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There's Not an App for That: Mobile User Experience Design for Life, by Simon Robinson, Gary Marsden, Matt Jones

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There’s Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling you to think outside of the screen and beyond the conventional. You’ll review diverse aspects of mobile UX: the screens, the experience, how apps are used, and why they’re used. You’ll find special sections on "challenging your approach", as well as a series of questions you can use to critique and evaluate your own designs. Whether the authors are discussing real-world products in conjunction with suggested improvements, showcasing how existing technologies can be put together in unconventional ways, or even evaluating "far out" mobile experiences of the future, you’ll find plenty of practical pointers and action items to help you in your day-to-day work.
- Provides you with new and innovative ways to think about mobile design
- Includes future mobile interfaces and interactions, complete with real-world, applied information that teaches you how today’s mobile services can be improved
- Illustrates themes from existing systems and apps to show clear paths of thought and development, enabling you to better design for the future
- Sales Rank: #2123377 in Books
- Published on: 2014-12-16
- Released on: 2014-12-02
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x 1.04" w x 7.50" l, .84 pounds
- Binding: Paperback
- 448 pages
Review
"...focuses on mobile users and tries to determine a good user experience design…The interface should provide a user experience that is more people-oriented rather than technology-oriented...an interesting book and the concept is explained clearly." --Computing Reviews
"The authors give great examples of inspiration from food, fashion, fitness, and even from mess and uncertainty. They discuss how a design can enhance mindfulness…" --User Experience
From the Back Cover
There's Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling you to think outside of the screen and beyond the conventional. You'll review diverse aspects of mobile UX: the screens, the experience, how apps are used, and why they're used. You'll find special sections on "challenging your approach", as well as a series of questions you can use to critique and evaluate your own designs. Whether the authors are discussing real-world products in conjunction with suggested improvements, showcasing how existing technologies can be put together in unconventional ways, or even evaluating "far out" mobile experiences of the future, you'll find plenty of practical pointers and action items to help you in your day-to-day work.
"Designers take note: this book will guide you to creating the next generation of viral must-have apps. The bright light of fresh design thinking reveals that there is lots more to be done with our smartphones, tablets, and personal media. I'm charmed by the big ideas and promising technologies that will make our lives better, our relationships more fulfilling, and our communities more connected."
Ben Shneiderman, Professor of Computer Science at the University of Maryland Human-Computer Interaction Lab; coauthor of�Designing the User Interface: Strategies for Effective Human-Computer Interaction
"The authors have served up a fresh and exciting challenge for designers, students and researchers, inviting them to dare to think differently. Instead of simply following the default framing of technological design in terms of yet another 'looking down' app they ask the reader to look up and around them and be inspired by how we actually live our lives when 'out there', app-less. They bring them into this new world order using their inimitable style that has become their hallmark: witty, provocative, engaging and highly accessible. The book draws on many insightful examples and before-their-time, at-the-edge research projects, widening the scope of topics to include food, fashion, new materials and the art of being more mindful. The secret, it seems, to creating the next generation of technologies that is not another app is to make us feel truly alive by capitalizing on how we use all of our senses in the world."Yvonne Rogers, Professor and Director of the University College London Interaction Centre; coauthor of�Interaction Design: Beyond Human-Computer Interaction
About the Author
Simon Robinson is a researcher in the Future Interaction Technology Lab at Swansea University. His work so far has focused on mobile technologies that allow people to immerse themselves in the places, people, and events around them, rather than just in their mobile devices. Simon is an avid rock climber, and loves the fact that climbing doesn't need a touch screen to make you feel full of life. More at simon.robinson.ac
Gary Marsden was a professor of computer science at the University of Cape Town, pioneer and passionate advocate of HCI for development, and community builder. He became internationally known for his work in mobile interface design and ICT for development (ICT4D) - for which he was a recipient of the ACM SIGCHI's Social Impact Award in 2007. Gary died suddenly of a heart attack on December 27, 2013, and is survived by his wife Gil and his two children, Holly and Jake. More at marsdenscholarship.naga.co.za
Matt Jones is a professor and Head of Department of Computer Science, Swansea University. His research work focuses on human-centered computing with particular emphasis on mobile and ubiquitous computing and resource-constrained communities in regions such as India and South Africa. In his spare time he tries to live life face on with his energetic family, and enjoys nothing more than an exhilarating early morning cycle ride to the glorious beaches of the Gower. More at undofuture.com.
Most helpful customer reviews
2 of 2 people found the following review helpful.
Getting beyond the glass touchscreen
By Daniel L. Ashbrook
There's Not an App for That is a great book for thinking outside of the "glass brick" that we're used to interacting with. Unlike many other books on mobile UX, this book doesn't tell you how to write apps, do wireframing, or size buttons; it guides you toward thinking about what comes after the iPhone and its progeny.
The book is divided into sections, each with a theme: moving from simply touching a mobile device to more rich interaction; encouraging people to engage with the world around them rather than focusing on the device in their hands; thinking about alternatives to clean, streamlined design; looking at the dividing line between personal, private devices and public interaction; how to encourage more mindfulness in interaction and connection between people; and how to think more universally about design and UX, to include the developing world.
Each section has several short, easy-to-read chapters, making the book easily digestible in small chunks. There are plenty of pointers to other resources to expand on the themes in the book, from web pages and videos to research papers.
Although not structured enough for an undergraduate text, I'm using the book as a textbook for a graduate-level mobile human-computer interaction class and the students are enjoying it very much. It provides a lot of good fodder for discussion.
1 of 3 people found the following review helpful.
The book is a fun and interesting read
By Jody Schofield
The book is a fun and interesting read. For that I give it 3 stars. There is a lot of theory in this book and although it does try to get the reader to think outside the box and what *could* be. We still have the reality of creating experiences on glass boxes. Great for "what if" conversations with friends, but I didn't find a lot of practical advice for improving my current apps. (Maybe that's just me).
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