User interface design and usability Books
Bloomsbury Publishing PLC User Experience Design
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
£22.49
Springer International Publishing AG Human and Machine Learning: Visible, Explainable, Trustworthy and Transparent
With an evolutionary advancement of Machine Learning (ML) algorithms, a rapid increase of data volumes and a significant improvement of computation powers, machine learning becomes hot in different applications. However, because of the nature of “black-box” in ML methods, ML still needs to be interpreted to link human and machine learning for transparency and user acceptance of delivered solutions. This edited book addresses such links from the perspectives of visualisation, explanation, trustworthiness and transparency. The book establishes the link between human and machine learning by exploring transparency in machine learning, visual explanation of ML processes, algorithmic explanation of ML models, human cognitive responses in ML-based decision making, human evaluation of machine learning and domain knowledge in transparent ML applications. This is the first book of its kind to systematically understand the current active research activities and outcomes related to human and machine learning. The book will not only inspire researchers to passionately develop new algorithms incorporating human for human-centred ML algorithms, resulting in the overall advancement of ML, but also help ML practitioners proactively use ML outputs for informative and trustworthy decision making. This book is intended for researchers and practitioners involved with machine learning and its applications. The book will especially benefit researchers in areas like artificial intelligence, decision support systems and human-computer interaction.
£80.99
Quercus Publishing User Experience Design: An Introduction to
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 *
£21.25
O'Reilly Media Mapping Experiences
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.
£33.74
Bloomsbury Publishing PLC Practicebased Design Research
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
£27.54
Oxford University Press HumanCentered AI
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
£22.99
Pearson Education (US) 3D User Interfaces
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
£46.54
Taylor & Francis Ltd What UX is Really About
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
£24.32
O'Reilly Media Strategic Writing for UX
Book Synopsis
£32.99
Bloomsbury Publishing PLC Web and Digital for Graphic Designers
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
£26.99
Bloomsbury Publishing PLC Design and Digital Interfaces
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
£26.99
O'Reilly Media UserCentered Design
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.
£20.39
APress Digital Fluency
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
£37.49
Manning Publications RxJava for Android Developers
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.
£26.99
Springer International Publishing AG Plug-and-Play Visual Subgraph Query Interfaces
Book SynopsisThis book details recent developments in the emerging area of plug-and-play (PnP) visual subgraph query interfaces (VQI). These PnP interfaces are grounded in the principles of human-computer interaction (HCI) and cognitive psychology to address long-standing limitations to bottom-up search capabilities in graph databases using traditional graph query languages, which often require domain experts and specialist programmers. This book explains how PnP interfaces go against the traditional mantra of VQI construction by taking a data-driven approach and giving end users the freedom to easily and quickly construct and maintain a VQI for any data sources without resorting to coding. The book walks readers through the intuitive PnP interface that uses templates where the underlying graph repository represents the socket and user-specified requirements represent the plug. Hence, a PnP interface enables an end user to change the socket (i.e., graph repository) or the plug (i.e., requirements) as necessary to automatically and effortlessly generate VQIs. The book argues that such a data-driven paradigm creates several benefits, including superior support for visual subgraph query construction, significant reduction in the manual cost of constructing and maintaining a VQI for any graph data source, and portability of the interface across diverse sources and querying applications. This book provides a comprehensive introduction to the notion of PnP interfaces, compares it to its classical manual counterpart, and reviews techniques for automatic construction and maintenance of these new interfaces. In synthesizing current research on plug-and-play visual subgraph query interface management, this book gives readers a snapshot of the state of the art in this topic as well as future research directions.Table of ContentsChapter 1 - The Future is Democratized Graphs.- Chapter 2 - Background.- Chapter 3 - The World of Visual Graph Query Interfaces: An Overview.- Chapter 4 - Plug-and-Play Visual Subgraph Query Interfaces.- Chapter 5 - The Building Block of PnP Interfaces: Canned Patterns.- Chapter 6 - Pattern Selection for Graph Databases.- Chapter 7 - Pattern Selection for Large Networks.- Chapter 8 - Maintenance of Patterns.- Chapter 9 - The Road Ahead.
£33.24
O'Reilly Media This Is Service Design Methods
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.
£29.99
Taylor & Francis Ltd DesignedUp
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
£37.04
John Wiley & Sons Inc User Experience Design
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
£22.09
Esri Press Top 20 Essential Skills for ArcGIS Experience
Book SynopsisApp-building has never been easier.Top 20 Essential Skills for ArcGIS Experience Builder guides readers step by step through the process of creating visually stunning and highly functional apps. Whether you are a beginner or experienced GIS user, this comprehensive guide will equip you with the skills needed.These bite-sized chapters demonstrate how to create various types of apps to visualize data, perform analysis, explore 3D environments, and more.Top 20 Essential Skills for ArcGIS Experience Builder includes Easy-to-understand, step-by-step tutorials, Simple instructions with plenty of screenshots showing what to do, and Resources that provide readers with self-paced learning opportunities. By the end of this book, you’ll know ArcGIS Experience Builder interface and how to create layouts, Best practices from a design perspective, How to create simple apps that allow you to perform a number of useful activities, How to set up powerful tools for conducting analysis and gaining valuable insights from your data, and How to share your app and optimize it for mobile use. Top 20 Essential Skills for ArcGIS Experience Builder is perfect for ArcGIS users who want to understand ArcGIS Experience Builder, what kind of apps they can make, and how to make them look good.
£59.52
Bard Graduate Center, Exhibitions Department The Interface Experience – A User`s Guide
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.
£19.00
Springer Nature Switzerland AG Virtual, Augmented and Mixed Reality. Applications and Case Studies: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II
Book SynopsisThis two-volume set LNCS 11574 and 11575 constitutes the refereed proceedings of the 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 80 papers presented in this volume were organized in topical sections named: multimodal interaction in VR, rendering, layout, visualization and navigation, avatars, embodiment and empathy in VAMR, cognitive and health issues in VAMR, VAMR and robots, VAMR in learning, training and entertainment, VAMR in aviation, industry and the military.Table of ContentsMultimodal interaction in VR.- rendering, layout, visualization and navigation.- avatars, embodiment and empathy in VAMR.- cognitive and health issues in VAMR.- VAMR and robots.- VAMR in learning, training and entertainment.- VAMR in aviation, industry and the military.
£62.99
Springer International Publishing AG Social Information Access: Systems and Technologies
Book SynopsisSocial information access is defined as a stream of research that explores methods for organizing the past interactions of users in a community in order to provide future users with better access to information. Social information access covers a wide range of different technologies and strategies that operate on a different scale, which can range from a small closed corpus site to the whole Web.The 16 chapters included in this book provide a broad overview of modern research on social information access. In order to provide a balanced coverage, these chapters are organized by the main types of information access (i.e., social search, social navigation, and recommendation) and main sources of social information. Table of ContentsSocial Information Access: Definition and Classification.- Privacy in Social Information Access.- Social Q&A.- Collaborative Information Search.- Social Navigation.- Tag-Based Navigation and Visualization.- Social Search.- Network-Based Social Search.- Accessing Information with Tags: Search and Ranking.- Rating-Based Collaborative Filtering: Algorithms and Evaluation.- Recommendations Based on Social Links.- Tag-Based Recommendation.- From Opinions to Recommendations.- Recommending Based on Implicit Feedback.- People Recommendation on Social Media.- Location Recommendation with Social Media Data.
£62.99
Set Margins' publications Maisa in Webland
£22.80
Kogan Page Ltd Delivering Data Analytics
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
£31.34
Packt Publishing Limited Designing and Prototyping Interfaces with Figma: Elevate your design craft with UX/UI principles and create interactive prototypes
Book SynopsisExplore the latest Figma features with this newly updated 2nd edition, including Variables and Conditional Prototyping. Learn cutting-edge design principles and create captivating interfaces with this full-color guide. Key Features Explore Figma's latest features, including Variables and Conditional Prototyping, to create dynamic and responsive interfaces Integrate AI capabilities and optimize your workflow with the latest Figma plugins Create engaging, interactive prototypes that captivate your users and stakeholders Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionAre you a UI/UX designer eager to learn the art of creating compelling interfaces using Figma? Look no further! The highly anticipated new edition is here to transform your creative journey. Explore Figma's latest features and delve into the power of variables and conditional Prototyping. Get ready to transform your static designs into dynamic, interactive prototypes, offering users and stakeholders an immersive experience. Stay at the forefront of design innovation with insights into integrating AI capabilities and optimizing your workflow with the latest Figma plugins. With user-centric design at its core, this book guides you through mastering design thinking, enabling you to tackle complex design challenges with ease. One unique aspect of this edition is its focus on effective communication. Learn how to convey your design vision clearly to both technical and non-technical audiences. In the rapidly changing world of UI/UX design, iteration is key. This book will teach you how to gather user feedback and iterate on your designs by creating interactive prototypes. Whether you're new to Figma or a seasoned pro, this comprehensive guide equips you with the skills to create captivating interfaces, fosters creativity and problem-solving, and makes you an indispensable, forward-thinking designer.What you will learn Create high-quality designs that cater to your users' needs, providing an outstanding experience Mastering mobile-first design and responsive design concepts Integrate AI capabilities into your design workflow to boost productivity and explore design innovation Craft immersive prototypes with conditional prototyping and variables Communicate effectively to technical and non-technical audiences Develop creative solutions for complex design challenges Gather and apply user feedback through interactive prototypes Who this book is forThis book is for aspiring UX/UI designers who want to get started with Figma as well as established designers who want to migrate to Figma from other design tools. This guide will provide you a walkthrough of the entire process of creating a full-fledged prototype for a responsive interface using all the tools and features that Figma has to offer. As a result, this book is suitable for both UX and UI designers, product and graphic designers, as well as anyone who wants to explore the complete design process from scratch.Table of ContentsTable of Contents Exploring Figma and Transitioning from Other Tools Structuring Moodboards, Personas, and User Flows within FigJam Getting to Know Your Design Environment Wireframing a Mobile-First Experience Using Vector Shapes Designing Consistently Using Grids, Colors, and Typography Creating a Responsive Mobile Interface Using Auto Layout Building Components and Variants in a Collaborative Workspace User Interface Design on Tablet, Desktop, and the Web Prototyping with Transitions, Smart Animate, and Interactive Components Testing and Sharing Your Prototype in Browsers and Real Devices Exporting Assets and Managing the Handover Process Discovering Resources, Plugins, and Widgets in the Figma Community Going Advanced with Variables and Conditional Prototyping
£42.74
O'Reilly Media Designing with Sound
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.
£16.99
Manning Publications React Quickly
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.
£29.99
iUniverse Whats Wrong with Microsoft Windows Word and MSN
a huge range and FREE tracked UK delivery on ALL orders.
£16.59
Amazon Digital Services LLC - Kdp UX for Cats
a huge range and FREE tracked UK delivery on ALL orders.
£14.16
Lulu Press Content Design Second edition
£20.00
£13.59
Universal Publishers The 8051/8052 Microcontroller: Architecture, Assembly Language, and Hardware Interfacing
£46.97
Packt Publishing Limited Blender 3D By Example: A project-based guide to learning the latest Blender 3D, EEVEE rendering engine, and Grease Pencil
Book SynopsisGet up and running with Blender 3D through a series of practical projects that will help you learn core concepts of 3D design like modeling, sculpting, materials, textures, lighting, and rigging using the latest features of Blender 2.83 Key Features Learn the basics of 3D design and navigate your way around the Blender interface Understand how 3D components work and how to create 3D content for your games Familiarize yourself with 3D Modeling, Texturing, Lighting, Rendering and Sculpting with Blender Book DescriptionBlender is a powerful 3D creation package that supports every aspect of the 3D pipeline. With this book, you'll learn about modeling, rigging, animation, rendering, and much more with the help of some interesting projects. This practical guide, based on the Blender 2.83 LTS version, starts by helping you brush up on your basic Blender skills and getting you acquainted with the software toolset. You’ll use basic modeling tools to understand the simplest 3D workflow by customizing a Viking themed scene. You'll get a chance to see the 3D modeling process from start to finish by building a time machine based on provided concept art. You will design your first 2D character while exploring the capabilities of the new Grease Pencil tools. The book then guides you in creating a sleek modern kitchen scene using EEVEE, Blender’s new state-of-the-art rendering engine. As you advance, you'll explore a variety of 3D design techniques, such as sculpting, retopologizing, unwrapping, baking, painting, rigging, and animating to bring a baby dragon to life. By the end of this book, you'll have learned how to work with Blender to create impressive computer graphics, art, design, and architecture, and you'll be able to use robust Blender tools for your design projects and video games.What you will learn Explore core 3D modeling tools in Blender such as extrude, bevel, and loop cut Understand Blender's Outliner hierarchy, collections, and modifiers Find solutions to common problems in modeling 3D characters and designs Implement lighting and probes to liven up an architectural scene using EEVEE Produce a final rendered image complete with lighting and post-processing effects Learn character concept art workflows and how to use the basics of Grease Pencil Learn how to use Blender's built-in texture painting tools Who this book is forWhether you're completely new to Blender, or an animation veteran enticed by Blender's newest features, this book will have something for you.Table of ContentsTable of Contents Introduction to 3D and the Blender User Interface Editing a Viking Scene with a Basic 3D Workflow Modeling a Time Machine - Part 1 Modeling a Time Machine - Part 2 Modern Kitchen - Part 1: Kitbashing Modern Kitchen - Part 2: Materials and Textures Modern Kitchen - Part 3: Lighting and Rendering Illustrating an Alien Hero with Grease Pencil Animating an Exquisite Corpse in Grease Pencil Animating a Stylish Short with Grease Pencil Creating a Baby Dragon - Part 1: Sculpting Creating a Baby Dragon - Part 2: Retopology Creating a Baby Dragon - Part 3: UV Unwrapping Creating a Baby Dragon - Part 4: Baking and Painting Textures Creating a Baby Dragon - Part 5: Rigging and Animation The Wide World of Blender
£51.19
Packt Publishing Limited Learn WinUI 3: Leverage WinUI and the Windows App SDK to create modern Windows applications with C# and XAML
Book SynopsisUnlock the power of WinUI and supercharge your Windows app development with .NET and C# using this beginner's guide Key Features Find out how to create modern Windows apps with native UI controls Get to grips with modernizing existing desktop apps with a modern UI Leverage WinUI code to build apps for iOS, Android, the web, and more Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionWinUI 3 takes a whole new approach to delivering Windows UI components and controls and has the ability to deliver the same features across multiple versions of Windows. Learn WinUI 3 is a comprehensive introduction to WinUI and Windows apps for anyone who is new to WinUI and XAML applications. This updated second edition begins by helping you get to grips with the latest features in WinUI and shows you how XAML is used in UI development. The next set of chapters will help you set up a new Visual Studio environment, develop a new desktop project, incorporate the Model-View-ViewModel (MVVM) pattern in a WinUI project, and develop unit tests for ViewModel commands. Next, you’ll cover the basics of data access from WinUI projects with a step-by-step approach. As you advance, you’ll discover how to leverage the Fluent Design System to design beautiful WinUI applications. You’ll also explore the contents and capabilities of the Windows Community Toolkit and learn how to create cross-platform apps with markup and code from your project using Uno Platform. The concluding chapters will teach you how to build, debug, and deploy apps to the Microsoft Store. By the end of this book, you’ll have learned how to build WinUI applications from scratch and how to modernize existing desktop apps using WinUI 3 and the Windows App SDK.What you will learn Discover the latest features of WinUI 3 and learn how to provide product feedback Understand the WinUI project structure and the app lifecycle Use the MVVM pattern in WinUI and discover open source MVVM projects Find out how to create a simple data store to save app data between sessions Get to grips with incorporating the concepts of Fluent Design into a WinUI app Discover how to use push notifications and app notifications in WinUI Reuse WinUI views and view models in a cross-platform Uno Platform app Who this book is forThis book is for anyone looking to develop applications for Windows with a modern UI. If you’re familiar with Windows desktop app development and want to enhance your knowledge of the latest Windows development techniques, this book is for you. Whether you're starting a new project or planning to modernize your existing Windows apps, this book will provide you with guidance. Hands-on experience with C# and .NET is expected, but no prior knowledge of WinUI or the Windows App SDK is required.Table of ContentsTable of Contents Introduction to WinUI Configuring the Development Environment and Creating the Project MVVM for Maintainability and Testability Advanced MVVM Concepts Exploring WinUI Controls Leveraging Data and Services Fluent Design System for Windows Applications Adding Windows Notifications to WinUI Applications Enhancing Applications with the Windows Community Toolkits Accelerating App Development with Template Studio Debugging WinUI Apps with Visual Studio Hosting a Blazor Application in WinUI Take Your App Cross-Platform with Uno Platform Packaging and Deploying WinUI Applications
£36.09
Packt Publishing Limited Wireframing Essentials
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.
£30.43
Springer Nature Switzerland AG CyberParks – The Interface Between People, Places and Technology: New Approaches and Perspectives
Book SynopsisThis open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies – the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in people’s lifestyles - affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life.Table of ContentsThe Unveiling Potential of Cyberparks.- Socio-Spatial Practices.- Programming and Activating Cyberparks.- Digital Hybrids - Between Tool and Methods.
£44.99
Springer Nature Switzerland AG Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers
Book SynopsisThis book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.Table of ContentsSimulation gaming in the science space.- A Journey to the Role of Facilitator: Personal stories unfolding alongside world trends.- Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students.- Evaluation of a pilot game to change civil servants’ willingness towards open data policy making.- Structuring game design with active learning benefits: insights from logistical skills training in managing an emergency department.- Playing (in) a Crisis Simulation: What is the playful engagement in a serious simulation made of.- Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security.- The Tacit Knowledge in Games: From Validation to Debriefing.- Educational Escape Room – Challenges and Obstacles.-Simulation gaming design and implementation.- Simulated Construction of State`s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power.- A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal.- Accuracy in Business Simulations.- Group-based learning and group composition on the provision of public goods: Incorporating agent-based simulation and gaming.- Can the Veil of Ignorance Create Consensus? A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game.- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia.- The Trust Game: The influence of Trust on: Collaboration in the light of Technological Innovations.- The funnel of game design - Proposing a new way to address a problem definition using the IDEAS approach.- Little Things Mean a Lot in Simulations.- Impact of Competition in Energy Market on Promotion of Renewables: an Agent-Based Model Approach.- The perception of business wargaming practices among strategic and competitive intelligence professionals.- Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach.- Simulation games as a framework to conduct scientific experiments – the example of prospect theory research.- Study on occurrence mechanism of quality scandal in enterprises by ”Sontaku”, ”air” and ”water” theory using business game.- Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game.- Simulation games for current challenges.- Review of Haptic and Computerized (Simulation) Games on Climate Change.- Food-web modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region.- Unpacking, Overconfidence, and Game Design.- Authentic Learning in Entrepreneurship Education.- Learning from a Business Simulation Game: A Factor-Analytic Study.- Gamification and gaming cultures.- Resolving Migrant Issues in Thailand Using the Framework of ‘Simulation Game – Project PAL’.- Gamification Design Strategies - summary of research project.- Fostering Adaptive Organizations: Some Practical Lessons From Space Pirates.- Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology.- Board perspective on simulation gaming.- Video game monetization mechanisms in triple A (AAA) video games.- Learning with Location-Based Gaming.- Methodological challenges of creating a next-generation machine learning-based game engine for generating maps and vehicle behavior.- Agent-based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model.- Wonders of the World Simulation Program by Virtual Reality.- Framework and application of live video streaming as a virtual reality gaming technology: a study of function and performance.
£71.24
Springer Nature Switzerland AG Design for Flexibility: A Human Systems Integration Approach
Book SynopsisDesign for flexibility requires anticipation, preparation, creativity and experience. Future highly digital sociotechnical systems should contrast with those stemming from technology-centered engineering that produces objects and machines with the immensely codified and rigid practices we know today. Most of the time, current technologies are designed and developed for normal situations, leaving users to manage abnormal and emergency situations themselves, sometimes under unforeseen, extreme and/or dangerous conditions. Putting humans at the center of the design of flexible sociotechnical systems means visualizing possible futures, modeling them, simulating them and leading them down the right paths. This book is for the engineering designers, who seek to better understand the roles of humans and organizations developing complex life-critical systems. It is also for those who train future designers who will have to take into account the well-being, safety, sustainability and efficiency of the actors of future sociotechnical systems. It is about an emergent discipline, human systems integration (HSI). The aim of the flexibility challenge is to put the artificial at the service of the natural, and not the other way around. The author, an aerospace engineering designer, has worked for 40 years in the field of human-centered design (HCD) of complex systems, discovering repeatedly that automation leads to rigidity, especially when things go wrong. It is urgent we had a new paradigm where flexibility is a major asset in human systems integration. HCD is seen here as the combination of practices and technologies to come.Table of ContentsIntroduction.- A framework for flexibility analysis in sociotechnical systems.- A few methodological clarifications.- Articulating human systems integration.- Activity-based design: Scenarios, HSI evolution and innovation.- Model-based human systems integration flexibility.- The unavoidable issue of tangibility.- Conclusion.
£54.99
Springer International Publishing AG Internet of Things (IoT) in 5G Mobile Technologies
Book SynopsisThis book reports on the latest advances in the modeling, analysis and efficient management of information in Internet of Things (IoT) applications in the context of 5G access technologies. It presents cutting-edge applications made possible by the implementation of femtocell networks and millimeter wave communications solutions, examining them from the perspective of the universally and constantly connected IoT. Moreover, it describes novel architectural approaches to the IoT and presents the new framework possibilities offered by 5G mobile networks, including middleware requirements, node-centrality and the location of extensive functionalities at the edge. By providing researchers and professionals with a timely snapshot of emerging mobile communication systems, and highlighting the main pitfalls and potential solutions, the book fills an important gap in the literature and will foster the further developments of 5G hosting IoT devices.Table of ContentsTowards the Usage of CCN for IoT Networks.- On the Track of 5G Radio Access Network for IoT Wireless Spectrum Sharing in Device Positioning Applications.- Millimetre Wave Communication for 5G IoT Applications.- Implementing Internet of Things (IoT) Using Cognitive Radio Capabilities in 5G Mobile Networks.- Role Coordination in Large-Scale and Highly-Dense Internet-of-Things.- Energy Harvesting and Sustainable M2M Communication in 5G Mobile Technologies.- Green 5G Femtocells for Supporting Indoor Generated IoT Traffic.- On the Research and Development of Social Internet of Things.- Microgrid State Estimation Using the IoT with 5G Technology.- Building IoT Ecosystems from Mobile Clouds at Network Edge.- Middleware Platform for Mobile Crowd-Sensing Applications Using HTML5 Apis and Web Technologies.- Identification and Access to Objects and Services in the IoT Environment.- A Generic and Scalable IoT Data Fusion Infrastructure.- ONSIDE-SELF: A Selfish Node Detection and Incentive Mechanism for Opportunistic Dissemination in Future Wireless Network.- Middleware Technology for IoT Systems: Challenges and Perspectives Toward 5G.- Security in Smart Grids and Smart Spaces for Smooth IoT Deployment in 5G.- Security Challenges in 5G-based IoT Middleware Systems.- Signal Processing Techniques for Energy Efficiency, Security, and Reliability in the IoT Domain.- IoT Enablers and their Security and Privacy Issues.
£132.99
Amazon Digital Services LLC - Kdp Moderne Webseiten
£16.13
£11.32
Amazon Digital Services LLC - Kdp Reactive Applications with Spring WebFlux
£14.27
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