I agree to extend our practice to include a wider variety of shared information spaces: virtual (e.g. software, websites); physical (e.g. museums, libraries, hospitals); procedural (e.g. flows of information in work processes) -- Peter Morville

Table of contents

Introduction / Foreword

PART 1 – FOUNDATIONS

From Multi-channel to Cross-media

  1. A seamless, interconnected world
  2. Multi-channel, convergence, and cross-media
  3. The challenge of complexity
  4. Designing for ubiquitous ecologies

Towards a Pervasive Information Architecture

  1. The Web is dead, long live the Web
  2. An Internet of Things
  3. User, space, time, and hypertext
  4. From interface to interaction, from artefacts to processes
  5. Design in hybrid realities
  6. Towards a pervasive information architecture

PART 2 – HEURISTICS

Heuristics for a Pervasive Information Architecture

  1. The multidimensional game of user experience
  2. A design manifesto
  3. Heuristics: Place-making, Consistency, Resilience, Reduction, Correlation
  4. Framework: where such heuristics come from

Place-making

  1. Andrea Travels West
  2. The Library
  3. Into the Maze
  4. Through the Looking Glass
  5. From Sign to Space
  6. Space, Place, and Time
  7. Navigating Cyberspace
  8. From Space to Sign
  9. Place-making in Pervasive Information Architecture
  10. Lessons Learned
  11. Case study: The Art and Craft of Being Elsewhere
  12. Case study: Place-making in FaceBook
  13. Case study: Pervasive IA

Consistency

  1. Andrea Learns Something from Gaia
  2. A Chinese Encyclopedia
  3. Flowers, a Tree, and a Swede
  4. Right or Wrong, My Classification
  5. Part Fish, Part Bird, Part Mammal
  6. Classification Wants to Be Used
  7. The Order of Things
  8. Foucault and Lakoff
  9. A Chair is Furniture, a Rug perhaps Not?
  10. Consistency in Pervasive Information Architecture
  11. Lessons Learned
  12. Case Study: Consistency at IKEA
  13. Case study: A Taxonomy for Snoopy
  14. Case study: Pervasive IA
  15. Epilogue

Resilience

  1. Looking for that Special Wine
  2. Human-information Interaction
  3. An Integrated Model of Information Seeking
  4. The Principle of Least Effort
  5. Integrating Approaches
  6. A Few Implications
  7. Resilience in Pervasive Information Architecture
  8. Lessons Learned
  9. Case study: The Resilient Museum
  10. Case study: The BBC and the Metadata Threshold
  11. Case study: Pervasive IA

Reduction

  1. Luca’s Big Adventure with a DIY electronic scale
  2. Long Tails, Information Overload, and the Paradox of Choice
  3. When More is Less: Choice and Stress
  4. Hick’s Law
  5. Reduction in Pervasive Information Architecture
    1. To Each Their Own
    2. Organize and Cluster
    3. Focus and Magnify
  6. Lessons Learned
  7. Case study: The Horizontal Palimpsest
  8. Case study: Pervasive IA

Correlation

  1. Luca Goes to the Movies
  2. A Brief History of the Black Plague
  3. The Map is the Territory
  4. The Frenzy of Orlando
  5. Integrating the Social and Creative Dimensions
  6. Correlation in Pervasive Information Architecture
  7. Lessons learned
  8. Case study: [to be defined]
  9. Case study: Pervasive IA

PART 3 – SYNTHESIS

A Unified Model for Human-Information Interaction

  1. Mirrors, rabbits, and pokens
  2. Bringing it All Back Home
  3. A Pervasive Information Architecture Framework

Methodologies and deliverables

  1. Methods and deliverables
  2. Case study: to be defined
  3. Lessons learned

Implications

Conclusions

References


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