociology, engineering, software, philosophy, industrial design, HCI/interaction design — so designers can learn from past successes and failure and don’t have to reinvent the wheel for each new design (whether it’s a digital product, a building, an airplane or furniture). They take into account form, function, and, ultimately, users.

Many books exist in the research and academic realm for this field, but none create a usable bridge to design practice. Although business people are embracing design, they are not going to become designers. Design researchers need tools to apply their research in the real world.

Design Research through Practice takes advanced design practice as its starting point, but enriches it to build a design process than can respond to both academic and practical problems. The aims of the book are to study three design research traditions that cover methodological directions in current leading research community. Taking you from the Lab, Field and to the Showroom, Ilpo Koskinen and his group of researchers show you successful traditions in design research that have been integrated into processes and products.  Bridging the gap from design research to design practice, this is a must have for any designer.

. Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects

. Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems

. Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects

Books, Design, Theory

The SAGE Handbook of Visual Research Methods

February 4, 2013

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by Eric Margolis (Editor), Luc Pauwels (Editor)

This book captures the state of the art in visual research. Margolis and Pauwels have brought together, in one volume, a unique survey of the field of visual research that will be essential reading for scholars and students across the social sciences, arts and humanities.

The SAGE Handbook of Visual Research Methods encompasses the breadth and depth of the field, and points the way to future research possibilities. It illustrates ‘cutting edge’ as well as long-standing and recognized practices. This book is not only ‘about’ research, it is also an example of the way that the visual can be incorporated into data collection and the presentation of research findings. Chapters describe a methodology or analytical framework, its strengths and limitations, possible fields of application and practical guidelines on how to apply the method or technique.

The Handbook is organized into seven main sections:

– Framing the Field of Visual Research

– Producing Visual Data and Insight

– Participatory and Subject-Centered Approaches

– Analytical Frameworks and Approaches

– Visualization Technologies and Practices

– Moving Beyond the Visual

– Options and Issues for Using and Presenting Visual Research.

Eric Margolis is an Associate Professor in the Hugh Downs School of Human Communication. He is President of the International Visual Sociology Association.

Luc Pauwels is Professor of Visual Culture at the University of Antwerp. He is Chair of the Visual Communication Studies Division of the ICA and Vice-President of the International Visual Sociology Association (IVSA).

 

Ambient Intelligence, Books, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Tools, Transmedia Storytelling

Augmented Reality: An Emerging Technologies Guide to AR

November 14, 2012

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With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade’s most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers.

  • Educates readers how best to use augmented reality regarless of industry
  • Provides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods
  • Includes actual examples and case studies from both private and government applications
Ambient Intelligence, Books, Design, Design for Behavior, HCI, Persuasive Technologies, Smart Objects, Theory, Transmedia Storytelling

Brainfluence: 100 Ways to Persuade and Convince Consumers with Neuromarketing

October 25, 2012

brainfluence

Brainfluence explains how to practically apply neuroscience and behavior research to better market to consumers by understanding their decision patterns. This application, called neuromarketing, studies the way the brain responds to various cognitive and sensory marketing stimuli. Analysts use this to measure a consumer’s preference, what a customer reacts to, and why consumers make certain decisions. Roger Dooley is the creator and publisher of Neuromarketing, the most popular blog on using brain and behavior research in marketing, advertising, and sales.

Books, Design, HCI, Persuasive Technologies, playstudies, Theory

Game Design Secrets

October 22, 2012

game secrets

Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit!

This invaluable resource shows how to put into action the proven design and marketing techniques from the industry’s best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web.

The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture.

Provides an overview of the most popular game platforms and shows how to design games for each.

Contains the basic principles of game design that will help promote growth and potential to generate revenue Includes interviews with top independent game developers who reveal their success secrets.

Offers an analysis of future trends that can open (or close) opportunities for game designers.

Game Design Secrets provides aspiring game designers a process for planning, designing, marketing, and ultimately making money from new games.

Books, Design for Behavior, HCI, Persuasive Technologies

The Why Axis: Hidden Motives and the Undiscovered Economics of Everyday Life

October 18, 2012

why axis

Based on groundbreaking original research, The Why Axis is a colorful examination of why people do what they do—observed through the lens of incentives that can spur people to achieve.

Uri Gneezy and John List are like the anthropologists who spend months in the field studying the people in their native habitats. But in their case they embed themselves in our messy world to try and solve big, difficult problems, such as the gap between rich and poor students and the violence plaguing inner city schools; the real reasons people discriminate; whether women are really less competitive than men; and how to correctly price products and services.

Their field experiments in the factories, communities, and shops where real people live, work, and play show how economic incentives can change outcomes. Their results will change the way we both think about and take action on big and little problems, and force us to rely no longer on assumptions, but upon the evidence of what really works.

Books, Design, HCI, playstudies, Theory

Playful Design: Creating Game Experiences in Everyday Interfaces

August 20, 2012

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Game design is a sibling discipline to software and Web design, but they’re siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.

Buy at Amazon

Books, Persuasive Technologies, playstudies, Smart Objects

Ethnographies of the Videogame

August 5, 2012
Ethnographies of the Videogame: Gender, Narrative and Praxis
by Helen Thornham, City University London, UK
Ethnographies of the Videogame
Ashgate, July 2011, 218 pages
[Amazon UK link]
Ethnographies of the Videogame  uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a ‘tool’ through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media.

The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology.

Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.

Helen Thornham is Lecturer in Sociology and Media at City University, London, UK

Books, Design, HCI, Persuasive Technologies, Theory, Tools

Healthy Feedback Loops: Devices, Apps, and Portals

July 20, 2012

health

This complimentary report covers much of the activity going on in feedback loops in healthcare and ncludes a number of examples of different ways that consumer health companies are using various incentives to encourage users to make healthier decisions. It’s a worthwhile review for longtime MobiHealthNews readers, but also a great introductory report for those who recently joined the digital health fray. Healthy Feedback Loops Devices, Apps, and Portals will appeal to readers who are both new to the subject and those who have worked in mobile health for years.

Download the report

Via: MobileHealthNews

Ambient Intelligence, Books, Internet of Things, people, Persuasive Technologies, Smart Objects, Theory

A sense of place, a world of Augmented Reality

July 5, 2012
 

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Architectural historian Mitchell Schwarzer has published a two-part essay that explores how technology — especially the real-time, mediating imageries of augmented reality — influences how we perceive and inhabit place.“We’re in the first stage of a transformation of our sense of place,” he writes, “as momentous as that which occurred a couple of centuries ago, when products from smoke-stacked factories forged modern society.” Today, he argues, the “convergence of mobile phone, camera, wireless Internet and satellite communication — the key ingredients of the digital handheld — accelerates the reconstitution of place from real, occupied space to a collage of here and there, past and present.”

Mitchell Schwarzer is Professor of Visual Studies at California College of the Arts and a historian of architecture, landscape and urbanism.

Read article: Part 1 | Part 2

Via: Experienta

 

Books, Design, HCI, playstudies, Transmedia Storytelling

Storytelling for User Experience: Crafting Stories for Better Design

June 10, 2012

storytelling user experience

Authors: Whitney Quesenbery, Kevin Brooks

We all use stories to communicate, explore, persuade, and inspire. In user experience, stories help us to understand our users, learn about their goals, explain our research, and demonstrate our design ideas. In this book, Quesenbery and Brooks teach you how to craft and tell your own unique stories to improve your designs.
Testimonials:
“Stories facilitate a level of communication that is as close to telepathy as you can get. Kevin and Whitney guide you to use storytelling in `how to’ scenarios so smoothly that you may never realize how far you leapfrogged ahead and never know the mistakes you didn’t make because of this book. It’s that good.”
—Annette Simmons, author of The Story Factor
“A very practical, readable survey of ways to use
Ambient Intelligence, Books, Design, HCI, Internet of Things, playstudies, Smart Objects, Theory, Tools

Smart surfaces

June 9, 2012

Whether luminous wallpaper, curtains that produce electricity, or self-cleaning windowpanes, more than ever before innovations in surface technologies are influencing and will continue to revolutionize the use of materials in architecture, interior design, and design.

The new smart surfaces expand considerably design possibilities for architects and designers. Their use leads to new typologies and concepts that can also do justice to changes in expectations for buildings and design.

The impression we have of a building or an object is increasingly determined by its surface qualities. Designers are thus confronted anew with the question of “appropriate materials” when dealing with smart surfaces.

Smart Surfaces brings these design fields into the creative focus of planners and designers, and emphasizes concrete possibilities for applications. Planning fundamentals, including cost-benefit analyses, and questions related to building, including details of constructions, are presented in a clear and intelligible way. The various materials are introduced and their potentials assessed. Smart Surfaces not only offers a good overview of the themes but also provides inspiration for making use of these new surfaces.

A book for everyone who wishes to be inspired by the possibilities for innovative surface technologies.

Book at Amazon.

Books, Theory

Interpretative Phenomenological Analysis: Theory, Method and Research

May 14, 2012

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by Jonathan A Smith  (Author), Paul Flowers (Author), Michael Larkin (Author)

‘It is not often I can use “accessible” and “phenomenology” in the same sentence, but reading the new bookInterpretative Phenomenological Analysis…certainly provides me the occasion to do so. I can say this because these authors provide an engaging and clear introduction to a relatively new analytical approach’ – The Weekly Qualitative Report

Interpretative phenomenological analysis (IPA) is an increasingly popular approach to qualitative inquiry. This handy text covers its theoretical foundations and provides a detailed guide to conducting IPA research.

Extended worked examples from the authors’ own studies in health, sexuality, psychological distress and identity illustrate the breadth and depth of IPA research.

Each of the chapters also offers a guide to other good exemplars of IPA research in the designated area. The final section of the book considers how IPA connects with other contemporary qualitative approaches like discourse and narrative analysis and how it addresses issues to do with validity. The book is written in an accessible style and will be extremely useful to students and researchers in psychology and related disciplines in the health and social science

 

Books, Design, HCI, Theory

Book: Design Act

May 2, 2012

Design Act – Socially and Politically Engaged Design Today. Critical Roles and Emerging Tactics, edited by Magnus Ericson and Ramia Mazé, the founders of the DESIGN ACT project (available on Amazon USA and UK)

Publishers IASPIS and Sternberg Press write: Design Act: Socially and Politically Engaged Design Today–Critical Roles and Emerging Tactics is a project that presents and discusses contemporary design practices that engage with political and societal issues. Since 2009, the Iaspis project Design Act has been highlighting and discussing practices in which designers have been engaging critically as well as practically in such issues. Itself an example of applied critical thinking and experimental tactics, the process behind the Design Act project is considered as a curatorial, participatory and open-ended activity. Design Act has developed through an online archive, public events, and an international network.

Books, HCI, Internet of Things, Theory

Design meets disability

April 27, 2012

Pullin, G. (2009). Design meets disability. Cambridge, Mass.: MIT Press.

Graham Pullin is a lecturer in Interactive Media Design at the University of Dundee. He has worked as a senior designer at IDEO, one of the world’s leading design consultancies, and at the Bath Institute of Medical Engineering, a prominent rehabilitation engineering center in the United Kingdom. He has received international design awards for design for disability and for mainstream products.

“There is huge potential for innovation in the daily lives of disabled people. Graham Pullin’s timely and inspiring book describes a wide range of design challenges; many of these sound niche at first – but have broad potential. What are needed are off-the-wall thinking, design craft, and engineering brilliance — plus disabled people as expert co-designers”. –John Thackara, Designer and author of ‘In the Bubble‘.

Don Norman also wrote a  short review on the book:

A powerful, important book. Eyeglasses made the switch from shameful medical appliance, which is how the British National Health Service labeled them, to revered fashion item, so much so that people who didn’t need glasses would wear them anyway. If eyeglasses can do it, why not hearing aids, wheelchairs, or walkers? Change stigmas into desirables. Moreover, as the proponents of universal design have long proclaimed, meaningful design aids everyone.

Consider the visually impaired – which means you, yes you with the perfect eyesight. If you are in a really tedious, but important meeting, do you dare sneak a look at your wristwatch or phone? No: you have to look as if you are paying full attention. You are visually impaired. So why not a timepiece that gently vibrates the time to you? All of us have impairments at one time or another: why not design for them, helping both ourselves and those who have them permanently. But because we are all impaired one way or another. As we grow older, through both accident and age, all of us will accumulate changes in our abilities, so why not embrace the designs that help us? Make them fashion accessories, make them objects of pride.

This is a powerful book, for not only does it send a strong, welcome message, but it does so with elegance, complete with wonderful photographs aimed at stimulating the imagination and the creative mind. Not all the illustrations are about disabilities. Not all disabilities are disabilities.

Design Meets Disability on Amazon.com

Books, playstudies, Theory, Transmedia Storytelling

The Storytelling Animal: How Stories Make Us Human

April 20, 2012

storytelling animal

Humans live in landscapes of make-believe: we spin fantasies, we devour novels, films, and plays and even our sporting events and criminal trials unfold as narratives. Yet the world of story has long remained an undiscovered and unmapped country. It’s easy to say that humans are “wired” for story, but “why”?

In this delightful and original book, Jonathan Gottschall offers the first unified theory of storytelling. He argues that stories are a way of rehearsing life’s complex social problems: Our penchant for story has evolved, like other behaviors, to enhance our survival, and, crucially, that of our social group. Gottschall explores the deep pattern in children’s make-believe, and what that reveals about story’s prehistoric origins. We are master shapers of story. “The Storytelling Animal “finally reveals how stories shape “us.”

Ambient Intelligence, Books, Internet of Things, Smart Objects, Theory

The Internet of People for a Post-Oil World

March 12, 2012

 

 

 

postoilear

 

Christian Nold and Rob van Kranenburg
Paperback, 67 pages
The Architectural League of New York

In Situated Technologies Pamphlets 8, Christian Nold and Rob van Kranenburg articulate the foundations of a future manifesto for an Internet of Things in the public interest. Nold and Kranenburg propose tangible design interventions that challenge an internet dominated by commercial tools and systems, emphasizing that people from all walks of life have to be at the table when we talk about alternate possibilities for ubiquitous computing. Through horizontally scaling grass roots efforts along with establishing social standards for governments and companies to allow cooperation, Nold and Kranenberg argue for transforming the Internet of Things into an Internet of People.

Download pamphlet (pdf)

Books, Theory

Visual Research: An Introduction to Research Methodologies in Graphic Design

February 24, 2012


Unknown-2by Ian Noble (Author) Russell Bestley (Author)

Visual Research: An Introduction to Research Methodologies in Graphic Design (second edition) is a guide to the practice of researching for graphic design projects. This book explains the key terms and theories that underlie design research; examining the importance of audience, communication theory, semiotics and semantics. It features a range of case studies that demonstrate how the use of rigorous research methods can form the basis of effective visual communication and design problem solving, eschewing end product analysis for a discussion of the way research feeds into the design process. This edition also includes twelve new international case studies, end of chapter exercises, a new chapter on Visual Grammar and a foreword by Ellen Lupton, an internationally renowned graphic designer, writer, curator and educator.
Books, Design, Media Art, Theory

The Art of Looking Sideways

February 7, 2012

Unknown-5

by Alan Fletcher

The Art of Looking Sideways is a primer in visual intelligence, an exploration of the workings of the eye, the hand, the brain and the imagination. It is an inexhaustible mine of anecdotes, quotations, images, curious facts and useless information, oddities, serious science, jokes and memories, all concerned with the interplay between the verbal and the visual, and the limitless resources of the human mind. Loosely arranged in 72 chapters, all this material is presented in a wonderfully inventive series of pages that are themselves masterly demonstrations of the expressive use of type, space, colour and imagery.

This book does not set out to teach lessons, but it is full of wisdom and insight collected from all over the world. Describing himself as a visual jackdaw, master designer Alan Fletcher has distilled a lifetime of experience and reflection into a brilliantly witty and inimitable exploration of such subjects as perception, colour, pattern, proportion, paradox, illusion, language, alphabets, words, letters, ideas, creativity, culture, style, aesthetics and value.

The Art of Looking Sideways is the ultimate guide to visual awareness, a magical compilation that will entertain and inspire all those who enjoy the interplay between word and image, and who relish the odd and the unexpected.

Books, Design, Media Art, Theory

Book: Utopia & Contemporary Art

February 2, 2012

Publisher Hatje Cantz writes: Utopia has become a controversial concept, spanning the field between the belief in an ideal society and the dystopian nightmare. Within the last decade, the contemporary art scene has witnessed a return of utopia and utopian thinking. Whether detectable as an impulse, critically reassessed as a concept, or cautiously or daringly articulated in a specific vision–utopia continues to matter. This publication investigates the meanings of utopia in contemporary art. Theorists, critics, and curators discuss the different ways of thinking and performing utopia in contemporary art from a broad range of angles. The essays explore the current relevance of utopia as well as how people in different societies live, think, act, and imagine.

Olafur Eliasson, Din blinde Passager (Your Blind Passenger), 2010. Photo: Studio Olafur Eliasson

The two parts, Utopia Revisited and Utopian Positions, provide both a theoretical backdrop for the reformulations of utopia in contemporary art as well as examinations of specific utopian stances in connection with the three-year utopia project at ARKEN Museum of Modern Art and solo shows by Qiu Anxiong, Katharina Grosse, and Olafur Eliasson.

Cao Fei , Whose Utopia, 2006

Utopia & Contemporary Art is a collection of essays by curators, art critics, academics and art historians who explore the meaning and place that the concept of utopia has taken in art. Although utopia as a governmental precept has fallen from grace after a series of misguided attempts to put it into practice in the 20th century, the art world is now welcoming the concept back into its critical discourse. Utopia as a mode of thinking can inspire us to take a break from reality and think beyond what is already existing. ‘Utopian’ artworks do not necessarily require from us to take their ideas literally. Their objective is rather to elicit a moment of reflexion and inner questioning “to which extent could the art proposal work?” “how does it compare to the world i live in?” etc.

Utopia & Contemporary Art, edited by Christian Gether, Stine Høholt and Marie Laurberg. (available on amazon UK and USA.)