Table of Contents

There’s Not an App for That contains 20 full chapters, grouped into Problems and Opportunities for current and future mobile UX. Each chapter focuses first on areas of interest around a particular theme, then discusses the ways that mobile UX designs of today could be improved by thinking about the interaction opportunities already available.

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

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