本书的目录
2007-06-05
下面是我自己编辑出来的Designing Interactions的目录。会陆续补全。
Chapter 3 From the Desk to the Palm
• Alan Kay
• Learning
• Luggables
• John Ellenby
▪ Developing the First Laptop
• Jeff Hawkins
▪ GRiD
• Bert Keely
▪ Displays
▪ Portability
▪ Pen and Paper
• Palm Computing
▪ Design Criteria for the PalmPilot
Size
Price
Synchronization
Speed
▪ Graffiti
• Rob Haitani
▪ Interaction Design for Palm OS
▪ The “Zen of Palm”
▪ The Palm Product Line
• Dennis Boyle
▪ Palm V
▪ Handspring
▪ eyemodule
▪ Combining PDA and Cell Phone
Chapter 4 Adopting Technology
• David Liddle
▪ Three Phases of Adoption
▪ Enthusiast, Professional, Consumer
▪ Learning from Kids
▪ The Car
▪ Digital Photography
• Mat Hunter
▪ Interaction Architecture
▪ User Experience Prototype
• Rikako Sakai
▪ Canon PhotoStitch
▪ Printers for Digital Photography
• David Kelley
▪ Design Adopts Technology
Teaching designers to integrators
▪ Pixo
▪ iPod and iTunes
▪ The Interaction Design Challenge
Chapter 6 Services
• The Begin
▪ The Phone in the Hall
▪ A Modern Cellular Phone Service
▪ Development of Phone Services
▪ Designing the i-mode service
▪ Keiichi Enoki and Mari Matsunaga
• Takeshi Natsuno
▪ The i-mode Service
▪ A cautionary Tale of a Soft Drink
• Live|Work
▪ Starting Live|Work
▪ Designing Services
1. Service design
2. Service ecologies
3. Touch-points
4. Service envy
5. Evidencing
6. Experience prototyping
7. Service experience models
8. Service blueprinting
• Fran Samalionis
▪ Service Innovation
▪ Process
▪ A Case Study: Juniper Online Bank
Chapter 7 Internet
• Terry Winograd
▪ The Internet or the Web?
Ubiquitous computing versus the Internet
From direct manipulation to “being there”
The immediacy advantage
Google
• Larry Page and Sergey Brin
▪ Successful Searching
▪ Google Truths
1 Focus on the user and all else will follow
2 It’s best to do one thing really, really well.
3 Fast is better than slow.
▪ BBCi
• Steve Rogers
▪ BBCi
▪ The Homepage
• Mark Podlaseck
▪ The Glass Engine
▪ Navigation
Chapter 9 Futures and Alternative Nows
• Tony Dunne and Fiona Raby
▪ Complicated Pleasures
▪ Placebo Project
Placebo Project example: GPS Table
Placebo Project example: Nipple Chair
▪ Existential Design
Energy Futures, London Science Museum
Teddy bear blood bags
Poo lunch box
Hydrogen
Consuming monsters: big, perfect, and infectious
Utility Pets
• John Maeda
▪ Simplicity
▪ Learning from Kids
▪ The Car
▪ Digital Photography
• Jun Rekimoto
▪ The Interaction Laboratory
ActiveInk computational ink
BlockJam interactive music cubes
TouchEngine tactile feedback for touch panels
Time-Machine Computing navigation system
▪ Augmented Reality
▪ Ubiquitous Computing
Pick-and-drop
Gestural interfaces
Ubiquitous computing enabled by sensors and receptors
Chapter 10 People and Prototypes
• Designing Interactions
▪ What is Design?
▪ Core Skills of Design
Tacit Knowledge
Design disciplines
▪ A Hierarchy of Complexity
Anthropometrics - the sizes of people
Physiology - the way the body works
Cognitive psychology - the way the mind works
Sociology - the way people relate to each other
Cultural anthropology - the human condition
Ecology - the interdependence of living things
▪ Why a Design Discipline?
▪ Where Does Interaction Design Fit?
▪ Is Interaction Design Here to Stay?
• People
▪ Latent Needs and Desires
▪ 51 Ways of Learning about People
Learn
• Flow Analysis
• Cognitive Task Analysis
• Historical Analysis
• Affinity Diagrams
Look
• Fly On The Wall
• A Day In The Life
• Shadowing
• Personal Inventory
Ask
Try
• Prototypes
▪ Interaction Design Prototypes
▪ Prototyping Techniques
• Screen-Based Experiences
• Interactive Products
• Designing Services
• Process
▪ Designing Something New
▪ Designing a New Version
▪ Elements of the Design Process
Constraints
Synthesis
Framing
Ideation
Envisioning
Uncertainty
Selection
Visualization
Prototyping
Evaluation