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Primitive Interaction Design
~
Hoshi, Kei.
Primitive Interaction Design
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Primitive Interaction Design/ by Kei Hoshi, John Waterworth.
Author:
Hoshi, Kei.
other author:
Waterworth, John.
Description:
XVI, 133 p. 33 illus., 16 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computer Appl. in Social and Behavioral Sciences. -
Online resource:
https://doi.org/10.1007/978-3-030-42954-6
ISBN:
9783030429546
Primitive Interaction Design
Hoshi, Kei.
Primitive Interaction Design
[electronic resource] /by Kei Hoshi, John Waterworth. - 1st ed. 2020. - XVI, 133 p. 33 illus., 16 illus. in color.online resource. - Human–Computer Interaction Series,1571-5035. - Human–Computer Interaction Series,.
Preface -- Part 1:Motivations and Inspirations -- Why Primitive Interaction Design -- Being Through Interaction -- Part 2: Theories and Foundations -- Savage and Trickster -- Emptiness, Nothingness and the Interval in Between- Unconscious Interaction and Design -- Part 3: Design Untamed -- The Designer as Savage -- Primitive Interaction Design: Methods -- Primitive Interaction Design: Examples -- Towards a New Culture of Interaction Design.
Interaction design is acknowledged as an important area of study, and more especially of design practice. Hugely popular and profitable consumer devices, such as mobile phones and tablets, are seen as owing much of their success to the way they have been designed, not least their interface characteristics and the styles of interaction that they support. Interaction design studies point to the importance of a user-centred approach, whereby products are in principle designed around their future users’ needs and capacities. However, it is the market, and marketing, that determine which products are available for people to interact with and to a great extent what their designed characteristics are. Primitive Interaction Design is based on the realisation that designers need to be freed from the marketplace and industry pressure, and that the usual user-centred arguments are not enough to make a practical difference. Interaction designers are invited to cast themselves as “savages”, as if wielding primitive tools in concrete physical environments. A theoretical perspective is presented that opens up new possibilities for designers to explore fresh ideas and practices, including the importance of conscious and unconscious being, emptiness and trickery. Building on this, a set of design tools for primitive design work is presented and illustrated with practical examples. This book will be of particular interest to undergraduate and graduate students and researchers in interaction design and HCI, as well as practicing interaction designers and computer professions. It will also appeal to those with an interest in psychology, anthropology, cultural studies, design and the future of technology in society.
ISBN: 9783030429546
Standard No.: 10.1007/978-3-030-42954-6doiSubjects--Topical Terms:
669920
Computer Appl. in Social and Behavioral Sciences.
LC Class. No.: QA76.9.U83
Dewey Class. No.: 005.437
Primitive Interaction Design
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Preface -- Part 1:Motivations and Inspirations -- Why Primitive Interaction Design -- Being Through Interaction -- Part 2: Theories and Foundations -- Savage and Trickster -- Emptiness, Nothingness and the Interval in Between- Unconscious Interaction and Design -- Part 3: Design Untamed -- The Designer as Savage -- Primitive Interaction Design: Methods -- Primitive Interaction Design: Examples -- Towards a New Culture of Interaction Design.
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Interaction design is acknowledged as an important area of study, and more especially of design practice. Hugely popular and profitable consumer devices, such as mobile phones and tablets, are seen as owing much of their success to the way they have been designed, not least their interface characteristics and the styles of interaction that they support. Interaction design studies point to the importance of a user-centred approach, whereby products are in principle designed around their future users’ needs and capacities. However, it is the market, and marketing, that determine which products are available for people to interact with and to a great extent what their designed characteristics are. Primitive Interaction Design is based on the realisation that designers need to be freed from the marketplace and industry pressure, and that the usual user-centred arguments are not enough to make a practical difference. Interaction designers are invited to cast themselves as “savages”, as if wielding primitive tools in concrete physical environments. A theoretical perspective is presented that opens up new possibilities for designers to explore fresh ideas and practices, including the importance of conscious and unconscious being, emptiness and trickery. Building on this, a set of design tools for primitive design work is presented and illustrated with practical examples. This book will be of particular interest to undergraduate and graduate students and researchers in interaction design and HCI, as well as practicing interaction designers and computer professions. It will also appeal to those with an interest in psychology, anthropology, cultural studies, design and the future of technology in society.
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