A theory of place for interaction design.
Digital Ground is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace architecture. The young field of interaction design reflects not only how people deal with machine interfaces but also how people deal with each other in situations where interactivity has become ambient. It shifts previously utilitarian digital design concerns to a cultural level, adding notions of premise, appropriateness, and appreciation.
Malcolm McCullough offers an account of the intersections of architecture and interaction design, arguing that the ubiquitous technology does not obviate the human need for place. His concept of "digital ground" expresses an alternative to anytime-anyplace sameness in computing; he shows that context not only shapes usability but ideally becomes the subject matter of interaction design and that "environmental knowing" is a process that technology may serve and not erode.
Drawing on arguments from architecture, psychology, software engineering, and geography, writing for practicing interaction designers, pervasive computing researchers, architects, and the general reader on digital culture, McCullough gives us a theory of place for interaction design. Part I, "Expectations," explores our technological predispositions—many of which ("situated interactions") arise from our embodiment in architectural settings. Part II, "Technologies," discusses hardware, software, and applications, including embedded technology ("bashing the desktop"), and building technology genres around life situations. Part III, "Practices," argues for design as a liberal art, seeing interactivity as a cultural—not only technological—challenge and a practical notion of place as essential. Part IV, "Epilogue," acknowledges the epochal changes occurring today, and argues for the role of "digital ground" in the necessary adaptation.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Malcolm McCullough is Professor of Architecture at Taubman College of Architecture and Urban Planning at the University of Michigan. He is the author of Abstracting Craft: The Practiced Digital Hand, Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing, and Ambient Commons: Attention in the Age of Embodied Information, all published by the MIT Press.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : Better World Books Ltd, Dunfermline, Royaume-Uni
Etat : Good. Former library copy. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good. N° de réf. du vendeur GRP21075553
Quantité disponible : 2 disponible(s)
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-Uni
Hardback. Etat : Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged. N° de réf. du vendeur GOR006689519
Quantité disponible : 2 disponible(s)
Vendeur : Roundabout Books, Greenfield, MA, Etats-Unis
hardcover. Etat : Near Fine. Condition Notes: Excellent, unmarked copy with little wear and tight binding. We ship in recyclable American-made mailers. 100% money-back guarantee on all orders. N° de réf. du vendeur 1608011
Quantité disponible : 1 disponible(s)
Vendeur : Heartwood Books, A.B.A.A., Charlottesville, VA, Etats-Unis
Cloth. Etat : Fine. Etat de la jaquette : Near Fine. Fine, internally clean, solid hardback in a Near Fine dust jacket with a few stray ink marks on the spine. #. N° de réf. du vendeur 7863
Quantité disponible : 1 disponible(s)
Vendeur : ThriftBooks-Atlanta, AUSTELL, GA, Etats-Unis
Hardcover. Etat : Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less. N° de réf. du vendeur G0262134357I3N00
Quantité disponible : 1 disponible(s)
Vendeur : ThriftBooks-Dallas, Dallas, TX, Etats-Unis
Hardcover. Etat : Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less. N° de réf. du vendeur G0262134357I4N00
Quantité disponible : 1 disponible(s)
Vendeur : Ammareal, Morangis, France
Hardcover. Etat : Bon. Ancien livre de bibliothèque avec équipements. Couverture différente. Edition 2004. Ammareal reverse jusqu'à 15% du prix net de cet article à des organisations caritatives. ENGLISH DESCRIPTION Book Condition: Used, Good. Former library book. Different cover. Edition 2004. Ammareal gives back up to 15% of this item's net price to charity organizations. N° de réf. du vendeur G-317-357
Quantité disponible : 1 disponible(s)
Vendeur : Barksdale Books, Almere, Pays-Bas
Etat : Good. A theory of place for interaction design. Digital Ground is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace architecture. The young field of interaction design reflects not only how people deal with machine interfaces but also how people deal with each other in situations where interactivity has become ambient. It shifts previously utilitarian digital design concerns to a cultural level, adding notions of premise, appropriateness, and appreciation. Malcolm McCullough offers an account of the intersections of architecture and interaction design, arguing that the ubiquitous technology does not obviate the human need for place. His concept of digital ground expresses an alternative to anytime-anyplace sameness in computing; he shows that context not only shapes usability but ideally becomes the subject matter of interaction design and that environmental knowing is a process that technology may serve and not erode. Drawing on arguments from architecture, psychology, software engineering, and geography, writing for practicing interaction designers, pervasive computing researchers, architects, and the general reader on digital culture, McCullough gives us a theory of place for interaction design. Part I, Expectations, explores our technological predispositions-many of which ( situated interactions ) arise from our embodiment in architectural settings. Part II, Technologies, discusses hardware, software, and applications, including embedded technology ( bashing the desktop ), and building technology genres around life situations. Part III, Practices, argues for design as a liberal art, seeing interactivity as a cultural-not only technological-challenge and a practical notion of place as essential. Part IV, Epilogue, acknowledges the epochal changes occurring today, and argues for the role of digital ground in the necessary adaptation.; Boek schoon, fris & gaaf; losse stofomslag met verwaarloosbare gebruikssporen. N° de réf. du vendeur 928293
Quantité disponible : 1 disponible(s)
Vendeur : Book Grocer, Tullamarine, VIC, Australie
Hardback. Malcolm McCullough (University of Michigan), MIT Press Ltd. Digital Ground is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace architecture. The young field of interaction design reflects not only how people deal with machine interfaces but also how people deal with each other in situations where interactivity has become ambient. It shifts previously utilitarian digital design concerns to a cultural level, adding notions of premise, appropriateness, and appreciation. Malcolm McCullough offers an account of the intersections of architecture and interaction design, arguing that the ubiquitous technology does not obviate the human need for place. His concept of "digital ground" expresses an alternative to anytime/anyplace sameness in computing; he shows that context not only shapes usability but ideally becomes the subject matter of interaction design and that "environmental knowing" is a process that technology may serve and not erode.Drawing on arguments from architecture, psychology, software engineering and geography, writing for practising interaction designers, pervasive computing researchers, architects and the general reader on digital culture, McCullough gives us a theory of place for interaction design. Part I, "Expectations," explores our technological predispositions - many of which ("situated interactions") arise from our embodiment in architectural settings. Part II, "Technology," discusses hardware, software and applications, including embedded technology ("bashing the desktop") and building technology genres around life situations. Part III, "Practices," argues for design as a liberal art, seeing interactivity as a cultural - not only technological - challenge and a practical notion of place as essential. Part IV, "Epilogue," acknowledges the epochal changes occurring today, and argues for the role of "digital ground" in the necessary adaptation. Hardback. N° de réf. du vendeur 9780262134354-SECONDHAND
Quantité disponible : 1 disponible(s)
Vendeur : JuddSt.Pancras, London, Royaume-Uni
Hardcover. Etat : Very Good. Etat de la jaquette : Good. Dustwrapper slightly worn. N° de réf. du vendeur c29460
Quantité disponible : 1 disponible(s)