Services and products are increasingly composed of computerized things that are interconnected, with embedded sensors, and interaction capabilities. This trend is evident in everyday objects and tools and is rapidly changing the way we live our lives. Design work and designers have to keep up with this development and adapt both thinking and tools. The problem is no longer just to design a thing or interaction with a computational device. Design is not even limited to the service embedding of the thing. It needs to include all of the above while, importantly, also taking the particular context of use into account.
This book presents a framework and a number of and tools from a systems perspective that will help the designer take the step from designing a thing to designing a context informed ubiquitous service. As a basis for this, three complementary interactors; Human, Information and Thing, along with the interactions they enable are introduced. They are used to infuse a way of thinking with the clarification of context, service design, ubiquitous computing, social media and other current trends before initiating design work.
The design process is introduced by a discussion on the goals for design. Usability and meaningful user experiences are surveyed as guides for better designs. Beginning with the resultant understanding, the design process is staged using the levels of service design, requirement analysis, conceptual, information, interaction and appearance design. Relevant tools and an outline of the possible design space of mobile and pervasive applications are given for each level, and the design work is framed by an overall story-based approach.
Umeå: Videoiterna , 2012, 1. , 374 p.