The Evolution of Useful Things


Book Description

How did the table fork acquire a fourth tine? What advantage does the Phillips-head screw have over its single-grooved predecessor? Why does the paper clip look the way it does? What makes Scotch tape Scotch? In this delightful book Henry, Petroski takes a microscopic look at artifacts that most of us count on but rarely contemplate, including such icons of the everyday as pins, Post-its, and fast-food "clamshell" containers. At the same time, he offers a convincing new theory of technological innovation as a response to the perceived failures of existing products—suggesting that irritation, and not necessity, is the mother of invention.




Design


Book Description

Design is everywhere. It shapes not only our present but also our future. An essential introductory guide, Design: The Key Concepts covers fundamental design concepts: thinking, service, context, interaction, experience, and systems. Each concept is situated within a broad context, enabling the reader to understand design's contemporary practice and its relationship to issues such as new technology, social and economic development, globalization, and sustainability. Concepts are also explained by use of concise, illustrated case studies of contemporary objects, spaces, systems, and methods such as Uber, the iPhone, Kickstarter and IKEA. Chapter summaries and supporting discussion questions make this an engaging and accessible introduction for students and those new to the field. An annotated bibliography provides direction for further reading.




One Planet Is Enough


Book Description

The present book offers a compelling sketch of how technological advances have shaped humankind’s evolution and how they can unlock ways to combat climate change and environmental threats. It also reveals new perspectives on climate change and sustainable development by harnessing technology. Given today’s conditions, only a homeless vegan could achieve a sustainable ecological footprint. In reality, it would be impossible, and even destructive, to attempt to save the planet by discontinuing consumption. It would disrupt evolution and threaten the driving forces of the technology that is our hope for combating climate change and environmental threats in the future. This is the opinion of Rune Westergård, engineer, entrepreneur, and environmental debater, with several decades of experience from the field of environmental and energy technology. He challenges many established truths on consumption and sustainability and demonstrates how and why they are flawed. From his point of view, both continued global growth and increased welfare are entirely possible within the ecological limitations of our planet. Once we learn to put technology to our best advantage, one planet will be enough.




Smart Things


Book Description

The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field. Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences. In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks. - Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices - Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges - Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes




Wood


Book Description

A rich, authoritative look at a material that plays an essential role in human culture Wood has been a central part of human life throughout the world for thousands of years. In an intoxicating mix of science, history, and practical information, historian and woodworker Harvey Green considers this vital material's place on the planet. What makes one wood hard and one soft? How did we find it, tame it? Where does it fit into the histories of technology, architecture, and industrialization, of empire, exploration, and settlement? Spanning the surprising histories of the log cabin and Windsor chair, the deep truth about veneer, the role of wood in the American Revolution, the disappearance of the rain forests, the botany behind the baseball bat, and much more, Wood is a deep and satisfying look at one of our most treasured resources.




Innovative Applications of Ambient Intelligence: Advances in Smart Systems


Book Description

"This book provides perspectives on the convergence of ubiquitous computing, intelligent systems research, and context awareness with the aim of encouraging the further development of ambient intelligence frameworks and research"--




Icon


Book Description




Usability Testing


Book Description

It is all too common for products, such as consumer appliances, information systems, mobile apps, and websites, to cause trouble and frustration. For example, products are often difficult or dull to use, make tasks less flexible or more tedious, shift attention away from important or gratifying activities, and simply fail to deliver expected benefits or experiences. By identifying such trouble and frustration in the lab prior to widespread use, usability tests have proven a valuable method for informing redesign efforts. A usability test consists of having test users exercise a product and think aloud about their experience using it, while an evaluator observes the users and listens in on their thoughts. On this basis, the evaluator identifies usability problems and assesses the user experience. This book describes how to conduct usability tests. After providing context about concepts and testing, the main chapters of the book cover the steps involved in preparing for a usability test, executing the test sessions, and analyzing the test data. Throughout the chapters, concrete guidance is balanced against more complex issues with an impact on the robustness, validity, completeness, impact, and cost of a usability test. The book concludes with an outlook to variations of usability testing and alternatives to it.




The Pencil


Book Description

Henry Petroski traces the origins of the pencil back to ancient Greece and Rome, writes factually and charmingly about its development over the centuries and around the world, and shows what the pencil can teach us about engineering and technology today.




The Vital Question


Book Description

A game-changing book on the origins of life, called the most important scientific discovery 'since the Copernican revolution' in The Observer.