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.

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Bibliographic Details
Main Authors Dix, Alan (Author), Gill, Stephen, 1953- (Author), Hare, Jo (Author), Ramduny-Ellis, Devina (Author)
Format Electronic eBook
LanguageEnglish
Published Oxford ; New York, NY : Oxford University Press, [2022]
Subjects
Online AccessFull text
ISBN9780191028663
0191028665
9780191955907
0191955906
9780198718581
Physical Description1 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