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How can you design technology that becomes a part of a user’s life and not a distraction from it? This practical book explores the concept of calm technology, a method for smoothly capturing a user’s attention only when necessary, while calmly remaining in the background most of the time. You’ll learn how to design products that work well, launch well, are easy to support, easy to use, and remain unobtrusive. Author Amber Case presents ideas first introduced by researchers at Xerox PARC in 1995, and explains how they apply to our current technology landscape, especially the Internet of Things. This book is ideal for UX and product designers, managers, creative directors, and developers. You’ll learn: The importance and challenge of designing technology that respects our attention Principles of calm design—peripheral attention, context, and ambient awareness Calm communication patterns—improving attention through a variety of senses Exercises for improving existing products through calm technology Principles and patterns of calm technology for companies and teams The origins of calm technology at Xerox PARC
*One of Bloomberg's Best Books of the Year* The master geopolitical forecaster and New York Times bestselling author of The Next 100 Years focuses on the United States, predicting how the 2020s will bring dramatic upheaval and reshaping of American government, foreign policy, economics, and culture. In his riveting new book, noted forecaster and bestselling author George Friedman turns to the future of the United States. Examining the clear cycles through which the United States has developed, upheaved, matured, and solidified, Friedman breaks down the coming years and decades in thrilling detail. American history must be viewed in cycles—particularly, an eighty-year "institutional cycle" that has defined us (there are three such examples—the Revolutionary War/founding, the Civil War, and World War II), and a fifty-year "socio-economic cycle" that has seen the formation of the industrial classes, baby boomers, and the middle classes. These two major cycles are both converging on the late 2020s—a time in which many of these foundations will change. The United States will have to endure upheaval and possible conflict, but also, ultimately, increased strength, stability, and power in the world. Friedman's analysis is detailed and fascinating, and covers issues such as the size and scope of the federal government, the future of marriage and the social contract, shifts in corporate structures, and new cultural trends that will react to longer life expectancies. This new book is both provocative and entertaining.
In March 1997, the Association for Computing Machinery celebrated the fiftieth anniversary of the electronic computer. Computers are everywhere: in our cars, our homes, our supermarkets, at the office, and at the local hospital. But as the contributors to this volume make clear, the scientific, social and economic impact of computers is only now beginning to be felt. These sixteen invited essays on the future of computing take on a dazzling variety of topics, with opinions from such experts as Gordon Bell, Sherry Turkle, Edsger W. Dijkstra, Paul Abraham, Donald Norman, Franz Alt, and David Gelernter. This brilliantly eclectic collection will fascinate everybody with an interest in computers and where they are leading us.
We're all cyborgs. It's true! We use technology every day in all aspects of our lives—but that's not a bad thing! The problem is when we let it take over our lives. This book will help kids and grownups alike reflect on their relationship with technology and learn to embrace the benefits of being unplugged.
What does it mean to have an online persona? How is technology changing the way we work, live and play? How do our tools influence the way we interact with the world? Technology is intertwined with almost every aspect of our lives. Our cell phones, cars and laptops have turned us into cyborgs. Cyborg Anthropology is a way of exploring how we live as a connected species. This book explores topics such as junk sleep, hyperlinked memories, panic architecture, the quantified self, and how humans are changing through the use of technology.This book is an appetizer for an emerging field of study, an inspirational starting point for designers, developers, researchers, students, and anyone who wishes to explore the symbiotic relationship between technology and culture.
The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.
Divided into three sections for easy use, including examples from person-centered systems already in place in the US Editors have brought together contributors from varied health care sectors in the United States and elsewhere—public and private, not-for-profit and for-profit
Ongoing advancements in modern technology have led to significant developments with smart technologies. With the numerous applications available, it becomes imperative to conduct research and make further progress in this field. Smart Technologies: Breakthroughs in Research and Practice provides comprehensive and interdisciplinary research on the most emerging areas of information science and technology. Including innovative studies on image and speech recognition, human-computer interface, and wireless technologies, this multi-volume book is an ideal source for researchers, academicians, practitioners, and students interested in advanced technological applications and developments.
This book constitutes the refereed proceedings of the First International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2005 held in Madonna di Campiglio, Italy in November/December 2005. Among the intelligent computational technologies covered are adaptive media presentations, recommendation systems in media scalable crossmedia, affective user interfaces, intelligent speech interfaces, tele-presence in entertainment, collaborative user models and group behavior, collaborative and virtual environments, cross domain user models, animation and virtual characters, holographic interfaces, augmented, virtual and mixed reality, computer graphics and multimedia, pervasive multimedia, creative language environments, computational humour, etc. The 21 revised full papers and 15 short papers presented together with 12 demonstration papers were carefully reviewed and selected from a total of 39 submissions. The papers cover a wide range of topics, including intelligent interactive games, intelligent music systems, interactive cinema, edutainment, interactive art, interactive museum guides, city and tourism explorers assistants, shopping assistants, interactive real TV, interactive social networks, interactive storytelling, personal diaries, websites and blogs, and comprehensive assisting environments for special populations (impaired, children, elderly).
This book constitutes the refereed proceedings of the 18th International Conference on Persuasive Technology, PERSUASIVE 2023, held in Eindhoven, The Netherlands, April 19–21, 2023. The 24 full papers and 2 short papers included in this book were carefully reviewed and selected from 69 submissions. They were organized in topical sections as follows: Persuasive Technologies in Virtual and Augmented Reality; Persuasive Strategies; Persuasive Design and Applications; Methods for Tailoring and Personalisation; Artificial Persuasive Agents; Gamification; and Personal Factors in Persuasion.