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001 978-3-030-42954-6
003 DE-He213
005 20240423125110.0
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008 200818s2020 sz | s |||| 0|eng d
020 _a9783030429546
_9978-3-030-42954-6
024 7 _a10.1007/978-3-030-42954-6
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZ
_2bicssc
072 7 _aCOM079010
_2bisacsh
072 7 _aUYZ
_2thema
082 0 4 _a005.437
_223
082 0 4 _a004.019
_223
100 1 _aHoshi, Kei.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aPrimitive Interaction Design
_h[electronic resource] /
_cby Kei Hoshi, John Waterworth.
250 _a1st ed. 2020.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2020.
300 _aXVI, 133 p. 33 illus., 16 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aHuman–Computer Interaction Series,
_x2524-4477
505 0 _aPreface -- 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.
520 _aInteraction 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.
650 0 _aUser interfaces (Computer systems).
650 0 _aHuman-computer interaction.
650 0 _aHuman-machine systems.
650 0 _aPsychology.
650 0 _aSocial sciences
_xData processing.
650 1 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aInteraction Design.
650 2 4 _aBehavioral Sciences and Psychology.
650 2 4 _aComputer Application in Social and Behavioral Sciences.
700 1 _aWaterworth, John.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030429539
776 0 8 _iPrinted edition:
_z9783030429553
776 0 8 _iPrinted edition:
_z9783030429560
830 0 _aHuman–Computer Interaction Series,
_x2524-4477
856 4 0 _uhttps://doi.org/10.1007/978-3-030-42954-6
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
942 _cSPRINGER
999 _c174216
_d174216