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ویرایش: نویسندگان: Alan Dix, Steve Gill, Devina Ramduny-Ellis, Jo Hare سری: ISBN (شابک) : 0198718586, 9780198718581 ناشر: Oxford University Press سال نشر: 2022 تعداد صفحات: 608 [609] زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 39 Mb
در صورت تبدیل فایل کتاب TouchIT: Understanding Design in a Physical-Digital World به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب TouchIT: درک طراحی در دنیای فیزیکی-دیجیتال نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
فناوری دیجیتال اساساً دنیایی را که ما در آن زندگی
میکنیم تغییر میدهد، اما میتوان آن را تنها در رابطه با دنیای
فیزیکی که همه ما در آن زندگی میکنیم، درک کرد. موفقترین
محصولات و سیاستهای آینده آنهایی خواهند بود که این بومشناسی
غنی دیجیتال/فیزیکی را جدی بگیرند.
جهان فیزیکی بهطور فزایندهای با محصولات دیجیتال پر میشود تا
جایی که مرزهای واقعیت دیجیتال و فیزیکی مبهم میشوند. از
دستگاههای پیش پا افتاده مانند تلفنهای همراه و ماشینهای
لباسشویی، تا تحقیقات باطنی از جمله محاسبات ملموس و کاشت بدن، ما
به طور مداوم دو جهان را که به معنای واقعی کلمه دکمهها و
شمارهگیرها را لمس میکنند و به طور همزمان با سیستمهای
دیجیتالی که در پشت آنها قرار دارند، پل میکنیم. ارتباط بین فکر
ناب و اطلاعات انتزاعی از طریق صفحه کلید و ماوس محکم است. اما به
همین ترتیب دنیای مادی ساختمانها، اتومبیلها و کفشهای دویدن با
محاسبات از طریق حسگرها، نمایشگرها و LEDهای چشمک زن مملو شده
است. مردم چگونه این دنیا را درک می کنند و طراحان چگونه می
توانند محصولات فیزیکی-دیجیتال ترکیبی قابل استفاده ایجاد
کنند؟
TouchIT بینش هایی را از تعامل
انسان و رایانه و طراحی صنعتی گرد هم می آورد. کاوش این مضامین
تحت چهار عنوان اصلی: بدن و ذهن انسان. اشیاء و اشیاء؛ فضا؛ و
اطلاعات و محاسبات در بررسی هر یک، نویسندگان به فرآیندهای فیزیکی
زیربنایی، درک انسانی ما از آنها، و سپس نحوه اطلاع رسانی و اطلاع
رسانی آنها توسط طراحی دیجیتال نگاه می کنند. پایان، مفاهیم نظری
و عملی این را برای طراحی، از جمله توصیههای عملی، ابزارهای
بالقوه، و زیربنای فلسفی گرد هم میآورد.
Digital technology is fundamentally altering the world we
live in, but can only be truly understood in relation to the
physical world we all inhabit. The most successful future
products and policies will be those that take this rich
digital/physical ecology seriously.
The physical world is increasingly filled with digital products
to the extent that the boundaries of digital and physical
reality become blurred. From mundane devices such as mobile
phones and washing machines, to esoteric research including
tangible computation and body implants, we continually bridge
two worlds literally touching buttons and dials and
simultaneously interacting with the digital systems that lie
behind them. The connection between pure thought and abstract
information is through solid keyboard and mouse; but likewise
the material world of buildings, cars and running shoes is
suffused with computation through sensors, displays and
flashing LEDs. How do people understand this world and how can
designers create usable hybrid physical-digital products?
TouchIT brings together
insights from human-computer interaction and industrial design,
exploring these themes under four main headings: human body and
mind; objects and things; space; and information and
computation. In considering each, the authors look into the
underlying physical processes, our human understanding of them,
and then the way these inform and are informed by digital
design. The end draws together the theoretical and practical
implications of this for design, including practical advice,
potential tools, and philosophical underpinnings.
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