There's Not an App for That

There's Not an App for That PDF

Author: Simon Robinson

Publisher: Morgan Kaufmann

Published: 2014-09-14

Total Pages: 448

ISBN-13: 0124166997

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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

In Touch with the Future

In Touch with the Future PDF

Author: Alberto Gallace

Publisher: Oxford University Press

Published: 2014

Total Pages: 481

ISBN-13: 0199644462

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This book explores the science of touch. It brings together the latest findings from cognitive neuroscience about the processing of tactile information in humans. The book provides a comprehensive overview of scientific knowledge regarding themes such as tactile memory, tactile awareness (consciousness) and tactile attention.

Materials Experience

Materials Experience PDF

Author: Elvin Karana

Publisher: Butterworth-Heinemann

Published: 2013-10-24

Total Pages: 411

ISBN-13: 0080993761

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There currently exists an abundance of materials selection advice for designers suited to solving technical product requirements. In contrast, a stark gap can be found in current literature that articulates the very real personal, social, cultural and economic connections between materials and the design of the material world. In Materials Experience: Fundamentals of Materials and Design, thirty-four of the leading academicians and experts, alongside 8 professional designers, have come together for the first time to offer their expertise and insights on a number of topics common to materials and product design. The result is a very readable and varied panorama on the world of materials and product design as it currently stands. Contributions by many of the most prominent materials experts and designers in the field today, with a foreword by Mike Ashby The book is organized into 4 main themes: sustainability, user interaction, technology and selection Between chapters, you will find the results of interviews conducted with internationally known designers These ‘designer perspectives’ will provide a ‘time out’ from the academic articles, with emphasis placed on fascinating insights, product examples and visuals

Visual Computing for Medicine

Visual Computing for Medicine PDF

Author: Bernhard Preim

Publisher: Newnes

Published: 2013-11-07

Total Pages: 836

ISBN-13: 0124159796

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Visual Computing for Medicine, Second Edition, offers cutting-edge visualization techniques and their applications in medical diagnosis, education, and treatment. The book includes algorithms, applications, and ideas on achieving reliability of results and clinical evaluation of the techniques covered. Preim and Botha illustrate visualization techniques from research, but also cover the information required to solve practical clinical problems. They base the book on several years of combined teaching and research experience. This new edition includes six new chapters on treatment planning, guidance and training; an updated appendix on software support for visual computing for medicine; and a new global structure that better classifies and explains the major lines of work in the field. Complete guide to visual computing in medicine, fully revamped and updated with new developments in the field Illustrated in full color Includes a companion website offering additional content for professors, source code, algorithms, tutorials, videos, exercises, lessons, and more

Audio Branding Yearbook 2014/2015

Audio Branding Yearbook 2014/2015 PDF

Author: Kai Bronner

Publisher:

Published: 2015-11-19

Total Pages: 0

ISBN-13: 9783848717330

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The 2015 Audio Branding Awards took place in Berlin at Humboldt University. On the Award day, the finalists of the Awards, selected by an international expert jury, presented their best-practice cases to the international expert audience. At the following Award gala, the winners were announced. On the Academy Day, four half-day workshops with education opportunities for newcomers and professionals were offered. Topics included basics of audio branding, licensing and legal matters and testing music in advertising. In this Yearbook, you will find the proceedings of the Audio Branding Awards. It contains a comprehensive summary article, award case studies, articles about licensing and legal matters, testing music in advertising and music and return on investment.

Designing with the Body

Designing with the Body PDF

Author: Kristina Hook

Publisher: MIT Press

Published: 2024-03-12

Total Pages: 273

ISBN-13: 0262551462

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Interaction design that entails a qualitative shift from a symbolic, language-oriented stance to an experiential stance that encompasses the entire design and use cycle. With the rise of ubiquitous technology, data-driven design, and the Internet of Things, our interactions and interfaces with technology are about to change dramatically, incorporating such emerging technologies as shape-changing interfaces, wearables, and movement-tracking apps. A successful interactive tool will allow the user to engage in a smooth, embodied, interaction, creating an intimate correspondence between users' actions and system response. And yet, as Kristina Höök points out, current design methods emphasize symbolic, language-oriented, and predominantly visual interactions. In Designing with the Body, Höök proposes a qualitative shift in interaction design to an experiential, felt, aesthetic stance that encompasses the entire design and use cycle. Höök calls this new approach soma design; it is a process that reincorporates body and movement into a design regime that has long privileged language and logic. Soma design offers an alternative to the aggressive, rapid design processes that dominate commercial interaction design; it allows (and requires) a slow, thoughtful process that takes into account fundamental human values. She argues that this new approach will yield better products and create healthier, more sustainable companies. Höök outlines the theory underlying soma design and describes motivations, methods, and tools. She offers examples of soma design “encounters” and an account of her own design process. She concludes with “A Soma Design Manifesto,” which challenges interaction designers to “restart” their field—to focus on bodies and perception rather than reasoning and intellect.

Digital Bodies

Digital Bodies PDF

Author: Susan Broadhurst

Publisher: Springer

Published: 2017-10-12

Total Pages: 270

ISBN-13: 1349952419

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​This book explores technologies related to bodily interaction and creativity from a multi-disciplinary perspective. By taking such an approach, the collection offers a comprehensive view of digital technology research that both extends our notions of the body and creativity through a digital lens, and informs of the role of technology in practices central to the arts and humanities. Crucially, Digital Bodies foregrounds creativity, the interrogation of technologies and the notion of embodiment within the various disciplines of art, design, performance and social science. In doing so, it explores a potential or virtual new sense of the embodied self. This book will appeal to academics, practitioners and those with an interest in not only how digital technologies affect the body, but also how they can enhance human creativity.

Brave NUI World

Brave NUI World PDF

Author: Daniel Wigdor

Publisher: Elsevier

Published: 2011-04-05

Total Pages: 257

ISBN-13: 0123822327

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Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes. This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again. The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture. Provides easy-to-apply design guidance for the unique challenge of creating touch- and gesture-based user interfaces Considers diverse user needs and context, real world successes and failures, and a look into the future of NUI Presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again

Multisensory Flavor Perception

Multisensory Flavor Perception PDF

Author: Betina Piqueras-Fiszman

Publisher: Woodhead Publishing

Published: 2016-04-14

Total Pages: 376

ISBN-13: 008100351X

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Multisensory Flavor Perception: From Fundamental Neuroscience Through to the Marketplace provides state-of-the-art coverage of the latest insights from the rapidly-expanding world of multisensory flavor research. The book highlights the various types of crossmodal interactions, such as sound and taste, and vision and taste, showing their impact on sensory and hedonic perception, along with their consumption in the context of food and drink. The chapters in this edited volume review the existing literature, also explaining the underlying neural and psychological mechanisms which lead to crossmodal perception of flavor. The book brings together research which has not been presented before, making it the first book in the market to cover the literature of multisensory flavor perception by incorporating the latest in psychophysics and neuroscience. Authored by top academics and world leaders in the field Takes readers on a journey from the neurological underpinnings of multisensory flavor perception, then presenting insights that can be used by food companies to create better flavor sensations for consumers Offers a wide perspective on multisensory flavor perception, an area of rapidly expanding knowledge