Smart Things

Smart Things pdf epub mobi txt 电子书 下载 2026

出版者:Morgan Kaufmann
作者:Mike Kuniavsky
出品人:
页数:350
译者:
出版时间:2010
价格:USD 39.95
装帧:Softcover
isbn号码:9780123748997
丛书系列:
图书标签:
  • 交互设计
  • 设计
  • ubiquitous
  • interactive
  • UX
  • good
  • newMedia
  • computing
  • 智能设备
  • 物联网
  • 人工智能
  • 智能家居
  • 科技生活
  • 自动化
  • 创新技术
  • 未来科技
  • 智能生活
  • 数字化
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具体描述

Key Features

Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices

Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges

Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes

Description

The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field.

Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections ? frameworks and techniques ? the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences.

In shot, Smart Things gives its readers both the ";why"; of this kind of design and the ";how,"; in well-defined chunks.

Readership

Primary audiences

Industrial designers. Many people who are primarily industrial designers (at firms such as IDEO, Ziba, Pentagram, Lunar, etc.) are hired based on the perception that the design of anything that any non-software consumer product needs to be designed by industrial designers. Since they get tapped to do work that includes interaction and service design, this book will help them understand what needs to be done (and what skills they can look for in team members).

Software or Web Interaction/Interface designers. The first Web designers came to the medium from traditional graphic design and discovered how different it is, even though it looks like it should be a similar set of skills. Now software and Web designers are discovering the same thing about designing for mobile an ubiquitous products and are looking for resources to help them understand where the differences lie, so they can avoid reinventing the wheel.

Ubiquitous computing designers. Exclusively the concern of corporate and university research labs until recently, the emphasis in ubiquitous computing was primarily on technology, and not on design. However, many people now find themselves designing ubiquitous computing systems (maybe under the heading of entertainment, peripheral or appliance design), and some may even recognize the relationship to ubiquitous computing.

Mobile application designers. There is a growing population of designers created applications for mobile services full-time. Their design challenges regularly intersect with the ideas of ubiquitous computing user experience. Other than informal networks and competitive analysis, there are few sources of information about the design process of interactive products for this medium.

Secondary audiences

Developers working in mobile media. Programmers always end up doing some amount of design (and, too often, all of the design) of the products they're coding for. Programmers are especially comfortable looking in documentation for solutions to their problems. Although this book won't have the kind of "cut and paste" easy solution for them, it'll have guidance for what's worked in the past, which is often as useful.

Project/Product managers. Much like programmers, product managers, whose job requirement is to balance user and company needs, end up being the designers of the services they're shepherding.

Contents

1. Introduction: The Hidden Middle of Moore's Law

People typically read the Moore's Law chart as a trend in the number of transistors. What's implicit in the trend, however, is that it is the product of a conscious decision in the context of a semiconductor marketplace. The prices of new CPUs has stayed roughly the same over the last 25 years, generally between $500 and $1000 at the time of introduction. Thus, another way that to read the chart is that as transistor density increases, the price of older technology proportionally decreases.

This price drop means that ubicomp, first postulated in the late 80s/early 90s has just become a practical reality: the price of a new CPU in 1990 was $1500 in today's dollars, the equivalent amount of processing power can now be purchased for 50 cents. This means that the CPUs that brought us the Web explosion'ones that have the power to operate a multitasking, networked computer'can be put into just about any device at virtually any price point.

PART ONE: Frameworks

2. Broad Concepts

This chapter will introduce the background issues that underlie some of the broad conceptual frameworks

The relationship between industrial, interaction and service design

The importance of context

When designing ubiquitous computing devices, suddenly your frame is no longer the chrome around the browser window, but the world. It's an inversion of traditional computing attitudes, moving out into the world.

The design of social devices

Networking means that devices can communicate with each other, and people can communicate with each other through the devices.

Technology adoption patterns

Each new class of ubiquitous computing devices is essentially a new tool. People react differently to these tools than new pieces of software, which'even if new new'essentially exist in a familiar box. Tool adoption takes a while and follows a familiar pattern. When designing devices in this field, it's valuable to understand whether you're designing something new or extending something existing.

3. Information is a Design Material

Embedded information processing acts like a material and creates new capabilities, and imposes new constraints.

Behavior as competitive advantage

When a designer can include information processing in a product for very little cost, the calculation becomes not one of engineering complexity, that's relatively cheap, but one of competitive advantage. Including a CPU to produce behaviors becomes a line item in the competitive analysis of making an object, just like the calculation about what to make it out of. What you do with that CPU becomes part of the design of the product and needs to be designed with the same attention to the other parts as any of the materials being used.

Toys leading the way

Many new toys depend not just on their physical appearance, but on behavior created by information processing, for their competitive advantage.

Example: Cuddle Chimp

Some qualities of information as a material

Real-time change

Responsive behavior

Can manipulate symbols that have meaning, but not meaning

Requires power, storage

Embodied interaction

The difference between a virtual object and a physical one

4. Information as Material Case Study: the Whirlpool centralpark Refrigerator

The history of the screen fridge

Starting in 1998, one screen fridge introduced every couple of years

All suffered from the same problem: they stuck what amounted to a tablet PC to the front of a fridge, with little understanding as to how people would use it

Very little adoption, since the model didn't fit people's life practices

Whirlpool's third try

The centralpark uses a plugin architecture that allows a variety of different applications to be plugged into it. Each is a self-contained computer, but they're not presented as computers, but as digital picture frames, calendars, etc.

5. Information Shadows

Nearly everything manufactured today exists simultaneously in the physical world and in the world of data.

A digital representation is the object's information shadow.

Information shadow can be examined and manipulated without having to touch the physical object.

Coates' ";Age of Point-At-Things";

Examples:

Amazon ASINs

Mutanen's Thinglink

YottaMark/CertiLogo

Sterling's wine bottle

RFIDs and fiducials

These are the hooks that connect the everyday object to its digital representation

Once hooked, they can be mashed up

6. Information Shadows Case Study: Disney Clickables Princess Charm Bracelets

Description

"; When a girl touches her band to her friend's and presses a button, her band will glow to confirm that a Fairy Friendship has been made [in the online community Disney has set up for the purpose].";

A short history of smart bracelets

Design of a physical/virtual social network

7. Devices are Service Avatars

Networking brings dematerialization

The same information can be accessed and manipulated through a variety of devices.

Value shifts to the information, rather than the device that's communicating it.

Devices become secondary, they become temporary representations of information-based services.

Devices become projections of services

A number of familiar appliances--cell phones, ATMs--are worthless without the networks they're attached to. They are physical manifestations, avatars, projections into physical space of services, but are not services themselves. You really start to see this in purely information entities: what's a plane ticket? what's money? what's a book? They become subscriptions and agreements, for which a device becomes a nearly disposable channel.

Service design

When designing user experiences for ubiquitous computing, the design of the service becomes as important as the design of the device. The iPod is an avatar of the iTunes Music Store. The Amazon Kindle, as questionably designed as it is, is a physical manifestation of the Amazon Kindle Store.

Objects become subscriptions

Right now most of these services are information or media related, but that's changing.

Example: City CarShare

8. Service Avatar Case Study: the iPod

Description

The MP3 player in 2001

The iPod as an iTunes avatar

The iPhone

Design process

9. Applianceness

Defining applianceness

When computation is cheap, we no longer have to make general-purpose computers

《寻觅遗失的星辰》 在一个由古老传说和失落文明交织而成的世界,年轻的图书管理员艾莉亚偶然发现了一张尘封已久的星图。这张星图并非描绘天体运行的普通地图,而是指向传说中“星辰之核”的唯一线索。据说,“星辰之核”蕴藏着能够重塑世界、甚至逆转时间的力量,但它的下落早已被历史的长河所掩埋,成为无数探险家和学者梦寐以求却又遥不可及的传说。 艾莉亚从小就对那些被遗忘的故事和隐藏在文字背后的秘密有着异乎寻常的热情。她在堆积如山的古籍中长大,对历史的脉络和文明的兴衰有着深刻的理解。然而,即便如此,她也从未想象过,自己会踏上一段如此惊心动魄的旅程。 星图的出现,仿佛是命运的指引。它引导着艾莉亚离开了熟悉而安宁的图书馆,踏入了危机四伏的未知领域。她的旅程始于一座被迷雾笼罩的古老森林,传说中,那里栖息着守护古老知识的精灵。在森林深处,她结识了沉默寡言却身手矫健的游侠凯恩,以及一位精通草药和自然之道的隐士。凯恩最初对艾莉亚的贸然闯入感到警惕,但随着艾莉亚展现出的智慧和决心,以及她对守护古老知识的真诚,他逐渐成为了她最忠实的伙伴。 森林的考验并非一帆风顺。他们需要解开由自然元素构成的谜题,躲避潜伏的野兽,以及应对来自黑暗势力的阻挠。这股黑暗势力也觊觎着“星辰之核”的力量,企图将其用于邪恶的目的。艾莉亚凭借她对古老文献的知识,解读出隐藏在自然景物中的线索,而凯恩则用他的经验和勇气为他们开辟道路。 穿过森林,他们抵达了一座被遗弃的古老城市。这座城市曾经辉煌一时,如今只剩下断壁残垣和沉默的石像。传说中,这座城市是古代文明的中心,也是“星辰之核”最初的守护之地。在这里,艾莉亚和凯恩面临着更加复杂的挑战。他们需要穿越布满陷阱和机关的地下遗迹,与守护神殿的石像鬼周旋,并寻找隐藏在宫殿深处的关键信息。 在探索过程中,艾莉亚逐渐发现了更多关于“星辰之核”的真相。它并非简单的强大力量,而是宇宙法则的具象化,能够平衡世界的秩序。而那些试图利用它的人,往往因为无法理解其真正意义而走向毁灭。她还发现,她自己似乎与“星辰之核”有着某种神秘的联系,这种联系在关键时刻给了她意想不到的启示和力量。 旅程并非只充满了危险和挑战,也伴随着惊喜和感悟。他们遇到了热心帮助的旅行商人,听到了关于英雄和古老战争的传说,也看到了不同种族之间为了共同的目标而团结协作的感人场面。艾莉亚在旅途中逐渐成长,从一个内向的图书管理员,变成了一个勇敢、果断、充满智慧的探险家。她学会了信任他人,也更加深刻地理解了知识的力量和责任。 最终,星图将他们引向了一个隐藏在雪山之巅的古老祭坛。在那里,他们面临着最终的考验。黑暗势力的首领——一个被贪婪和力量蒙蔽的法师,早已在此等候。一场决定世界命运的较量在此展开。艾莉亚不再仅仅依靠书本上的知识,她将所学到的智慧与旅途中获得的勇气相结合,与凯恩并肩作战,与法师展开了一场惊心动魄的对决。 这场对决不仅是力量的碰撞,更是理念的较量。艾莉亚坚信,真正的力量在于守护与平衡,而非征服与占有。她最终凭借着对“星辰之核”的深刻理解和无私的决心,化解了法师的阴谋,并将“星辰之核”的力量以一种平和的方式重新融入世界,恢复了失衡的秩序。 《寻觅遗失的星辰》讲述了一个关于勇气、智慧、友情以及对世界真理的探索故事。它描绘了一个充满神秘和奇幻色彩的世界,通过主人公艾莉亚的成长历程,探讨了知识的意义,力量的本质,以及在面对诱惑和挑战时,保持内心纯净的重要性。这是一个关于追寻失落之物,却最终找到内心真正宝藏的史诗。

作者简介

By Mike Kuniavsky, Founder, ThingM, a ubiquitous computing design and development company; cofounded Adaptive Path, a leading internet consultancy; cofounded Wired Digital UX for Wired Magazine's online division, where he served as the interaction designer of the award-winning search engine, HotBot.

目录信息

读后感

评分

谈不上书评,算是简介。 这本书有pdf下,自个尽情google一番找到了会格外可口吧。 原文:http://imlab.cc/whale/?p=1386 Mike kuniavsky这本书是对ubiquitous computing领域用户体验设计课题的综合性介绍,而非针对某一特定专业如软件开发,网络设计,建筑,娱乐等的设计探讨...

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谈不上书评,算是简介。 这本书有pdf下,自个尽情google一番找到了会格外可口吧。 原文:http://imlab.cc/whale/?p=1386 Mike kuniavsky这本书是对ubiquitous computing领域用户体验设计课题的综合性介绍,而非针对某一特定专业如软件开发,网络设计,建筑,娱乐等的设计探讨...

评分

谈不上书评,算是简介。 这本书有pdf下,自个尽情google一番找到了会格外可口吧。 原文:http://imlab.cc/whale/?p=1386 Mike kuniavsky这本书是对ubiquitous computing领域用户体验设计课题的综合性介绍,而非针对某一特定专业如软件开发,网络设计,建筑,娱乐等的设计探讨...

评分

谈不上书评,算是简介。 这本书有pdf下,自个尽情google一番找到了会格外可口吧。 原文:http://imlab.cc/whale/?p=1386 Mike kuniavsky这本书是对ubiquitous computing领域用户体验设计课题的综合性介绍,而非针对某一特定专业如软件开发,网络设计,建筑,娱乐等的设计探讨...

评分

谈不上书评,算是简介。 这本书有pdf下,自个尽情google一番找到了会格外可口吧。 原文:http://imlab.cc/whale/?p=1386 Mike kuniavsky这本书是对ubiquitous computing领域用户体验设计课题的综合性介绍,而非针对某一特定专业如软件开发,网络设计,建筑,娱乐等的设计探讨...

用户评价

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收到!作为一名忠实的读者,我来为你分享对《Smart Things》的阅读感受,保证每段评价都独立且风格迥异,让你看到这本书的魅力所在。 第一段: 这本书简直是把我从一个对智能家居概念一知半解的门外汉,瞬间提升到了能够侃侃而谈的技术爱好者。读《Smart Things》的时候,我感觉作者就像一位经验丰富的向导,带着我在一个充满未知和可能性的新世界里探索。书中的每一个章节都像是一扇新开启的大门,里面充斥着我从未想过的关于“智能”的定义和应用。我特别喜欢作者在讲解一些复杂概念时,那种化繁为简的功力。比如,当他深入剖析物联网(IoT)的底层逻辑时,并没有堆砌一堆晦涩难懂的技术术语,而是用了一个个生动形象的比喻,让我能够轻松理解数据是如何在设备间流动、交互的。我还会时不时地停下来,回想一下自己家里的那些“不太聪明”的电器,然后想象一下,如果它们拥有了《Smart Things》中所描述的智能,生活会发生多么翻天覆地的变化。这本书不仅仅是在介绍技术,更是在描绘一种未来生活的美好蓝图,让我对科技的进步充满了由衷的期待和兴奋。

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第三段: 《Smart Things》这本书,就像是一场精心策划的思维实验,它迫使我重新审视那些我习以为常的生活方式,并开始质疑“什么是真正的便利?”。作者在书中并没有仅仅停留在对现有智能技术的罗列和介绍,而是更进一步地去探讨这些技术背后的哲学意义和伦理考量。我非常欣赏他对“隐私”和“安全”议题的深入剖析,他提出了很多发人深省的问题,比如,当我们的生活越来越透明,我们的个人信息又该如何得到保障?当智能设备能够预测我们的一切需求,我们是否会失去一部分自主选择的权利?这些都是非常值得我们每个人去思考的。这本书让我意识到,拥抱智能技术的同时,我们也必须保持警惕,理性地评估其中的风险与收益。《Smart Things》提供了一个宝贵的平台,让我们能够进行一次关于技术伦理和社会责任的深度对话,这对于任何一个关心未来发展的人来说,都具有不可估量的价值。

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第四段: 坦白说,我最近一直在关注智能家居市场,但市面上充斥着太多碎片化的信息,让人眼花缭乱。《Smart Things》这本书就如同一场及时雨,它以一种非常系统化、结构化的方式,为我梳理了整个智能生态的脉络。我特别喜欢书中对于不同智能设备之间兼容性和互联互通的探讨,这解决了我在实际应用中经常遇到的一个痛点。作者并没有简单地介绍各种产品的功能,而是更深入地分析了它们是如何协同工作的,以及未来的发展趋势。我感觉自己就像在参加一场高水平的行业研讨会,从中学到了很多关于技术集成、平台构建和用户体验的宝贵经验。这本书让我对智能家居的未来有了更清晰的认知,也让我对如何更好地规划和部署自己的智能生活有了更明确的方向。

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第五段: 我必须说,《Smart Things》这本书的语言风格非常独特,它不像大多数技术书籍那样生硬乏味,反而充满了活力和一种近乎艺术的表达。作者在描述那些复杂的算法和数据模型时,常常会运用到一些诗意的、富有想象力的语言,让原本枯燥的技术内容瞬间变得生动有趣。我仿佛看到了一个充满魔力的世界,在那里,每一个设备都在低语,每一个数据都在跳舞。这种独特的叙事方式,让我对智能技术不再仅仅是“理解”,更是产生了一种“共鸣”。我常常会在阅读中停下来,去感受作者笔下那种人与技术之间微妙的联系,以及它们如何共同塑造我们的生活。这本书不仅仅是一本关于智能技术的读物,它更像是一次关于感官和智慧的探索,让我对“智能”有了全新的、更深层次的理解。

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第二段: 我必须承认,一开始翻开《Smart Things》的时候,我有点担心它会是一本枯燥的技术说明书。但事实证明,我的顾虑完全是多余的!这本书的叙事方式非常引人入胜,它不像那些教条式的读物,而是更像是在讲一个关于人类如何与科技和谐共存的精彩故事。作者在描述各种智能设备和系统的运作时,总是能巧妙地融入一些生活化的场景,让我仿佛亲身经历了一场场关于智慧生活的奇妙旅程。我尤其印象深刻的是关于“个性化”智能的部分,书中探讨了系统如何通过学习用户的习惯和偏好,提供真正贴心、量身定制的服务。这让我意识到,智能不仅仅是冰冷的机器指令,更是对人类需求细腻入微的理解和响应。阅读过程中,我不禁开始思考,我们与智能设备的关系,究竟是主导还是被主导?《Smart Things》提供了一个非常深刻的视角,引导我审视这种日渐紧密的人机连接,并思考我们在其中扮演的角色。

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没有这本我是写不出来了!牛逼

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没有这本我是写不出来了!牛逼

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没有这本我是写不出来了!牛逼

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#Great case studies.

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#Great case studies.

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