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TouchIT : understanding design in a physical-digital world / Alan Dix, Steve Gill, Jo Hare, Devina Ramduny-Ellis.
- Format:
- Book
- Author/Creator:
- Dix, Alan, author.
- Gill, Steve, author.
- Hare, Jo, author.
- Ramduny-Ellis, Devina, author.
- Series:
- Oxford scholarship online.
- Oxford scholarship online
- Language:
- English
- Subjects (All):
- Human-computer interaction.
- Industrial design--Data processing.
- Industrial design.
- Design--Human factors--Data processing.
- Design.
- Physical Description:
- 1 online resource (609 pages)
- Place of Publication:
- Oxford : Oxford University Press, [2022]
- Summary:
- '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.
- Contents:
- cover
- Titlepage
- Copyright
- Contents
- Part I Introduction
- 1 Elements of Our Hybrid Existence
- 1.1 Why Study Physicality
- 1.2 Components of the Physical World
- 1.3 Kinds of Things: From Stones to Silicon
- 1.4 The Natural Order
- 1.4.1 The artificial-works of our hands
- 1.5 Coming Together
- 1.5.1 Making things usable-Human-Computer Interaction
- 1.5.2 Of designers, computer-embedded devices and physicality
- 1.6 Different Ways to Touch
- 1.7 Learning about Physicality
- 2 What's Happening Now
- 2.1 Computing in The World
- 2.1.1 Ubiquitous computing (ubicomp)
- 2.1.2 Internet of Things
- 2.1.3 Invisible intelligence
- 2.1.4 Sensors, surveillance, and smart cities
- 2.1.5 Nanotechnology and smart dust
- 2.2 Technology at Our Fingertips
- 2.2.1 Tangible user interfaces (TUI)
- 2.2.2 Haptics and smart materials
- 2.3 Up Close and Personal
- 2.3.1 Mobile and personal devices
- 2.3.2 Wearable computing and fashion
- 2.3.3 Physiological computing
- 2.4 Blending Digital and Physical Worlds
- 2.4.1 Simulated reality
- 2.4.2 Virtual reality
- 2.4.3 Augmented reality and mixed reality
- 2.5 Robots and Automation
- 2.5.1 Human-robot interaction
- 2.5.2 Not being there-telepresence robots
- 2.5.3 Robots you live in
- 2.6 Digital Fabrication and DIY Electronics
- 2.6.1 Digitized industry
- 2.6.2 3D printing and digital fabrication
- 2.6.3 DIY electronics and hacking
- 2.6.4 Maker culture, from coding to crafting
- Part II Human Body and Mind
- 3 Body
- 3.1 Body as a Physical Thing
- 3.2 Size and Speed
- 3.3 The Networked Body
- 3.4 Adapting IT to the Body
- 3.5 The Body as Interface
- 3.6 As Carrier of IT-The Regular Cyborg
- 4 Mind
- 4.1 Mind as a Physical Thing
- 4.2 Memory and Time
- 4.3 Just Numbers
- 4.4 Multiple Intelligences
- 4.5 The Brain as Interface
- 4.6 Creativity and Physicality.
- 5 Body and Mind
- 5.1 Whole Beings
- 5.2 Sensing Ourselves
- 5.3 The Body Shapes the Mind-Posture and Emotion
- 5.4 Cybernetics of the Body
- 5.5 The Adapted Body
- 5.6 Plans and Action
- 5.7 The Embodied Mind
- 6 Social, Organizational, and Cultural
- 6.1 Personal Contact
- 6.2 Intimacy
- 6.3 Mediation and Sharing
- 6.4 Socio-organizational Church-Turing Hypothesis
- 6.5 Culture and Community of Practice
- 6.6 Political
- Part III Objects and Things
- 7 Physicality of Things
- 7.1 Physics and Naïve Physics
- 7.2 Rules of Physical Things
- 7.3 Continuity in Time and Space
- 7.4 Conservation of Number and Preservation of Form
- 7.5 Emotion and Nostalgia
- 7.6 All Our Senses
- 8 Interacting with Physical Objects
- 8.1 Affordance Revisited-What We Can Do and What We Think We Can Do
- 8.2 Affordances of the Artificial
- 8.3 Adapted for New Actions
- 8.4 Action as Investigation
- 8.5 Letting the World Help
- 9 Hybrid Devices
- 9.1 Abstraction-Software as if Hardware Doesn't Matter
- 9.2 The Limits of Hardware Abstraction
- 9.3 Specialization-Computer-embedded Devices
- 9.4 What Does It Do?
- 9.5 Mapping
- 9.6 Feedback
- 9.7 The Device Unplugged
- 9.7.1 Exposed state
- 9.7.2 Hidden state
- 9.7.3 Tangible transitions and tension states
- 9.7.4 Natural inverse
- 10 Tools, Equipment, and Machines
- 10.1 Tools and the Development of Humankind
- 10.2 Affordance, Understanding, and Culture
- 10.3 Heidegger, Hammers, and Breakdown
- 10.4 From Philosophy to Design: Designing for Failure
- 10.5 Breakdown and Reflection
- Part IV Space
- 11 Physicality of Space
- 11.1 Void-Matrix or Myth
- 11.2 From Nothing-Points, Lines, and Circles
- 11.3 Flatness-The Shape of Space
- 11.4 Uniformity-Continuity and Fracture
- 11.5 Scale-Size Matters
- 11.6 Relativity and Locality
- 11.7 Time Too
- 11.8 Terra Firma.
- 11.9 Patterns in the Landscape
- 12 Comprehension of Space
- 12.1 Early Understanding of Space
- 12.2 Childhood and Larger Spaces
- 12.3 Feeling and Acting in Space
- 12.4 Seeing Space-3D Vision
- 12.5 Mental Space
- 12.6 Maps, Sketches, and Cartography
- 12.7 Paths and Narrative
- 12.8 The Language of Space
- 12.9 Culture and Time/Space
- 12.10 Virtual Space
- 12.11 Place and Non-place
- 12.12 Journey or Destination
- 13 The Built Environment
- 13.1 Introduction
- 13.2 Physical-Digital Layers
- 13.3 Temporal Layering
- 13.4 Digital-Physical Playgrounds
- 13.5 The Conquest of Space
- 13.6 Computer Mediation
- 13.7 Digital Culture
- 13.8 The Internet of Things
- 13.9 Human Technology
- 14 Digital Augmentation of Space
- 14.1 Control over Space
- 14.2 Mobile Phones and Mobile Applications
- 14.3 Pervasive and Public Displays
- 14.4 Interacting with Public Displays
- 14.5 Public Roles, Privacy, and Intrusion
- 14.6 Space as Interface
- 14.7 Mixed Reality-Real Space Meets Virtual
- 14.8 Computational Space
- 14.9 Designing Intelligent Spaces
- 14.10 Fruits of Success
- 14.11 Hyperlocal
- Part V Computation and Information
- 15 Representation and Language
- 15.1 Fire
- 15.2 Representation
- 15.3 Ideas
- 15.4 Externalization
- 15.5 From Knowing to Knowing about Knowing
- 15.6 Language and Learning
- 15.7 The Origins of Language
- 15.8 Interpretation
- 15.9 Internalization
- 15.10 The Development of Self
- 16 Reproducibility
- 16.1 Moulds, Plans, and Mass Production
- 16.2 Singularity and Scarcity
- 16.3 The Irreproducible and Impermanent
- 16.4 Recording
- 16.5 Decontextualization
- 17 Embodied Computation
- 17.1 The Physics of Information
- 17.2 Turing Machine or Touring Machine?
- 17.3 Physical Locality of Computation
- 17.4 Time and Distance
- 17.5 Finitude and Moore's Law.
- 17.6 Smaller and Smaller, More and More
- 17.7 Stand Up and Walk-Robots Come of Age
- 17.7.1 Environment
- 17.7.2 Embodied communication
- 17.8 Money
- 17.8.1 Money as value
- 17.8.2 Money as information
- 18 Connecting Physical and Digital Worlds
- 18.1 Visual Identifiers
- 18.2 Electronic Tagging
- 18.3 Intrinsic Properties
- 18.4 Marking the Environment and Media
- 18.5 Digital Identifiers of Physical Things
- 18.6 Bringing Them Together
- 18.7 Doing Things
- 18.8 Ways of Knowing
- Part VI The Theory and Practice of Physicality
- 19 Design Lessons and Advice
- 19.1 Introduction
- 19.2 Lesson 1: Prototype a Lot
- 19.3 Lesson 2: Context Offers Complications and Solutions
- 19.4 Lesson 3: Be Human-centric
- 19.5 Lesson 4: Highly Abstracted and Selective Physicality Can Be Powerful
- 19.6 Lesson 5: Sometimes Using Physicality Just Makes More Sense
- 20 Prototyping and Tool Support
- 20.1 Introduction
- 20.2 The Problem with Digitality
- 20.3 Interaction Design Tools
- 20.4 State Transition Diagrams
- 20.5 Storyboarding
- 20.6 Paper Prototyping
- 20.7 Video
- 20.8 Software/Hardware Hybrid Approaches
- 20.9 Serious Toys
- 20.10 Bespoke Kits
- 20.11 Office Software
- 20.12 The Power of the Keyboard
- 20.13 Programmable Boards
- 20.14 Internet of Things
- 20.15 Automated PCB Design Tools
- 21 Computational Modelling and Implementation
- 21.1 Modelling
- 21.1.1 Continuity
- 21.1.2 Intention
- 21.2 Software - Engineering, Architecture, and Security
- 21.2.1 Where do you do computation?
- 21.2.2 Where am I?
- 21.2.3 Networks
- 21.3 Working with Electronics
- 21.4 Time and Delays
- 21.4.1 Delay-sensitive interaction
- 21.4.2 Physical actions take time
- 21.4.3 Coding it
- 21.5 Pragmatics
- 21.5.1 Resilience
- 21.5.2 Cost and size
- 22 Theory and Philosophy of Physicality
- 22.1 Gathering Threads.
- 22.2 What It Means to Be Physical
- 22.3 Ghosts of Physicality
- 22.3.1 Money
- 22.3.2 Space
- 22.4 Embodied Cyborgs
- 22.5 The Limits of Embodiment
- 22.6 The Extended Genome
- 22.7 Hybrid Ecologies
- 22.8 From Object to Agent
- 22.9 Deep Digitality
- 22.10 Final Call
- Bibliography
- Image Credits
- Index.
- Notes:
- Also issued in print: 2022.
- Includes bibliographical references and index.
- Description based on online resource; title from home page (viewed on October 7, 2022).
- ISBN:
- 0-19-102867-3
- 1-5231-5611-2
- 0-19-195590-6
- 0-19-102866-5
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