Index
A
- accessibility
- accuracy (task performance), The Origin of Anthropometrics, Precision Versus Strength
- acting and action, Acting
- about, Acting
- anthropometrics, Sensing, Acting
- applying ecosystem resources, Understanding and Deciding Experiences: Determining Distance—a Pedometer, Apple Watch, and Lyft App
- as experiential building block, Assembling Multimodal Experiences: Schemas and Models
- auditory interfaces, Hearing, Types of Modalities
- defined, Sensing
- inferring versus designating intent, Precision Versus Strength
- multimodal design and, Multimodal Design Is Cross-Disciplinary
- nonverbal communication, Task Performance
- precision in actions, The Origin of Anthropometrics, Precision Versus Strength, Modalities: How We Use Our Senses
- strength versus precision, Precision Versus Strength
- task performance, The Origin of Anthropometrics
- vision dominant activities, Mapping Modal Behaviors to Modal Technologies
- affordances, The Human Slice of Reality: Umwelt and Sensibility, Constructing Knowledge, Interactions, and Narratives, Constructing Knowledge, Interactions, and Narratives, Constructing Knowledge, Interactions, and Narratives
- AG7 Anti-Gravity space pen, Understanding and Deciding Experiences: Determining Distance—a Pedometer, Apple Watch, and Lyft App
- agency (personal choice), Aware and Non-Aware: Fast and Slow Thinking
- air compression waves, Hearing
- airbag deployment, Focus: The New Engagement
- Aldrin, Buzz, Form Factors and Configurations
- alerts, Creating Usability, Hearing, Safety exits, Assessing changes to existing product modes, Device Ecosystems
- Amazon.com
- ambient information, Immersive Activities: Screen-Based Experiences and VR
- amodal completion, The Structure of Multimodal Experiences
- analyze functionality (devices), Key Applications of IoT: Monitor, Analyze and Decide, Control and Respond
- animatics, Key Considerations of Multimodal Design
- anthropometrics, Sensing, Acting
- anthropomorphism, Multimodal Design Is Cross-Disciplinary
- anticipation (as motivator), Agency: Balancing Self-Control and Problem Solving
- Apple Inc
- Apple Maps, Removing Sound—And Putting It Back
- iPhone, The Human Slice of Reality: Umwelt and Sensibility, The Building Blocks of Multimodal Experience, Feedback and Validation
- MacBook series, Multimodal Design Is Cross-Disciplinary, Practice Makes Perfect
- palm rejection technology, Inferring Versus Designating Intent
- Pencil, Acting Experiences: Writing and Drawing—A Pencil, a Tablet, and the Apple Pencil
- Siri, Devices Have Modes, Auditory Interfaces, Information Ecosystems, Cloud Architectures: Distributing Resources Through Connectivity
- Taptic Engine, The Building Blocks of Multimodal Experience
- Watch, The Building Blocks of Multimodal Experience, Cloud Architectures: Distributing Resources Through Connectivity, Sensing Experiences: Answering the Door—A Doorbell, Ring, and the August Lock
- Armstrong, Neil, Form Factors and Configurations
- aspect ratios, Vision
- assessing
- assimilation, The Structure of Multimodal Experiences
- assisted interactions, Key Applications of IoT: Monitor, Analyze and Decide, Control and Respond
- asynchronous mode, Specifying Multimodalities
- attention (sensory focus), Defining the Senses: Dimension, Resolution, and Range, The Product Development Process for Multimodal Products, Defining Design Requirements
- auditory interfaces, Hearing, Types of Modalities, Creating Focal Experiences with Audio and Speech
- augmented interactions, Key Applications of IoT: Monitor, Analyze and Decide, Control and Respond
- augmented reality technology, Augmented or Auxiliary Activities: Visual Indicators for Peripheral Information
- August smart locks, Devices Have Modes, Sensing Experiences: Answering the Door—A Doorbell, Ring, and the August Lock
- automation
- awareness
B
- balance
- banner-blindness, Creating Usability
- Bell Labs, About Anthropometrics
- belonging (as motivator), Agency: Balancing Self-Control and Problem Solving
- Berridge, Kent C., Agency: Balancing Self-Control and Problem Solving
- big data technologies, The Opportunity: Transforming Existing Products and Developing New Ones
- binaural hearing, Visual Interfaces, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- biometric analysis, Physical Information: The New Data
- biomimetic capabilities, Form Factors and Configurations
- Birdwhistell, Ray, Task Performance, Feedback and Validation
- blanks, Practice Makes Perfect
- body language, Multimodal Design Is Cross-Disciplinary, Hand–eye coordination (visuo-haptic integration), Feedback and Validation
- body schemas, Assembling Multimodal Experiences: Schemas and Models, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- Brynie, Faith Hickman, The Structure of Multimodal Experiences
C
- calibrating senses, Vision, Attributes and Abilities of Modalities
- CalTrans camera system, Cloud Architectures: Distributing Resources Through Connectivity
- causality, Level of Focus and Engagement Depth
- CBI research company, Physical Information: The New Data
- chemical stimuli
- circadian rhythm, Gustatory Interfaces
- closed-captioning, Human Modalities + Device Modes = Interfaces
- cloud architectures, Specialized Ecosystems
- cocktail party effect, Visual Interfaces, Time and Rhythm, Integration
- cognition (see understanding)
- cognitive load, Cognition and analysis, Glossary
- cognitive walkthroughs, The Building Blocks of Multimodal Experience
- Cohn, Neil, Storyboards and Keyframing
- compliance laws, Physical Information: The New Data
- Constellation motion tracking system, Immersive Activities: Screen-Based Experiences and VR
- context maps, Key Considerations of Multimodal Design, Context Map
- contexts in multimodal experiences
- continuity, Level of Focus and Engagement Depth
- control and respond functionality (devices), Key Applications of IoT: Monitor, Analyze and Decide, Control and Respond
- conversation and speech, Social Experiences: Broadcast
- convolution reverb, Creating Multimodal Properties
- counterboring technique, Augmented or Auxiliary Activities: Visual Indicators for Peripheral Information
- cross-modal matching, Validation, Feedback and Validation
- Crumb, Omega, Physical Information: The New Data
- cues
D
- deciding and decision making, Sensing
- about, Sensing
- applying ecosystem resources, Cloud Architectures: Distributing Resources Through Connectivity
- as experiential building block, Assembling Multimodal Experiences: Schemas and Models
- automation and big data technologies, The Opportunity: Transforming Existing Products and Developing New Ones
- balancing self-control and problem solving, Aware and Non-Aware: Fast and Slow Thinking
- building block of interfaces, Key Applications of IoT: Monitor, Analyze and Decide, Control and Respond
- creating happiness, Agency: Balancing Self-Control and Problem Solving
- fast and slow thinking, Aware and Non-Aware: Fast and Slow Thinking
- decision trees, Key Considerations of Multimodal Design
- delight of experiences, Creating Delight, Trust, and Love, Agency: Balancing Self-Control and Problem Solving
- depth perception, The Elements of Multimodal Design
- designating versus inferring intent, Precision Versus Strength
- device ecosystems, Device Ecosystems
- device modes, Experience Is Physical
- about, Experience Is Physical, People Have Modalities
- assessing changes to existing, Assessing user context
- behaviors shared between users and devices, Modeling Modalities and Mapping User Experiences
- defined, xi, Devices Have Modes, Glossary
- engagement and, Control and Respond
- examples, Devices Have Modes
- existing, Control and Respond
- form factors and configurations, Form Factors and Configurations
- human modalities and, Devices Have Modes
- differentiation, Sensing, Defining the Senses: Dimension, Resolution, and Range
- dimension (stimuli)
- Dolby Atmos, Creating Multimodal Properties
- Doppler Effect, Creating Focal Experiences with Audio and Speech
- Dreyfuss, Henry, About Anthropometrics
- driverless cars, The Opportunity: Transforming Existing Products and Developing New Ones, Automated Visual Capabilities, Specialized Ecosystems
- Dyson hand dryer, Precision Versus Strength
E
- Eagleman, David, Experience Is Physical, A Single Prioritized Sense or Many Together?
- Eames, Charles and Ray, Introduction: A Prototype Is a Custom Measuring Tool
- ecosystem maps, Key Considerations of Multimodal Design, Example Maps and Models
- ecosystems, Ecosystems
- about, Ecosystems
- acting experiences, Understanding and Deciding Experiences: Determining Distance—a Pedometer, Apple Watch, and Lyft App
- cloud architectures and, Specialized Ecosystems
- device, Device Ecosystems
- information, Information Ecosystems
- physical, Physical Ecosystems
- sensing experiences, Cloud Architectures: Distributing Resources Through Connectivity
- social, Social Ecosystems
- specialized, Specialized Ecosystems
- understanding and deciding experiences, Sensing Experiences: Answering the Door—A Doorbell, Ring, and the August Lock
- ego depletion, Agency: Balancing Self-Control and Problem Solving
- elaborative design phase, The Product Development Process for Multimodal Products
- electrical stimuli, Touch (Somatosensory or Tactile Abilities)
- electromagnetic stimuli, Electromagnetic
- embeddables (IoT devices), The Opportunity: Transforming Existing Products and Developing New Ones
- engagement
- body language and, Feedback and Validation
- design considerations, Modalities and Senses
- device modes and, Control and Respond
- fast and slow thinking, Aware and Non-Aware: Fast and Slow Thinking
- focus and, Acting, Creating Usability, Creating Usability, Key Considerations of Multimodal Design
- happiness and, Agency: Balancing Self-Control and Problem Solving
- haptic interfaces and, Haptic Interfaces (Tactile, Proprioceptive, and Vestibular)
- multimodal models and, Different Maps Cover Different Scopes and Details, Key Considerations of Multimodal Design
- eudaimonia, Agency: Balancing Self-Control and Problem Solving
- event schemas, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- events, Device and information context
- executive cognition, Sensing
- experience maps, Demanding Contexts and Complex Interactions Call for Alignment, Example Maps and Models
- experience models, Device and information context
- exploratory design phase, The Product Development Process for Multimodal Products
F
- facial recognition, Vision, Automated Visual Capabilities
- false positive, Precision Versus Strength
- fast thinking (System, If a Tree Falls in the Forest…, Aware and Non-Aware: Fast and Slow Thinking
- fatigue in precision movements, Precision Versus Strength
- feedback, Devices Have Modes, Constructing Knowledge, Interactions, and Narratives, Glossary
- feedforward, Integration, Constructing Knowledge, Interactions, and Narratives, Glossary
- Fiberglass Chairs (film), Introduction: A Prototype Is a Custom Measuring Tool
- fight-or-flight response, Focus: The New Engagement, Reflexes, Safety exits
- filtering, Defining the Senses: Dimension, Resolution, and Range
- flow
- about, Focus: The New Engagement, Flow, Shifts
- cloud architectures and, Specialized Ecosystems
- design considerations, Shifts
- in ecosystem maps, Example Maps and Models
- in experience maps, Example Maps and Models
- in multimodalities, Hand–eye coordination (visuo-haptic integration), Overcoming Barriers with Substitutions and Translations, Different Maps Cover Different Scopes and Details
- in storyboards, Prolongation
- logic, Parallel and Integrated Modes
- proficiency and, Transition
- flow states
- fly-by-wire, Haptic Interfaces (Tactile, Proprioceptive, and Vestibular)
- focal accommodation, Acting
- focus, Defining the Senses: Dimension, Resolution, and Range
- about, Defining the Senses: Dimension, Resolution, and Range
- cocktail party effect, Visual Interfaces, Time and Rhythm, Integration
- design considerations, Modalities and Senses
- engagement and, Acting, Creating Usability, Creating Usability, Key Considerations of Multimodal Design
- human factors of hearing, Hearing
- human factors of smell, Smell (Olfactory Ability)
- human factors of taste, Taste (Gustatory Ability)
- human factors of touch, Touch (Somatosensory or Tactile Abilities)
- human factors of vision, Vision
- maintaining, Cognition and analysis, Overcoming Barriers with Substitutions and Translations
- modal, Defining the Senses: Dimension, Resolution, and Range, Modalities and Multimodalities, We Shape Our Modalities, and They Shape Us
- multimodalities and, How Multimodality Shapes Our Activities and Experiences
- neural adaptation and, Creating Usability
- sensory, Defining the Senses: Dimension, Resolution, and Range, The Product Development Process for Multimodal Products, Defining Design Requirements
- switching between experiences, Experience Is Physical
- focus model, Key Considerations of Multimodal Design, Context Map
- Fogg, B. J., Agency: Balancing Self-Control and Problem Solving
- force touch, Devices Have Modes
- form (vision), Vision
- form factors and configurations
- about, Form Factors and Configurations, Configuring Interface Modes
- augmented or secondary activities, Immersive Activities: Screen-Based Experiences and VR
- augmented reality versus augmented products, Augmented or Auxiliary Activities: Visual Indicators for Peripheral Information
- conversation and speech, Social Experiences: Broadcast
- creating haptic experiences, Social Experiences: Broadcast
- creating multimodal properties, Form Factors and Configurations
- creating primary experiences with audio and speech, Automated Visual Capabilities
- immersive activities, Vision Dominant Activities
- passive vision-based capabilities, Augmented Reality Versus Augmented Products: Visual Arrays of Control and Choice
- personal sound experiences, Creating Focal Experiences with Audio and Speech
- social experiences, Personal Sound Experiences
- vision dominant activities, Mapping Modal Behaviors to Modal Technologies
- foundational design phase, The Product Development Process for Multimodal Products
- Fukasawa, Naoto, Modeling Modalities and Mapping User Experiences
G
- game design, Auditory Interfaces, Haptic Interfaces (Tactile, Proprioceptive, and Vestibular), Agency: Balancing Self-Control and Problem Solving
- generative design phase, The Product Development Process for Multimodal Products
- Geographic Information Services (GIS), Information Ecosystems
- gestures, Acting
- Gibson, James J., The Human Slice of Reality: Umwelt and Sensibility
- GIS (Geographic Information Services), Information Ecosystems
- Google (company)
- GoPro camera, Behaviors Shared Between Users and Devices
- Grasping Hand, Precision Versus Strength
- gun violence, If a Tree Falls in the Forest…, Creating Delight, Trust, and Love
- gustatory ability (see taste)
- gustatory interfaces, Gustatory Interfaces
H
- Hall, Edward T., Task Performance, Glossary
- hand of fabrics, Multimodal Design Is Cross-Disciplinary
- hand-eye coordination, Hand–eye coordination (visuo-haptic integration)
- happiness, creating, Agency: Balancing Self-Control and Problem Solving
- haptic interface, Touch (Somatosensory or Tactile Abilities)
- about, Touch (Somatosensory or Tactile Abilities), Types of Modalities
- creating experiences, Social Experiences: Broadcast
- defined, Glossary
- hand-eye coordination, Hand–eye coordination (visuo-haptic integration)
- interaction with technology, Human Modalities + Device Modes = Interfaces
- measuring, Sensing, Understanding, Deciding, and Acting: The New Human Factors
- mobile phones and, The Building Blocks of Multimodal Experience
- Harlow, Harry, Creating Delight, Trust, and Love
- hearables (IoT devices), The Opportunity: Transforming Existing Products and Developing New Ones
- hearing and sound, Hearing
- additional properties of, Hearing
- airbag deployment and, Focus: The New Engagement
- auditory interfaces, Hearing, Types of Modalities, Creating Focal Experiences with Audio and Speech
- binaural hearing, Visual Interfaces, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- characteristics of, Visual Interfaces
- disruptive technologies and, “Disruptive” Technologies
- interaction with technology, Human Modalities + Device Modes = Interfaces
- language comprehension and, Assembling Multimodal Experiences: Schemas and Models
- mechanical stimuli and, Electromagnetic
- modality mode interactions, Human Modalities + Device Modes = Interfaces
- neural adaptation, Creating Usability
- sound triangulation, The Sound of Violence
- voice-based interactions, Human Modalities + Device Modes = Interfaces, Sensing, Understanding, Deciding, and Acting: The New Human Factors, Auditory Interfaces
- hedonia, Agency: Balancing Self-Control and Problem Solving
- Hofer, Brian, Physical Information: The New Data
- human factors
- about, Physical Information: The New Data, Acting
- acting (see acting and action)
- deciding (see deciding and decision making)
- defined, Glossary
- enabling focus, Acting
- modalities (see modalities)
- multimodalities (see multimodalities)
- of hearing, Hearing
- of smell, Smell (Olfactory Ability)
- of taste, Taste (Gustatory Ability)
- of touch, Touch (Somatosensory or Tactile Abilities)
- of vision, Vision
- sensing (see senses and sensing)
- structuring experiences, The Structure of Multimodal Experiences
- understanding (see understanding)
- human memory, Understanding and Deciding
- capacity of, Understanding and Deciding
- implicit, Acting, Hand–eye coordination (visuo-haptic integration), Feedback and Validation, Acting Experiences: Writing and Drawing—A Pencil, a Tablet, and the Apple Pencil
- learning and, Motivation, Delight, Learning, and Reward: Creating Happiness
- muscle memory, Level of Focus and Engagement Depth
- smell and, Smell (Olfactory Ability)
- spatial, We Shape Our Modalities, and They Shape Us
- human modalities (see modalities)
- Humanscale project, The Origin of Anthropometrics
I
- iBeacon protocol, Behaviors Shared Between Users and Devices
- Iberall, T., Precision Versus Strength
- Imazon (NGO), If a Tree Falls in the Forest…
- immersive activities, Vision Dominant Activities
- implicit memory, Acting, Hand–eye coordination (visuo-haptic integration), Feedback and Validation, Acting Experiences: Writing and Drawing—A Pencil, a Tablet, and the Apple Pencil
- inferring versus designating intent, Precision Versus Strength
- information ecosystems, Information Ecosystems
- ingestibles (IoT devices), Gustatory Interfaces, The Opportunity: Transforming Existing Products and Developing New Ones
- input triggers, Sensing, Understanding, Deciding, and Acting: The New Human Factors
- input/output model, Key Considerations of Multimodal Design, Parallel and Integrated Modes
- integrated mode, Parallel and Integrated Modes
- integration
- intent, inferring versus designating, Precision Versus Strength
- interfaces
- auditory, Hearing, Types of Modalities
- examples, People Have Modalities
- functional categories for devices, Key Applications of IoT: Monitor, Analyze and Decide, Control and Respond
- gestural, Touch (Somatosensory or Tactile Abilities)
- gustatory, Gustatory Interfaces
- haptic, Touch (Somatosensory or Tactile Abilities), Types of Modalities
- human factors, Physical Information: The New Data
- interaction with technology, Devices Have Modes
- olfactory, Smell (Olfactory Ability)
- timeline of interface modes, Devices Have Modes
- visual, Vision, Types of Modalities
- interruptions in modalities, Safety exits, Shifts
- IoT (Internet of Things)
- about, The Opportunity: Transforming Existing Products and Developing New Ones
- assessing changes to existing product modes, Assessing user context
- assessing user context, Assessing user needs
- assessing user needs, Assessing user needs
- beginning inquiry, Removing Sound—And Putting It Back
- disruptive technologies, Control and Respond
- embeddables, The Opportunity: Transforming Existing Products and Developing New Ones
- hardware as service, Assessing user needs
- hearables, The Opportunity: Transforming Existing Products and Developing New Ones
- ingestibles, Gustatory Interfaces, The Opportunity: Transforming Existing Products and Developing New Ones
- key applications of, The Opportunity: Transforming Existing Products and Developing New Ones
- workflow to identify opportunities, Beginning Inquiry
- iPhone (Apple), The Human Slice of Reality: Umwelt and Sensibility, The Building Blocks of Multimodal Experience, Feedback and Validation
- Ishii, Hiroshi, The Media of Multimodal Products: Information and Interactions, Understandings and Behaviors
K
- Kahneman, Daniel, Aware and Non-Aware: Fast and Slow Thinking, Cognition and analysis, Glossary
- keyframes, Key Considerations of Multimodal Design, Storyboards and Keyframing, User Goals, Scenarios and Storyboards, and Use Cases
- kinesics, Task Performance, Feedback and Validation, Glossary
- kinesthetic interface, People Have Modalities, Types of Modalities, Integration
- knowledge (understanding), The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, Using Physical Information, Substitutions
- Kringelbach, Morten L., Agency: Balancing Self-Control and Problem Solving
- Krug, Steve, Understanding and Deciding
- Kuechler, Heinrich, About Anthropometrics
L
- learning
- Lennon, John, Multimodalities
- LIDAR system, The Opportunity: Transforming Existing Products and Developing New Ones
- lidar system, Automated Visual Capabilities
- Lindsay, Peter, Motivation, Delight, Learning, and Reward: Creating Happiness
- logic flows, Parallel and Integrated Modes
M
- MacBook (Apple), Multimodal Design Is Cross-Disciplinary, Practice Makes Perfect
- machine learning, Augmented Reality Versus Augmented Products: Visual Arrays of Control and Choice
- MacKenzie, C. L., Precision Versus Strength
- mapping applications, Removing Sound—And Putting It Back
- mapping modal behaviors to modal technologies
- about, Configuring Interface Modes
- augmented or secondary activities, Immersive Activities: Screen-Based Experiences and VR
- augmented reality versus augmented products, Augmented or Auxiliary Activities: Visual Indicators for Peripheral Information
- conversation and speech, Social Experiences: Broadcast
- creating haptic experiences, Social Experiences: Broadcast
- creating primary experiences with audio and speech, Automated Visual Capabilities
- immersive activities, Vision Dominant Activities
- passive vision-based capabilities, Augmented Reality Versus Augmented Products: Visual Arrays of Control and Choice
- personal sound experiences, Creating Focal Experiences with Audio and Speech
- social experiences, Personal Sound Experiences
- vision dominant activities, Mapping Modal Behaviors to Modal Technologies
- Massachusetts Institute of Technology, The Media of Multimodal Products: Information and Interactions, Understandings and Behaviors
- McCartney, Paul, Multimodalities
- mechanical stimuli, Electromagnetic
- Meissner’s corpuscles, Auditory Interfaces
- memory (see human memory)
- mental models, Assembling Multimodal Experiences: Schemas and Models, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, Device and information context
- Mercedes-Benz, Focus: The New Engagement
- Meredith, M. Alex, Integration
- Merkel discs, Auditory Interfaces
- Midas touch, Creating Delight, Trust, and Love
- mise en place, Understanding and Deciding
- mobile phones (see smartphones)
- modal focus, Defining the Senses: Dimension, Resolution, and Range, Modalities and Multimodalities, We Shape Our Modalities, and They Shape Us
- modalities, People Have Modalities
- about, People Have Modalities, Assembling Multimodal Experiences: Schemas and Models, The Building Blocks of Multimodal Experience
- adding and augmenting, Assessing changes to existing product modes
- applying to design, Attributes and Abilities of Modalities
- attributes and abilities of, We Shape Our Modalities, and They Shape Us
- behaviors shared between users and devices, Modeling Modalities and Mapping User Experiences
- defined, xi, People Have Modalities, Glossary
- design considerations, Modalities and Senses
- device modes and, Devices Have Modes
- exercise, Modalities and Multimodalities
- sensorimotor schemas and, People Have Modalities, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- shaping our, Types of Modalities
- types of, Types of Modalities
- using our senses, Modalities and Multimodalities
- models
- about, Assembling Multimodal Experiences: Schemas and Models
- experience, Device and information context
- focus, Key Considerations of Multimodal Design, Context Map
- for multimodality, Demanding Contexts and Complex Interactions Call for Alignment
- input/output, Key Considerations of Multimodal Design, Parallel and Integrated Modes
- mental, Assembling Multimodal Experiences: Schemas and Models, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, Device and information context
- refining, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- semantic, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- modes (see device modes)
- moisture (human factor of touch), Touch (Somatosensory or Tactile Abilities)
- monitor functionality (devices), Key Applications of IoT: Monitor, Analyze and Decide, Control and Respond
- motion sickness, Attributes and Abilities of Modalities, Using Physical Information, Immersive Activities: Screen-Based Experiences and VR
- motivation, Agency: Balancing Self-Control and Problem Solving
- Motorola StarTac phone, “Disruptive” Technologies
- movement
- about, Time and Rhythm, Acting
- anthropometrics and, The Origin of Anthropometrics
- body language and, Multimodal Design Is Cross-Disciplinary, Hand–eye coordination (visuo-haptic integration), Feedback and Validation
- hearing and, Hearing, Using Physical Information
- kinesics and, Nonverbal Communication, Feedback and Validation, Glossary
- motion sickness and, Attributes and Abilities of Modalities, Using Physical Information, Immersive Activities: Screen-Based Experiences and VR
- precision versus strength, Precision Versus Strength
- proxemics and, Nonverbal Communication, Types of Modalities, Glossary
- task performance and, Task Performance
- touch and (see haptic interface; touch)
- vesibular system and, Touch (Somatosensory or Tactile Abilities), Time and Rhythm, The Elements of Multimodal Design
- vision and, Vision, Time and Rhythm, About Anthropometrics, Using Physical Information
- multimodal design
- about, What Is This Book About?
- alignment considerations, Behaviors Shared Between Users and Devices
- behaviors shared between users and devices, Modeling Modalities and Mapping User Experiences
- creating delight, trust, love, Creating Delight, Trust, and Love
- creating multimodal properties, Form Factors and Configurations
- ecosystems in (see ecosystems)
- elements of, The Elements of Multimodal Design
- example maps and models, Example Maps and Models
- experience maps and models, Demanding Contexts and Complex Interactions Call for Alignment
- form factors and configurations, Form Factors and Configurations
- key considerations for, Key Considerations of Multimodal Design
- maintaining focus, Cognition and analysis, Overcoming Barriers with Substitutions and Translations
- mapping modal behaviors to modal technologies, Configuring Interface Modes
- mapping user experiences, Modeling Modalities and Mapping User Experiences
- modeling modalities, Modeling Modalities and Mapping User Experiences
- overcoming barriers, Respecting Cognitive Load
- respecting cognitive load, Cognition and analysis
- specifications and prototypes in, Introduction: A Prototype Is a Custom Measuring Tool
- structuring experiences, The Structure of Multimodal Experiences
- transformational opportunities in, The Opportunity: Transforming Existing Products and Developing New Ones
- universal nature of, Creating Delight, Trust, and Love
- usability considerations, Creating Usability
- multimodalities, Experience Is Physical
- about, Experience Is Physical, Focus: The New Engagement, The Building Blocks of Multimodal Experience, Multimodalities
- applying to design, Cognition and analysis
- as schemas, Assembling Multimodal Experiences: Schemas and Models
- attributes and abilities of, How Multimodality Shapes Our Activities and Experiences
- common categories of, Proficiency
- defined, Glossary
- performance optimization, Multimodalities
- sensorimotor schemas and, People Have Modalities
- trusted version, Multimodalities
- multisensory integration, Human Modalities + Device Modes = Interfaces, Validation, Glossary
- muscle memory, Level of Focus and Engagement Depth
N
- narratives (understanding), The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- National Highway and Traffic Administration, Removing Sound—And Putting It Back
- navigation
- near-field communication (NFC), Demanding Contexts and Complex Interactions Call for Alignment
- Nest Protect, Assessing changes to existing product modes
- neural adaptation, Creating Usability, Attributes and Abilities of Modalities, Glossary
- NFC (near-field communication), Demanding Contexts and Complex Interactions Call for Alignment
- night vision, Vision
- Nintendo Wii technology, Haptic Interfaces (Tactile, Proprioceptive, and Vestibular)
- non-awareness in understanding and deciding, Aware and Non-Aware: Fast and Slow Thinking
- nonverbal communication, Task Performance
- Norman, Donald, The Human Slice of Reality: Umwelt and Sensibility, Motivation, Delight, Learning, and Reward: Creating Happiness
- notifications, Creating Usability
O
- occlusion, The Elements of Multimodal Design
- Oculus Rift, xiv, Immersive Activities: Screen-Based Experiences and VR, Cloud Architectures: Distributing Resources Through Connectivity
- olfactory ability (see smell)
- olfactory interfaces, Smell (Olfactory Ability)
- Osaka subway system, The Elements of Multimodal Design
- output triggers, Sensing, Understanding, Deciding, and Acting: The New Human Factors
P
- Pacinian corpuscles, Auditory Interfaces
- palm rejection technology, Inferring Versus Designating Intent
- Papa Sangre franchise, Auditory Interfaces
- paralanguage, Hearing, Task Performance, Glossary
- parallel mode, Parallel and Integrated Modes
- parity, The Building Blocks of Multimodal Experience, Glossary
- passive vision-based technology, Augmented Reality Versus Augmented Products: Visual Arrays of Control and Choice
- patterns (see modalities)
- Pebble watch, Multimodal Design Is Cross-Disciplinary
- perception, Sensing, Understanding, Deciding, and Acting: The New Human Factors, Glossary
- perceptual schemas, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- personal choice (agency), Aware and Non-Aware: Fast and Slow Thinking
- personal space, Nonverbal Communication
- Phillips Hue, Augmented or Auxiliary Activities: Visual Indicators for Peripheral Information
- photons, Electromagnetic, Vision
- physical ecosystems, Physical Ecosystems
- physical information
- Playtex, Form Factors and Configurations
- Polyester (film), Smell (Olfactory Ability)
- postures of cars, Multimodal Design Is Cross-Disciplinary
- PRE-SAFE Sound feature (Mercedes-Benz), Focus: The New Engagement
- precision in actions, The Origin of Anthropometrics, Precision Versus Strength, Modalities: How We Use Our Senses
- pressure (force), Touch (Somatosensory or Tactile Abilities)
- priming, Safety exits
- prioritizing information, Defining the Senses: Dimension, Resolution, and Range, We Shape Our Modalities, and They Shape Us
- prismatic glasses, Attributes and Abilities of Modalities
- privacy considerations, Physical Information: The New Data, Nonverbal Communication
- problem solving, balancing with self-control, Aware and Non-Aware: Fast and Slow Thinking
- product development process, The Product Development Process for Multimodal Products
- proficiency, Transition
- prompts, Constructing Knowledge, Interactions, and Narratives, Glossary
- properties
- proprioception
- prosody, Human Modalities + Device Modes = Interfaces, Visual Interfaces, Task Performance, Using Physical Information
- prototypes (see specifications and prototypes)
- proxemics, Task Performance, Types of Modalities, Glossary
- pseudocode, User Goals, Scenarios and Storyboards, and Use Cases
R
- Radvansky, Gabriel A., Device and information context
- Rainforest Connection (NGO), If a Tree Falls in the Forest…
- rainforest conservation, If a Tree Falls in the Forest…
- Rams, Dieter, Modalities and Senses
- range (stimuli)
- recall, Sensing, Creating Delight, Trust, and Love
- recognition (understanding), The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- reflex arc, Sensory Focus: Selecting, Filtering, and Prioritizing Information
- reflexes
- about, Sensory Focus: Selecting, Filtering, and Prioritizing Information
- human factors of hearing, Hearing
- human factors of smell, Smell (Olfactory Ability)
- human factors of taste, Taste (Gustatory Ability)
- human factors of touch, Touch (Somatosensory or Tactile Abilities)
- human factors of vision, Vision
- vestibulo-ocular, Time and Rhythm, Validation
- repetition in actions, Acting, The Origin of Anthropometrics
- resolution (stimuli)
- revulsion response, Smell (Olfactory Ability), Taste (Gustatory Ability)
- RFID tags, Cloud Architectures: Distributing Resources Through Connectivity
- rhythm, sense of, Using Physical Information
- Rolex watches, Multimodal Design Is Cross-Disciplinary
- Ruffini endings, Auditory Interfaces
- rules for device behaviors, Modeling Modalities and Mapping User Experiences
S
- safety exits, Safety exits
- satellite imaging, If a Tree Falls in the Forest…
- satisficing, Understanding and Deciding
- scenarios, Different Maps Cover Different Scopes and Details, Defining Design Requirements
- schemas
- about, Assembling Multimodal Experiences: Schemas and Models
- body, Assembling Multimodal Experiences: Schemas and Models, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- defined, Glossary
- event, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- perceptual, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- refining, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- semantic, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- sensorimotor, People Have Modalities, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- Schiller, Ralph, Creating Delight, Trust, and Love
- scratch-and-sniff cards, Smell (Olfactory Ability)
- screen-based activities, Vision Dominant Activities
- Sebeok, Thomas A., The Human Slice of Reality: Umwelt and Sensibility
- segmentation, Applying Modalities to Design
- selective filtering, Sensory Focus: Selecting, Filtering, and Prioritizing Information, We Shape Our Modalities, and They Shape Us
- self-control, balancing with problem solving, Aware and Non-Aware: Fast and Slow Thinking
- semantic schemas, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- sensation (as motivator), Agency: Balancing Self-Control and Problem Solving
- senses and sensing, Experience Is Physical
- about, Experience Is Physical, Sensing, Understanding, Deciding, and Acting: The New Human Factors, Sensing
- applying ecosystem resources, Cloud Architectures: Distributing Resources Through Connectivity
- as experiential building blocks, Assembling Multimodal Experiences: Schemas and Models
- categories of stimuli, Sensing
- defining the senses, Mechanical
- design considerations, Modalities and Senses
- device modes and, People Have Modalities
- differences in sensory ranges, The Structure of Multimodal Experiences
- focus and, Acting
- gun violence and, If a Tree Falls in the Forest…
- hearing (see hearing and sound)
- human modality and, People Have Modalities
- interactions with technology, Devices Have Modes
- neural adaptation, Creating Usability, Glossary
- physical experiences and, The Sound of Violence
- processing gathered information, Focus: The New Engagement
- rainforest conservation and, If a Tree Falls in the Forest…
- reflexes, Sensory Focus: Selecting, Filtering, and Prioritizing Information
- sensor-based data, Physical Information: The New Data
- sensory focus, Defining the Senses: Dimension, Resolution, and Range, The Product Development Process for Multimodal Products, Defining Design Requirements
- smell (see smell)
- taste (see taste)
- touch (see touch)
- unique properties of senses, Reflexes
- vision (see vision)
- sensorimotor schemas, People Have Modalities, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- sensory focus, Defining the Senses: Dimension, Resolution, and Range, The Product Development Process for Multimodal Products, Defining Design Requirements
- sensory gating, We Shape Our Modalities, and They Shape Us
- sequence in multimodal activities, Flow, Level of Focus and Engagement Depth
- shared space, Nonverbal Communication
- shifts in modalities, Flow, Level of Focus and Engagement Depth
- ShotSpotters alert system, If a Tree Falls in the Forest…, Physical Information: The New Data, Creating Delight, Trust, and Love
- Simon, Herbert, Understanding and Deciding
- simultaneous modalities, Flow
- Siri (Apple), Devices Have Modes, Auditory Interfaces, Information Ecosystems, Cloud Architectures: Distributing Resources Through Connectivity
- skills (understanding), The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives, Substitutions
- slow thinking (System, If a Tree Falls in the Forest…, Aware and Non-Aware: Fast and Slow Thinking
- smartphones, Control and Respond
- smell
- social ecosystems, Social Ecosystems
- social interaction, Hand–eye coordination (visuo-haptic integration), Personal Sound Experiences
- somatosensory abilities (see touch)
- sound (see hearing and sound)
- sound triangulation, The Sound of Violence
- spatial memory, We Shape Our Modalities, and They Shape Us
- specialized ecosystems, Specialized Ecosystems
- specifications and prototypes
- speech
- acting through, Sensing
- building blocks of, Assembling Multimodal Experiences: Schemas and Models, Auditory Interfaces
- conversation and, Social Experiences: Broadcast
- creating experiences with, Automated Visual Capabilities
- developing ability for, Acting
- dialog scripts for, The Product Development Process for Multimodal Products
- in assistant-style applications, Modeling Modalities and Mapping User Experiences, Information Ecosystems
- metrics for, Sensing, Understanding, Deciding, and Acting: The New Human Factors
- pace of delivery, Hearing
- role of rhythm in, Using Physical Information
- social interaction and, Hand–eye coordination (visuo-haptic integration)
- stance of cars, Multimodal Design Is Cross-Disciplinary
- startle response, Focus: The New Engagement, Reflexes, Safety exits
- State Department (US), Task Performance
- Stein, Barry E., Integration
- stereoscopic vision, People Have Modalities
- stimuli
- chemical, Electromagnetic, Touch (Somatosensory or Tactile Abilities), Haptic Interfaces (Tactile, Proprioceptive, and Vestibular)
- cross-modal, Validation, Feedback and Validation
- dimension of, Mechanical
- electrical, Touch (Somatosensory or Tactile Abilities)
- electromagnetic, Electromagnetic
- mechanical, Electromagnetic
- modal focus and, Defining the Senses: Dimension, Resolution, and Range, Modalities and Multimodalities, We Shape Our Modalities, and They Shape Us
- neural adaptation and, Creating Usability, Glossary
- range of, Mechanical
- resolution of, Mechanical
- storyboards, Different Maps Cover Different Scopes and Details, Storyboards and Keyframing, User Goals, Scenarios and Storyboards, and Use Cases
- Stravinsky, Igor, Gustatory Interfaces
- strength versus precision, Precision Versus Strength
- substitutions for modalities
- about, Transition, Shifts
- accessibility and, Human Modalities + Device Modes = Interfaces, Assessing user context
- defined, Glossary
- design considerations, Human Modalities + Device Modes = Interfaces, Shifts
- overcoming barriers with, Respecting Cognitive Load
- swimlane diagrams, User Goals, Scenarios and Storyboards, and Use Cases
- subway system (Osaka), The Elements of Multimodal Design
- Sweller, John, Glossary
- swimlane diagrams, User Goals, Scenarios and Storyboards, and Use Cases
- synchronous mode, Specifying Multimodalities
- synchrony, Human Modalities + Device Modes = Interfaces, Glossary
- System, If a Tree Falls in the Forest…, If a Tree Falls in the Forest…, Aware and Non-Aware: Fast and Slow Thinking, Aware and Non-Aware: Fast and Slow Thinking
T
- tactile abilities (see touch)
- Taptic Engine (Apple), The Building Blocks of Multimodal Experience
- task performance, The Origin of Anthropometrics, Hand–eye coordination (visuo-haptic integration)
- taste, Taste (Gustatory Ability)
- temperature
- texture (human factor of touch), Touch (Somatosensory or Tactile Abilities)
- The Neuroscience of Happiness and Pleasure (Kringelbach and Berridge), Agency: Balancing Self-Control and Problem Solving
- thermometers, Assessing user needs, Cloud Architectures: Distributing Resources Through Connectivity
- threshold, Creating Usability, Smell (Olfactory Ability)
- threshold events, Creating Usability
- touch, Touch (Somatosensory or Tactile Abilities)
- (see also haptic interface)
- additional properties of, Touch (Somatosensory or Tactile Abilities)
- characteristics of, Auditory Interfaces
- chemical stimuli and, Touch (Somatosensory or Tactile Abilities)
- electrical stimuli and, Touch (Somatosensory or Tactile Abilities)
- force touch, Devices Have Modes
- hand-eye coordination, Hand–eye coordination (visuo-haptic integration)
- human factors of, Touch (Somatosensory or Tactile Abilities)
- interpreting sensory information through, People Have Modalities
- language comprehension and, Assembling Multimodal Experiences: Schemas and Models
- mechanical stimuli and, Electromagnetic
- multimodal design and, Creating Delight, Trust, and Love
- sensory receptors for, Mechanical
- trust and, Creating Delight, Trust, and Love
- touch barrier, Creating Delight, Trust, and Love
- touch sensitivity, Auditory Interfaces
- Toyota Prius cars, “Disruptive” Technologies
- Trager, George, Task Performance
- transitions between modalities
- about, Transition
- experience maps, Example Maps and Models
- keyframes, Key Considerations of Multimodal Design, Storyboards and Keyframing
- priming and, Safety exits
- storyboards, Different Maps Cover Different Scopes and Details, Storyboards and Keyframing
- swimlane diagrams, User Goals, Scenarios and Storyboards, and Use Cases
- translations for modalities, Transition, Respecting Cognitive Load, Glossary
- treatments, Different Maps Cover Different Scopes and Details
- Trisha Brown dance company, Acting
- true negative, Inferring Versus Designating Intent
- trust, creating, Creating Delight, Trust, and Love
- turn signal in cars, Human Modalities + Device Modes = Interfaces
U
- Uexküll, Jakob von, The Human Slice of Reality: Umwelt and Sensibility
- umwelt, The Human Slice of Reality: Umwelt and Sensibility, Glossary
- understanding, Sensing
- about, Sensing, Understanding and Deciding
- applying ecosystem resources, Cloud Architectures: Distributing Resources Through Connectivity
- as experiential building block, Assembling Multimodal Experiences: Schemas and Models
- automation and big data technologies, The Opportunity: Transforming Existing Products and Developing New Ones
- balancing self-control and problem solving, Aware and Non-Aware: Fast and Slow Thinking
- cognition and analysis, Cognition and analysis
- creating happiness, Agency: Balancing Self-Control and Problem Solving
- fast and slow thinking, Aware and Non-Aware: Fast and Slow Thinking
- foundations of, The Foundations of Understanding: Recognition, Knowledge, Skills, and Narratives
- reflexes and, Sensory Focus: Selecting, Filtering, and Prioritizing Information
- unimodal, People Have Modalities, Glossary
- Universal Design movement, The Origin of Anthropometrics
- usability
- use cases, Assessing user needs, Modeling Modalities and Mapping User Experiences, Ecosystems, Ecosystem and Architecture: Applying Ecosystem Resources to Multimodal Design, Defining Design Requirements
- user considerations
- assessing user context, Assessing user needs
- assessing user needs, Assessing user needs
- mapping user experiences, Modeling Modalities and Mapping User Experiences
- user goals, Defining Design Requirements, User Goals, Scenarios and Storyboards, and Use Cases
- user-controlled interactions, Key Applications of IoT: Monitor, Analyze and Decide, Control and Respond
- user stories, Different Maps Cover Different Scopes and Details
V
- validation, multimodal, Validation
- vesibular system, Touch (Somatosensory or Tactile Abilities), Time and Rhythm, Validation, The Elements of Multimodal Design
- vestibulo-ocular reflex, Time and Rhythm, Validation
- vibration
- videogames, Auditory Interfaces
- virtual reality (VR), Devices Have Modes, Acting, About Anthropometrics, Vision Dominant Activities
- vision, Vision
- additional properties of, Vision
- augmented or secondary activities, Immersive Activities: Screen-Based Experiences and VR
- augmented reality technology, Augmented or Auxiliary Activities: Visual Indicators for Peripheral Information
- characteristics of, Reflexes
- development of, The Sound of Violence
- electromagnetic stimuli and, Electromagnetic
- hand-eye coordination, Hand–eye coordination (visuo-haptic integration)
- human factors of, Vision
- immersive activities, Vision Dominant Activities
- interaction with technology, Human Modalities + Device Modes = Interfaces
- interpreting sensory information through, People Have Modalities
- language comprehension and, Assembling Multimodal Experiences: Schemas and Models
- multimodal design and, Creating Delight, Trust, and Love
- neural adaptation, Attributes and Abilities of Modalities
- orientation and scanning, Proficiency
- passive vision-based capabilities, Augmented Reality Versus Augmented Products: Visual Arrays of Control and Choice
- sensory receptors for, Mechanical
- stereoscopic, People Have Modalities
- vision dominant activities, Mapping Modal Behaviors to Modal Technologies
- visual acuity, About Anthropometrics
- visual arrays of control and choice, Augmented or Auxiliary Activities: Visual Indicators for Peripheral Information
- visual interfaces, Vision, Types of Modalities
- visual arrays of control and choice, Augmented or Auxiliary Activities: Visual Indicators for Peripheral Information
- visual effects, Creating Multimodal Properties
- visual field, Vision
- visual interfaces, Vision, Types of Modalities
- voice-based interactions
..................Content has been hidden....................
You can't read the all page of ebook, please click
here login for view all page.