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defining: Ubiquitous Computing
In 1991, Mark Weiser defined ubiquitous computing (which he also calls "embodied virtuality", as opposed to virtual reality) as invisible and indistinguishable from the "fabric of everyday life"; that is, from human behavior. Which is to say that ubiquitous computing aims at providing humane tools with which beings can continue dealing with their world in very much the same behavioral ways.
On UX Debt
According to Aarron Walter's "Hierarchy of User Needs," which follows Maslow's framework of Hierarchy of (Human) Needs, the functional measure lives at the lowest level of the quality axis and supports the increasingly qualitative measures: reliable, usable, and pleasurable; the latter sitting at the top of the pyramid denoting the ideal, target or "peak" experience.
The Value Impact of Service Partnerships
In a world where almost everything is digitized, services can now be understood as concepts with infinite potential to grow and transform. What was once unimaginable now lies within the expected.
The delightful ‘Of course!’ moment often reveals itself through these service combinations, giving new meaning to the services that we use.
Information Interaction Design – Shedroff, 1999
In 1999, Nathan Shedroff asked: "How do we as designers create meaningful experiences and interactions for others?" (Shedroff; 1999:288). He introduced the importance of Information Interaction Design as the design of information for contextual user-centric interaction. According to Shedroff, emerging trends in information processing of designed products and experiences include: "information overload, information anxiety, media literacy, media immersion, and technological overload." (Shedroff; 1999:267) Those, in turn, define the focus of HCI and the practice of Information Interaction Design.
Sketching User Experiences (2)- Bill Buxton
Bill Buxton defines "best practices" in designing for user experiences as a combination of both methods and skills relating to ideation: sketching, testing and problem-solving.
The Theories of Christopher Alexander
If we look at systems behavior and the similarities and particularities found within decentralized systems, we see how the conception of an environment built around rules or patterns might generate parallel effects wherein environments are created at the human scale and with the equal consideration of functional and experiential coherence, while yet remaining distinct and separate entities in their particularities.
Alexander’s A Pattern Language promotes a bottom-up approach, which places users of buildings as builders of their environments through the process of co-creating a common ground with the collective consensus of a “shared pattern language”; to give users better control over the spaces they dwell in.