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Designing Devices
 
 

Designing Devices [Kindle Edition]

Dan Saffer
4.0 out of 5 stars  See all reviews (2 customer reviews)

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Product Description

Product Description

From the ancient history of devices through the post-industrial-design era of touchscreens and gestural interfaces, Designing Devices presents keen insights on what it takes to design a truly great device. Topics covered include how to differentiate a device, interaction models, deciding what controls to have and where they should go, and how to design device feedback.

Table of Contents

PART I: DEVICE BASICS
The History of Devices
Device Components
What Makes a Great Device?

PART II: CONCEPT AND STRATEGY
Single or Multipurpose Device?
Differentiators
Common Product-Service Business Strategies
Adding Value and The Buddha Nature of Devices

PART III: DESIGN
Resources and Constraints
Iteration
Form
To Screen or Not to Screen
Resistive vs. Capacitive Touchscreens
Interaction Models
Controls are Choices
Where The Controls Are
Feedback
Making Design Decisions
What To Display
The Emotional Life of Objects
Why You Want (But Won't Like) a Minority Report UI

Epilogue: The Devices We Need

Product details

  • Format: Kindle Edition
  • File Size: 159 KB
  • Print Length: 52 pages
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B006QY2GAQ
  • Text-to-Speech: Enabled
  • X-Ray:
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: #380,189 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
3.0 out of 5 stars A short but good introduction 7 Feb 2012
Format:Kindle Edition
Designing devices is a short but useful introduction to the skills-set required for designing physical devices.

It covers a lot in so few pages that I was left wanting more. Sadly, the book does't offer much in the way further reading suggestions. Usually this is okay, but as this feels like a gateway book (into understanding how to design for devices) it seems to miss a fundamental need of the target user.

That said, I did enjoy the book, and would recommend it as a good overview.
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5.0 out of 5 stars A must-read for every designer 23 Jun 2013
Format:Kindle Edition
Not only does Dan get it, he also explains it beautifully. If you want a great introduction to experience design, read this.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.7 out of 5 stars  3 reviews
1 of 1 people found the following review helpful
5.0 out of 5 stars A Fantastic Overview 5 Mar 2012
By Jonny Hocking - Published on Amazon.com
Format:Kindle Edition
This book is brilliant. It's short and concise yet manages to cover a range of topics. I'm very new to the field so a lot of this was stuff I needed to hear, or at the very least have clarified by someone like Dan Saffer.

I can't recommend this enough, I'll definitely be picking it up for a second read in the near future.
5.0 out of 5 stars great ideas and science 4 May 2014
By Nur - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
i love the tone and language
there were so many good ideas there
and it is all backed with interesting science

must read for product designers
must read for industrial designers
recommended for app developers and designers
(what is an app if not a virtual device running on the screen of a physical device?)

maybe the examples are a little old
but they get the point across very well
0 of 1 people found the following review helpful
4.0 out of 5 stars Short But Needed Refresher 25 Nov 2012
By Antoine RJ Wright - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
Can't say much about it. It had sat in my library for sometime now and having taken less than 2 days to get thru it, I feel less accomplished than I usually feel after a read. I did get plenty of nuggets, and some if the points will make it into future UI explorations.
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Popular Highlights

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Design research is another helpful tool to find out the three key things when designing a product: motivations (why would someone use this product?), expectations (how do users think this product should work?), and behaviors (what is the context of use, and what tasks does it need to successfully perform?). &quote;
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"You never change things by fighting the existing reality. To change something, build a new model that makes the existing one obsolete." &quote;
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User experience begins with performance, responsiveness, and reliability, and those characteristics are baked into the chosen components. &quote;
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