Reading resources/Compendium

History & Background
Wonders of the Future by Nikola Tesla (full text online)
Tales of tomorrow (from the Acme Novelty Library) by Chris Ware
The computer for the 21st century by Mark Weiser (full text online)
In the Bubble by John Thackara (sample pdf chapter online)
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Ubiquitous computing
Contemporary perspectives on ubiquitous computing (ubicomp) as an area of research and development. Here we see critical perspectives of the field from architecture and interaction design, and some observations on the nature of ubiquitous computing in practice.
Digital Ground by Malcolm McCullough (sample pdf chapter online)
Everyware by Adam Greenfield (introduction pdf online).
Yesterday’s tomorrows: Questioning Ubicomp’s dominant vision by
Bell & Dourish (pdf online)
Getting out of the City: Meaning and structure in Everyday
encounters with Space
by Bell & Dourish (pdf online)

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Tangible, social and embodied interaction

A brief history of interaction with computers including the development of the original mouse. An example of the design of tangible interfaces, including the creation of interaction models, and a simple manifesto for curious, playful interfaces.

Where the action is: the foundations of embodied interaction by
Paul Dourish (sample pdf chapter online)
Designing Interactions by Bill Moggridge (chapter 1 – the mouse
and the desktop + video)
Emerging frameworks for tangible user interfaces by Ullmer & Ishii
The Curious Interface: A Design Manifesto in Favor of Play by Jane
McGonigal (pdf online)
The tangible user interface and its evolution by Hiroshi Ishii
The usability of everyday technology’ by Petersen, Madsen og Kjær
Sensorial interfaces by Angela Chang & Hiroshi Ishii
Aesthetic interaction by Petersen, Iversen & Krogh
Getting a grip on tangible interaction by Hornecker & Buur

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Products, services and artefacts
Contemporary products are increasingly computational, interactive and social. We start with a strong vision of a sustainable future of things, then we explore how the internet and products are influencing each other including social software, service design and mobile devices.
Shaping things by Bruce Sterling (sample pdf chapters online)
3C products, The life of products and Experience hooks by Matt Webb (weblog posts)
On the Ground Running by Adam Greenfield (weblog post)
Mobile essentials by Jan Chipchase et al (paper and weblog post)
What makes a good social object? and Why some social network
services work and others don’t
by Jyri Engestrom (weblog posts)

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Method
Introducing a wide range of methods for interaction design and interactive products. We look at the role of qualitative research in design processes, developing fictional products, using cultural probes, ‘hackability’ and the ethnographic study of mobile objects.
Design Research by Brenda Laurel (introductions to qualitative and
quantitative methods)
The importance of fictional products by Allan Chochinov
Cultural probes and the value of uncertainty by Bill Gaver et al
Portable Objects in Three Global Cities: The Personalization of
Urban Places
by Mizuko Ito et al (pdf online)
Design for Hackability by Anne Galloway et al (pdf online)
Don’t design for ‘mobile’ – design for mobility by Adaptive Path
Making Things Talk by Tom Igoe (entire book)

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