By using the body's surface as an interactive platform, the integration of technology into beauty products is explored and can be applied directly to ones skin, fingernails, and hair adding new functionality to beauty products using technology in a personal, seamless and fashionable way. An interdisciplinary approach is taken, exploring the design of Beauty Technologies such as Conductive Makeup, Tech Nails, Hairware and FX e-makeup in order to create novel interfaces for Human Computer Interaction.
This is the second of two volumes, which is contributed by eight team leaders. Besides describing the technical challenges, each contribution lays much weight on discussing the philosophy, concepts, and the implications underlying the project. This work will provide researchers and practitioners in the related areas with an excellent opportunity to find interesting new developments and to think about the relationship between human and information technology.
This book aims to deepen our understanding of the relationships between users and designers both as they emerge in the wild and as a consequence of our attempts to intervene. Through a series of case studies the book juxtaposes in-depth explorations of different perspectives and approaches to thinking about - and doing - user-designer relations, considering important implications for design and computer science more generally.
With contributions from leading authors and new voices in the field of user-designer relations, the text will be of interest to students and practitioners in information systems development. It will also be of interest to educators in the fields of information systems, design studies, and computer science.
Among the escaped convicts, seething resentments fuel an appetite for brutal revenge against their former captors while, for their part, the crew attempts to track down and kill or recapture the escapees. However, it soon becomes apparent that both convicts and crew have more to concern them than shipwreck and a ruthless fight for survival; they have arrived in Sydney in 2017.
TimeStorm is a thrilling epic adventure story of revenge, survival and honour set in a strange new world of unfamiliar technology and equally unfathomable social norms. In the literary footsteps of Hornblower, comes Lieutenant Christopher ‘Kit’ Blaney, an old-fashioned hero, a man of honour, duty and principle, dragged into the 21st century… literally.
A great fan of the grand seafaring adventure fiction of CS Forester, Patrick O’Brien and Alexander Kent, and modern action thriller writers such as Lee Child, Steve Harrison combines several genres in his debut novel.
The book was inspired by a replica 18th century sailing ship on Sydney Harbour and a question from Steve’s brother, Tony: “What if that was a real convict ship?” TimeStorm explores that question in a fast-paced story as a group of desperate men from the 1700s clash in modern-day Sydney.
TimesStorm was Highly Commended in the 2013 Jim Hamilton Award fantasy/science fiction category of the Fellowship of Australian Writers (FAW) National Literary Awards.
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:Games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins
In fact, you'll see that everyone plays a crucial role in producing creative work that works:
What it means to be creative,
How to build a creative culture,
How virtually all great work is underpinned by a simple problem/solution dynamic,
How to use that dynamic to create your big marketing ideas,
How to brief a creative team,
How to use 'relevant abruption' to produce big creative ideas,
How to simultaneously build a brand and get response,
How to sell your work,
How to run a creative department.
All this is illustrated by some of the best advertising, direct and digital work ever produced, plus 12 case studies featuring ideas that have not only sold millions of pounds worth of products, but also won dozens of the world's most coveted awards.
"Steve writes like he talks, with great intelligence, wisdom and common sense. He's one of the few people capable of looking at a notoriously self-obsessed industry and saying, "The Emperor has no clothes." And he's one of an even smaller number who can look at its problems and say, "here's how you fix it." Creative Work is as challenging as it is engaging. When I reached the end I felt like I wanted to continue the conversation, which is probably the highest compliment you can offer a book." - Jon Steel, author of Truth, Lies & Advertising and Perfect Pitch.
"This is genuinely essential reading for anyone who wants to demystify the advertising creative process – and vastly more entertaining than your average business book. Harrison’s simple, commonsense approach makes you wonder why so many ad campaigns fail so spectacularly. Buy it, read it and learn from it!” - Larissa Vince, Campaign magazine.
"This is a smart, straightforward and very special book. It affirmed so much I knew already, but my eyes were opened afresh to what is genuinely important about the work that we do. I came away with ten or twelve things I wanted to share with the rest of the team at glue and it also fortunately gave me some confidence that we’re getting a lot of this right already." - Mark Cridge, CEO, glue London.
"Steve is one of the dying breed of creative directors that clients crave. He tells it like it is and delivers. How to do better creative work is a refreshingly honest must-read for any client, suit or creative who want to cut through the bullshit and produce great creative work that does the job. Harrison has the right to say what he likes about the ad industry - and he does!" - Charlie Smith, Head of Brand Marketing, Vodafone UK.
"This book isn't just about how clients can help get the best work from their agency. I loved the insight into the thinking that goes on before the creative idea is had and realise it applies to every business that takes a creative approach to problem solving." - Paul Ferraiolo, President, Rolls-Royce Motor Cars, North America.
“If, one day, my son tells me that he wants to be part of this business, I will make sure that he reads Steve´s book and, if possible, find a way for him to spend a couple of hours with Steve himself” - Pablo Alzugary, President, Shackleton Madrid.
Forget dry, technical material. This book—based on the wildly popular UX Crash Course from Joel Marsh’s blog The Hipper Element—is laced with the author's snarky brand of humor, and teaches UX in a simple, practical way. Becoming a professional doesn’t have to be boring.
Follow the real-life UX process from start-to-finish and apply the skills as you learn, or refresh your memory before the next meeting. UX for Beginners is perfect for non-designers who want to become designers, managers who teach UX, and programmers, salespeople, or marketers who want to learn more.Start from scratch: the fundamentals of UXResearch the weird and wonderful things users doThe process and science of making anything user-friendlyUse size, color, and layout to help and influence usersPlan and create wireframesMake your designs feel engaging and persuasiveMeasure how your design works in the real worldFind out what a UX designer does all day