Book picks similar to
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing by Malcolm McCullough
design
non-fiction
architecture
interaction-design
Genius Loci: Towards a Phenomenology of Architecture
Christian Norberg-Schulz - 1979
It also relates to…Meaning in Western Architecture. Common to all of them is the view that architecture represents a means to give man an “existential foothold”…The philosophy of Heidegger has been the catalyst which has made the present book possible and determined its approach. The wish for understanding architecture as a concrete phenomenon…could be satisfied in the present book…thanks to Heidegger’s essays on language and aesthetics.Man dwells when he can orient himself within and identify himself with an environment, or, in short, when he experiences the environment as meaningful. Dwelling therefore implies something more than “shelter”. It implies that the spaces where life occurs are places, in the true sense of the word. A place is a space which has a distinct character. Since ancient times the genius loci, or “spirit of place”, has been recognized as the concrete reality man has to face and come to terms with in his daily life. Architecture means to visualize the genius loci, and the task of the architect is to create meaningful places, whereby he helps man to dwell.
Designing for Behavior Change: Applying Psychology and Behavioral Economics
Stephen Wendel - 2013
This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals.Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes.Learn the three main strategies to help people change behaviorIdentify your target audience and the behaviors they seek to changeExtract user stories and identify obstacles to behavior changeDevelop effective interface designs that are enjoyable to useMeasure your product’s impact and learn ways to improve itUse practical examples from products like Nest, Fitbit, and Opower
The High Cost of Free Parking
Donald C. Shoup - 2004
The resulting cost? Today we see sprawling cities that are better suited to cars than people and a nationwide fleet of motor vehicles that consume one-eighth of the world's total oil production. Donald Shoup contends in The High Cost of Free Parking that parking is sorely misunderstood and mismanaged by planners, architects, and politicians. He proposes new ways for cities to regulate parking so that Americans can stop paying for free parking's hidden costs.
Times Square Red, Times Square Blue
Samuel R. Delany - 1999
Between Seventh and Eighth Avenues, 42nd Street was once known for its peep shows, street corner hustlers and movie houses. Over the last two decades the notion of safety-from safe sex and safe neighborhoods, to safe cities and safe relationships-has overcome 42nd Street, giving rise to a Disney store, a children's theater, and large, neon-lit cafes. 42nd Street has, in effect, become a family tourist attraction for visitors from Berlin, Tokyo, Westchester, and New Jersey's suburbs.Samuel R. Delany sees a disappearance not only of the old Times Square, but of the complex social relationships that developed there: the points of contact between people of different classes and races in a public space. In Times Square Red, Times Square Blue, Delany tackles the question of why public restrooms, peepshows, and tree-filled parks are necessary to a city's physical and psychological landscape. He argues that starting in 1985, New York City criminalized peep shows and sex movie houses to clear the way for the rebuilding of Times Square. Delany's critique reveals how Times Square is being renovated behind the scrim of public safety while the stage is occupied by gentrification. Times Square Red, Times Square Blue paints a portrait of a society dismantling the institutions that promote communication between classes, and disguising its fears of cross-class contact as family values. Unless we overcome our fears and claim our community of contact, it is a picture that will be replayed in cities across America.
Make It So: Interaction Design Lessons From Science Fiction
Nathan Shedroff - 2012
Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
Aerotropolis: The Way We'll Live Next
John D. Kasarda - 2011
This pattern—the city in the center, the airport on the periphery— shaped life in the twentieth century, from the central city to exurban sprawl. Today, the ubiquity of jet travel, round-the-clock workdays, overnight shipping, and global business networks has turned the pattern inside out. Soon the airport will be at the center and the city will be built around it, the better to keep workers, suppliers, executives, and goods in touch with the global market.This is the aerotropolis: a combination of giant airport, planned city, shipping facility, and business hub. The aerotropolis approach to urban living is now reshaping life in Seoul and Amsterdam, in China and India, in Dallas and Washington, D.C. The aerotropolis is the frontier of the next phase of globalization, whether we like it or not.John D. Kasarda defined the term "aerotropolis," and he is now sought after worldwide as an adviser. Working with Kasarda's ideas and research, the gifted journalist Greg Lindsay gives us a vivid, at times disquieting look at these instant cities in the making, the challenges they present to our environment and our usual ways of life, and the opportunities they offer to those who can exploit them creatively. Aerotropolis is news from the near future—news we urgently need if we are to understand the changing world and our place in it.
Designing Social Interfaces
Christian Crumlish - 2009
Designing sites that foster user interaction and community-building is a valuable skill for web developers and designers today, but it's not that easy to understand the nuances of the social web. Now you have help. Christian Crumlish and Erin Malone share hard-won insights into what works, what doesn't, and why. You'll learn how to balance opposing factions and grow healthy online communities by co-creating them with your users.Understand the overarching principles you need to consider for every website you createLearn basic design patterns for adding social components to an existing siteRein in misbehaving users on an active community siteBuild a social experience around a product or service and invite people to joinDevelop a social utility without having to build an entirely new infrastructureEnable users of your site's content to interact with one anotherOffer your members the opportunity to connect in the real worldLearn to recognize and avoid antipatterns: emergent bad practices in the social network and social media space
Building Evolutionary Architectures: Support Constant Change
Neal Ford - 2017
Over the past few years, incremental developments in core engineering practices for software development have created the foundations for rethinking how architecture changes over time, along with ways to protect important architectural characteristics as it evolves. This practical guide ties those parts together with a new way to think about architecture and time.
Mind Design II: Philosophy, Psychology, and Artificial Intelligence
John Haugeland - 1997
Unlike traditional empirical psychology, it is more oriented toward the how than the what. An experiment in mind design is more likely to be an attempt to build something and make it work--as in artificial intelligence--than to observe or analyze what already exists. Mind design is psychology by reverse engineering.When Mind Design was first published in 1981, it became a classic in the then-nascent fields of cognitive science and AI. This second edition retains four landmark essays from the first, adding to them one earlier milestone (Turing's Computing Machinery and Intelligence) and eleven more recent articles about connectionism, dynamical systems, and symbolic versus nonsymbolic models. The contributors are divided about evenly between philosophers and scientists. Yet all are philosophical in that they address fundamental issues and concepts; and all are scientific in that they are technically sophisticated and concerned with concrete empirical research.ContributorsRodney A. Brooks, Paul M. Churchland, Andy Clark, Daniel C. Dennett, Hubert L. Dreyfus, Jerry A. Fodor, Joseph Garon, John Haugeland, Marvin Minsky, Allen Newell, Zenon W. Pylyshyn, William Ramsey, Jay F. Rosenberg, David E. Rumelhart, John R. Searle, Herbert A. Simon, Paul Smolensky, Stephen Stich, A.M. Turing, Timothy van Gelder
Operating Manual for Spaceship Earth
R. Buckminster Fuller - 1969
Fuller expresses what may well be his penultimate view of the human condition. Here, in a mood at once philosophical and involved, Mr. Fuller traces man's intellectual evolution and weighs his capability for survival on this magnificent craft, this Spaceship Earth, this superbly designed sphere of almost negligible dimension in the great vastness of space.Mr. Fuller is optimistic that man will survive and, through research and development and increased industrialization, generate wealth so rapidly that he can do very great things. But, he notes, there must be an enormous educational task successfully accomplished right now to convert man's tendency toward oblivion into a realization of his potential, to a universe-exploring advantage from this Spaceship Earth.It has been noted that Mr. Fuller spins ideas in clusters, and clusters of his ideas generate still other clusters. The concept spaceship earth is Mr. Fuller's, and though used by Barbara Ward as the title of a work of her own the idea was acknowledged by her there as deriving from Mr. Fuller. The brilliant syntheses of some fundamental Fuller principles given here makes of this book a microcosm of the Fuller system.
User Story Mapping: Discover the Whole Story, Build the Right Product
Jeff Patton - 2012
With this practical book, you'll explore the often-misunderstood practice of user story mapping, and learn how it can help keep your team stay focused on users and their experience throughout the development process.You and your team will learn that user stories aren't a way to write better specifications, but a way to organize and have better conversations. This book will help you understand what kinds of conversations you should be having, when to have them, and what to keep track of when you do. Learn the key concepts used to create a great story map. Understand how user stories really work, and how to make good use of them in agile and lean projects. Examine the nuts and bolts of managing stories through the development cycle. Use strategies that help you continue to learn before and after the product's release to customers and usersUser Story Mapping is ideal for agile and lean software development team members, product managers and UX practitioners in commercial product companies, and business analysts and project managers in IT organizations—whether you're new to this approach or want to understand more about it.
Public Places-Urban Spaces: The Dimensions of Urban Design
Matthew Carmona - 2003
The discussion moves systematically through ideas, theories, research and practice of urban design from a wide range of sources. It gradually builds the concepts one upon the other towards a total view of the subject.
The Wall Street Journal Guide to Information Graphics: The Dos and Don'ts of Presenting Data, Facts, and Figures
Dona M. Wong - 2009
Yet information graphics is rarely taught in schools or is the focus of on-the-job training. Now, for the first time, Dona M. Wong, a student of the information graphics pioneer Edward Tufte, makes this material available for all of us. In this book, you will learn:to choose the best chart that fits your data;the most effective way to communicate with decision makers when you have five minutes of their time;how to chart currency fluctuations that affect global business;how to use color effectively;how to make a graphic “colorful” even if only black and white are available.The book is organized in a series of mini-workshops backed up with illustrated examples, so not only will you learn what works and what doesn’t but also you can see the dos and don’ts for yourself. This is an invaluable reference work for students and professional in all fields.
Interdisciplinary Interaction Design: A Visual Guide to Basic Theories, Models and Ideas for Thinking and Designing for Interactive Web Design and Dig
James Pannafino - 2012
It addresses how people deal with words, read images, explore physical space, think about time and motion, and how actions and responses affect human behavior. Various disciplines make up interaction design, such as industrial design, cognitive psychology, user interface design and many others. It is my hope that this book is a starting point for creating a visual language to enhance the understanding of interdisciplinary theories within interaction design. The book uses concise descriptions, visual metaphors and comparative diagrams to explain each term's meaning. Many ideas in this book are based on timeless principles that will function in varying contexts.