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Column: Everyware

UXmatters has published 6 editions of the column Everyware.

Top 3 Trending Everyware Columns

  1. First Fictions and the Parable of the Palace

    Everyware

    Designing the ubiquitous experience

    A column by Joe Lamantia
    November 3, 2008

    “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.”—Mark Weiser [1]

    Welcome to the inaugural installment of “Everyware: Designing the Ubiquitous Experience,” a column exploring user experience and design in the era of ubiquitous computing. Through this column, interested readers can investigate the expanding wavefront of the ubiquitous experience as it impacts design, covering topics ranging from ubiquitous computing to near-field communication, pervasive computing, The Internet of Things, spimes, ubicomp, locative media, and ambient informatics.

    Everyware is the term coined by designer and futurist Adam Greenfield to describe “a vision of processing power so distributed throughout the environment that computers per se effectively disappear.” [2] The realization of the future that Greenfield envisions will mean fundamental changes to nearly every aspect of our lives. Read More

  2. A Near-Term Vision for Everyware: Synthetic Serendipity

    Everyware

    Designing the ubiquitous experience

    A column by Joe Lamantia
    March 9, 2009

    In “First Fictions and the Parable of the Palace,” I provided an overview of everyware’s roots in early depictions of ubiquitous computing by Mark Weiser and others. I also considered the critical role of user experience in the coming world of everyware and described some of the challenges we face in designing everyware / lifeware user experiences.

    In this and the next installment of my column, let’s look forward from the present day, using stories by well-known science fiction authors as the source for vision or concept scenarios that describe some possible experiences of living and working with everyware. While these concepts are clearly speculative, they help define the boundaries of the potential scope of everyware—in both the near-term and distant future. Though these stories may lack the metaphoric and literary significance of Borge’s “Parable of the Palace,” their visions shed light on everyware’s likely implications for design within more concrete contexts. I’ll review only the elements of the stories that are most relevant to designing everyware. (For the curious, I recommend reading the stories in full.) Read More

  3. Anonymous Cowards, Avatars, and the Zeitgeist: Personal Identity in Flux: Part I

    Everyware

    Designing the ubiquitous experience

    A column by Joe Lamantia
    November 2, 2009

    Our identity—our sense of who we are, in all the various contexts we negotiate, from personal to professional, from public to private, from individual to collective—is one of the most fundamental elements of our experience and awareness. We rely on our identity to make sense of almost all the experiences we have in life—digital and otherwise. And yet, experience designers rarely consider personal identity—either as an aspect of design or a factor affecting design.

    The nature and meaning of identity is traditionally a question for disciplines like philosophy, religion, psychology, and the social sciences. At the same time, governments and large organizations, with legal and administrative concerns like taxation and security typically address the practical aspects of identity we experience on a daily basis—issuing IDs and credentials and deciding the mechanisms for their verification. This division of responsibilities for defining and executing the construct of personal identity is nearly as old as the mind/body schism at the heart of Western culture. Read More

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