There's Not an App for That :Mobile User Experience Design for Life

Publication subTitle :Mobile User Experience Design for Life

Author: Robinson   Simon;Marsden   Gary;Jones   Matt  

Publisher: Elsevier Science‎

Publication year: 2014

E-ISBN: 9780124166998

P-ISBN(Paperback): 9780124166912

P-ISBN(Hardback):  9780124166912

Subject: TN925 Radio relay communication, microwave communication

Language: ENG

Access to resources Favorite

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Description

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 screens, the experience, how apps are used, and why they’re used. You’ll find special sections on "challenging your approach", as well as a series of questions you can use to critique and evaluate your own designs. Whether the authors are discussing real-world products in conjunction with suggested improvements, showcasing how existing technologies can be put together in unconventional ways, or even evaluating "far out" mobile experiences of the future, you’ll find plenty of practical pointers and action items to help you in your day-to-day work.

  • Provides you with new and innovative ways to think about mobile design
  • Includes future mobile interfaces and interactions, complete with real-world, applied information that teaches you how today’s mobile services can be improved
  • Illustrates themes from existing systems and apps to show clear paths of thought and development, enabling you to better design for the future

Chapter

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

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Chapter 3 - Opportunity 1.1: Inspired by Food

Multisensory interaction

Material properties impact interaction

Going beyond “good for us”

Takeaways

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Chapter 4 - Opportunity 1.2: Inspired by Fashion

Touching fabric and touching the screen

Wearables that respond to wear

Intimate interfaces

Pret-a-porter

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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

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Chapter 6 - Opportunity 1.4: Inspired by Materials

Modalities and multimodality

Tangibles: Getting physical

Emerging interface materials

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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?

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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?

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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

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Chapter 10 - Problem 3: From Clinical to Clutter

Ordered chaos

So what’s to be done?

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Chapter 11 - Opportunity 3.1: Inspired by Mess

Designing for messy organization

Designing for messy interaction

Designing for mess media

Mess and creativity

Using clutter in the world

Tidying up

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Chapter 12 - Opportunity 3.2: Inspired by Uncertainty

Illustrating the value of uncertainty: Navigation without navigating

Finding your own way

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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

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Chapter 14 - Opportunity 4.1: Mobiles as Props

Designing to encourage people to use their mobiles together

Designing as if mobiles were public rather than private devices

Supporting role to leading actor

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Chapter 15 - Opportunity 4.2: Extravagant Computing

Small screen, large screen

Self-expression and embarrassment

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Chapter 16 - Problem 5: From Distanced to Mindful Interaction

Distancing us

Becoming mindful

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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

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Chapter 18 - Opportunity 5.2: Mindfulness without Apps

Getting rid of apps 1: Building a just-in-time scheme

Getting rid of apps 2: Back to people again

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Chapter 19 - Opportunity 6: From Some to All

Challenges

Opportunities

Designing for sharing

Designing to accommodate literacy levels

Designing platforms that empower

Designing to make a big difference

The road ahead

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Chapter 20 - Bringing Things Together

No time like the present

Beyond phones and apps

Pathways to the future

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Index

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