User interface design and usability Books

132 products


  • Amazon Digital Services LLC - Kdp Next.js

    15 in stock

    15 in stock

    £13.90

  • Amazon Digital Services LLC - Kdp Angular 19 for Beginners

    15 in stock

    15 in stock

    £18.88

  • Amazon Digital Services LLC - Kdp Ultimate Canva Manual

    15 in stock

    15 in stock

    £13.30

  • Amazon Digital Services LLC - Kdp Vue.js 3

    15 in stock

    15 in stock

    £15.62

  • Amazon Digital Services LLC - Kdp The UX AI Playbook

    15 in stock

    15 in stock

    £82.36

  • Independently Published ECommerce Web Design Unlocked

    15 in stock

    15 in stock

    £9.08

  • Amazon Digital Services LLC - Kdp 508 Remediation

    15 in stock

    15 in stock

    £10.29

  • Independently Published The Addictive Experience

    15 in stock

    15 in stock

    £14.51

  • Amazon Digital Services LLC - Kdp AI for Designers

    15 in stock

    15 in stock

    £28.09

  • Design Thinking for Tech

    Pearson Education (US) Design Thinking for Tech

    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

    £30.39

  • 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

    £29.99

  • Verteilte Führungsinformationssysteme

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Verteilte Führungsinformationssysteme

    1 in stock

    Book SynopsisBasierend auf ihrer 40-jährigen Erfahrung beschreiben Wissenschaftler Konzepte und Einzelaspekte der Gestaltung von Führungsinformationssystemen – eine der zentralen Aufgaben in der Bundeswehr und bei Organisationen mit Sicherheitsaufgaben (z. B. Polizei, Rettungswesen). In ihren Beiträgen reflektieren die Autoren Probleme bei der Vernetzung unterschiedlicher Systeme. Dazu werden Informationsstrukturen und Prozesse untersucht, Systemarchitekturen ausgewertet und kombiniert sowie Laborstudien und Feldversuche beschrieben.Table of ContentsEinführung.- Softwarearchitektur und übergreifende Aspekte.- Grundlagen der Interoperabilität.- Konzeption verteilter Führungsinformationssysteme.- Management verteilter Führungsinformationssysteme.- Integration von heterogenen Quellen.- Anbindung von Geoinformationssystemen an FüInfoSys.- Dynamische Verteilung von Daten in taktischen Netzen.- Intelligente Daten-Filterung in FüInfoSys.- Assistenzsysteme.- Wissens- und Workflowmanagement.- Auftragsmanagement.- Grafische Aktionsplanung.- Multilinguale Textinhaltserschließung auf militärischen Texten.- Sprachverarbeitung militärisch relevanter Audiodaten.- Interoperabilität, Standards und Projekte.- Überblick über Interoperabilitätsstandards.- Architekturrahmenwerke.- Das Joint Consultation Command and Control Information Exchange Data Model.- Battle Management Language.- Interoperabilität in der Lagebearbeitung.- MAJIIC – ISR-Interoperabilität für weiträumige Bodenaufklärung.- Sichere Kommunikation in heterogenen militärischen Netzen.- Testen der semantischen Interoperabilität von Führungsinformationssystemen.

    1 in stock

    £114.48

  • Rethinking Virtual Places

    Indiana University Press Rethinking Virtual Places

    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

    £52.70

  • Rethinking Virtual Places

    Indiana University Press Rethinking Virtual Places

    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

    £25.19

  • The Elements of Voice First Style

    O'Reilly Media The Elements of Voice First Style

    7 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.

    7 in stock

    £23.19

  • Delivering Data Analytics

    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

    £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

    5 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.

    5 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

    £14.39

  • 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

    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.

    £62.10

  • Weaving Fire into Form

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

    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.

    £83.25

  • Tragic Design

    O'Reilly Media Tragic Design

    3 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.

    3 in stock

    £25.59

  • Designing Voice User Interfaces

    O'Reilly Media Designing Voice User Interfaces

    1 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.

    1 in stock

    £25.59

  • 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

  • The Handbook of Multimodal-Multisensor

    Morgan & Claypool Publishers The Handbook of Multimodal-Multisensor

    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

    £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

    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

    £111.20

  • Design Science Research for a New Society:

    Springer International Publishing AG Design Science Research for a New Society:

    1 in stock

    Book SynopsisThis book constitutes the proceedings of the 18th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2023, which was held in Pretoria, South Africa, from May 31–June 2, 2023.The 29 full papers presented in this volume were carefully reviewed and selected from 81 submissions. The papers are organized in the following topical sections: Design-oriented Research for Society 5.0 (Theme Track); Design of Systems Using Emerging Technologies; Human-Centered Artificial Intelligence (HCAI); Healthcare Systems and Quality of Life; Innovation and Entrepreneurship; Emerging DSR Methods and Processes; Education and DRS; Human Safety and Cybersecurity; Co-Desing and Collective Creativity for Addressing Grand Challenges; and Sustainability and Responsible Design.Table of ContentsDesign-oriented Research for Society 5.0 (Theme Track).- z-Commerce: A data-minimizing one-click checkout solution.- Enabling the Evaluation of Production Scheduling Algorithms in Complex Production Environments using Individually Deployable Scheduling Services.- Toward Cross-company Value Generation from Data: Design Principles for Developing and Operating Data Sharing Communities.- Neuro-Adaptive System to Evaluate Product Recommendations in the Context of E-Commerce.- Measuring the Actual Oce Workspace Utilization in a Desk Sharing Environment based on IoT Sensors.- Design of Systems Using Emerging Technologies.- Introduction to the Design of Systems Using Emerging Technologies Track.- Designing an Augmented Reality Authoring Tool to Support Complex Tasks. A Design Science Study using Cognitive Load Theory.- Human-Centered Artificial Intelligence (HCAI).- Introduction to the Human-Centered Artificial Intelligence (HCAI) Track.- Giving DIAnA more TIME? Guidance for the Design of XAI- Based Medical Decision Support Systems.- A Conceptual Model for Labeling in Reinforcement Learning Systems: A Value Co-Creation Perspective.- Healthcare Systems and Quality of Life.- Introduction to the Healthcare Systems and Quality of Life Track.- Guiding the development of interoperable health information systems: A conceptual IT governance framework.- Persuasive blood donation app design for individualist and collectivist cultures.- Innovation and Entrepreneurship.- Introduction to the Innovation and Entrepreneurship Track.- Scaling Sustainable Entrepreneurship for Impact: Design Knowledge for the Use of Digital Technologies.- Data Product Canvas - A visual inquiry tool supporting data product design.- Design Principles for National Innovation Agencies in Social Market Economies.- How To Invest In The Future Of Food: An Exploration Design Science Project.- Emerging DSR Methods and Processes.- Introduction to the Emerging DSR Methods and Processes Track.- Design Science Research: Progression, Schools of Thought and Research Themes.- Conducting Design Science Research in Society 5.0? An Explainable Artificial Intelligence Research Methodology.- DEKNOWSE { A DEsign KNOWledge SEarch Engine.- Empowering Recommender Systems in ITSM: A Pipeline Reference Model for AI-based Textual Data Quality Enrichment.- Education and DRS.- Introduction to the Education and DSR Track.- Inquiry Frameworks for Research Question Scoping in DSR: A realization for ChatGPT.- Design of an Augmented Reality App for primary school students which visualizes length units to promote the conversion of units.- Know the Knowledge of your Students: A Flexible Analytics Tool for Student Exercises.- Designing Pedagogical Conversational Agents for Achieving Common Ground.- Training Computational Thinking as a Key Skill Set for Design Science Researchers.- Human Safety and Cybersecurity.- Introduction to the Human Safety and Cybersecurity Track.- Designing Business Processes for Comprehensive Industrial IoT Security Management.- Co-Desing and Collective Creativity for Addressing Grand Challenges.- Introduction to the Co-Design and Collective Creativity for Addressing Grand Challenges Track.- What Does The Factory?s Suggestion Box Reveal? An analysis of the design capabilities of a train maintenance centre from its idea management system.- Operationalising Co-design: Development of an ICT platform to Facilitate Stakeholder Engagement in Water Sensitive Design.- Co-Designing a Visual Inquiry Tool.- Sustainability and Responsible Design.- Introduction to the Sustainability and Responsible Design Track.- A Mid-Range Theory for Designing Sustainable Safe Spaces of Immersive Learning Environments: A Design- Science Based Gamification Approach.- Designing User-Centric Explanations for Medical Imaging With Informed Machine Learning.

    1 in stock

    £61.74

  • End-User Development: 9th International

    Springer International Publishing AG End-User Development: 9th International

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 9th International Symposium on End-User Development, IS-EUD 2023, held in Cagliari, Italy, during June 6–8, 2023.The 17 full papers and 2 (keynote extended abstracts) included in this book were carefully reviewed and selected from 26 submissions. They were organized in topical sections as follows: ​Artificial Intelligence for End-Users; Internet of Things for End-Users; Privacy; Security and Society; Supporting End-User Development.Table of ContentsArtificial Intelligence for End-Users.- Adaptive and Adaptable Systems: Differentiating and Integrating AI and EUD.- End-User Development for Artificial Intelligence: A Systematic Literature Review.- Human-AI Co-Creation: Evaluating the Impact of Large-scale Text-to- Image Generative Models on the Creative Process.- Leveraging Large Language Models for End User Website Generation.- Internet of Things for End-Users.- Defining Trigger-Action Rules via Voice: a Novel Approach for End-User Development in the IoT.- Language and Temporal Aspects: A Qualitative Study on Trigger Interpretation in Trigger-Action Rules.- Understanding Concepts, Methods and Tools for EndUser Control of Automations in Ecosystems of Smart Objects and Services.- Understanding User Needs in Smart Homes and How to Fulfil Them.- Privacy, Security and Society.- Democratizing Cybersecurity in Smart Environments: Investigating the Mental Models of Novices and Experts.- On the User Perception of Security Risks of Trigger-Action Rules: A User Study.- ConnectivityControl: Providing Smart Home Users with Real Privacy Configuration Options.- Designing for a Sustainable Digital Transformation: The DEA Methodology.- Supporting End-User Development.- Exploring visual languages for prototyping interactive behaviors for Tangible Virtual Reality.- How End Users Develop Point-and-Click Games.- Programming with Minecraft Bedrock Up: Modeling, Coding, and Computational Concepts.- Challenges of Enabling End-Users to Develop Systems with AI.- EUD Strategy in the Education Field for Supporting Teachers in Creating Digital Courses.

    1 in stock

    £47.49

  • Springer Fachmedien Wiesbaden Handbuch Robotik: Programmieren und Einsatz intelligenter Roboter

    1 in stock

    Book SynopsisZiele des Buches ist es, den Roboter als lernendes System aufzufassen, es als wissensbasiertes Modellsystem zu konzeptionalisieren und dieses System durch intelligente, rechnerbasierte Technologien in funktionaler Hinsicht zu implementieren. Das Ziel eines Ansatzes liegt in der Steigerung des systemischen Intelligenzquotienten (sIQ). Erreichbar wird dieses Ziel durch eine Modellierung auf Basis der Kognitionstheorie und der konkreten (Aus) implementierung dieser Modelle durch den Einsatz der Cognitive Computing Technologien unter der Programmiersprache Java.Table of ContentsEinleitung als Motivation.- Grundlagen.- Vorgehensmodell.- Konzeptionalisierung.- Implementierung.- Validierung.- Ausblick als Motivation.- Anhang.

    1 in stock

    £113.99

  • Kompetenzentwicklung mit humanoiden Computern:

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Kompetenzentwicklung mit humanoiden Computern:

    1 in stock

    Book SynopsisJohn Erpenbeck und Werner Sauter analysieren die zukünftigen Entwicklungen im Bereich des betrieblichen Lernens und leiten daraus die Anforderungen an die aktuellen Lernkonzeptionen ab. Das Essential enthält praxiserprobte Anwendungsvorschläge für die Kompetenzentwicklung mit innovativen Lernformen. Lernräume und Lernkulturen in Unternehmen müssen sich schrittweise im Hinblick auf die kommenden Veränderungen entwickeln, humanoide Computer werden die Rolle des „Lernpartners Computer“ übernehmen. Kompetenz – die Fähigkeit, Problemstellungen im Prozess der Arbeit selbstorganisiert und kreativ zu lösen – wird zum wichtigsten Lernziel.Table of ContentsDie Revolution des Lernens mit humanoiden Computern.- Aktuelle Entwicklungslinien und Merkmale zukunftsorientierter Lernkonzeptionen.- Auf dem Weg zur Kompetenzentwicklung im Prozess der Arbeit.

    1 in stock

    £11.77

  • Kollaborierende Roboter anweisen:

    Springer Fachmedien Wiesbaden Kollaborierende Roboter anweisen:

    1 in stock

    Book SynopsisTim Schleicher erarbeitet Empfehlungen zur Gestaltung von Mensch-Roboter-Schnittstellen, die die gebrauchstaugliche Anweisung von kollaborierenden Robotern in variantenreichen Produktionssystemen erlauben. Roboterfähigkeiten können durch eine entsprechende Positionierung an frei wählbaren Positionen an Bauteilen und durch eine entsprechende Parametrierung in verschiedenen Ausprägungen genutzt werden. Die Programmierung erfolgt somit durch die Anweisung des Roboters durch die Übergabe des Arbeitsortes und der Arbeitsparameter, z.B. die Übergabe einer Polieraufgabe an stets anderen Bauteilpositionen und in unterschiedlichen Intensitäten.Table of ContentsMensch-Roboter-Schnittstellen (MRS) zur Anweisung kollaborierender Roboter.- Grundlegende und anwendungsspezifische Anforderungen an die Gestaltung von gebrauchstauglichen MRS.- Iterative Gestaltung und Evaluation von MRS in einer instruktiven Mensch-Roboter-Kollaboration (iMRK).

    1 in stock

    £44.99

  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Psychologie in der nutzerzentrierten Produktgestaltung: Mensch-Technik-Interaktion-Erlebnis

    5 in stock

    Book SynopsisDas informative und spannende Buch richtet sich an eine Leserschaft aus Praxis, Forschung und Lehre in der Psychologie, Gestaltung und Informatik. Anhand zahlreicher Beispiele zeigen die Autoren wie psychologisches Wissen gezielt für die erlebnis- und wohlbefindensorientierte Gestaltung interaktiver Produkte eingesetzt werden kann.Ob im Privaten oder auf der Arbeit: Interaktive Produkte, wie unsere Lieblingswebsites oder die Apps auf unseren Smartphones, müssen praktisch sein und Freude machen. Die Nutzung soll zum positiven Erlebnis werden (User Experience, UX). Um dieser Forderung gerecht zu werden, beschäftigen sich nun immer mehr Psychologen mit der menschengerechten Gestaltung interaktiver Produkte. Als User Experience Professionals oder Produktmanager arbeiten vielleicht auch Sie im interdisziplinären Team an der Nahtstelle von Design, angewandter Psychologie und Informatik.Im ersten Teil finden Sie Argumente, Positionen und aktuelle Forschungsergebnisse zum Thema "erlebnisorientierte Gestaltung", wie beispielsweise "Freude und Wohlbefinden als Gestaltungsziel" und "Ästhetik der Interaktion". Ein Arbeitsmodell soll dabei helfen, das Wissen im Gestaltungsalltag einzusetzen. Auch im zweiten Teils des Buches liegt der Fokus auf der praktischen Anwendung. Hier finden Sie Methoden und Werkzeuge für die psychologisch fundierte Gestaltung von Interaktion und Erlebnis. So bietet dieses Buch sowohl ein wissenschaftlich fundiertes wie auch anwendungsbezogenes Repertoire für die Gestaltung und Evaluation von Interaktion – damit interaktive Produkte unseren Alltag in Zukunft noch mehr bereichern.Trade Review“... Tatsächlich finden alle neun implizierten Teilgruppen von PsychologInnen in der Praxis bis zu InformatikerInnen in der Lehre hilfreiche Anregungen für ihre jeweiligen Tätigkeiten. ... Insgesamt bietet dieses Buch eine ausgezeichnete Übersicht des aktuellen Standes erlebnis- und wohlbefindensorientierter Produktgestaltung ...” (Prof. Dr. Stephan Weibelzahl, in: Zeitschrift für Arbeits- und Organisationspsychologie, Jg. 63, Heft 1, 2019)Table of ContentsVorwort.- 1 Die Gestaltung interaktiver Produkte als Berufsfeld.- 2 Vom interaktiven Produkt zum positiven Erlebnis.- 3 Ein erstes Modell erlebnisbezogener Produktqualitäten: hedonisch versus pragmatisch.- 4 Erlebnis- und wohlbefindensorientiertes Gestalten: ein Arbeitsmodell.- 5 Ästhetik der Interaktion.- 6 Werkzeuge für Gestaltung und Evaluation auf der Interaktionsebene.- 7 Werkzeuge für Gestaltung und Evaluation auf der Erlebnisebene.- 8 Werkzeuge für Prototyping und Konzeptevaluation.- 9 Fazit und Ausblick.

    5 in stock

    £26.59

  • Praxis der User Interface-Entwicklung:

    Springer Fachmedien Wiesbaden Praxis der User Interface-Entwicklung:

    1 in stock

    Book SynopsisPraxis der User Interface-Entwicklung erklärt das Entwerfen und Umsetzen von Softwareoberflächen anhand typischer Aufgabenstellungen und konkreter Anforderungen. Es ist ein User Interface-Kochbuch für Entwickler, Designer und Projektleiter, das Lösungsmuster für typische Anzeige- und Bedienungssituationen aufzeigt. Übersichtliche Arbeitstafeln des nach Fallbeispielen gegliederten Workbooks veranschaulichen Schritt für Schritt die Lösungen von typischen User Interface-Aufgaben sowie die dahinter liegenden Konzepte. Ein Buch, das konkrete Anweisungen für klare Problemstellungen und eine praxistaugliche Sammlung von Dialogbausteinen für das User Interface des nächsten Softwareprojekts bietet.Table of ContentsVon der Anwendungsidee zum erlebbaren User Interface – Konzipieren von Dialogseiten und Dialogabfolgen – Auswahl und Verwenden von Kontrollelementen – Entwickeln von Anzeige- und Bedienkonzepten für Softwareanwendungen – User Interfaces skizzierren und detailliert spezifizieren – Verifizieren von UI-Anforderungen mit Prototypen – Verwenden von objektorientierten Methoden beim Design von UIs

    1 in stock

    £31.34

  • App4U: Mehrwerte durch Apps im B2B und B2C

    Springer Fachmedien Wiesbaden App4U: Mehrwerte durch Apps im B2B und B2C

    1 in stock

    Book SynopsisProprietäre und monolithische Softwaresysteme haben die Wirtschaft in den letzten Jahrzehnten geprägt. Ohne die digitale Unterstützung der Geschäftsprozesse ist kein Unternehmen wettbewerbsfähig. Die Revolution wird durch den Consumer Bereich vorangetrieben, die Geschäftsprozesse werden mobil und ubiquitär. Konsumenten im B2C und Unternehmen im B2B werden zukünftig permanent in Kontakt treten können, die one-to-one Kommunikation wird durch einen many-to-many Informationsaustausch ersetzt werden.​Trade Review“... Die Zielgruppe ist ambitioniert definiert, vom Unternehmer über den IT-Verantwortlichen und IT-Praktiker bis hin zu Lehrenden und Studierenden der BWL und der WI und all denjenigen, die sich in Politik und Gesellschaft mit dem IT-Sektor beschäftigen. ... Ein noch immer aktuelles Buch, das viele nützliche Informationen enthält ...” (Matthias Knoll, in: HMD Praxis der Wirtschaftsinformatik, Jg. 53, 2016, S. 557 f.)Table of ContentsApp4U: Einführung in die Welt der mobilen Applikationen - Strategische Aspekte, Geschäftsmodelle für App-Projekte, mobile Unternehmensprozesse - Aktuelle Situation am Markt, Umsatz und Nutzung mobiler Datendienste und Applikationen - Vorgehens- und Validierungsmodell für die APP Entwicklung - Die technologischen Grundlagen der App Entwicklung - Mobile Security - Aktuelle Praxisbeispiele - Zusammenfassung und Ausblick

    1 in stock

    £23.74

  • 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

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