Book picks similar to
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing by Malcolm McCullough
design
non-fiction
architecture
interaction-design
The Image of the City
Kevin Lynch - 1960
Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion -- imageability -- and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.
Extrastatecraft: The Power of Infrastructure Space
Keller Easterling - 2014
Infrastructure is not only the underground pipes and cables controlling our cities. It also determines the hidden rules that structure the spaces all around us – free trade zones, smart cities, suburbs, and shopping malls. Extrastatecraft charts the emergent new powers controlling this space and shows how they extend beyond the reach of government. Keller Easterling explores areas of infrastructure with the greatest impact on our world – examining everything from standards for the thinness of credit cards to the urbanism of mobile telephony, the world’s largest shared platform, to the “free zone,” the most virulent new world city paradigm. In conclusion, she proposes some unexpected techniques for resisting power in the modern world.Extrastatecraft will change the way we think about urban spaces – and how we live in them.
Reality is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal - 2010
The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.
Designing Interactions
Bill Moggridge - 2006
Designers of digital technology products no longer regard their job as designing a physical object--beautiful or utilitarian--but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews--including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop--have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology.Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO--how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology.Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion.Interviews with: Bill Atkinson - Durrell Bishop - Brendan Boyle - Dennis Boyle - Paul Bradley - Duane Bray - Sergey Brin - Stu Card - Gillian Crampton Smith - Chris Downs- Tony Dunne - John Ellenby - Doug Englebart - Jane Fulton Suri - Bill Gaver - Bing Gordon - Rob Haitani - Jeff Hawkins - Matt Hunter - Hiroshi Ishii - Bert Keely - David Kelley - Rikako Kojima - Brenda Laurel - David Liddle - Lavrans L?vlie - John Maeda - Paul Mercer - Tim Mott - Joy Mountford - Takeshi Natsuno - Larry Page - Mark Podlaseck - Fiona Raby - Cordell Ratzlaff - Ben Reason - Jun Rekimoto - Steve Rogers - Fran Samalionis - Larry Tesler - Bill Verplank - Terry Winograd - Will Wright
Cradle to Cradle: Remaking the Way We Make Things
William McDonough - 2002
But as architect William McDonough and chemist Michael Braungart point out in this provocative, visionary book, such an approach only perpetuates the one-way, "cradle to grave" manufacturing model, dating to the Industrial Revolution, that creates such fantastic amounts of waste and pollution in the first place. Why not challenge the belief that human industry must damage the natural world? In fact, why not take nature itself as our model for making things? A tree produces thousands of blossoms in order to create another tree, yet we consider its abundance not wasteful but safe, beautiful, and highly effective.Waste equals food. Guided by this principle, McDonough and Braungart explain how products can be designed from the outset so that, after their useful lives, they will provide nourishment for something new. They can be conceived as "biological nutrients" that will easily reenter the water or soil without depositing synthetic materials and toxins. Or they can be "technical nutrients" that will continually circulate as pure and valuable materials within closed-loop industrial cycles, rather than being "recycled" -- really, downcycled -- into low-grade materials and uses. Drawing on their experience in (re)designing everything from carpeting to corporate campuses, McDonough and Braungart make an exciting and viable case for putting eco-effectiveness into practice, and show how anyone involved with making anything can begin to do as well.
Hit Makers: The Science of Popularity in an Age of Distraction
Derek Thompson - 2017
Each blockbuster has a secret history--of power, influence, dark broadcasters, and passionate cults that turn some new products into cultural phenomena. Even the most brilliant ideas wither in obscurity if they fail to connect with the right network, and the consumers that matter most aren't the early adopters, but rather their friends, followers, and imitators -- the audience of your audience.In his groundbreaking investigation, Atlantic senior editor Derek Thompson uncovers the hidden psychology of why we like what we like and reveals the economics of cultural markets that invisibly shape our lives. Shattering the sentimental myths of hit-making that dominate pop culture and business, Thompson shows quality is insufficient for success, nobody has "good taste," and some of the most popular products in history were one bad break away from utter failure. It may be a new world, but there are some enduring truths to what audiences and consumers want. People love a familiar surprise: a product that is bold, yet sneakily recognizable.Every business, every artist, every person looking to promote themselves and their work wants to know what makes some works so successful while others disappear. Hit Makers is a magical mystery tour through the last century of pop culture blockbusters and the most valuable currency of the twenty-first century--people's attention.From the dawn of impressionist art to the future of Facebook, from small Etsy designers to the origin of Star Wars, Derek Thompson leaves no pet rock unturned to tell the fascinating story of how culture happens and why things become popular.In Hit Makers, Derek Thompson investigates: - The secret link between ESPN's sticky programming and the The Weeknd's catchy choruses - Why Facebook is the world's most important modern newspaper - How advertising critics predicted Donald Trump - The 5th grader who accidentally launched "Rock Around the Clock," the biggest hit in rock and roll history - How Barack Obama and his speechwriters think of themselves as songwriters - How Disney conquered the world--but the future of hits belongs to savvy amateurs and individuals - The French collector who accidentally created the Impressionist canon - Quantitative evidence that the biggest music hits aren't always the best - Why almost all Hollywood blockbusters are sequels, reboots, and adaptations - Why one year--1991--is responsible for the way pop music sounds today - Why another year --1932--created the business model of film - How data scientists proved that "going viral" is a myth - How 19th century immigration patterns explain the most heard song in the Western Hemisphere
Mental Models: Aligning Design Strategy with Human Behavior
Indi Young - 2008
One of the best ways is to understand users' reasons for doing things. Mental Models gives you the tools to help you grasp, and design for, those reasons. Adaptive Path co-founder Indi Young has written a roll-up-your-sleeves book for designers, managers, and anyone else interested in making design strategic, and successful.
Amusing Ourselves to Death: Public Discourse in the Age of Show Business
Neil Postman - 1985
In this eloquent, persuasive book, Neil Postman alerts us to the real and present dangers of this state of affairs, and offers compelling suggestions as to how to withstand the media onslaught. Before we hand over politics, education, religion, and journalism to the show business demands of the television age, we must recognize the ways in which the media shape our lives and the ways we can, in turn, shape them to serve out highest goals.
UX Strategy: How to Devise Innovative Digital Products That People Want
Jaime Levy - 2014
You'll get several case studies, including Airbnb, along with interviews with UX strategists from different work environments (startup, agency, and enterprise) about their roles and experience.With this book, UX designers, product stakeholders, and startup founders will learn how to: • Conduct a competitive analysis on the online marketplace• Perform guerrilla user research for your MVP• Design for conversion and develop a funnel matrix for understanding customer acquisition• Extract innovative online opportunities from market research• Validate customer research with continuous feedback loops• Adapt traditional and contemporary business approaches (such as Lean Startup) to implement a successful strategy
The Production of Space
Henri Lefebvre - 1991
His work spans some sixty years and includes original work on a diverse range of subjects, from dialectical materialism to architecture, urbanism and the experience of everyday life. The Production of Space is his major philosophical work and its translation has been long awaited by scholars in many different fields. The book is a search for a reconciliation between mental space (the space of the philosophers) and real space (the physical and social spheres in which we all live). In the course of his exploration, Henri Lefebvre moves from metaphysical and ideological considerations of the meaning of space to its experience in the everyday life of home and city. He seeks, in other words, to bridge the gap between the realms of theory and practice, between the mental and the social, and between philosophy and reality. In doing so, he ranges through art, literature, architecture and economics, and further provides a powerful antidote to the sterile and obfuscatory methods and theories characteristic of much recent continental philosophy. This is a work of great vision and incisiveness. It is also characterized by its author's wit and by anecdote, as well as by a deftness of style which Donald Nicholson-Smith's sensitive translation precisely captures.
How to Lie with Maps
Mark Monmonier - 1991
Monmonier shows that, despite their immense value, maps lie. In fact, they must.The second edition is updated with the addition of two new chapters, 10 color plates, and a new foreword by renowned geographer H. J. de Blij. One new chapter examines the role of national interest and cultural values in national mapping organizations, including the United States Geological Survey, while the other explores the new breed of multimedia, computer-based maps.To show how maps distort, Monmonier introduces basic principles of mapmaking, gives entertaining examples of the misuse of maps in situations from zoning disputes to census reports, and covers all the typical kinds of distortions from deliberate oversimplifications to the misleading use of color."Professor Monmonier himself knows how to gain our attention; it is not in fact the lies in maps but their truth, if always approximate and incomplete, that he wants us to admire and use, even to draw for ourselves on the facile screen. His is an artful and funny book, which like any good map, packs plenty in little space."—Scientific American"A useful guide to a subject most people probably take too much for granted. It shows how map makers translate abstract data into eye-catching cartograms, as they are called. It combats cartographic illiteracy. It fights cartophobia. It may even teach you to find your way. For that alone, it seems worthwhile."—Christopher Lehmann-Haupt, The New York Times". . . witty examination of how and why maps lie. [The book] conveys an important message about how statistics of any kind can be manipulated. But it also communicates much of the challenge, aesthetic appeal, and sheer fun of maps. Even those who hated geography in grammar school might well find a new enthusiasm for the subject after reading Monmonier's lively and surprising book."—Wilson Library Bulletin"A reading of this book will leave you much better defended against cheap atlases, shoddy journalism, unscrupulous advertisers, predatory special-interest groups, and others who may use or abuse maps at your expense."—John Van Pelt, Christian Science Monitor"Monmonier meets his goal admirably. . . . [His] book should be put on every map user's 'must read' list. It is informative and readable . . . a big step forward in helping us to understand how maps can mislead their readers."—Jeffrey S. Murray, Canadian Geographic
Protocol: How Control Exists After Decentralization
Alexander R. Galloway - 2004
He does this by treating the computer as a textual medium that is based on a technological language, code. Code, he argues, can be subject to the same kind of cultural and literary analysis as any natural language; computer languages have their own syntax, grammar, communities, and cultures. Instead of relying on established theoretical approaches, Galloway finds a new way to write about digital media, drawing on his backgrounds in computer programming and critical theory. Discipline-hopping is a necessity when it comes to complicated socio-technical topics like protocol, he writes in the preface.Galloway begins by examining the types of protocols that exist, including TCP/IP, DNS, and HTML. He then looks at examples of resistance and subversion--hackers, viruses, cyberfeminism, Internet art--which he views as emblematic of the larger transformations now taking place within digital culture. Written for a nontechnical audience, Protocol serves as a necessary counterpoint to the wildly utopian visions of the Net that were so widespread in earlier days.
Designing Bots: Creating Conversational Experiences
Amir Shevat - 2017
In this practical guide, author Amir Shevat shows you how to design and build great conversational experiences and delightful bots that makes people s life more fun and productive.You ll explore several real-world bot examples to understand what works and what doesn t, and learn practical design patterns for your own bot-building toolbox. This book is ideal for beginners and intermediate designers, as well as senior professionals exploring the conversational user experience paradigm. No coding experience or prior knowledge of conversational UI is required.Learn what bots are, and understand bot types and major components that compose a botExplore different use-cases of bots and best practices around these use casesExamine real-life examples and learn from their experienceUnderstand the bot anatomy (Onboarding, Notifications, Conversations, Advance UI controls) and their associated design patternsPrototype your own first bot and experiment with user feedback"
Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics
Thomas Tullis - 2008
They explore each metric, considering best methods for collecting, analyzing, and presenting the data. They provide step-by-step guidance for measuring the usability of any type of product using any type of technology.This book is recommended for usability professionals, developers, programmers, information architects, interaction designers, market researchers, and students in an HCI or HFE program.
The Non-Designer's Design Book
Robin P. Williams - 2003
Not to worry: This book is the one place you can turn to find quick, non-intimidating, excellent design help. In The Non-Designer's Design Book, 2nd Edition, best-selling author Robin Williams turns her attention to the basic principles of good design and typography. All you have to do is follow her clearly explained concepts, and you'll begin producing more sophisticated, professional, and interesting pages immediately. Humor-infused, jargon-free prose interspersed with design exercises, quizzes, illustrations, and dozens of examples make learning a snap—which is just what audiences have come to expect from this best-selling author.