Limited Offer
There's Not an App for That
Mobile User Experience Design for Life
- 1st Edition - September 14, 2014
- Authors: Simon Robinson, Gary Marsden, Matt Jones
- Language: English
- Paperback ISBN:9 7 8 - 0 - 1 2 - 4 1 6 6 9 1 - 2
- eBook ISBN:9 7 8 - 0 - 1 2 - 4 1 6 6 9 9 - 8
There’s Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling… Read more
Purchase options
Institutional subscription on ScienceDirect
Request a sales quoteThere’s Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling you to think outside of the screen and beyond the conventional. You’ll review diverse aspects of mobile UX: the screens, the experience, how apps are used, and why they’re used. You’ll find special sections on "challenging your approach", as well as a series of questions you can use to critique and evaluate your own designs. Whether the authors are discussing real-world products in conjunction with suggested improvements, showcasing how existing technologies can be put together in unconventional ways, or even evaluating "far out" mobile experiences of the future, you’ll find plenty of practical pointers and action items to help you in your day-to-day work.
- Provides you with new and innovative ways to think about mobile design
- Includes future mobile interfaces and interactions, complete with real-world, applied information that teaches you how today’s mobile services can be improved
- Illustrates themes from existing systems and apps to show clear paths of thought and development, enabling you to better design for the future
UX professionals and designers, app developers, undergraduates/postgraduates, mobile business strategists and mobile enthusiasts
- Dedication
- Preface
- About the Authors
- Acknowledgments
- Photo Credits
- Chapter 1. Introduction
- Ecstasy
- Angst
- Losing ourselves
- Rebellion not retreat
- Life under a lid
- Future, now
- Resources
- Chapter 2. Problem 1
- Introduction
- Built as bodies, built for materials
- Breaking the glass: Visions of what might be possible
- Rising to the challenge
- Resources
- Chapter 3. Opportunity 1.1
- Introduction
- Multisensory interaction
- Material properties impact interaction
- Going beyond “good for us”
- Takeaways
- Resources
- Chapter 4. Opportunity 1.2
- Introduction
- Touching fabric and touching the screen
- Wearables that respond to wear
- Intimate interfaces
- Pret-a-porter
- Resources
- Chapter 5. Opportunity 1.3
- Introduction
- Designing for how our bodies move
- Effortful design
- Are you designing for cyborgs or centaurs?
- Moving on
- Resources
- Chapter 6. Opportunity 1.4
- Introduction
- Modalities and multimodality
- Tangibles: Getting physical
- Emerging interface materials
- Resources
- Chapter 7. Problem 2
- Introduction
- What is “heads down”?
- How did this happen?
- Face on
- So what’s to be done?
- Resources
- Chapter 8. Opportunity 2.1
- Introduction
- Surely heads-up displays are the answer?
- Is speech the answer?
- Why do we need to think of alternatives to these exciting technologies?
- Resources
- Chapter 9. Opportunity 2.2
- Introduction
- Weaning off heads down: Glanceable displays
- Apps that bite back
- Beyond the instant
- Direct manipulation and the power of the wand metaphor
- When heads down works
- Facing up to reality
- Resources
- Chapter 10. Problem 3
- Introduction
- Ordered chaos
- So what’s to be done?
- Resources
- Chapter 11. Opportunity 3.1
- Introduction
- Designing for messy organization
- Designing for messy interaction
- Designing for mess media
- Mess and creativity
- Using clutter in the world
- Tidying up
- Resources
- Chapter 12. Opportunity 3.2
- The thrill of not being sure
- Illustrating the value of uncertainty: Navigation without navigating
- Finding your own way
- Resources
- Chapter 13. Problem 4
- Introduction
- Together moments
- Performance at the periphery
- Leaning in
- Out of the shadows and onto the stage
- Resources
- Chapter 14. Opportunity 4.1
- Introduction
- Designing to encourage people to use their mobiles together
- Designing as if mobiles were public rather than private devices
- Supporting role to leading actor
- Resources
- Chapter 15. Opportunity 4.2
- Introduction
- Small screen, large screen
- Self-expression and embarrassment
- Writing your own script
- Resources
- Chapter 16. Problem 5
- Introduction
- Distancing us
- Becoming mindful
- Resources
- Chapter 17. Opportunity 5.1
- Introduction
- Modes of interaction
- Space
- Identity: Who we are
- An app for that
- Solving the problem without apps
- Resources
- Chapter 18. Opportunity 5.2
- Introduction
- Getting rid of apps 1: Building a just-in-time scheme
- Getting rid of apps 2: Back to people again
- Resources
- Chapter 19. Opportunity 6
- Introduction
- Challenges
- Opportunities
- Designing for sharing
- Designing to accommodate literacy levels
- Designing platforms that empower
- Designing to make a big difference
- The road ahead
- Resources
- Chapter 20. Bringing Things Together
- The way forward
- No time like the present
- Beyond phones and apps
- Pathways to the future
- Resources
- Index
- No. of pages: 448
- Language: English
- Edition: 1
- Published: September 14, 2014
- Imprint: Morgan Kaufmann
- Paperback ISBN: 9780124166912
- eBook ISBN: 9780124166998
SR
Simon Robinson
More at simon.robinson.ac
GM
Gary Marsden
MJ