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There's Not an App for That

Book Description

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

Table of Contents

  1. Cover image
  2. Title page
  3. Table of Contents
  4. Copyright
  5. Dedication
  6. Preface
  7. About the Authors
  8. Acknowledgments
  9. Photo Credits
  10. Chapter 1. Introduction
    1. Ecstasy
    2. Angst
    3. Losing ourselves
    4. Rebellion not retreat
    5. Life under a lid
    6. Future, now
    7. Resources
  11. Chapter 2. Problem 1
    1. Introduction
    2. Built as bodies, built for materials
    3. Breaking the glass: Visions of what might be possible
    4. Rising to the challenge
    5. Resources
  12. Chapter 3. Opportunity 1.1
    1. Introduction
    2. Multisensory interaction
    3. Material properties impact interaction
    4. Going beyond “good for us”
    5. Takeaways
    6. Resources
  13. Chapter 4. Opportunity 1.2
    1. Introduction
    2. Touching fabric and touching the screen
    3. Wearables that respond to wear
    4. Intimate interfaces
    5. Pret-a-porter
    6. Resources
  14. Chapter 5. Opportunity 1.3
    1. Introduction
    2. Designing for how our bodies move
    3. Effortful design
    4. Are you designing for cyborgs or centaurs?
    5. Moving on
    6. Resources
  15. Chapter 6. Opportunity 1.4
    1. Introduction
    2. Modalities and multimodality
    3. Tangibles: Getting physical
    4. Emerging interface materials
    5. Resources
  16. Chapter 7. Problem 2
    1. Introduction
    2. What is “heads down”?
    3. How did this happen?
    4. Face on
    5. So what’s to be done?
    6. Resources
  17. Chapter 8. Opportunity 2.1
    1. Introduction
    2. Surely heads-up displays are the answer?
    3. Is speech the answer?
    4. Why do we need to think of alternatives to these exciting technologies?
    5. Resources
  18. Chapter 9. Opportunity 2.2
    1. Introduction
    2. Weaning off heads down: Glanceable displays
    3. Apps that bite back
    4. Beyond the instant
    5. Direct manipulation and the power of the wand metaphor
    6. When heads down works
    7. Facing up to reality
    8. Resources
  19. Chapter 10. Problem 3
    1. Introduction
    2. Ordered chaos
    3. So what’s to be done?
    4. Resources
  20. Chapter 11. Opportunity 3.1
    1. Introduction
    2. Designing for messy organization
    3. Designing for messy interaction
    4. Designing for mess media
    5. Mess and creativity
    6. Using clutter in the world
    7. Tidying up
    8. Resources
  21. Chapter 12. Opportunity 3.2
    1. The thrill of not being sure
    2. Illustrating the value of uncertainty: Navigation without navigating
    3. Finding your own way
    4. Resources
  22. Chapter 13. Problem 4
    1. Introduction
    2. Together moments
    3. Performance at the periphery
    4. Leaning in
    5. Out of the shadows and onto the stage
    6. Resources
  23. Chapter 14. Opportunity 4.1
    1. Introduction
    2. Designing to encourage people to use their mobiles together
    3. Designing as if mobiles were public rather than private devices
    4. Supporting role to leading actor
    5. Resources
  24. Chapter 15. Opportunity 4.2
    1. Introduction
    2. Small screen, large screen
    3. Self-expression and embarrassment
    4. Writing your own script
    5. Resources
  25. Chapter 16. Problem 5
    1. Introduction
    2. Distancing us
    3. Becoming mindful
    4. Resources
  26. Chapter 17. Opportunity 5.1
    1. Introduction
    2. Modes of interaction
    3. Space
    4. Identity: Who we are
    5. An app for that
    6. Solving the problem without apps
    7. Resources
  27. Chapter 18. Opportunity 5.2
    1. Introduction
    2. Getting rid of apps 1: Building a just-in-time scheme
    3. Getting rid of apps 2: Back to people again
    4. Resources
  28. Chapter 19. Opportunity 6
    1. Introduction
    2. Challenges
    3. Opportunities
    4. Designing for sharing
    5. Designing to accommodate literacy levels
    6. Designing platforms that empower
    7. Designing to make a big difference
    8. The road ahead
    9. Resources
  29. Chapter 20. Bringing Things Together
    1. The way forward
    2. No time like the present
    3. Beyond phones and apps
    4. Pathways to the future
    5. Resources
  30. Index