TouchIT : understanding design in a physical-digital world
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.
Saved in:
| Main Authors | , , , |
|---|---|
| Format | Electronic eBook |
| Language | English |
| Published |
Oxford ; New York, NY :
Oxford University Press,
[2022]
|
| Subjects | |
| Online Access | Full text |
| ISBN | 9780191028663 0191028665 9780191955907 0191955906 9780198718581 |
| Physical Description | 1 online resource (xiii, 580 pages) : illustrations (chiefly color) |
Cover
Table of 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