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Column: Everyware

UXmatters has published 6 editions of the column Everyware.

Top 3 Trending Everyware Columns

  1. Inside Out: Interaction Design for Augmented Reality

    Everyware

    Designing the ubiquitous experience

    A column by Joe Lamantia
    August 17, 2009

    Many people enter the inside-out world of augmented reality (AR) by doing something as ordinary as visiting a major city like New York and trying to get to a local friend’s favorite pizza shop, somewhere deep in Brooklyn, via public transportation. Standing in Times Square on a summer evening, they might hold up a new smart phone and pan it slowly around the Square to see a pointer to the nearest subway entrance overlaid on their phone’s video display of the buildings around them.

    While ubiquitous computing remains an unpleasant mouthful of techno-babble to most people who know the term, and everyware is still an essentially unknown idea, the visibility of augmented reality has surged in the last twelve months. In addition to the spate of mobile applications—including Augmented ID, Wikitude, Layar, Nearest Tube, and the still unreleased TwittARound—augmented reality is increasingly visible in popular cross-media experiences. For example, Mattel is releasing new toys in conjunction with the James Cameron film Avatar that invoke online content when users scan them with a Web cam, and LEGO in-store kiosks have used augmented reality. With baseball cards from Topps and Pokemon cards, even the venerable trading-cards experience now includes augmented reality. Read More

  2. 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

  3. Designing Post-Humanity: Everyware in the Far Future

    Everyware

    Designing the ubiquitous experience

    A column by Joe Lamantia
    May 25, 2009

    Everyware’s core principle is that computing will escape the tight confines of dedicated machines to permeate the wider world. Mark Weiser described what we now call everyware as “machines that fit the human environment….” [1] In his view of the future, computing is fully integrated into the environment surrounding humanity, but remains essentially separate from and external to human beings in body, mind, and spirit. Weiser used this implied boundary between human and computer—and the ubiquitous computing scenarios he and John Seely Brown wrote were careful never to cross it—to maintain a distinction between the research and development efforts taking place in business and academic contexts and the speculative realm of science fiction.

    However, the goal of this column is to explore and understand the evolving relationship between design and everyware, so it is useful to cross Weiser's boundary and look further ahead, at what may happen when meaningful distinctions between humans, technology, and the environment dissolve and all of these elements become fully integrated into a truly ubiquitous experience. In his novels Ilium and Olympos, author Dan Simmons creates just such a lifeware scenario, in which humanity itself is consciously and deliberately designed in all of its emotional, ethical, moral, political, social, cognitive, and cultural aspects. In the future Simmons envisioned in Ilium and Olympos, humanity is inseparable and indistinguishable from computing technology in all three aspects: mind, body, and spirit. Read More

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