User interface design and usability Books

65 products


  • This Is Service Design Methods

    O'Reilly Media This Is Service Design Methods

    15 in stock

    Book SynopsisIn this book, you’ll find 54 hands-on descriptions that help you do the key methods used in service design. These methods include instructions, guidelines, and tips-and-tricks for activities within research, ideation, prototyping, and facilitation.

    15 in stock

    £29.99

  • Mapping Experiences

    O'Reilly Media Mapping Experiences

    15 in stock

    Book SynopsisThis updated book shows your team how to use alignment diagrams to turn valuable customer observations into actionable insight. With this powerful technique, you can visually map existing customer experience and envision future solutions.

    15 in stock

    £33.74

  • This is Service Design Doing

    O'Reilly Media This is Service Design Doing

    15 in stock

    Book SynopsisHow can you establish a customer-centric culture in an organization? This is the first comprehensive book on how to actually do service design to improve the quality and the interaction between service providers and customers.

    15 in stock

    £29.99

  • Heart of the Machine: Our Future in a World of

    Skyhorse Publishing Heart of the Machine: Our Future in a World of

    1 in stock

    Book SynopsisFor Readers of Ray Kurzweil and Michio Kaku, a New Look at the Cutting Edge of Artificial Intelligence Imagine a robotic stuffed animal that can read and respond to a child’s emotional state, a commercial that can recognize and change based on a customer’s facial expression, or a company that can actually create feelings as though a person were experiencing them naturally. Heart of the Machine explores the next giant step in the relationship between humans and technology: the ability of computers to recognize, respond to, and even replicate emotions. Computers have long been integral to our lives, and their advances continue at an exponential rate. Many believe that artificial intelligence equal or superior to human intelligence will happen in the not-too-distance future; some even think machine consciousness will follow. Futurist Richard Yonck argues that emotion, the first, most basic, and most natural form of communication, is at the heart of how we will soon work with and use computers. Instilling emotions into computers is the next leap in our centuries-old obsession with creating machines that replicate humans. But for every benefit this progress may bring to our lives, there is a possible pitfall. Emotion recognition could lead to advanced surveillance, and the same technology that can manipulate our feelings could become a method of mass control. And, as shown in movies like Her and Ex Machina, our society already holds a deep-seated anxiety about what might happen if machines could actually feel and break free from our control. Heart of the Machine is an exploration of the new and inevitable ways in which mankind and technology will interact. The paperback edition has a new foreword by Rana el Kaliouby, PhD, a pioneer in artificial emotional intelligence, as well as the cofounder and CEO of Affectiva, the acclaimed AI startup spun off from the MIT Media Lab.Trade Review"Yonck is a sure-footed guide and is not without a sense of humor . . . [He] provides a compelling and thorough history of the interaction between our emotional lives and our technology." —Ray Kurzweil, The New York Times Book Review "A fascinating, and sometimes disturbing, look at a rapidly approaching future where smart machines understand and manipulate our emotions—and ultimately bond with us in ways that blur the line between ourselves and our technology." —Martin Ford, New York Times bestselling author of Rise of the Robots: Technology and the Threat of a Jobless Future “Richard Yonck’s Heart of the Machine is a fascinating speculation on the near- and far-term significance of emotions for user interfaces, machine-mediated communication between humans, and what technology and humans may become.” —Vernor Vinge, computer scientist and Hugo Award–winning author of Rainbows End “Your world is about to change in shocking and amazing ways. The line between machines and humanity is blurring giving us a strange and beautiful tomorrow. Yonck takes us on a journey through this world from the science and technology of today and into the possibilities and perils that lay just over the horizon. If you want to catch a glimpse of the future open this book.” —Brian David Johnson, former chief futurist at Intel and founder of the 21st Century Robot Project "[Yonck] makes a compelling argument for why affective computing (technology that can read, interpret, replicate, and experience emotions and use those abilities to influence us) is the key to AI and the heart of how we will work with computers. . . . an engaging read." —Library Journal “Very important for any decision-maker and a must-read for corporations for planning their road map. It is also recommended to everyone who is curious enough to understand the future. Even the very near future.” —Yoram Levanon, chief science officer at Beyond Verbal Communication, Ltd. "How we interact with technology is changing: it is becoming more relational and conversational. Yonck makes a very strong case why our devices and advanced AI systems need to have emotional intelligence, specifically the ability to sense human emotions and adapt accordingly. This book highlights key considerations both for academic researchers as well as business leaders looking for commercial applications of AI." —Rana el Kaliouby, cofounder and CEO of Affectiva "By using the futurist’s most valuable communications tool—the scenario—to introduce his chapters, Yonck moves between anecdotes from research in affective computing and AI/robotics to speculative scenarios, all with the even hand of a skilled storyteller.” —Cynthia G. Wagner, consulting editor at Foresight Signals, former editor of The Futurist magazine

    1 in stock

    £15.17

  • Practicebased Design Research

    Bloomsbury Publishing PLC Practicebased Design Research

    2 in stock

    Book SynopsisPractice-Based Design Research provides a companion to masters and PhD programs in design research through practice. The contributors address a range of models and approaches to practice-based research, consider relationships between industry and academia, researchers and designers, discuss initiatives to support students and faculty during the research process, and explore how students'' experiences of undertaking practice-based research has impacted their future design and research practice. The text is illustrated throughout with case study examples by authors who have set up, taught or undertaken practice-based design research, in a range of national and institutional contexts.Trade ReviewThis unique collection offers profound insights, exemplary cases and practical guidance for practice-based design research as it expands worldwide. A major contribution to the field, this book is essential for supervisors, researchers, teachers and students of doctoral education in design. * Ramia Mazé, Professor of Design at Aalto University, Finland *Design has an increasingly important role to play in material, social, economic, and technological change and design research needs to change accordingly. This book describes the theory and the practice of practice-based design research and is an exciting and timely contribution to the field. I think it will become an essential reference point not only for future practice-based design researchers, but for all design researchers. * Peter Lloyd, Professor of Design at the University of Brighton and Vice Chair of the Design Research Society, UK *Practice Based Design Research bravely challenges conventional forms doctoral scholarship through the specular agency of the design disciplines. It is an essential resource – both diverse and critical – for reconceptualising the knowledge economy, not just in design but as design. * Stephen Loo, Professor of Architecture at the University of Tasmania, Australia *Table of Contents1. Introducing Practice Based Design Research Laurene Vaughan Part 1: Exploring Different Models and Approaches to Doctoral Education in Design 2. Designer/Practitioner/Researcher Laurene Vaughan 3. Locating New Knowledge in an Unacknowledged Discourse Bonne Zabolotney 4. Post-Normal Design Research: The Role of Practice-based Research in the Era of Neoliberal Risk Cameron Tonkinwise Part 2: Socio-cultural Impacts of the Design PhD in Practice 5. Designing the PhD curriculum in the design disciplines Henry Mainsah, Andrew Morrison, Jonny Aspen and Cheryl E. Ball 6. Doctoral Training for Practitioners: ADAPTr (Architecture, Design and Art Practice research) a European Commission Marie Curie Initial Training Network Richard Blythe and Marcello Stamm? 7. Knowledge Exchange through the Design PhD Ben Dalton, Tom Simmons and Teal Triggs? 8. Educating the Reflective Design Researcher Pelle Ehn and Peter Ullmark? 9. Building theory through design Thomas Markussen Part 3: Structures for Supporting Design Phd Programs 10. Design (research) practice Thomas Binder and Eva Brandt 11. Embracing the literacies of design as means and mode of dissemination Laurene Vaughan 12. Ten green bottles: Reflecting on the exegesis in the thesis by compilation model Andrew Morrison Part 4: Graduate Reflections on the Design Phd in Practice 13. When Words Won’t Do: Resisting the impoverishment of knowledge Pia Ednie-Brown 14. Before, during and after a PhD: Curating as a generative and collaborative process of infrastructuring Katherine Moline? 15. The researcherly designer/the designerly researcher Joyce Yee 16. Make Happen: Sense-making the affordances of a practice-based Phd in design Lisa Grocott 16. From Paratexts to Primary Texts: Shifting from a commercial to a research focused design practice Zoë Sadokierski 17. From practice to practice-led research: Challenges and rewards Neal Haslem 18. Grokking the Swamp: Adventures in the Practical Abyss, and Back Again Jeremy Yuille

    2 in stock

    £27.54

  • HumanCentered AI

    Oxford University Press HumanCentered AI

    1 in stock

    Book SynopsisThe remarkable progress in algorithms for machine and deep learning have opened the doors to new opportunities, and some dark possibilities. However, a bright future awaits those who build on their working methods by including HCAI strategies of design and testing. As many technology companies and thought leaders have argued, the goal is not to replace people, but to empower them by making design choices that give humans control over technology.In Human-Centered AI, Professor Ben Shneiderman offers an optimistic realist''s guide to how artificial intelligence can be used to augment and enhance humans'' lives. This project bridges the gap between ethical considerations and practical realities to offer a road map for successful, reliable systems. Digital cameras, communications services, and navigation apps are just the beginning. Shneiderman shows how future applications will support health and wellness, improve education, accelerate business, and connect people in reliable, safe, and trustworthy ways that respect human values, rights, justice, and dignity.Trade ReviewThe book will be of interest to anyone interested in AI-including software engineers, designers, computer scientists, policymakers and philosophers -- and our future. Its writing style is accessible, and consequently can be read by both experts and novices. It may also be useful for pedagogical purposes. * Gloria Andrada, Metascience *does a great job in promoting HCAI, putting human and societal needs center stage in the design and application of AI, and in presenting and discussing several very practical ideas * Marc Steen, Prometheus *Your new book, Human-Centered AI, is the most balanced, pragmatic and optimistic analysis of artificial intelligence that I've read. You lay out a comprehensive guide to building reliable, safe, and trustworthy applications that feature both high levels of human control and high levels of automation. A critical part of your argument is that if we want to achieve a flourishing and humane future it's essential for us to understand that computers are not in fact people, and vice versa. * John Dalton, Fidelity Center for Applied Technology Newsletter *The authors approach could not be more important as a moral and normative position on the development of the field, and should be taken as a starting point for public policy discussion... the book is essential reading and its fundamental argument constitutes a moral imperative. * David Lorimer, Paradigm Explorer *A focus on developing AI that helps people will dissolve much of the fear of lost jobs and machine control... Few books on AI discuss the importance to good design of applying the right sort of pressure to the corporate owners of AI systems to push them into social fairness. This one does. * Wendy Grossman, ZDNet *This book combines persuasive arguments with catchy lists and phrases it also is meticulously researched with extensive citations and well-written for a broad audience , HCI NewsThis expert believes we can create AI systems that can have both high levels of automation and human control... Shneiderman provides guidelines covering visual design, previews of expected actions, audit trails, near-miss and failure reviews, and others that can help ensure reliability, safety, and trustworthiness. Basically, by acknowledging the limits of both human and artificial intelligence, designers and developers of automated products can find the right division of labor between humans and AI. * Ben Dickson, thenextweb.com *the book [is] especially relevant to AI researchers and developers...Expanding the variety of inputs into AI design will be essential to achieving Shneiderman's transformative vision of a more human-and humane-future. * Angelique Taylor, Issues in Science & Technology *The book is well-structured and a delight to read. The coverage is comprehensive. But it will be controversial. AI scientists and engineers, and anyone concerned about the scientific, social, ethical, legal or philosophical impacts of AI should engage with the theses of Human-Centered AI, even if it is to contest them at times. * Alan Mackworth, University of British Columbia, Canada *From design metaphors to the much needed governance structures, this new book by Ben Shneiderman is a tour de force into the increasingly important topic of human-centred AI. Going beyond the many benefits and dark possibilities, the book provides a fresh vision of AI as a supertool for human wellbeing. A must read. * Virginia Dignum, Umeå University, Sweden *Intellectually re-positioning the practice of AI is the most important social movement of our age. Human-Centered AI is a moral imperative. The graveyard of AI products is replete with well-intended systems centered on the technology. Don't make the same mistake—adopt an HCAI mindset. * Sean McGregor, Founder and Project Lead, the AI Incident Database (Partnership on AI), USA *For many years, the debate surrounding AI has been all about a dystopian or utopian-driven future. Ben Shneiderman, in his informative and timely new book presents a fresh look on the future of AI; one that considers how to empower and augment humans rather than automate and replace them. Throughout the book, that is illustrated with convincing case studies, he presents a new discourse that rethinks the benefits of AI advances from a human perspective. A truly trailblazing work that is both provocative and persuasive, inviting academics, policy-makers, industry researchers and the general public to engage with a new, forward-thinking paradigm of where humans meet AI. * Yvonne Rogers, University College London, UK *A critical call for AI to be human-centered...offers insightful lessons and practical takeaways. * Avi Parush, Management and Business Review *Human-Centered AI makes a case for AI systems that amplify and extend human abilities and performance. * Gloria Andrada, Metascience *Table of ContentsPart I: What Is Artificial Intelligence? 1: Dreams and Nightmares 2: Alchemy, Astrology, and AI: Lessons from the Past 3: Jobs, Jobs, Jobs! 4: Stories that Shape the Future: Self-Efficacy and Control 5: Getting Beyond AI to Human-Centered Thinking Part II: Human-Centered AI: Empowering People, Expanding Possibilities 6: Introduction 7: Defining Reliable, Safe And Trustworthy Systems 8: Two-Dimensional Framework for RST Systems 9: Prometheus Principles and Examples 10: Skeptic's Corner Part III: AI's Two Grand Goals: Human Emulation and Useful Applications 11: Introduction 12: Two Goals for AI Researchers and Developers 13: Intelligent Agent and Powerful Tool 14: Simulated Teammate and Tele-Operated Device 15: Autonomous System and Supervisory Control 16: Humanoid Robots and Mechanical-Like Appliances 17: Skeptic's Corner Part IV: Governance Structures for Human-Centered AI 18: Introduction 19: Reliable Systems Based on Software Engineering Practices 20: Safety Culture Through Business Management Strategies 21: Trustworthy Certification by Independent Oversight 22: Skeptic's Corner Part V: Where Do We Go from Here? 23: Stopping AI-Driven Misinformation and Criminals 24: Supporting Environmental Protection, Social Justice And Human Rights 25: Compassion in Caring for Our Older Adults 26: Beyond Robots: Notbots and Newbots 27: Frontier Thinking to Chart the Future Notes Bibliography Index

    1 in stock

    £22.99

  • 3D User Interfaces

    Pearson Education (US) 3D User Interfaces

    2 in stock

    Book SynopsisJOSEPH J. LAVIOLA, JR., Associate Professor of Computer Science, directs the Interactive Systems and User Experience Research Cluster of Excellence at the University of Central Florida. ERNST KRUIJFF, Interim Professor for Computer Graphics and Interactive Systems at the Institute of Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, leads the 3DMi group's design of multisensory 3D user interfaces. RYAN P. McMAHAN, Associate Professor of Computer Science at UT Dallas, directs its Future Immersive Virtual Environments (FIVE) Lab. DOUG A. BOWMAN, Professor of Computer Science at Virginia Tech, directs its 3D Interaction Research Group and Center for Human-Computer Interaction. He is an ACM Distinguished Scientist. IVAN POUPYREV is Technical Program Lead working on advanced interaction research at Google's Advanced Technology and Products (ATAP) division. Trade Review“An essential guide for anyone developing interfaces for Virtual and Augmented Reality gaming experiences.” —Richard Marks, Director of Magic Lab, Sony PlayStation “An incredible resource for 3D interaction researchers and practitioners, made all the more timely and valuable with today’s renewed interest in Virtual and Augmented reality platforms. Everyone in VR and AR can benefit from the decades of research thoughtfully organized and presented in this updated edition.” —Andy Wilson, Microsoft Research “This is an essential book for researchers and developers creating 3D user interfaces. If you're developing Virtual Reality or Augmented Reality experiences, or even mobile and desktop 3D applications, you need to buy this book.” —Mark Billinghurst, University of South Australia Table of Contents Part I: Background and Introduction 1. Introduction to 3D Interaction 2. 3D User Interfaces: History and Roadmap Part II: HCI and Human Factors Basics 3. General Principles of Human-Computer Interaction 4. Human Factors Fundamentals Part III: 3D Interaction Technology 5. 3D Output Devices 6. 3D Input Devices Part IV: Interaction Techniques for Common 3D Tasks 7. Selection and Manipulation 8. Navigation 9. System Control Part V: Designing and Developing 3D User Interfaces 10. Strategies for Designing and Developing 3D User Interfaces 11. Evaluation of 3D User Interfaces Part V: The Future of 3D User Interfaces 12. The Future of 3D Interfaces

    2 in stock

    £46.54

  • Simple and Usable Web Mobile and Interaction

    Pearson Education (US) Simple and Usable Web Mobile and Interaction

    3 in stock

    Book SynopsisGiles Colborne has spent his career making technology simple to use. He is CEO of cxpartners, an experience design consultancy based in the United Kingdom that helps organizations located all over the world to plan, create, and manage elegant services that their customers love.Table of ContentsPart 1 Why are we here? Part 2 Setting a vision Part 3 Strategies for simplicity Part 4 Remove Part 5 Organize Part 6 Hide Part 7 Displace Part 8 Before we go

    3 in stock

    £27.54

  • Design Thinking for Tech

    Pearson Education (US) Design Thinking for Tech

    15 in stock

    Book SynopsisGeorge Anderson is a program director for Microsoft and an adjunct professor and guest lecturer for several universities. George holds Stanford Innovation & Entrepreneurship as well as Innovation Leadership credentials, PMI's Wicked Problem Solving and Prosci's Change Practitioner certifications, an MBA with a focus in Human Resource Management, and a PhD in Applied Management and Decision Sciences. As a program director, George assembles and leads global tech teams that help organizations transform themselves. George's architects and consultants provide the technology and business skills necessary to design and develop business-enabling technology solutions, and George and his project managers provide the leadership, governance, and communications necessary to deliver those solutions. In these ways, George's teams solve problems that drive meaningful change and measurable value. George knows first-hand the power of thinking and executing differently tTable of ContentsForeword Preface Prologue PART I: Design Thinking Basics Hour 1: Design Thinking Explained Thinking Slower to Deliver Faster A Process for Progress: Popular Design Thinking Models Our Design Thinking Model for Tech The Battle Between Perfection and Time The What: Techniques and Exercises The How: The Design Thinking Cycle for Progress The When: Ambiguity, Complexity, and Uncertainty The Why: Better Practices and Faster Outcomes The Who: Design Thinking by Technology Role Design Thinking in Action: Real-world Tech Examples What Not to Do: Lessons Learned the Hard Way Summary Workshop Hour 2: A Design Thinking Model for Tech Human-Centered Thinking Design Thinking in Four Phases What Not to Do: Exclusively Left to Right Summary Workshop Hour 3: Design Thinking for Small Audiences Design Thinking for Me Learning More Quickly Thinking and Problem Solving Coping with Ambiguity Prioritizing Next Best Steps for Uncertainty Executing More Effectively What Not to Do: This Isn't for Me Summary Workshop Hour 4: Resilient and Sustainable Teams Design Thinking for Tech Team Alignment Design Thinking for Sustainable Teams Responsibly Operating at Speed What Not to Do: The Archipelago Effect Summary Workshop Hour 5: Visible and Visual Teamwork Making Teamwork Visible and Visual Tools for Visual Collaboration Executing a Design Thinking Exercise What Not to Do: Keeping It All Inside Summary Workbook PART II: Understanding Broadly Hour 6: Understanding the Lay of the Land Listening and Understanding Assessing the Broader Environment Understanding and Articulating Value What Not to Do: Ignore the Culture Fractals Summary Workshop Hour 7: Connecting with the Right People A Framework for Finding and Prioritizing People Exercises for Stakeholder Mapping and Prioritization Exercises and Techniques for Engaging Stakeholders What Not to Do: Stick to the Happy Path Summary Workbook Hour 8: Learning and Empathizing From Stakeholders to Personas Three Types of Empathy A 360-Degree Model for Empathizing A Recipe for Empathizing What Not to Do: Ignore the 20 Percent Summary Workshop Hour 9: Identifying the Right Problem Identifying and Understanding a Problem Three Exercises for Problem Identification Techniques and Exercises for Problem Validation What Not to Do: Jump In! (to the Wrong Problem) Summary Workshop PART III: Thinking Differently Hour 10: Introduction to Thinking Differently Ideation and Thinking for Problem Solving Divergent and Convergent Thinking Warm-ups for Thinking Differently Techniques for Clearing the Mind What Not to Do: Stay Convergent! Summary Workshop Hour 11: Guardrails for Thinking Creatively Constraints and Guardrails Simple Guardrails for Thinking Differently Exercises for Thinking Through Risks Crazy Techniques for Extreme Thinking What Not to Do: Avoid the Silly-Sounding Stuff Summary Workshop Hour 12: Exercises for Increasing Creativity Creativity and Thinking Techniques and Exercises for Creative Thinking What Not to Do: Concluding Thinking Too Early Summary Workshop Hour 13: Exercises for Reducing Uncertainty Next-Step Thinking for Uncertain Situations Reducing Uncertainty and Ambiguity Working Through Uncertainty and What's Next What Not to Do: The Brute-Force Path Summary Workshop Hour 14: Thinking for Problem Solving From Ideas to Potential Solutions Visual Exercises for Problem Solving What Not to Do: Skimp on Brainstorming Summary Workshop PART IV: Delivering Value Hour 15: Cross-Teaming and Communicating for Outcomes Cross-Boundary Teaming for Collaboration Techniques for Working Across Teams Techniques for Communications Challenges What Not to Do: Using Words When a Picture Is Needed Summary Workshop Hour 16: Prototyping and Solutioning by Doing The Prototyping and Solutioning Mindset Making Progress versus Solving the Entire Problem Techniques for Making Planned Progress What Not to Do: Ignoring the Inverse Power Law Summary Workshop Hour 17: Solutioning Small and Fast The Progress Mindset: Showing Up and Starting Small Realizing Value Through Objectives and Key Results Starting Small and Delivering Fast Techniques for Delivering and Executing to Think For a Limited Time Only What Not to Do: The Forever MVP Summary Workshop Hour 18: Delivering Value at Velocity Delivery Techniques for Increasing Value Velocity Team Considerations for Velocity Change Control Considerations for Velocity What Not to Do: Shrink Sprints to Speed Up Summary Workshop PART V: Iterating for Progress Hour 19: Testing for Validation The Testing Mindset Traditional Types of Testing Testing Techniques for Learning and Validating Testing Tools for Feedback What Not to Do: Automate Everything Summary Workshop Hour 20: Feedback for Continuous Improvement Simple Feedback Techniques Strategic Feedback and Reflection Techniques What Not to Do: Wait for Late Feedback Summary Workshop Hour 21: Deploying for Progress Avoiding Perfection Traps Novel Techniques for Making Progress Edge Case Techniques for Deploying and Realizing Value What Not to Do: Deploying Too Soon Summary Workshop Hour 22: Operating at Scale Techniques and Exercises for Effective Scaling Operational Resiliency Techniques Techniques for Sustaining Systems and Value What Not to Do: The Scale versus Features Mandate Summary Workshop Hour 23: Making Change Sticky Change Management and Adoption The Four-Phase Change Process Methods for Creating Awareness Techniques for Providing Purpose Driving Readiness Through Design Thinking Four Techniques for Adopting Change Techniques for Timing Change What Not to Do: Change Management Can Wait Summary Workshop Hour 24: Design Thinking for Project Velocity Project Management Velocity Leadership and Governance Stakeholders and Expectations Development Approach Risk Management Schedule Management Managing Scope Delivery and Quality Communications and Collaboration What Not to Do: No Courage, No Future Summary Workshop Appendix A: Case Study Quiz Answers Appendix B: Summary of Design Thinking Techniques and Exercises Appendix C: Design Thinking in Action (by the Hour) References 9780137933037 TOC 10/10/2022

    15 in stock

    £30.39

  • Rethinking Virtual Places

    Indiana University Press Rethinking Virtual Places

    15 in stock

    Book SynopsisPerfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.Trade Review"An essential contribution to a very current topic."—Marc Aurel Schnabel, Victoria University of WellingtonTable of ContentsForewordAcknowledgmentsIntroduction: Rethinking Virtual Places1. A Potted History of Virtual Reality2. Dead, Dying, Failed Worlds3. Architecture: Places Without People4. Theories of Place & Cyberspace5. Rats & Goosebumps: Mind, Body & Embodiment6. Games are not Interactive Places7. Do Serious Gamers Learn From Place?8. Cultural Places9. Evaluating Sense of Place, Virtual Places & Virtual Worlds10. Place-Making Interfaces & PlatformsConclusion: Dwelling, Culture, CareGlossaryIndex

    15 in stock

    £55.80

  • Rethinking Virtual Places

    Indiana University Press Rethinking Virtual Places

    15 in stock

    Book SynopsisPerfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.Trade Review"An essential contribution to a very current topic."—Marc Aurel Schnabel, Victoria University of WellingtonTable of ContentsForewordAcknowledgmentsIntroduction: Rethinking Virtual Places1. A Potted History of Virtual Reality2. Dead, Dying, Failed Worlds3. Architecture: Places Without People4. Theories of Place & Cyberspace5. Rats & Goosebumps: Mind, Body & Embodiment6. Games are not Interactive Places7. Do Serious Gamers Learn From Place?8. Cultural Places9. Evaluating Sense of Place, Virtual Places & Virtual Worlds10. Place-Making Interfaces & PlatformsConclusion: Dwelling, Culture, CareGlossaryIndex

    15 in stock

    £25.19

  • What UX is Really About

    Taylor & Francis Ltd What UX is Really About

    3 in stock

    Book SynopsisIn this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, thereâs no better place to start than with the volume you now hold in your hand. Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the SanityThe main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving peopleâs lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX. KEY FEATURES: â The most approachable and concise introduction book about UX. â Easy to read and aims to popularize the UX mindset while debunking its main misconceptions. â Small format size makes it easy to carry around. â Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. â Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.â Includes a glossary.Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning (gamification), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamerâs Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.Trade Review"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand." Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity"This is a clear and compelling introduction to a topic that affects us all--UX and how it shapes the technology experiences we have every day. I can see using this in my general education HCI introduction course--it covers key aspects of the field and also raises important questions of ethics and of inclusion."Katherine Isbister, Professor of Computational Media, Jack Baskin School of Engineering, University of California Santa Cruz, Author of How Games Move Us: Emotion by Design“In this approachable book, Celia Hodent distills her decades of knowledge and experience into a practical guide. She gives her voice to typical topics, such as the importance of understanding human capability and limitations, but also to rare ones, such as ethics in design. Light on jargon and heavy on practical questions, this is an ideal book for anyone exploring the possibility of a career in UX.”Anne Collins McLaughlin, PhD Professor, North Carolina State UniversityCo-author of Aging, Technology and HealthTable of ContentsChapter 1 What Is UX?Chapter 2 What UX Is NotChapter 3 The Science behind UXChapter 4 The Process and Methodologies of UXChapter 5 Ethics and the UX MindsetChapter 6 Conclusion

    3 in stock

    £19.99

  • DesignedUp

    Taylor & Francis Ltd DesignedUp

    1 in stock

    Book SynopsisCarter's new book, DesignedUp, is a useful guide for the modern design practitioner who sits at the intersection of the IT consultancy and agency world someone who chooses to plot their own course across many companies' diverse set of interests instead of being loyal to just one. In doing so, they have selected an exciting path that will bring them many heralded victories and challenging pitfalls, which Carter has aptly navigated over her impressive career. If you have been in the field for a while, I think you will find Carter's book to be a refreshing antidote to any career doldrums you may have. Dr. John Maeda, VP of Design and Artificial Intelligence, MicrosoftDesigners have long asked for a seat at the table.' What Emma Carter has done is given them the roadmap to not only get that seat, but to redesign the table to fit what tech-driven organisations need to succeed today. Jeff Gotthelf, Author Lean UX and Sense & RespondAre you strTable of Contents1. DesignedUp traits 2. Design agency life vs large consultancy life 3. Design leader in an agile consultancy world4. Proving the power and value of design 5. Don’t become the worst version of yourself 6. Up your influence 7. One final note

    1 in stock

    £37.04

  • The Elements of Voice First Style

    O'Reilly Media The Elements of Voice First Style

    10 in stock

    Book SynopsisDesigned as a companion to books about conversational voice design, this guide includes important details regarding eyes-free, hands-free, voice-only interfaces delivered by Amazon Echo, Google Nest, and a variety of in-car experiences.

    10 in stock

    £21.74

  • Strategic Writing for UX

    O'Reilly Media Strategic Writing for UX

    15 in stock

    Book Synopsis

    15 in stock

    £32.99

  • User Experience Design

    John Wiley & Sons Inc User Experience Design

    15 in stock

    Book SynopsisIgniting business growth through UX In an increasingly digital world, users are rewarding products and services that provide them with a good experience and punishing those that don't with their wallets. Organizations realize they need to adapt quickly but don't know how or where to start. InUser Experience Design: A Practical Playbook to Fuel Business Growth,UXReactorco-Founder SatyamKantamnenidistills 25 years of industry experience into a pragmatic approach to help organizations advance in the highly competitive and rapidly changing digital world. You'll discover: Why putting users at the center of strategy leads to an almost unfair competitive advantageWays to build an organizational system that delivers a superior user experience that is replicable, consistent, and scalableCommon shortfalls that prevent organizations from reaping the value of experience design27 proven plays from theUXReactorplaybook to put concepts into practiceGame planning examples to execute at different levels of an organization A comprehensiveand practical book for everyone involved in the transformation business leaders, design leaders, product managers, engineers, and designers User Experience Design: A Practical Playbook to Fuel Business Growthis also an ideal blueprint for current andprospective UX practitioners seeking to improve their skills and further their careers.Table of ContentsPart 1 – Play to win Chapter 1 CASE STUDY OF ALTEDUKATION Going digital is not the sole determinant of great outcomes Chapter 2 INTRODUCTION Merging roles of business, technology, and design Chapter 3 THE USER EXPERIENCE PROBLEM Understanding this problem is half the battle Chapter 4 EXPERIENCE VALUE CHAIN Creating business value by solving the user experience problem Chapter 5 BUSINESS INSANITY Doing the same thing and expecting a different result Chapter 6 TWO CASE STUDIES OF EXPERIENCE TRANSFORMATION Learning from the leaders Chapter 7 GETTING THE SYSTEM RIGHT Implementing four elements of a winning system Chapter 8 MINDSETS OF A USER-CENTRIC ORGANIZATION What can we learn from a 15th century polymath Chapter 9 THE EXPERIENCE DESIGN PROCESS Creating a structure that facilitates success Chapter 10 GETTING THE RIGHT PEOPLE RIGHT Aligning skills, roles, and personnel in a user-centric organization Chapter 11 THE TRANSFORMATION STARTS WITH YOU Preparing yourself to lead the charge Part 2 27 PLAYS TO PRACTICE Chapter 12 HOW TO NAVIGATE THE PLAYBOOK Creating your own learning journey based on your intent Chapter 13 HOW TO READ A PLAY Understanding the mindful way of getting to your intent Chapter 14 USER EMPATHY PLAY How do I develop enough understanding to truly empathize with my user? Chapter 15 INTRODUCTION - EXPERIENCE STRATEGY Building the right scaffolding for a user-centric organization Chapter 16 CULTURE DESIGN PLAY How do I foster a user-first organizational environment? Chapter 17 SHARED EMPATHY PLAY How do I grow the collective empathy of my organization? Chapter 18 EXPERIENCE ECOSYSTEM PLAY How do I build a seamless experience for the user across the entire ecosystem? Chapter 19 EXPERIENCE ROADMAP PLAY How do I create a roadmap centered around the experience of a user? Chapter 20 EXPERIENCE VISION PLAY How do I create an experience vision that activates my organization? Chapter 21 HIRING PLAY How do I hire Experience Practitioners? Chapter 22 CAREER LADDER PLAY How do I enable Experience Practitioners to grow professionally in their careers? Chapter 23 EXPERIENCE TRANSFORMATION PROGRAM PLAY How do I build a robust program around Experience Transformation? Chapter 24 INTRODUCTION - USER RESEARCH INSIGHTS Building and activating the portfolio of insights Chapter 25 PICKING A RESEARCH METHOD PLAY How do I know which method to use to gather insights? Chapter 26 RESEARCH RECRUITMENT PLAY How do I recruit the right participants for user research? Chapter 27 RESEARCH QUALITY PLAY How do I ensure rigor in my user research? Chapter 28 EXPERIENCE METRICS PLAY How do I measure the success and quality of my user’s experience? Chapter 29 INSIGHTS CURATION PLAY How do I consolidate and leverage research insights? Chapter 30 USER RESEARCH PROGRAM PLAY How do I run an effective research program? Chapter 31 INTRODUCTION - PRODUCT THINKING Building a system to identify, prioritize and coordinate the right problems Chapter 32 EXPERIENCE BENCHMARKING PLAY How do I define baseline and “best-in-class” product experiences? Chapter 33 EXPERIENCE DESIGN BRIEF PLAY How do I align for success at the beginning of the design phase? Chapter 34 DESIGN PROBLEMS AND OPPORTUNITIES PLAY How do I decide what are the right problems to solve? Chapter 35 PRODUCT EXPERIENCE PLANNING PLAY How do I ensure the delivery of a great product experience? Chapter 36 CROSS-FUNCTIONAL COLLABORATION PLAY How do I collaborate across the organization to drive seamless and informed product experience design? Chapter 37 PRODUCT THINKING PROGRAM PLAY How do I catalyze great product experiences? Chapter 38 INTRODUCTION - EXPERIENCE DESIGN DOING Building an effective “solutioning” rhythm in your organization Chapter 39 WORKFLOW DESIGN PLAY How do I systematically optimize and design experiences? Chapter 40 DETAILED DESIGN PLAY How do I hone in on effective and quality designs? Chapter 41 EXPERIENCE DESIGN REVIEW PLAY How should an experience design review be run? CHAPTER 42 DESIGN SYSTEM PLAY How do I build and scale experience designs with high consistency and quality? CHAPTER 43 DESIGN QUALITY ASSURANCE (QA) PLAY How do I test the quality of the delivered vs. engineered experience designs? CHAPTER 44 EXPERIENCE DESIGN DOING PROGRAM PLAY How do I run an effective Experience Design Doing Program? Part 3 Gametime Chapter 45 A BUSINESS LEADER’S GAME PLAN Contrasting the journey of two leaders in different business contexts Chapter 46 A DESIGN LEADER’S GAME PLAN Two journeys: Mature bv.d vs. Immature bv.d Chapter 47 A DESIGN PRACTITIONER’S GAME PLAN A journey of a successful experience strategist Chapter 48 A NEWBIE PRACTITIONER’S GAME PLAN The successful transition of an architect and a communication major Chapter 49 A DESIGN COLLABORATOR’S GAME PLAN A product manager and an engineers journey to becoming awesome collaborators Chapter 50 THE EXPERIENCE PRACTITIONER’S MANIFESTO A practitioner’s commitment to designing an awesome user experience Chapter 51 THE LEADING BY EXPERIENCE MANIFESTO - A leader’s commitment to driving business value through user experience design INDEX

    15 in stock

    £20.79

  • User Experience Design

    Bloomsbury Publishing PLC User Experience Design

    2 in stock

    Book SynopsisApplicable to a wide spectrum of design activity, this book offers an ideal first step, clearly explaining fundamental concepts and methods to apply when designing for the user experience. Covering essential topics from user research and experience design to aesthetics, standards and prototyping, User Experience Design explains why user-centered methods are now essential to ensuring the success of a wide range of design projects. This second edition includes important new topics including; digital service standards, onboarding and scenario mapping. There are now 12 hands-on activities designed to help you start exploring basic UX tasks such as visualising the user journey and recognising user interface patterns. Filled with straightforward explanations and examples from around the world, this book is an essential primer for students and non-designers needing an introduction to contemporary UX thinking and common approaches. Designed specifically for newcomers to UX Design, the coTrade ReviewGavin and Peter offer fundamental and practical insights into design thinking for those of us passionate about crafting experiences for people. * Daniel Yates, Product Designer at ThoughtWorks, Australia *The authors do a great job at breaking down the core parts of UX and making them easily digestible. A worthy addition to the bookshelf of anyone looking to break into the field of UX. * Chris Gibbons, Principal UX Developer at Auto Trader, UK *Table of ContentsOverview Introduction 1. What is User Experience Design? - Designing interactive experiences - Life’s experiences - Activity #1 - The Big Picture - Scenario - Hints - Roles in User Experience Design (UX) - Today’s Multidisciplinary Teams - Methods and background - Stakeholders - Activity #2 - Designing for others - Activity 2. Users - User research - The user’s world - Co-experience - Activity #3 - Listening and learning - Emotional Responses - Memory - Fallibility - Expectation - Motivation - Activity #4 - The journey concept - Outcomes 3. Experience Design - Competitive advantage - Brands - Productivity - Activity #5 - Quantifying sentiment - Fun - Usability - Simplicity - Challenge - Feedback - Gestalt Theory - Semiotics - Narrative - Constraints - Activity #6 - Recognizing intuition - Outcomes 4. Design Process - The life of a project - User involvement - Personas - Scenarios - Activity #7 - Scenario Mapping - Design requirements - Communication and planning - Design Standards - Digital Service Standards - Activity #8 - A Design Problem - Conclusion 5. Design Constraints - Aesthetics - Meeting the requirements - Semantic Design - Design patterns - Activity #9 - Recognising UI patterns - Layout - Responsive Design - Image - Type - Accessibility - Activity #10 - Onboarding 6. Mindset and Toolset - Platforms and technologies - Communications and Organisations - Empathy - Ideation - Problem Solving - The first right solution - Activity #11 - Visualising Data - Maps and flows - Working with users - Prototypes - Mock-ups - Activity #12 - Simple Prototyping - Evaluating tools and resources - Choice - Conclusion Further Reading Books Websites

    2 in stock

    £23.74

  • Web and Digital for Graphic Designers

    Bloomsbury Publishing PLC Web and Digital for Graphic Designers

    1 in stock

    Book SynopsisCreative web design requires knowledge from across the design and technical realms, and it can seem like a daunting task working out where to get started. In this book the authors take you through all you need to know about designing for the web and digital, from initial concepts and client needs, through layout and typography to basic coding, e-commerce and working with different platforms. The companion website provides step-by-step tutorial videos, HTML/CSS styling tips and links to useful resources to really help you get to grips with all the aspects of web design. Working alongside the text are interviews with international designers and critical commentaries looking at best practice and theoretical considerations. Written for graphic designers, this book delivers more than just an instruction manual it provides a complete overview of designing for the web.Trade ReviewWeb and Digital for Graphic Designers is a welcome and much needed addition to the canon of graphic design textbooks. It is visually rich and packed with essential advice from experienced practitioners. It takes the reader through all aspects of web and digital design, including theoretical perspectives, the design process, technical application, and all the while demystifying complex terminology. The authors have done an expert job of making the title both clear and comprehensive, while ensuring it is as accessible as possible. This is an essential title for any contemporary graphic designer or design student. -- Nigel Ball, University of Suffolk, UKUnlike any book that is out there now. -- Jill Woodruff-Gerald, Hennepin College, USAWeb and Digital for Graphic Designers is for anyone who wants an in-depth view of graphic design, its history, and its practical application. I found the book to be extremely well organized with very thorough yet concise content. I especially enjoyed the chapter on coding because it's something I've always wanted to learn more about, and the authors did a superb job making such a complex topic easy to comprehend. Another great feature is that the authors include a Q&A from a handful of industry professionals that gives an added perspective of the industry. Kudos, very well done!! -- Amanda Lasser, Pratt Institute, USATable of Contents1. Designing for digital 2. The process 3. Designing for the web and platforms 4. Web 2.0 5. Rich content 6: The roles 7. Coding (& mark up) languages 8. What’s next? References Index

    1 in stock

    £26.99

  • Design and Digital Interfaces

    Bloomsbury Publishing PLC Design and Digital Interfaces

    2 in stock

    Book SynopsisAre digital interfaces controlling more than we realise? Can designers take responsibility, and should they?From domestic appliances like Siri and Amazon Echo, to large scale Facebook manipulation and Google search prediction, digital interfaces are ubiquitous in everyday life and their influences affect how people live, feel and behave. As they grow in complexity and increase integration into our lives we need to address the social, ethical, political and aesthetic responsibilities of those designing and creating the computer systems all around us. Through discussion with cutting-edge designers and thinkers and with international examples, the authors explain how we need an expanded aesthetic, critical and ethical awareness on the part of designers willing to act with sensitivity and understanding towards the people they design for and with. This critical take on the process and implications of interface design looks beyond the mechanics of making, and into the techno-politiTrade ReviewDesign and Digital Interfaces is reader-friendly by module, chapter, or jumping to the color-coded content most relevant to the reader’s interests ... [an] elegantly designed, innovative, and powerful book. * Society for Technical Communication *Table of ContentsList of Figures List of Contributors Preface Introduction: What are digital interfaces? Technological Interfaces Cultural Interfaces Historical Interfaces What does an interface designer do? Theoretical Perspectives and Frameworks 1. Complexity and Fragmentation Fragmented distribution Fragmented devices Fragmented attention Technological approaches Design approaches Research Methods 2. Social Interfaces Design for Social Impact Soft Interfaces: Healthcare and Loneliness Accessibility: Democratization of Tools Collaborative Interfaces: Beyond Western-Centrism Interfaces for Sociality Constructing Social Identities 3. Legal and Political Interfaces Political Interfaces Entangled Interfaces The Political Action of Interfaces A History of Critical Practice Openness and Access Inscrutability and Opacity Critical Interfaces 4. Ethical Interfaces Design as exploitation Unforeseen consequences Legislation Ethical legibility Ethical design cultures Futuring ethical principles Ethical designers 5. Aesthetic Interfaces Aesthetics and the Senses Cultural aesthetics and meaning Aesthetics for use Aesthetics for Empathy 6. Uncertainty, Deviance and Futures Embracing Uncertainty Science-Fiction and Design Design Fiction Design Imaginaries Deviant Interfaces 7. Interviews Anab Jain Dan Lockton Mushon Zer-Aviv Sarah Gold Glossary References Index Acknowledgements

    2 in stock

    £28.49

  • Delivering Data Analytics

    Kogan Page Ltd Delivering Data Analytics

    15 in stock

    Book SynopsisNicholas Kelly is a principal at G&K Consulting, based in Bonney Lake, Washington. He is a leader in analytics adoption having designed and developed dashboards for some of the world's largest companies, from global banks to Formula 1 teams. He is a frequent speaker at international conferences, has trained thousands of professionals in data visualization and analytics adoption and is the inventor of the Dashboard Wireframe KitTrade Review"Over the many years I have worked in data analytics the field has grown significantly. It's no longer enough to deliver accurate numbers and charts: we need to consider business value, governance, adoption, story-telling and even corporate culture. Nick Kelly's book covers all that ground and more." * Donald Farmer, Principle, Tree Hive Strategy *"Achieving real business impact with data goes far beyond technical considerations - you must focus on the human considerations. Through practical examples and real-world stories, Nick has crafted a book that will teach you to capitalize on the human side of data analytics and deliver business-changing results." * David Langer, Founder, Dave on Data *"If you are looking to build an analytic capability or wondering how to improve one, this book covers the why what and how in a down to earth narrative. If you want to fast track from lessons learned and get your program running from the get-go, read this book first." * Akihiko Katayama, Chief Technology Officer, BaronsAI *Table of Contents Chapter - 01: Insight mindset; Chapter - 02: Strategy and planning; Chapter - 03: UX principles; Chapter - 04: Requirements gathering; Chapter - 05: Data assessment; Chapter - 06: The agile process; Chapter - 07: Storytelling; Chapter - 08: Crafting the vision; Chapter - 09: Managing change; Chapter - 10: Adoption and ownership; Chapter - 11: Training and documentation; Chapter - 12: Launch

    15 in stock

    £31.34

  • Delivering Data Analytics

    Kogan Page Ltd Delivering Data Analytics

    15 in stock

    Book SynopsisNicholas Kelly is a principal at G&K Consulting, based in Bonney Lake, Washington. He is a leader in analytics adoption having designed and developed dashboards for some of the world's largest companies, from global banks to Formula 1 teams. He is a frequent speaker at international conferences, has trained thousands of professionals in data visualization and analytics adoption and is the inventor of the Dashboard Wireframe KitTrade Review"Over the many years I have worked in data analytics the field has grown significantly. It's no longer enough to deliver accurate numbers and charts: we need to consider business value, governance, adoption, story-telling and even corporate culture. Nick Kelly's book covers all that ground and more." * Donald Farmer, Principle, Tree Hive Strategy *"Achieving real business impact with data goes far beyond technical considerations - you must focus on the human considerations. Through practical examples and real-world stories, Nick has crafted a book that will teach you to capitalize on the human side of data analytics and deliver business-changing results." * David Langer, Founder, Dave on Data *"If you are looking to build an analytic capability or wondering how to improve one, this book covers the why what and how in a down to earth narrative. If you want to fast track from lessons learned and get your program running from the get-go, read this book first." * Akihiko Katayama, Chief Technology Officer, BaronsAI *Table of Contents Chapter - 01: Insight mindset; Chapter - 02: Strategy and planning; Chapter - 03: UX principles; Chapter - 04: Requirements gathering; Chapter - 05: Data assessment; Chapter - 06: The agile process; Chapter - 07: Storytelling; Chapter - 08: Crafting the vision; Chapter - 09: Managing change; Chapter - 10: Adoption and ownership; Chapter - 11: Training and documentation; Chapter - 12: Launch

    15 in stock

    £87.30

  • Quick Guide to Flash Catalyst

    O'Reilly Media Quick Guide to Flash Catalyst

    1 in stock

    Book SynopsisQuick Guide to Flash Catalyst covers how to build interactive websites and interfaces easily in Flash Catalyst using designs imported in Photoshop and Illustrator formats. Also, the book will cover how to covert static artwork to interactive components, add actions to it, and publish it as SWF and AIR applications.

    1 in stock

    £10.79

  • DataDriven Design

    O'Reilly Media DataDriven Design

    2 in stock

    Book SynopsisThis practical guide shows you how to conduct data-driven A/B testing for making design decisions on everything from small tweaks to large-scale UX concepts. Complete with real-world examples, this book shows you how to make data-driven design part of your product design workflow.

    2 in stock

    £29.99

  • Bootstrap

    O'Reilly Media Bootstrap

    1 in stock

    Book SynopsisDiscover how easy it is to design killer interfaces and responsive websites with the Bootstrap framework. This practical book gets you started building pages with Bootstrap's HTML/CSS-based tools and design templates right away. You'll also learn how to extend your app with interactive features, using its suite of jQuery plugins.

    1 in stock

    £13.59

  • UserCentered Design

    O'Reilly Media UserCentered Design

    1 in stock

    Book SynopsisWith practical guidelines and insights from his own experience, author Travis Lowdermilk shows you how usability and user-centered design will dramatically change the way people interact with your application.

    1 in stock

    £19.19

  • Mobile Design Pattern Gallery

    O'Reilly Media Mobile Design Pattern Gallery

    1 in stock

    Book SynopsisWhen you're under pressure to produce a well-designed, easy-to-navigate mobile app, there's no time to reinvent the wheel - and no need to. This handy reference provides more than 90 mobile app design patterns, illustrated by 1,000 screenshots from current Android, iOS, and Windows Phone apps.

    1 in stock

    £32.99

  • Weaving Fire into Form

    Association of Computing Machinery,U.S. Weaving Fire into Form

    15 in stock

    Book SynopsisInvestigates multiple facets of the emerging discipline of Tangible, Embodied, and Embedded Interaction (TEI). Spanning conceptual, philosophical, cognitive, design, and technical aspects of interaction, this book charts both history and aspirations for the future of TEI.

    15 in stock

    £62.10

  • Weaving Fire into Form

    Association of Computing Machinery,U.S. Weaving Fire into Form

    15 in stock

    Book SynopsisInvestigates multiple facets of the emerging discipline of Tangible, Embodied, and Embedded Interaction (TEI). Spanning conceptual, philosophical, cognitive, design, and technical aspects of interaction, this book charts both history and aspirations for the future of TEI.

    15 in stock

    £83.25

  • Interaction Design

    Bloomsbury Publishing PLC Interaction Design

    5 in stock

    Book SynopsisJamie Steane is the Head of Visual Communication and Interactive Media Design at Northumbria University, UK.Joyce Yee is Programme Leader and Senior Lecturer for the BA (Hons) Interactive Media Design at Northumbria University, UK.Table of ContentsIntroduction Welcome to an upside-down world 1. Interactive Products Discover Days That Are Always Different With The National Trust App Magnificent Menders Game Workshop: Making It Real 2. Digital Services Simplifying A Visa Application Service A World Class Airport Experience Your Bank In Your Pocket Workshop: Guided Discussions 3. Invisible Systems Overwatch: From Drone to Phone NExTWORK: Youth Employment Service 4. Immersive Experiences Experiencing The Blue Planet Learning About Synthetic Biology Workshop: A Memorable Experience 5.Virtual Identities Rebranding BBC Newsbeat Oi – The Sound Of A Brand 6. Pervasive Promotions A Modern Retelling Of The Past Mapping The Nation’s Favourite Places Conclusion Glossary Bibliography

    5 in stock

    £28.49

  • Modular Design Frameworks

    APress Modular Design Frameworks

    1 in stock

    Book Synopsis Learn the basic principles of modular design, and then put them into action to create sites that are easy to use, look great, and can be adapted within the context of your business needs. With author James Cabrera-one of the thought leaders in the modular-design movement-you''ll create a single, scalable project for a sample nameplate site and then adapt that same project to work successfully as a portfolio site, an e-commerce site, and finally as a news/publishing content site. Along the way, you''ll learn the scientific approach to devising a sound and scalable design strategy, followed by establishing a basic foundation using various criteria relevant to that type of site. As each chapter progresses, you''ll add new concepts appropriate for the project type.   Modular web and app design isn''t just for so-called creatives. It''s a teachable science with principles that can be replicated in a creative manner. This approach makes the design decisionTable of Contents Chapter 1: A Modular Future.- Chapter 2: Fonts, Colors & Invisible UI.- Chapter 3: Defining Your Basic Unit.- Chapter 4: Adaption, Reusability, Iteration, and Variation.- Chapter 5: Organization, Clustering, Pages, and Navigation.- Chapter 6: What's Next?.- Appendix: Breaking Down Examples into Modular Systems.

    1 in stock

    £26.59

  • Digital Fluency

    APress Digital Fluency

    1 in stock

    Book Synopsis If you are curious about the basics of artificial intelligence, blockchain technology, and quantum computing as key enablers for digital transformation and innovation, Digital Fluency is your handy guide. The real-world applications of these cutting-edge technologies are expanding rapidly, and your daily life will continue to be affected by each of them. There is no better time than now to get started and become digitally fluent. You need not have previous knowledge of these versatile technologies, as author Volker Lang will expertly guide you through this digital age. He illustrates key concepts and applications in numerous practical examples and more than 48 catchy figures throughout Digital Fluency. The end of each chapter presents you with a helpful implementation checklist of central lessons before proceeding to the next. This book gets to the heart of digital buzzwords and concepts, and tells you what they truly mean. Table of ContentsPreface1 Digitalization & Digital Transformation1.1 Historical Business Transformations1.2 Innovation & Disruption Theory1.3 The Digital Ecosystem1.3.1 Major Driving Forces1.3.2 Digital Transformation Strategy1.3.3 The Role of Qubits, Blocks and Neurons1.3.4 Innovation Models of Google, Amazon & Co.1.4 Classical Data Processing1.4.1 The Digital Code1.4.2 Principles of Operation1.4.3 Computers & Other Digital DevicesReferences2 Quantum Computing2.1 Setting the Quantum Computing Scene2.2 The Strange World of Quantum Computing2.2.1 Spooky Quantum Reality2.2.2 How Quantum Computers Operate2.2.3 The Fussy Search after the Perfect Qubit2.3 Quantum Computers Today2.3.1 Current Business Applications2.3.2 Commercially Available Systems2.3.3 Next Challenges2.4 Summary & Implementation FrameworkReferences3 Blockchain Technology3.1 Setting the Blockchain Scene3.1.1 The Role of Transactions & Money in History3.1.2 Basic Functions of Money in Society3.2 Blockchain Fundamentals3.2.1 Decentralization and the Arrival of Trust3.2.2 The Immutable Data Structure3.2.3 Digital Value Transfer3.2.4 The Authorization of Transactions by Digital Signatures3.2.5 Deploying Trust by Consensus and Mining3.2.6 Smart Business Contracts3.3 Blockchain Technology Today3.3.1 Implementation Challenges for Enterprises3.3.2 Current Business Applications3.3.3 Further Use Cases3.4 Summary & Implementation FrameworkReferences4 Artificial Intelligence4.1 Setting the Artificial Intelligence Scene4.1.1 The Symbiosis of Neurobiology & Information Theory4.1.2 The Conference that Started it All4.1.3 IBM’s Legendary Projects DeepBlue & Watson4.2 Central Ideas behind Artificial Intelligence4.2.1 The Cost Function4.2.2 Minimization of the Cost Function4.3 The Five Categories of Learning4.3.1 Supervised Learning4.3.2 Unsupervised Learning4.3.3 Deep Learning4.3.4 Ensemble Methods4.3.5 Reinforcement Learning4.4 Top Use Cases and Business Applications4.4.1 Computer Vision4.4.2 Healthcare4.4.3 Natural Language Processing4.4.4 Energy Efficiency4.4.5 Drug Discovery4.4.6 Financial Services & Insurance4.5 Summary & Implementation FrameworkReferences5 Your Digital Action Plan5.1 Envision a Digital Business & Operating Model5.2 Select the Right Technology Stack5.3 Digitize the Core5.4 Identify Pilot Projects5.5 Empower Employees5.6 Shape the Organization & Structure5.7 Establish an Open Innovation Culture5.8 Leverage the EcosystemReferencesGlossary

    1 in stock

    £44.99

  • Tragic Design

    O'Reilly Media Tragic Design

    1 in stock

    Book Synopsisad design is everywhere, and its cost is much higher than we think. In this thought-provoking book, authors Jonathan Shariat and Cynthia Savard Saucier explain how poorly designed products can anger, sadden, exclude, and even kill people who use them.

    1 in stock

    £23.99

  • Designing Voice User Interfaces

    O'Reilly Media Designing Voice User Interfaces

    3 in stock

    Book SynopsisWhether you're designing a mobile app, a toy, or a device such as a home assistant, this practical book guides you through basic VUI design principles, helps you choose the right speech recognition engine, and shows you how to measure your VUI's performance and improve upon it.

    3 in stock

    £23.99

  • O'Reilly Media Designing with Sound

    1 in stock

    Book SynopsisWell-designed sounds can be exceptionally effective in conveying subtle distinctions, emotion, urgency, and information without adding visual clutter. In this practical guide, Amber Case and Aaron Day explain why sound design is critical to the success of products, environments, and experiences.

    1 in stock

    £15.99

  • Product Research Rules

    O'Reilly Media Product Research Rules

    2 in stock

    Book SynopsisIn this practical book, Aras Bilgen, C. Todd Lombardo, and Michael Connors demonstrate how your entire team can conduct effective product research within a couple of weeks--easily, cheaply, and without compromising quality.

    2 in stock

    £33.74

  • User Experience Design: An Introduction to

    Quercus Publishing User Experience Design: An Introduction to

    15 in stock

    Book Synopsis'A great introduction to the subject and a fascinating read.'- James Friedlander-Boss, Brand Experience Manager, vvast'An accessible but comprehensive introduction to UX Design.' - Dave Watson, Norwich University of the ArtsWe all engage with digital user experience design and user interfaces every day - if you are reading this on an e-commerce platform then you are doing it right now. This is an invaluable introduction for designers and creatives on how to create successful digital environments for users.The discipline of design is increasingly carried out in the virtual sphere, with a greater emphasis on user interaction and user experience than ever before. This book takes students through the crucial stages and skills that are needed for creating successful interactive digital environments, including:- Data collection- User analysis - Testing- Creating valid content- Design for different devices and platforms- Prototyping and visualizationVisual examples range from screen shots to diagrams and physical prototypes, while case studies featuring digital agencies and creatives from around the world show how they approach each project.Trade ReviewHighly recommended from an academic and industry perspective * MARK LOCHRIE - UNIVERSITY OF CENTRAL LANCASHIRE *Mark lays all the foundations for a solid understanding of UX with solid practical examples throughout, making for a great introduction to the subject and a fascinating read. It breaks down the essence of UX for students and practitioners alike, not just for websites but all digital applications, providing a pluralistic view of the possibilities within UX. -- James Friedlander-Boss, Brand Experience Manager * vvast *An accessible but comprehensive introduction to UX Design. * DAVE WATSON, NORWICH UNIVERSITY OF THE ARTS *

    15 in stock

    £21.25

  • Complex Networks: Advances in Research &

    Nova Science Publishers Inc Complex Networks: Advances in Research &

    1 in stock

    Book Synopsis

    1 in stock

    £78.39

  • The 8051/8052 Microcontroller: Architecture, Assembly Language, and Hardware Interfacing

    15 in stock

    £45.44

  • React Quickly

    Manning Publications React Quickly

    1 in stock

    Book SynopsisReact is a JavaScript library developed for one main reason—to build reusable UI components that present ever-changing data. The React philosophy is to focus solely on the user interface. In model-viewcontroller (MVC) terminology, React is the view. Because it has to work with models and other libraries, it’s designed to play nicely with pretty much any other framework, router, style, and model library. And it's well supported—React emerged from Instagram and is now used by Facebook, Asana, Khan Academy, and Atom among many more. React Quickly is for anyone who wants to learn React.js fast. This handson book teaches needed concepts by using lots of examples, tutorials, and a large main project that gets built throughout. It starts with the basics, including how React fits into applications, JSX, and handling states, and events. Next, it explores core topics like components, forms, and data. Finally, the book dives into React integration topics, like unit testing and isomorphic JavaScript with Express.js, and Gulp. Key Features: · Uses videos to supplement learning · Chock full of examples · Gets readers using React quickly This book is for web developers who have some JavaScript experience. About the Technology: React is a JavaScript library developed for one main reason—to build reusable UI components that present ever-changing data. React emerged from Instagram and is now used by Facebook, Asana, Khan Academy, and Atom among many more.

    1 in stock

    £29.99

  • RxJava for Android Developers

    Manning Publications RxJava for Android Developers

    1 in stock

    Book SynopsisDESCRIPTION In today's world, user interfaces have to be highly dynamic, asynchronous, and reliable. To meet these demands, the programming world is undergoing a radical shift towards something called Functional Reactive Programming (FRP), or just Reactive Programming. FRP offers programmers a new way to construct their applications so that they respond directly to change. And developers spend less time tracing obscure problems and more time focusing on what their code should be doing. Grokking Reactive User Interfaces teaches programmers a new way of thinking about programs and data as well as how to build robust and extensible user interfaces. This well-illustrated book presents lots of concrete, real-world problems and then shows how FRP helps to solve them. It begins by looking at examples that get readers into the mindset of data flows and goes on to introduce the concept of a View Model. Readers also learn how FRP enables them to better manage change and introduce new features. The final part of this book focuses on higherlevel application design concerns and strategies as you look at architectural approaches and frameworks that work well with FRP thinking. KEY FEATURES • Provides lots of illustrations and real-life app examples • Teaches a new way of thinking about programs and data • Using FRP in day-to-day programming • Teaches how to handle increasing complexity in UIs AUDIENCE Readers should have a basic understanding of mobile UI development and be familiar with traditional object-oriented programming paradigms. ABOUT THE TECHNOLOGY FRP offers a new way to construct applications so that they respond directly to change. FRP is not a typical technology B that obviously and immediately replaces an inferior technology A. It’s more of a way of thinking rather than a mechanical solution.

    1 in stock

    £26.99

  • Usability Matters: Mobile-first UX for developers

    Manning Publications Usability Matters: Mobile-first UX for developers

    10 in stock

    Book SynopsisMobile apps are a big part of people’s lives, with apps for just aboutanything. An app's UX can help it stand out and be the key to itssuccess. But often, developers find UX intimidating and don’t knowwhere to begin. Usability Matters gives app developers practical advice and guidanceon how to improve the UX of their mobile apps on any platform. Afterthey read this book from cover to cover, they’ll find themselvesreaching for it again and again as a reference each time they develop anew app. • Practical advice and guidance• Provides theory and background on the technology• Hands-on teaching This book is for anyone who is developing an app and wants to create agreat user experience, regardless of mobile platform. ABOUT THE TECHNOLOGYThe user experience (UX) of an app can be key to its success but isoften something that developers don’t know how to approach or isconsidered a part of design that is intimidating and overlooked. AUTHOR BIOMatt Lacey has been creating apps for mobile devices since 2001. He iscurrently working as an independent mobile development consultant, helpingcompanies of all sizes with strategy, planning and implementation of mobiledevelopment solutions. Matt is a community leader and Microsoft MVP whoorganizes user group meetings to help people learn to create better apps.

    10 in stock

    £35.99

  • Voice Applications for Alexa and Google Assistant

    Manning Publications Voice Applications for Alexa and Google Assistant

    10 in stock

    Book SynopsisTo create their own voice "skills," users need to learn some new device toolkits, the basics of Voice UI design, and some emerging best practices for building and deploying on these diverse platforms. Voice Applications for Alexa and Google Assistant guides readers in the exciting world of designing, building, and implementing voice-based applications for Amazon Alexa or Google Assistant! They learn how to build their own "skills"—the voice app term for actions the device can perform—from scratch. Key Features · Designing a voice interaction model · Fulfilling skills via a serverless platform like AWS Lambda · Connecting a skill to a database Audience Written for JavaScript developers interested in building voice-enabled applications. No prior experience required! Author Bio Dustin A. Coates is a web developer and web development instructor. He has taught hundreds of students online and offline at General Assembly. Dustin also developed popular courses for OneMonth.com and the European non-profit Konexio, which teaches refugees how to code.

    10 in stock

    £47.99

  • Heart of the Machine: Our Future in a World of

    Arcade Publishing Heart of the Machine: Our Future in a World of

    10 in stock

    Book Synopsis

    10 in stock

    £18.04

  • Human-Computer Interactions in Transport

    ISTE Ltd and John Wiley & Sons Inc Human-Computer Interactions in Transport

    10 in stock

    Book SynopsisThe human-computer interactions are more and more present in our everyday life, and lead to many conceptual and methodological problems for the designers and evaluators of interactive systems. This book is about Human-Computer Interaction in Transport domain, in which the traveler becomes a user of information systems, particularly before and during the travel(s). This book will focus on traveler information and personalized systems, using a human-centered design approach.Table of ContentsIntroduction xiii Acknowledgements xix Chapter 1. Principles, Issues and Viewpoints of Traveler Information in a Multimodal Context 1 Guillaume USTER 1.1. Introduction 1 1.2. A complexity that must be mastered 2 1.3. Multimodal information 5 1.4. The viatic concept: accompany the traveler 8 1.5. Other traveler information-based representative research projects in a multimodal context 10 1.6. Viewpoints 16 1.7. Bibliography 17 Chapter 2. User Needs Analysis Methodology for the Design of Traveler Information Systems 21 Pierre MORIZET-MAHOUDEAUX, Annette VALENTIN and Assia MOULOUDI 2.1.Introduction 21 2.2. Traveler information: a pluridisciplinary matter 22 2.3. The example of the P@ss-ITS project 23 2.4. RAMSES methodology for the collection, analysis and modeling of user needs 24 2.5. RAMSES in the context of the P@ss-ITS project 35 2.6. Conclusion 45 2.7. Bibliography 46 Chapter 3. A Generic Method for Personalizing Interactive Systems: Application to Traveler Information 51 Mourad ABED, Abdouroihamane ANLI, Christophe KOLSKI and Emmanuelle GRISLIN 3.1.Introduction 51 3.2. Personalization in HCI: examples of existing approaches, at the origin of the approach proposed 52 3.3. PerMet: method for the development of personalized information systems 57 3.4. PerSyst: personalization system supporting the PerMet method 62 3.5. Application to the public transport of people: itinerary search 65 3.6. Discussion about the possibility of generalization relative to personalization 84 3.7. Conclusion 86 3.8. Bibliography 87 Chapter 4. A Formal Framework for Design and Validation of Multimodal Interactive Systems in Transport Domain 93 Linda MOHAND OUSSAÏD, Nadjet KAMEL, Idir AÏT SADOUNE, Yamine AÏT AMEUR, Mohamed AHMED NACER 4.1. Introduction 93 4.2. Concepts of multimodality 94 4.3. Formal design 97 4.4. Use of formal methods for input multimodality 100 4.5. Use of formal methods for output multimodality 109 4.6. Conclusion 124 4.7. Bibliography 125 Chapter 5. From Human-machine Interaction to Cooperation: Towards the Integrated Copilot 129 Thierry BELLET, Jean-Michel HOC, Serge BOVERIE and Guy BOY 5.1. Introduction 129 5.2. Copiloting and human-machine cooperation: context and stakes for the automobile 131 5.3. Three realizations of cooperative devices for the purposes of automobile copiloting 135 5.4. Discussion: towards an “intelligent” and “integrated” copilot 146 5.5. Conclusion 150 5.6. Acknowledgements 151 5.7. Bibliography 152 Chapter 6. ICT and New Human-machine Interactions for Trucks and Buses of the Future: e-Truck and e-Bus Perspectives 157 Bertrand DAVID, René CHALON and Bernard FAVRE 6.1. Introduction 157 6.2. Trucks in the context of ICT 159 6.3. Informational context of the truck 160 6.4. Bus in the context of ICT 161 6.5. Principles of IMERA and HMTD 163 6.6. RAE (real augmented environment) for e-Trucks and e-Buses 163 6.7. HMI (Human-Machine Interface) needs for the e-Truck and e-Bus 165 6.8. Mobile Learning from e-Truck and e-Bus perspectives 168 6.9. ICT in city delivery 171 6.10. ICT in the dynamic management of road networks 178 6.11. Examples of initiatives and projects in direct or indirect link with the e-Truck and e-Bus concepts 183 6.12. Conclusion 196 6.13. Bibliography 198 Chapter 7. User-centered Approach to Design an Adaptive Truck Driving Assistance: Detection of Vulnerable Users in Urban Areas 203 Annick MAINCENT, Hélène TATTEGRAIN, Marie-Pierre BRUYAS and Arnaud BONNARD 7.1. Introduction 203 7.2. Methodological principles for an anthropocentric design 205 7.3. Contextual analyses in natural situations 209 7.4. Specification of the assistance 214 7.5. Development and integration of assistance solutions on a driving simulator 218 7.6. Evaluation of solutions on a driving simulator 224 7.7. Conclusions and viewpoints 229 7.8. Bibliography 230 Chapter 8. Menu Sonification in an Automotive Media Center: Design and Evaluation 233 Nicolas MISDARIIS, Julien TARDIEU, Sabine LANGLOIS and Séverine LOISEAU 8.1. General context 233 8.2. Specifications of the problem: identification of functions 235 8.3. State of the art 239 8.4. Method of sound design: hybrid model for the sonification of a hierarchical menu 250 8.5. Evaluation protocols: general evaluation methods 255 8.6. Methodology adopted for evaluation of the system and initial results 265 8.7. Discussion and perspectives 274 8.8. Bibliography 278 Chapter 9. Consideration of the Travel Time Experience in the Conceptual Models of Personalized Interactive Applications 283 Arnaud BROSSARD, Mourad ABED, Christophe KOLSKI and Guillaume USTER 9.1. Transport: a field with particular needs in terms of personalization of information 283 9.2. The modeling of applications and consideration of the needs of users in the context of personalizing interactive applications 284 9.3. Specificities in the field of transport in the framework of a method of modeling personalized interactive applications 290 9.4. Application of the method 299 9.5. Conclusion 306 9.6. Bibliography 306 Chapter 10. Towards New Interactive Displays in Stations and Airports 311 Christophe JACQUET, Yacine BELLIK and Yolaine BOURDA 10.1. Introduction 311 10.2. Related work 313 10.3. Targeted characteristics of the system 314 10.4. The KUP model 315 10.5. Agent architecture 320 10.6. Allocation and instantiation in KUP 321 10.7. Implementation 324 10.8. Experiments 325 10.9. Conclusions and perspectives 339 10.10. Bibliography 340 Chapter 11. Transport: a Fertile Ground for the Plasticity of User Interfaces 343 Gaëlle CALVARY, Audrey SERNA, Christophe KOLSKI and Joëlle COUTAZ 11.1. Introduction 343 11.2. Evolution of human-computer interaction 344 11.3. User interface plasticity: user viewpoint 352 11.4. User interface plasticity: system viewpoint 355 11.5. Towards a problem space for the implementation of plastic user interfaces 358 11.6. Conclusion and perspectives 363 11.7. Acknowledgements 364 11.8. Bibliography 364 List of Authors 369 Index 373

    10 in stock

    £135.80

  • Wireframing Essentials

    Packt Publishing Limited Wireframing Essentials

    15 in stock

    Book SynopsisAn easy to follow, examplebased guide introducing you to the world of user experience design through the author's real world experiences Whether you are looking to become a professional UX Designer, or just need to get the job done, the principles and processes discussed in this book will help you understand how to craft reliably effective and successful design solutions.

    15 in stock

    £23.99

  • The Interface Experience – A User`s Guide

    Bard Graduate Center, Exhibitions Department The Interface Experience – A User`s Guide

    1 in stock

    Book SynopsisThe past forty years have seen the rise of the personal computer, a device that has enabled ordinary individuals to access a tool that had been exclusive to laboratories and corporate technology centers. During this time, computers have become smaller, faster, more powerful, and more complex. So much has happened with so many products, in fact, that we often take for granted the uniqueness of our experiences with different machines over time. The Interface Experience, which is a companion to an exhibition in the Focus Gallery of the Bard Graduate Center, surveys some of the landmark devices in the history of personal computing - including the Commodore 64, Apple Macintosh Plus, Palm Pilot Professional, and Microsoft Kinect - and helps us to better understand the historical shifts that have occurred with the design and material experience of each machine. With its spiral - bound design, reminiscent of early computer user manuals, and thorough consideration of the cultural moment represented by each device, The Interface Experience is a one-of-a-kind tour of modern computing technology.

    1 in stock

    £18.05

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    15 in stock

    Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces.This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas.This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.Table of Contents Preface Figure Credits Introduction: Toward the Design, Construction, and Deployment of Multimodal-Multisensor Interfaces MULTIMODAL LANGUAGE AND DIALOGUE PROCESSING Multimodal Integration for Interactive Conversational Systems Multimodal Conversational Interaction with Robots Situated Interaction Software Platforms and Toolkits for Building Multimodal Systems and Applications Challenge Discussion: Advancing Multimodal Dialogue Nonverbal Behavior in Multimodal Performances MULTIMODAL BEHAVIOR Ergonomics for the Design of Multimodal Interfaces Early Integration for Movement Modeling in Latent Spaces Standardized Representations and Markup Languages for Multimodal Interaction Multimodal Databases EMERGING TRENDS AND APPLICATIONS Medical and Health Systems Automotive Multimodal Human-Machine Interface Embedded Multimodal Interfaces in Robotics: Applications, Future Trends, and Societal Implications Multimodal Dialogue Processing for Machine Translation Commercialization of Multimodal Systems Privacy Concerns of Multimodal Sensor Systems Index Biographies Volume 3 Glossary

    15 in stock

    £95.20

  • The Handbook of Multimodal-Multisensor Interfaces, Volume 3: Language Processing, Software, Commercialization, and Emerging Directions

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor Interfaces, Volume 3: Language Processing, Software, Commercialization, and Emerging Directions

    15 in stock

    Book SynopsisThe Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces.This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas.This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.Table of Contents Preface Figure Credits Introduction: Toward the Design, Construction, and Deployment of Multimodal-Multisensor Interfaces MULTIMODAL LANGUAGE AND DIALOGUE PROCESSING Multimodal Integration for Interactive Conversational Systems Multimodal Conversational Interaction with Robots Situated Interaction Software Platforms and Toolkits for Building Multimodal Systems and Applications Challenge Discussion: Advancing Multimodal Dialogue Nonverbal Behavior in Multimodal Performances MULTIMODAL BEHAVIOR Ergonomics for the Design of Multimodal Interfaces Early Integration for Movement Modeling in Latent Spaces Standardized Representations and Markup Languages for Multimodal Interaction Multimodal Databases EMERGING TRENDS AND APPLICATIONS Medical and Health Systems Automotive Multimodal Human-Machine Interface Embedded Multimodal Interfaces in Robotics: Applications, Future Trends, and Societal Implications Multimodal Dialogue Processing for Machine Translation Commercialization of Multimodal Systems Privacy Concerns of Multimodal Sensor Systems Index Biographies Volume 3 Glossary

    15 in stock

    £111.20

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