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This book will help you design media that engages, entertains, communicates and 'sticks' with the audience. Packed with examples of groundbreaking interactive design, this book provides a solid introduction to the principles of interactive communication and detailed case studies from world-leading industry experts. The Fundamentals of Interactive Design takes you step by step through each stage of the creative process – from inspiration to practical application of designing interfaces and interactive experiences. With a visually engaging and exciting layout this book is an invaluable overview of the state of the art and the ongoing evolution of digital design, from where it is now to where it's going in the future.

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Digital technology has changed the way we interact with everything from the games we play to the tools we use at work. Designers of digital technology products no longer regard their job as designing a physical object―beautiful or utilitarian―but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome.

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Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls "embodied interaction"-an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality-reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers.

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The book considers how agencies are currently figured at the human-machine interface, and how they might be imaginatively and materially reconfigured. Contrary to the apparent enlivening of objects promised by the sciences of the artificial, the author proposes that the rhetorics and practices of those sciences work to obscure the performative nature of both persons and things. Drawing on scholarship across the social sciences, humanities and computing, the author argues for research aimed at tracing the differences within specific socio-material arrangements without resorting to essentialist divides. This requires expanding our unit of analysis, while recognizing the inevitable cuts or boundaries through which technological systems are constituted.

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Even the smartest among us can feel inept as we try to figure out the shower control in a hotel or attempt to navigate an unfamiliar television set or stove. When The Design of Everyday Things was published in 1988, cognitive scientist Don Norman provocatively proposed that the fault lies not in ourselves, but in design that ignores the needs and psychology of people. Fully revised to keep the timeless principles of psychology up to date with ever-changing new technologies, The Design of Everyday Things is a powerful appeal for good design, and a reminder of how -- and why -- some products satisfy while others only disappoint.