Technologies for creatives
Every project takes shape within a system of tools, materials, processes, and technical constraints that help determine what is possible. In digital design, this relationship becomes even more apparent: a product is no longer necessarily an isolated object or interface. It can communicate with other systems, respond to the user’s location, connect physical objects to digital services, send notifications, process payments, or overlay digital information onto the physical world.
To design these experiences, designers do not need to become specialists in every technology involved. However, they do need to understand their possibilities, limitations, and underlying principles.
This book was written with precisely this goal in mind: to provide an overview of the main digital technologies that, although not necessarily part of the traditional design toolkit, can become genuine design materials.
Understanding a technology means being able to envision how it could become part of an experience.
A QR code can instantly connect a physical object to digital content. NFC can turn the simple act of bringing a device close to something into an interaction. The Internet of Things enables objects to collect data, communicate, and respond to events in their environment.
The boundary between the physical and digital worlds is therefore becoming increasingly blurred.
Similarly, many digital products do not operate independently but belong to broader ecosystems. Through APIs, different applications and services can exchange information and functionality. Webhooks allow one system to respond automatically to events generated by another, while WebSockets enable continuous, bidirectional communication, which is essential for chat applications, collaborative tools, interactive applications, and real-time services.
Understanding these technologies allows designers to envision not only individual interfaces but also systems capable of working together.
The context in which users find themselves can also become part of the design.
Geolocation allows a service to determine the position of a device, within certain limits and subject to the necessary permissions. Digital maps make it possible to represent and navigate geographical areas, while GIS systems allow information and phenomena to be associated with specific geographical coordinates.
Space therefore ceases to be merely the background of an interaction and can become an integral component of the experience itself.
Other technologies make it possible to transform a website or application into a fully functional digital service. Progressive Web Apps can bring the experience of using a website closer to that of an installed application. Push notifications allow a service to reach users even when they are not actively using it. Digital payments, meanwhile, make it possible to complete transactions directly within the designed experience.
These technologies may seem very different, but they share a common principle: extending what a digital product can do and the kind of relationship it can establish with its users.
An even more significant transformation occurs when the very way we perceive an interface changes.
Augmented reality makes it possible to overlay digital elements onto physical space, while virtual reality can replace it with an entirely synthetic environment. Technologies such as WebAR and WebXR make some of these experiences accessible directly through Web technologies, reducing the separation between browsing, applications, and immersive environments.
For designers, these technologies introduce new design challenges: it is no longer simply a matter of arranging elements on a screen, but of designing space, movement, perception, orientation, and the relationship between the body and information.
Finally, we will explore a technology based on a different logic from the centralized systems that characterize most digital services: blockchain.
Its relevance to design does not necessarily lie in the technology itself, but in the possibilities introduced by distributed ledgers, transaction verifiability, digital ownership, and systems in which trust can be managed through decentralized infrastructures.
Not all these technologies will be appropriate for every project.
In fact, an important part of a designer’s work consists precisely in understanding when a technology is genuinely necessary and when it merely introduces additional complexity. Using NFC instead of a QR code, a WebSocket instead of a standard Web request, or a blockchain instead of a traditional database does not automatically make a product better.
Technology is a design tool, not a goal in itself.
For this reason, the book does not aim to teach the technical implementation of every system in depth. Instead, its purpose is to provide designers with sufficient knowledge to understand how these technologies work, communicate with specialists, and, above all, recognize the design opportunities that each technology makes available.
The book will therefore be organized around six major areas: the relationship between the physical and digital worlds, communication between systems, the relationship with context and geographical space, digital services, immersive realities, and decentralized technologies.
Different technologies, but all connected by the same question:
What becomes possible to design when we understand the technological tools at our disposal?
Because designers do not necessarily need to know how to build every technology they use.
They do, however, need to know that it exists, understand its underlying principles, and recognize when it can be transformed into a design opportunity.
Index

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