I would add  The Sciences of the Artificial - 3rd Edition (Paperback)
by Herbert A. Simon (Author) , to design theory list.

On Wed, Nov 19, 2008 at 3:48 PM, Jonas Löwgren <[EMAIL PROTECTED]> wrote:
> Andy,
>
> Great initiative.
>
> In case you would find it useful to have an annotated list of books in
> interaction design and related topics to choose from, may I suggest
>
> http://webzone.k3.mah.se/k3jolo/idBookshelf
>
> I find it nearly impossible to pick two "top interaction design must-have
> books" -- it depends on who must have them, of course.
>
> But the three that I currently use for an introductory-level interaction
> design class at Malmö University are
>
> --------
>
> Saffer, D. (2007). Designing for interaction: Creating smart applications
> and clever devices. Berkeley, CA: New Riders.
>
> A useful first introduction to interaction design, covering a lot of ground
> in a very light and readable way. Saffer characterizes the field, discusses
> the digital design materials and tools, outlines the phases of the design
> process, and even touches on more advanced topics such as adaptivity,
> service design, ethics and future challenges -- all very brief and
> approachable. I imagine that the book might whet the appetite of many
> readers to know more about interaction design. Too bad that there are no
> references or suggestions for further study.
>
> Buxton, B. (2007). Sketching user experiences: Getting the design right and
> the right design. San Francisco: Morgan Kaufmann.
>
> Buxton develops a clearly articulated design perspective on the creation of
> digital products, based firmly in the seminal activity of sketching. The
> core part of the book is an inventory of sketching techniques, presented
> through well-chosen examples and illustrating a breadth of approaches to the
> key question of how to sketch temporal behavior and interactivity. Buxton
> lays out two parallel threads to frame the sketching examples -- a
> discussion of professional product development, and a scholarly perspective
> on the history and significance of sketching in design -- which makes the
> book a highly valuable resource for professional interaction designers as
> well as teachers and students.
>
> Moggridge, B. (2007). Designing interactions. Cambridge, Mass.: MIT Press.
>
> A truly remarkable book, painting a rich picture of interaction design
> practice by means of some forty journalistically rendered interviews with
> outstanding designers and a substantial piece of reflection on the author's
> own experience as an interaction designer. There are several strengths to
> the book: It adopts and illustrates a consistent design perspective (as
> opposed to, e.g., a HCI perspective); it gives roughly equal weight to
> hardware and software design; it covers the history of interaction design
> for personal computing as well as related fields including games, multimedia
> and service design; it is well designed and produced in itself, with a
> beautiful flow between sections and with generous and appropriate image
> material. The appended DVD provides interview segments and, more
> importantly, some demos to illustrate key topics. The only drawback I can
> find is a slight bias towards Silicon Valley people and practices, which is
> certainly historically justifiable but still constrains the overall picture
> somewhat. Nevertheless, I would consider this book to be required reading
> for all students, teachers and practitioners who need a comprehensive and
> up-to-date view of interaction design practice.
>
> --------
>
> For my own work in participatory crossmedia, the most inspirational books
> lately have been:
>
> --------
>
> Bolter, J., Gromala, D. (2003). Windows and mirrors: Interaction design,
> digital art and the myth of transparency. Cambridge, Mass.: The MIT Press.
>
> As one of rather few examples in the literature, this book addresses the
> aesthetic qualities of interaction design. It consists of a set of essays
> composed around selected exhibits from the SIGGRAPH Art Gallery in the year
> 2000. The main thesis is that interaction is culturally reflective as much
> as efficiently transparent, and the book offers several important insights
> for interaction designers.
>
> Jenkins, H. (2006). Convergence culture: Where old and new media collide.
> New York: New York University Press.
>
> Jenkins addresses the convergence of mass media and interactive media from a
> solid background in studies of fan cultures. He builds his arguments around
> three core concepts -- media convergence, participatory culture, and
> collective intelligence -- which he develops in a series of well-written and
> engaging case studies, ranging from online communities of Survivor spoilers
> to Harry Potter fan-fiction IPR controversies and the US elections. The
> focus is largely on how the established mass media "collide" with new media
> cultures and practices, and the new media forms originating in the digital
> realm are generally less well covered. Nevertheless, I consider the insights
> offered in the book to be required reading for any interaction designer
> involved in transmedia/crossmedia projects.
>
> Lasica, J. D. (2005). Darknet: Hollywood's war against the digital
> generation. Hoboken, NJ: John Wiley.
>
> The digital media convergence and the rapid dissemination of media
> production capabilities is a challenge to many existing structures in the
> media industries. Lasica looks specifically at how established entertainment
> industries in music and movies react to the "threats" of filesharing, local
> production, mods, remixes and other personal digital media possibilities.
> The emerging picture, which Lasica paints in very lively colors using a
> journalistic presentation style, is focused on restrictions, violations of
> user rights, and political power plays in the interest of continued economic
> gain. The perspective of the book is clearly biased in favor of personal
> media, underground movements and a certain amount of Internet evangelism --
> but the underlying conflicts are extremely interesting for any interaction
> designer involved in the digital media.
>
> Lovink, G. (2002). Dark fiber: Tracking critical Internet culture.
> Cambridge, Mass.: MIT Press.
>
> A collection of essays on digital media, covering a broad scope of issues
> such as net culture, language use, dotcom rise and fall, co-presence and
> community. The main theme of the texts, and the direct topic for several of
> them, is media activism and what Lovink calls tactical media: Using the
> digital media for politically and ideologically radical means.
>
> --------
>
> And for my academic work in interaction design theory, I would have to
> mention:
>
> --------
>
> Krippendorff, K. (2006). The semantic turn: A new foundation for design.
> Boca Raton, FL: CRC Press.
>
> Krippendorff argues for a human-centered view on design, where the core
> notion is meaning as created in use. He outlines a historical progression in
> the traditional design disciplines from product styling towards more
> complex, relational concerns, including the possibility of a design science.
> From an interaction design point-of-view, what is really interesting about
> the book is that it provides a conceptual bridge between the traditional
> design disciplines and the use-oriented perspectives that are at the heart
> of interaction design.
>
> Sennett, R. (2008). The craftsman. London: Allen Lane.
>
> Sennett, a renowned sociologist, writes about craft based on a broad
> historical base, ranging from ancient Greece to Linux open source
> communities. For a design researcher, the book corroborates all that is said
> in general design theory, such as the work by Schön, as well as
> interaction-design specific accounts such as the one by McCullough.
> Moreover, it extends and elaborates upon this knowledge in several fruitful
> directions, including the social dynamics of the workshop and the asymmetric
> relation between master and apprentice; the detailed nature of head-and-hand
> work in complex craft skills (including the importance of rhythm and
> concentration); the nature of learning crafts and the roles of instructions
> and tools in learning. Further relevant themes include the concepts of
> resistance and ambiguity, the ethics of craftmanship, and the relation
> between play and craft. In sum, it is a remarkable book that adds
> significantly to the body of knowledge in interaction-design research and
> education.
>
> --------
>
>
> Best of luck with your DRB project -- looking forward to seeing how it
> develops!
>
> Jonas Löwgren
>
>
>
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