Search results for """ "User Experience Design""
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
Pearson Education Limited Designing User Experience
Book SynopsisProfessor David Benyon is Professor of Human-Computer Systems and Director of the Centre for Interaction Design at Edinburgh Napier University, UK. He has been working in the area of human-computer interaction and interaction design for over 25 years. He has written widely on the subject with over 150 refereed publications covering HCI, interaction design and user experience. He is involved in many leading-edge research and development projects that prototype and evaluate future interactions of people with new and emerging technologies.Table of Contents Part I: The essentials of designing user experience 1 An introduction to user experience 2 PACT: a framework for UX 3 The process of UX design 4 Cross Channel UX? 5 Usability 6 Experience design Part II: Techniques for designing interactive systems 7 Understanding 8 Envisionment 9 Design 10 Evaluation 11 Task analysis 12 Visual interface design 13 Multimodal interface design Part III: Contexts for designing interactive systems 14 Designing apps and websites 15 Social media 16 Collaborative environments 17 Agents and avatars 18 Ubiquitous computing 19 Mobile computing 20 Wearable computing PART IV: Foundations of UX design 21 Memory and attention 22 Affect 23 Cognition and action 24 Social interaction 25 Perception and navigation
£64.99
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
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
Rheinwerk Publishing, Inc. Usability and User Experience Design
Book Synopsis
£44.99
Taylor & Francis UX on the Go A Flexible Guide to User Experience Design
Book SynopsisDesigned with flexibility and readersâ needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office.With 16 challenges to learn from, this comprehensive guide outlines the process of a User Experience project cycle from assembling a team to researching user needs to creating and veryifying a prototype. Practice developing a prototype in as little as a week or build your skills in two-, four-, eight-, or sixteen-week stretches. Gain insight into individual motivations, connections, and interactions; learn the three guiding principles of the design system; and discover how to shape a userâs experience to achieve goals and improve overall immediate experience, satisfaction, and well-being. Written for professionals looking to learn or expand their skills in user experience design and students studying technical communication, information technology, web and product design, business, or engingeering alike, this accessible book provides a foundational knowledge of this diverse and evolving field. A companion website will include examples of contemporary UX projects, material to illustrate key techniques, and other resources for students and instructors. Access the material at uxonthego.com.Trade ReviewUX on the Go: A Flexible Guide to User Experience Design is a pedagogical gift to our field. In sixteen carefully scaffolded chapters, Mara and contributors provide students and faculty alike with the practical and theoretical tools necessary to understand, manage and demystify complex project cycles, user-driven decisions, and action first paradigms. The creative challenges and UX examples in this book will define how rapidly-adjusted project cycles, user-driven decisions, and action- first paradigms are taught in our classrooms for years to come.Jim Ridolfo, University of KentuckyAuthor of Rhetoric and Digital Humanities, Digital Samaritans: Rhetorical Delivery and Engagement in the Digital Humanities, and Rhet Ops: Rhetoric and Information WarfareUX on the Go stands out as a textbook with its emphasis getting out in the field and meeting users — the people all the work is about. From beginning to end, Andrew Mara identifies the role of UX research and practical ways to include users in the entire process, engaging them and embedding their stories in the product. Whitney Quesenbery, Center for Civic DesignAuthor of Storytelling for User Experience, Global UX, and A Web for EveryoneIn UX on the Go: A Flexible Guide to User Experience Design, Andrew Mara gives us a very clear and practical exploration of UX design. I very much appreciated his step-by-step approach to designing with the users’ needs and experiences in mind.Richard Johnson-Sheehan, Purdue UniversityAuthor of Writing Today, Technical Communication Today, and Writing Proposals"UX on the Go: A Flexible Guide to User Experience Design is a pedagogical gift to our field. In sixteen carefully scaffolded chapters, Mara and contributors provide students and faculty alike with the practical and theoretical tools necessary to understand, manage and demystify complex project cycles, user-driven decisions, and action first paradigms. The creative challenges and UX examples in this book will define how rapidly-adjusted project cycles, user-driven decisions, and action- first paradigms are taught in our classrooms for years to come."Jim Ridolfo, University of KentuckyAuthor of Rhetoric and Digital Humanities, Digital Samaritans: Rhetorical Delivery and Engagement in the Digital Humanities, and Rhet Ops: Rhetoric and Information Warfare"UX on the Go stands out as a textbook with its emphasis on getting out in the field and meeting users — the people all the work is about. From beginning to end, Andrew Mara identifies the role of UX research and practical ways to include users in the entire process, engaging them and embedding their stories in the product."Whitney Quesenbery, Center for Civic DesignAuthor of Storytelling for User Experience, Global UX, and A Web for Everyone"In UX on the Go: A Flexible Guide to User Experience Design, Andrew Mara gives us a very clear and practical exploration of UX design. I very much appreciated his step-by-step approach to designing with the users’ needs and experiences in mind."Richard Johnson-Sheehan, Purdue UniversityAuthor of Writing Today, Technical Communication Today, and Writing ProposalsTable of Contents1. Introduction 2. Take an Active User Stance 3. Build Your Temporary Team 4. Map Your Best UX Cycle 5. Find and Understand Your Users 6. Ask, Observe, and Involve Users 7. Design with Users 8. Test and Begin to Sift Through the Data 9. Collect and Analyze the Data 10. Find the Story in Your Data 11. Present Data to Users, Team Members, and Stakeholders 12. Persuade with Personas 13. Manifest Your Idea in Sketches 14. Wireframes and Mockups 15. Create a Prototype or Minimum Viable Product, and Test It 16. Capture the Lessons and Disassemble the Team 17. Prepare to Do It Again
£135.00
Independently Published A Handbook of User Experience Research & Design in Libraries
£66.50
ISTE Ltd and John Wiley & Sons Inc From UXD to LivXD: Living eXperience Design
Book SynopsisLiving eXperience Design – the design of life experiences – is an extension of user experience design (UXD). The context comprises usage and practice in real contexts in which spatial, urban, social, temporal, historical and legal dimensions are considered. Reflecting upon LivXD is to examine the whole experience of a target audience in a variety of situations – and not only in those involving digital technology. This book begins with the definition of LivXD and its associated epistemology, and proceeds to detail field experiments in certain privileged areas: the relation to creation and works, mediation and adult education. Table of ContentsIntroduction xi Sylvie LELEU-MERVIEL, Daniel SCHMITT and Philippe USEILLE Part 1. Epistemology and Concepts 1 Chapter 1. From UXD (User eXperience Design) to LivXD (Living eXperience Design): Towards the Concept of Experiences of Life and their Design 3 Patrizia LAUDATI and Sylvie LELEU-MERVIEL 1.1. Introduction 3 1.2. The source of UXD 4 1.2.1. From design to user-centered design (UCD) 4 1.2.2. What is UXD? 5 1.2.3. The UXD approach in practice 7 1.2.4. Assessment 9 1.3. Beyond digital devices: from experience design to life experience design 10 1.3.1. The framework of the experience: spaces and living spaces 10 1.3.2. The practices of the places: living experience and visit experience 11 1.4. Views on experience 12 1.4.1. Experience according to Dewey 13 1.4.2. The conditions of experience according to Dewey 14 1.4.3. The meaning of experience according to Dewey 16 1.4.4. When Dewey anticipates Varéla 17 1.4.5. Theureau’s course of experience applied to the case of the visit experience 18 1.4.6. Françoise Héritier’s identity perspective 19 1.5. How can we design experience? 20 1.5.1. Is it possible to design experience? 20 1.5.2. How can we design the spatial framework of experience? 21 1.5.3. Criteria for the spatial preconfiguration of life experience: LivXD 21 1.6. Conclusion and perspectives 23 1.7. References 24 1.8. Webography 26 Chapter 2. Thinking and Living “Experience”: Pragmatist Contributions from John Dewey 27 Françoise BERNARD 2.1. Introduction 27 2.2. Reading experiences: paths to experience in John Dewey’s work 28 2.3. John Dewey: a broad, constructed and argued pragmatism 31 2.4. A social philosophy open to multiple themes and practices 33 2.5. Conclusion 36 2.6. References 37 2.7 Webography 40 Chapter 3. Paths Created by an Enactive-relativized Approach to Experience: the Case of Viewing Experience 41 Charles-Alexandre DELESTAGE 3.1. Introduction 41 3.2. Method of relativized conceptualization and enaction 42 3.2.1. On the subject of embodied cognition 42 3.2.2. Method of relativized conceptualization 45 3.2.3. Enaction 51 3.2.4. First theoretical contributions 53 3.3. From percept to concept 55 3.3.1. The body, a unit of consciousness 56 3.3.2. Communication perspective 63 3.3.3. Communicability of the lived experience 70 3.4. The horizon of relevance 72 3.4.1. Specific individual expectations and relevance: the case of viewing experience 73 3.4.2. Towards a horizon of relevance 77 3.5. Conclusion 81 3.6. Appendix: MRC summary 82 3.7. References 91 Chapter 4. The Lived Experience as an Alternative to Digital Uses 93 Philippe BONFILS, Laurent COLLET and Michel DURAMPART 4.1. Introduction 93 4.2. A partial review of a scientific production linked to the questions of experience 94 4.2.1. Two references: enactivism and narrative semiotics 94 4.2.2. The prism of the relationship with the device 95 4.2.3. Shifting gaze, from interaction to the subject’s transformations 96 4.2.4. The literacy current 96 4.3. The lived experience in i3M Toulon research programs (IMSIC) questioning digital technology at school 97 4.3.1. Prerequisites: a context of paradoxical injunctions 98 4.3.2. An example of “diligence” 98 4.3.3. The bottom line: rigidities, immobilization and fears 101 4.4. The lived experience in i3M Toulon research programs (IMSIC) questioning immersive environments and industry training 102 4.4.1. The observation of a shift from uses to experiences to be lived 102 4.4.2. From experience stories to testing 104 4.5. Assessment: the lived experience and its methodological consequences in research 106 4.6. Conclusion 107 4.7. References 108 Part 2. Experiences of Creation and/or Work 111 Chapter 5. Sources of Video Mapping: a “Proto-narrativity” of a Musical Nature? 113 Pascal BOUCHEZ and Philippe USEILLE 5.1 Introduction 113 5.2. Video mapping and narrativity: a musical chord? 114 5.3 Parent-child interactions and proto-narrativity 118 5.4. Proto-narrativity and configuration of the temporal experience 120 5.5. Conclusion 123 5.6. References 125 Chapter 6. In the Minds of Artists? Study of the Situated Artistic Creation Experience 127 Marine THÉBAULT and Daniel SCHMITT 6.1. Creation: between myth and mystery 127 6.2. Video mapping: a form of support for the study of creative experiences 128 6.3. REMIND: a method for analyzing the artistic creation experience 129 6.3.1. Summary of artists’ different courses of experience 132 6.3.2. Discussion 138 6.4. Conclusion 139 6.5. Acknowledgments 139 6.6. References 139 Chapter 7. Participants’ Experience in an Optical Illusion Installation 143 Khaldoun ZREIK and Ahmad ALI 7.1. Preamble 143 7.2. Visual perception and the art of optical illusion 144 7.2.1. Visual perception in an optical illusion 144 7.2.2. Geometrical-optical illusion 146 7.3. Receiving visual data 152 7.3.1. The spectator’s culture 153 7.3.2. The spectator’s age 154 7.3.3. The spectator’s gender 154 7.4. Mediation in the search for perspective 155 7.4.1. Anamorphosis 155 7.4.2. Digital anamorphosis 158 7.4.3. Lenticular printing 159 7.5. The art of optical illusion 161 7.5.1. Op Art: main features 163 7.5.2. The art of optical illusion from a unique viewpoint 165 7.5.3. The interactive optical illusion 171 7.6. Design examples 175 7.6.1. Unique perspective in the media 176 7.6.2. Experiment at Le Chêne 177 7.6.3. Spectator reactions to the installation 179 7.6.4. Experiment in an open public space: description 181 7.6.5. Spectator reactions 183 7.7. Conclusion 184 7.8. References 186 Part 3. Experiences in Mediation and Training 187 Chapter 8. The Concept of Experience in John Dewey’s Aesthetic Pragmatism: What are the Consequences for Cultural Mediation in the Museum? 189 Jérôme HENNEBERT 8.1. Introduction 189 8.2. Aesthetic theory before John Dewey 191 8.3. John Dewey’s aesthetic pragmatism: the continuity of art and existence 195 8.4. Towards a descriptive redefinition of cultural mediation in museums 198 8.5. Conclusion 203 8.6. References 203 Chapter 9. A Step Towards Experience Design in Museums 205 Daniel SCHMITT and Virginie BLONDEAU 9.1. Visitor experience and experience design 205 9.2. Reducing the concept of experience 206 9.3. REMIND, a method of accessing experience 207 9.4. Objectifying visitor experience: the Iguane marin 209 9.4.1. Analysis of the installation 211 9.5. Objectifying your own experience: the Louise de Bettignies project 212 9.6. A step closer to experience design? 214 9.7. References 215 Chapter 10. Towards Teaching Focused on the “Bridging Experience”: the Case of Urban Learning through Site Visits 217 Smaïl KHAINNAR 10.1. Introduction 217 10.2. Theoretical part: experience, and bridging experience in pedagogy 219 10.2.1. Experience: some conceptual milestones 219 10.2.2. What place is there for the bridging experience in pedagogy? 220 10.3. Application part: two site visits as experiential situations 222 10.3.1. Research methodology and experimental protocol 222 10.3.2. Results and discussion 224 10.4. Conclusion and possibilities 226 10.5. References 227 Chapter 11. Design Games and Game Design: Relations Between Design, Codesign and Serious Games in Adult Education 229 Julian ALVAREZ, Olivier IRRMANN, Damien DJAOUTI, Antoine TALY, Olivier RAMPNOUX and Louise SAUVÉ 11.1. Introduction 229 11.2. Definitions 230 11.2.1. Design and codesign 230 11.2.2. Design games 231 11.2.3. Games 232 11.2.4. Serious games 232 11.2.5. Game design 233 11.2.6. Gamification 234 11.3. Exploring the links between design and serious games 235 11.3.1. Design games and serious games 235 11.3.2. Design games and game design 235 11.4. The main approaches to designing a serious game 239 11.4.1. Identification of different approaches 239 11.4.2. Serious game design 241 11.4.3. Gamification 242 11.4.4. Degamification 243 11.4.5. Serious gaming 245 11.4.6. Review and discussion 249 11.5. Conclusion 250 11.6. References 251 List of Authors 255 Index 257
£125.06
Taylor & Francis UX on the Go A Flexible Guide to User Experience
Book SynopsisDesigned with flexibility and readersâ needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office.With 16 challenges to learn from, this comprehensive guide outlines the process of a User Experience project cycle from assembling a team to researching user needs to creating and veryifying a prototype. Practice developing a prototype in as little as a week or build your skills in two-, four-, eight-, or sixteen-week stretches. Gain insight into individual motivations, connections, and interactions; learn the three guiding principles of the design system; and discover how to shape a userâs experience to achieve goals and improve overall immediate experience, satisfaction, and well-being. Written for professionals looking to learn or expand their skills in user experience design and students studying technical communication, information technology, web and product design, business, or engingeering alike, this accessible book provides a foundational knowledge of this diverse and evolving field. A companion website will include examples of contemporary UX projects, material to illustrate key techniques, and other resources for students and instructors. Access the material at uxonthego.com.Trade ReviewUX on the Go: A Flexible Guide to User Experience Design is a pedagogical gift to our field. In sixteen carefully scaffolded chapters, Mara and contributors provide students and faculty alike with the practical and theoretical tools necessary to understand, manage and demystify complex project cycles, user-driven decisions, and action first paradigms. The creative challenges and UX examples in this book will define how rapidly-adjusted project cycles, user-driven decisions, and action- first paradigms are taught in our classrooms for years to come.Jim Ridolfo, University of KentuckyAuthor of Rhetoric and Digital Humanities, Digital Samaritans: Rhetorical Delivery and Engagement in the Digital Humanities, and Rhet Ops: Rhetoric and Information WarfareUX on the Go stands out as a textbook with its emphasis getting out in the field and meeting users — the people all the work is about. From beginning to end, Andrew Mara identifies the role of UX research and practical ways to include users in the entire process, engaging them and embedding their stories in the product. Whitney Quesenbery, Center for Civic DesignAuthor of Storytelling for User Experience, Global UX, and A Web for EveryoneIn UX on the Go: A Flexible Guide to User Experience Design, Andrew Mara gives us a very clear and practical exploration of UX design. I very much appreciated his step-by-step approach to designing with the users’ needs and experiences in mind.Richard Johnson-Sheehan, Purdue UniversityAuthor of Writing Today, Technical Communication Today, and Writing Proposals"UX on the Go: A Flexible Guide to User Experience Design is a pedagogical gift to our field. In sixteen carefully scaffolded chapters, Mara and contributors provide students and faculty alike with the practical and theoretical tools necessary to understand, manage and demystify complex project cycles, user-driven decisions, and action first paradigms. The creative challenges and UX examples in this book will define how rapidly-adjusted project cycles, user-driven decisions, and action- first paradigms are taught in our classrooms for years to come."Jim Ridolfo, University of KentuckyAuthor of Rhetoric and Digital Humanities, Digital Samaritans: Rhetorical Delivery and Engagement in the Digital Humanities, and Rhet Ops: Rhetoric and Information Warfare"UX on the Go stands out as a textbook with its emphasis on getting out in the field and meeting users — the people all the work is about. From beginning to end, Andrew Mara identifies the role of UX research and practical ways to include users in the entire process, engaging them and embedding their stories in the product."Whitney Quesenbery, Center for Civic DesignAuthor of Storytelling for User Experience, Global UX, and A Web for Everyone"In UX on the Go: A Flexible Guide to User Experience Design, Andrew Mara gives us a very clear and practical exploration of UX design. I very much appreciated his step-by-step approach to designing with the users’ needs and experiences in mind."Richard Johnson-Sheehan, Purdue UniversityAuthor of Writing Today, Technical Communication Today, and Writing ProposalsTable of Contents1. Introduction 2. Take an Active User Stance 3. Build Your Temporary Team 4. Map Your Best UX Cycle 5. Find and Understand Your Users 6. Ask, Observe, and Involve Users 7. Design with Users 8. Test and Begin to Sift Through the Data 9. Collect and Analyze the Data 10. Find the Story in Your Data 11. Present Data to Users, Team Members, and Stakeholders 12. Persuade with Personas 13. Manifest Your Idea in Sketches 14. Wireframes and Mockups 15. Create a Prototype or Minimum Viable Product, and Test It 16. Capture the Lessons and Disassemble the Team 17. Prepare to Do It Again
£35.99
Pearson Education (US) Elements of User Experience The
Book SynopsisTable of Contentschapter 1 User Experience and Why It Matters chapter 2 Meet the Elements chapter 3 The Strategy Plane Product Objectives and User Needs chapter 4 The Scope Plane Functional Specifications and Content Requirements chapter 5 The Structure Plane Interaction Design and Information Architecture chapter 6 The Skeleton Plane Interface Design, Navigation Design, and Information Design chapter 7 The Surface Plane Sensory Design chapter 8 The Elements Applied Index
£38.94
Pearson Education (US) The Art and Science of UX Design
Book SynopsisAnthony Conta's career in design began when he was four years old, thanks to the carelessness of another student at his school. His mother, Christina, was the school nurse for a K-12 school in New York City. One day, a student forgot their Game Gear in his mother's office. After a month of asking every student who came in if it was theirs and no one claiming it, she gave it to her son and opened his world. From that day, Anthony knew he wanted to design experiences like the ones he played on that video game system (and many others). But at college, he found that coding those experiences was a lot more difficult than he expected, and he instead focused on understanding behaviors rather than understanding code. Anthony graduated from Binghamton University with a master's degree in financial economics, a bachelor's in quantitative economics, and a bachelor's in mathematics. His first job was at a law firm, helping uncover illegal anti-competitive behavior by analyzing theTable of ContentsCHAPTER 1 Understanding Human-Centered Design CHAPTER 2 Using Empathy as a Design Tool CHAPTER 3 Defining the User’s Problems CHAPTER 4 Exploring Ideation Techniques and Tools CHAPTER 5 Prototyping Solutions CHAPTER 6 Testing Your Designs CHAPTER 7 Implementing Your Designs CHAPTER 8 What’s Next? Appendix: What Good Looks Like
£33.29
Elsevier Science & Technology Sketching User Experiences The Workbook
Book SynopsisSuitable for individual learning, for classrooms, and for a team that wants to develop a culture of design practice, this book provides instructions and exercises, various sketching methods that may let you express your design ideas about user experiences across time.Trade Review"In Sketching User Experiences, Buxton gave a compelling argument as to WHY sketching is so important to design. In this excellently-designed companion, he and his co-authors show HOW. I have been haranguing students for years with the message that they should be doing a lot of sketching, and this is the first guide I can really use to show them what it means and how it works." --Terry Winograd, Professor at Stanford University and founding faculty member of its 'D.School' and author of Bringing Design to Software "As an interaction designer who teaches, I’ve waited a while for a book like this! Sketching User Experiences – The Workbook is a design-by-doing guide for practitioners and students on how to integrate design practice, techniques and thinking into the practices of human-computer interaction and interaction design. As the companion piece to Bill Buxton’s Sketching User Experience, this book is a one-two combination for learning and doing design in a world of interaction." --Ron Wakkary, Associate Professor at the School of Interactive Arts and Technology, Simon Fraser University and Co-Editor-in-Chief of ACM interactions magazine "Don’t be put off by the title. This is a book for non-artists, albeit those developing user interfaces who recognise how much visual communication helps clients and colleagues understand design concepts. If, as a non-artist, you already produce ‘visuals’ you probably use software with a library of images and preformed shapes…This is a very positive book for the non-artist. It is profusely and relevantly illustrated and has a 50:50 balance between print and illustrations, which makes it very easy to dip into for ideas. The layout of the 250 pages is a demonstration of how uncluttered layout combined with simple design produces a highly effective teaching tool. To reinforce the point, there is also a detailed index." --BCS.org "Based on the authors' experience that sketching is an essential part of design, this excellent workbook is aimed at getting either students or professionals into the practice. Each chapter begins with a list of the necessary materials and ends with a "You Now Know" section, as well as occasional exercises. Tips on how to handle things that may arise during sketching are provided and the book is illustrated with color photographs and hand drawn-illustrations." --Reference and Research Book News, October 2012Table of Contents1 GETTING INTO THE MOOD 2 SAMPLING THE REAL WORLD 3 THE SINGLE IMAGE 4 SNAPSHOTS OF TIME: THE VISUAL NARRATIVE 5 ANIMATING THE USER EXPERIENCE 6 INVOLVING OTHERS
£15.19
MCD User Friendly
Book SynopsisAMAZON BEST BOOKS OF 2019 PICKFORTUNE WRITERS AND EDITORS'' RECOMMENDED BOOKS OF 2019 PICKUser Friendly is a tour de force, an engrossing fusion of scholarly research, professional experience and revelations from intrepid firsthand reporting.EDWARD TENNER, The New York Times Book ReviewIn User Friendly, Cliff Kuang and Robert Fabricant reveal the untold story of a paradigm that quietly rules our modern lives: the assumption that machines should anticipate what we need. Spanning over a century of sweeping changes, from women's rights to the Great Depression to World War II to the rise of the digital era, this book unpacks the ways in which the world has beenand continues to beremade according to the principles of the once-obscure discipline of user-experience design.In this essential text, Kuang and Fabricant map the hidden rules of the designed world and shed light on how those rules have caused our world to changean underappreciated but essential history that's pieced together for the first time. Combining the expertise and insight of a leading journalist and a pioneering designer, User Friendly provides a definitive, thoughtful, and practical perspective on a topic that has rapidly gone from arcane to urgent to inescapable. In User Friendly, Kuang and Fabricant tell the whole story for the first timeand you'll never interact with technology the same way again.
£24.00
John Wiley & Sons Inc Designing the Mobile User Experience
Book SynopsisGain the knowledge and tools to deliver compelling mobile phone applications. Mobile and wireless application design is complex and challenging.Table of ContentsPreface. About the Author. 1 Introduction: Mobility is Different. 1.1 Mobilizing Applications. 1.2 What is ‘Mobile’ Anyhow? 1.3 The Carry Principle. 1.4 Components of a Mobile Application. 1.5 About This Book. 2 Mobile Users in the Wild. 2.1 Mobile User Characteristics. 2.2 Groups and Tribes. 2.3 International Differences. 3 Mobile Devices. 3.1 A Device Taxonomy. 3.2 Anatomy of the PCD. 4 Selecting Application Technologies. 4.1 Input Modalities. 4.2 Interaction Responsiveness. 4.3 Data Storage Locations. 4.4 Display Modality. 4.5 Supplemental Technologies. 4.6 Distribution Methods. 4.7 Other Concerns. 4.8 Platforms. 5 Mobile Design Principles. 5.1 Mobilize, Don’t Miniaturize. 5.2 User Context. 5.3 Handling Device Proliferation. 5.4 Emulators and Simulators. 5.5 Detailed Design Recommendations. 6 Mobile User Interface Design Patterns. 6.1 About User Interface Patterns. 6.2 Screen Design. 6.3 Application Navigation. 6.4 Application Management. 6.5 Advertising. 7 Graphic and Media Design. 7.1 Composition for the Small Screen. 7.2 Video and Animation. 7.3 Sound. 7.4 Streaming versus Downloaded Content. 7.5 Managing Media: Meta Data. 8 Industry Players. 8.1 Carriers (Operators). 8.2 Device Manufacturers. 8.3 Technology and Platform Providers. 8.4 Application and Content Developers. 8.5 Content Distributors. 8.6 Industry Associations. 8.7 Government. 9 Research and Design Process. 9.1 Mobile Research Challenges. 9.2 User Research. 9.3 Design Phase Testing. 9.4 Application Usability Testing. 9.5 Market Acceptance (beta) Testing. 10 Example Application: Traveler Tool. 10.1 User Requirements. 10.2 Product Requirements. 10.3 High-level Design Concepts. 10.4 Detailed Design Plan. Appendices. A: Mobile Markup Languages. B: Domain Names. C: Minimum Object Resolution. D: Opt-In and Opt-Out. E: Mobile Companies. Glossary. Index.
£56.95
Independently Published Diseño de Experiencia de Usuario UX
£17.08
APress Designing HumanCentric AI Experiences
Book SynopsisUser experience (UX) design practices have seen a fundamental shift as more and more software products incorporate machine learning (ML) components and artificial intelligence (AI) algorithms at their core. This book will probe into UX design''s role in making technologies inclusive and enabling user collaboration with AI. AI/ML-based systems have changed the way of traditional UX design. Instead of programming a method to do a specific action, creators of these systems provide data and nurture them to curate outcomes based on inputs. These systems are dynamic and while AI systems change over time, their user experience, in many cases, does not adapt to this dynamic nature. Applied UX Design for Artificial Intelligence will explore this problem, addressing the challenges and opportunities in UX design for AI/ML systems, look at best practices for designers, managers, and product creators and showcase how indiviTable of ContentsPart 1: Intelligence.- Chapter 1: On intelligence.- Chapter 2: Intelligent Agents.- Chapter 3: Incorporating Artificial Intelligence.- Part 2: Decisions.- Chapter 4: Building Trust.- Chapter 5: Designing Feedback.- Chapter 6: Handling Errors.- Part 3: Design.- Chapter 7: IE Ethics.- Chapter 8: Prototyping AI Products.- Part 4: Teamwork .- Chapter 9: Understanding AI Terminology.- Chapter 10: Working Effectively with AI Tech Teams.- Epilogue.
£46.74
Pearson Education (US) A Project Guide to UX Design
Book SynopsisRuss Unger is a leader in experience design, known for building dynamic teams across sectors such as enterprise, government, and private organizations. He is the co-author of the books Liftoff! Practical Design Leadership to Elevate Your Team, Your Organization, and You, published by Rosenfeld Media, as well as A Project Guide to UX Design, Designing the Conversation, and Speaker Camp (Voices that Matter). Carolyn Chandler is a user experience strategist and has been leading experience design teams for over 25 years. She has developed and taught UX design classes at DePaul University, Northwestern University's Kellogg School of Management, and a variety of other programs tailored to those who want to create impactful digital products. She is also coauthor of Adventures in Experience Design (Voices That Matter).
£32.29
John Wiley & Sons Inc User Experience Research
Book SynopsisThe Fuzzy Front End Gets Demystified in This Next-Generation User Research Guide The first phase of the design thinkingprocessis arguably the most crucial, as this is when human insights areleveraged to define value for customers. Yet this so-called empathize phase is often deemed optional or isexecuted poorly. This degrades the entire innovation process that follows by permitting preexisting biases andguesswork that make value creation a precarious bet. InUser Experience Research: Discover What Customers Really Want,a human factors psychologist and an industrialdesigner have devised a foolproof first phase that addresses the shortcomings of the design thinking process. Basedon their forty years ofgenerative research experience in multiple industries, this is the definitive guide to userexperience research. This repeatable approach is grounded in six key principles that connects users' desiredemotional states to an actionable articulation of an experience. It also provides guidance on creating idealexperienceframeworks that communicate clearly with all stakeholders, from business leaders to design practitioners. User Experience Research: Discover What Customers Really Want is an indispensable, fully illustrated, step-by-stepmanual for anyone seeking a more predictable pathway to the design of new or improved experiences that userstruly desire and would find valuable.Table of ContentsIntroduction The Design Thinking Process 10 The Six Key Principles for 12 Successful User Research 14 How to Use This Book Making Experiences Actionable 1 A User-Driven Perspective on Design Thinking 18 Defining Value: What People Really Want 20 Ideal Experience Research 22 Choosing a Research Approach 2 Define Your Research Objectives 40 Select a Research Approach 44 Consider the End Deliverable 52 Finding Your Target User 3 Identify Participation Criteria 62 Create a Screener 64 Find Your Participants 68 Having Effective Conversations Conducting Research 4 Formulate Your Questions 76 Create a Discussion Guide 80 Conduct Interviews 84 Capturing Clear Data 5 Structure Your Data 98 Use a Spreadsheet Tool 104 Take Good Notes 106 Describing Experiences With Stimuli 6 Understand the Applications of Collaging 114 Prepare Collage Exercises 118 Conduct Collage Exercises 142 Understanding the Situations of Use 7 Approaches to Contextual Inquiry 160 Know Your Documentation Options 164 Conduct an Efficient & Effective Inquiry 170 Conducting Research 8 Prepare for the Study 182 Finalize Your Setup 184 Solidify the Approach 188 Finding the Big Ideas 9 Code the Data 196 Identify Themes 206 Synthesize Themes 216 Telling the Story of the Future 10 Model Experiences 228 Design Sourcebooks 236 Create Storyboards 244 Appendix 252 Index 260
£22.94
Taylor & Francis Inc Fundamentals of UserCentered Design
Book SynopsisThere has been some solid work done in the area of User-Centered Design (UCD) over the last few years. What's been missing is an in-depth, comprehensive textbook that connects UCD to usability and User Experience (UX) principles and practices. This new textbook discusses a theoretical framework in relation to other design theories. It provides a repeatable, practical process for implementation, offering numerous examples, methods, and case studies for support, and it emphasizes best practices in specific environments, including mobile and web applications, print products, as well as hardware.Trade Review"Yes! This is the book I have been looking for over the past 10 years of teaching media design. It is sufficiently practical but also with a high-level of theoretical underpinnings."— Brett Oppegaard, University of Hawaii, USA"Fundamentals of User-Centered Design: A Practical Approach is a "one-stop shop" for students and practitioners who need a comprehensive, well-written introduction to UCD principles and usability testing practices from authors who clearly have some "dirt under their fingernails." It’s full of excellent examples and practical illustrations from industry, and it’s written in a very comprehensible voice that even basic undergraduate students can understand."— Tharon W. Howard, Clemson University, USA"Yes! This is the book I have been looking for over the past 10 years of teaching media design. It is sufficiently practical but also with a high-level of theoretical underpinnings."— Brett Oppegaard, University of Hawaii, USA"Fundamentals of User-Centered Design: A Practical Approach is a "one-stop shop" for students and practitioners who need a comprehensive, well-written introduction to UCD principles and usability testing practices from authors who clearly have some "dirt under their fingernails." It’s full of excellent examples and practical illustrations from industry, and it’s written in a very comprehensible voice that even basic undergraduate students can understand."— Tharon W. Howard, Clemson University, USATable of ContentsIntroduction to User-Centered Design; Origins; UCD Principles; Research Users; Assess the Situation; Balance and Filter Design Features; Build Out an Operative Image; Test the Design; RIDE (Report, Iterate, Deploy, Evaluate); International UCD; Hardware UCD; Print UCD; Mobile UCD; UCD Teams; UCD Tools and Technologies; Index
£130.06
Taylor & Francis Ltd Understanding Users
Book SynopsisGrounded in the user-centered design movement, this book offers a broad consideration of how our civilization has evolved its technical infrastructure for human purpose to help us make sense of our contemporary information infrastructure and online existence. The author incorporates historical, cultural, and aesthetic approaches to situating information and its underlying technologies across time in the collective, lived experiences of humanity.In today's digital environment, user experience is vital to the success of any product or service. Yet as the user population expands to include us all, designing for people who vary in skills, abilities, preferences, and backgrounds is challenging. This book provides an integrated understanding of users, and the methods that have evolved to identify usability challenges, that can facilitate cohesive and earlier solutions. The book treats information creation and use as a core human behavior based on acts of representation and recordinTable of Contents1. Information as a Human Process, 2. The Emergence of User-Centeredness, 3. Designing Our Information World: Craft or Science?, 4. Humans and the Vertical Slice, 5. The Physio-Tech Layer, 6. The Cogito-Tech Layer, 7. The Socio-Tech Layer, 8. The Culturo-Tech Layer, 9. Usability as a Design Value, 10. Acceptability as a Design Value, 11. Augmentation as the REAL Value
£35.76
Elsevier Science & Technology Measuring the User Experience
Book SynopsisTrade Review"UX metrics are important but can be intimidating. Tullis and Albert ride to the rescue with a generous dose of demystification spray. Based on vast practical experience, this book covers everything that researchers should know to start running good quant studies, striking the right balance between detail and approachability." -- Jakob Nielsen, PhD, Principal, Nielsen Norman Group "Nowadays, there are so many really good books about UX that it can be hard to choose where to spend your precious time. I’ll make it easy for you: Read this one. There are less than a dozen books on the ‘Really Great UX Books’ shelf in my office, and this has been one of them since the first edition came out. Regardless of whether you’re a quantitative person or a qualitative person, everyone who’s involved in producing something people use or interact with (from UX/UI professionals, designers, and developers to marketing people, project/product managers and CEOs) should read this." -- Steve Krug, author of "Don’t Make Me Think" and "Rocket Surgery Made Easy"Table of Contents1. Introduction to UX 2. Background 3. Planning 4. Performance Metrics 5. Self-Reported Metrics 6. Issue-Based Metrics 7. Eye Tracking (new) 8. Measuring Emotion (new) 9. Combined and Comparative Metrics 10. Special Topics 11. Case Studies 12. Ten Keys to Success
£40.84
Rosenfeld Media The User Experience Team of One: A Research and
Book Synopsis
£42.74
Amazon Digital Services LLC - Kdp The Complete Guide to UX Design for Beginners
£12.45
John Wiley & Sons Inc The Essential Guide to User Interface Design
Book SynopsisBringing together the results of more than 300 new design studies, an understanding of people, knowledge of hardware and software capabilities, and the author's practical experience gained from 45 years of work with display-based systems, this book addresses interface and screen design from the user's perspective. You will learn how to create an effective design methodology, design and organize screens and Web pages that encourage efficient comprehension and execution, and create screen icons and graphics that make displays easier and more comfortable to use.Table of ContentsAbout the Author v Preface xix Acknowledgments xxvii Part 1 The User Interface—An Introduction and Overview 1 Chapter 1 The Importance of the User Interface 3 Defining the User Interface 4 The Importance of Good Design 4 The Benefits of Good Design 5 A Brief History of the Human-Computer Interface 7 Introduction of the Graphical User Interface 7 The Blossoming of the World Wide Web 8 A Brief History of Screen Design 10 What’s Next? 12 Chapter 2 Characteristics of Graphical and Web User Interfaces 13 Interaction Styles 13 Command Line 14 Menu Selection 14 Form Fill-in 14 Direct Manipulation 15 Anthropomorphic 15 The Graphical User Interface 16 The Popularity of Graphics 16 The Concept of Direct Manipulation 17 Graphical Systems: Advantages and Disadvantages 19 Characteristics of the Graphical User Interface 24 The Web User Interface 28 The Popularity of the Web 29 Characteristics of a Web Interface 29 The Merging of Graphical Business Systems and the Web 39 Characteristics of an Intranet versus the Internet 39 Extranets 40 Web Page versus Application Design 40 Principles of User Interface Design 44 Principles for the Xerox STAR 44 General Principles 45 Part 1 Exercise 58 What’s Next? 58 Part 2 The User Interface Design Process 59 Obstacles and Pitfalls in the Development Path 59 Designing for People: The Seven Commandments 60 Usability 64 Usability Assessment in the Design Process 65 Common Usability Problems 65 Some Practical Measures of Usability 68 Some Objective Measures of Usability 69 Step 1 Know Your User or Client 71 Understanding How People Interact with Computers 71 The Human Action Cycle 72 Why People Have Trouble with Computers 73 Responses to Poor Design 74 People and Their Tasks 76 Important Human Characteristics in Design 76 Perception 76 Memory 78 Sensory Storage 79 Visual Acuity 80 Foveal and Peripheral Vision 81 Information Processing 81 Mental Models 82 Movement Control 83 Learning 83 Skill 84 Performance Load 84 Individual Differences 85 Human Considerations in the Design of Business Systems 87 The User’s Knowledge and Experience 87 The User’s Tasks and Needs 92 The User’s Psychological Characteristics 95 The User’s Physical Characteristics 96 Human Interaction Speeds 100 Performance versus Preference 101 Methods for Gaining an Understanding of Users 102 Step 1 Exercise 102 Step 2 Understand the Business Function 103 Business Definition and Requirements Analysis 104 Information Collection Techniques 104 Defining the Domain 112 Considering the Environment 112 Possible Problems in Requirements Collection 113 Determining Basic Business Functions 113 Understanding the User’s Work 114 Developing Conceptual Models 115 The User’s New Mental Model 120 Design Standards or Style Guides 120 Value of Standards and Guidelines 121 Customized Style Guides 124 Design Support and Implementation 125 System Training and Documentation Needs 125 Training 126 Documentation 126 Step 2 Exercise 126 Step 3 Understand the Principles of Good Interface and Screen Design 127 Human Considerations in Interface and Screen Design 128 How to Discourage the User 128 What Users Want 130 What Users Do 130 Interface Design Goals 131 The Test for a Good Design 132 Screen and Web Page Meaning and Purpose 132 Organizing Elements Clearly and Meaningfully 133 Consistency 133 Starting Point 135 Ordering of Data and Content 136 Navigation and Flow 139 Visually Pleasing Composition 141 Distinctiveness 161 Focus and Emphasis 162 Conveying Depth of Levels or a Three-Dimensional Appearance 165 Presenting Information Simply and Meaningfully 168 Application and Page Size 178 Application Screen Elements 184 Organization and Structure Guidelines 220 The Web — Web sites and Web Pages 230 Intranet Design Guidelines 258 Extranet Design Guidelines 259 Small Screens 259 Weblogs 260 Statistical Graphics 261 Types of Statistical Graphics 273 Flow Charts 283 Technological Considerations in Interface Design 284 Graphical Systems 284 Web Systems 287 The User Technology Profile Circa 2006 292 Examples of Screens 293 Example 1 293 Example 2 297 Example 3 300 Example 4 301 Example 5 302 Example 6 303 Example 7 305 Step 3 Exercise 306 Step 4 Develop System Menus and Navigation Schemes 307 Structures of Menus 308 Single Menus 308 Sequential Linear Menus 309 Simultaneous Menus 309 Hierarchical or Sequential Menus 310 Connected Menus 311 Event-Trapping Menus 313 Functions of Menus 313 Navigation to a New Menu 314 Execute an Action or Procedure 314 Displaying Information 314 Data or Parameter Input 314 Content of Menus 314 Menu Context 315 Menu Title 315 Choice Descriptions 315 Completion Instructions 315 Formatting of Menus 315 Consistency 316 Display 316 Presentation 316 Organization 317 Complexity 320 Item Arrangement 321 Ordering 321 Groupings 323 Selection Support Menus 325 Phrasing the Menu 328 Menu Titles 329 Menu Choice Descriptions 330 Menu Instructions 332 Intent Indicators 332 Keyboard Shortcuts 333 Selecting Menu Choices 337 Initial Cursor Positioning 337 Choice Selection 338 Defaults 339 Unavailable Choices 340 Mark Toggles or Settings 340 Toggled Menu Items 341 Web Site Navigation 342 Web Site Navigation Problems 343 Web Site Navigation Goals 344 Web Site Navigation Design 345 Maintaining a Sense of Place 367 Kinds of Graphical Menus 369 Menu Bar 369 Pull-Down Menu 371 Cascading Menus 375 Pop-Up Menus 377 Tear-Off Menus 379 Iconic Menus 380 Pie Menus 380 Graphical Menu Examples 382 Example 1 382 Step 5 Select the Proper Kinds of Windows 385 Window Characteristics 385 The Attraction of Windows 386 Constraints in Window System Design 388 Components of a Window 390 Frame 390 Title Bar 391 Title Bar Icon 391 Window Sizing Buttons 392 What’s This? Button 393 Menu Bar 393 Status Bar 394 Scroll Bars 394 Split Box 394 Toolbar 394 Command Area 395 Size Grip 395 Work Area 395 Window Presentation Styles 395 Tiled Windows 396 Overlapping Windows 397 Cascading Windows 398 Picking a Presentation Style 399 Types of Windows 399 Primary Window 400 Secondary Windows 401 Dialog Boxes 407 Property Sheets and Property Inspectors 408 Message Boxes 411 Palette Windows 413 Pop-Up Windows 413 Organizing Window Functions 414 Window Organization 414 Number of Windows 415 Sizing Windows 416 Window Placement 417 The Web and the Browser 419 Browser Components 419 Step 5 Exercise 422 Step 6 Select the Proper Interaction Devices 423 Input Devices 423 Characteristics of Input Devices 424 Other Input Devices 436 Selecting the Proper Input Device 436 Output Devices 440 Screens 440 Speakers 441 Step 6 Exercise 441 Step 7 Choose the Proper Screen-Based Controls 443 Operable Controls 445 Buttons 445 Text Entry/Read-Only Controls 461 Text Boxes 461 Selection Controls 468 Radio Buttons 468 Check Boxes 478 Palettes 488 List Boxes 493 List View Controls 503 Drop-Down/Pop-Up List Boxes 503 Combination Entry/Selection Controls 509 Spin Boxes 509 Combo Boxes 512 Drop-Down/Pop-Up Combo Boxes 514 Other Operable Controls 517 Slider 517 Tabs 521 Date-Picker 524 Tree View 525 Scroll Bars 526 Custom Controls 531 Presentation Controls 531 Static Text Fields 532 Group Boxes 533 Column Headings 534 ToolTips 535 Balloon Tips 537 Progress Indicators 539 Sample Box 540 Scrolling Tickers 542 Selecting the Proper Controls 542 Entry versus Selection — A Comparison 543 Comparison of GUI Controls 544 Control Selection Criteria 547 Choosing a Control Form 548 Examples 552 Example 1 552 Example 2 553 Example 3 556 Example 4 557 Example 5 558 Example 6 559 Step 7 Exercise 561 Step 8 Write Clear Text and Messages 563 Words, Sentences, Messages, and Text 564 Readability 564 Choosing the Proper Words 565 Writing Sentences and Messages 568 Kinds of Messages 570 Presenting and Writing Text 578 Window Title, Conventions, and Sequence Control Guidance 582 Content and Text for Web Pages 584 Words 584 Page Text 585 Page Title 589 Headings and Headlines 589 Instructions 590 Error Messages 590 Step 8 Exercise 591 Step 9 Provide Effective Feedback and Guidance and Assistance 593 Providing the Proper Feedback 594 Response Time 594 Dealing with Time Delays 598 Blinking for Attention 601 Use of Sound 602 Guidance and Assistance 603 Preventing Errors 603 Problem Management 604 Providing Guidance and Assistance 606 Instructions or Prompting 608 Help Facility 608 Contextual Help 613 Task-Oriented Help 617 Reference Help 619 Wizards 620 Hints or Tips 622 Step 9 Exercise 623 Step 10 Provide Effective Internationalization and Accessibility 625 International Considerations 626 Localization 626 Cultural Considerations 627 Words and Text 628 Images and Symbols 631 Color, Sequence, and Functionality 633 Requirements Determination and Testing 635 Accessibility 635 Types of Disabilities 636 Accessibility Design 636 Step 10 Exercise 650 Step 11 Create Meaningful Graphics, Icons, and Images 651 Icons 652 Kinds of Icons 652 Characteristics of Icons 654 Influences on Icon Usability 654 Choosing Icons 657 Choosing Icon Images 659 Creating Icon Images 659 Drawing Icon Images 664 Icon Animation and Audition 665 The Icon Design Process 667 Screen Presentation 667 Multimedia 669 Graphics 669 Images 671 Photographs/Pictures 676 Video 677 Diagrams 678 Drawings 681 Animation 681 Audition 683 Combining Mediums 686 Step 11 Exercise 689 Step 12 Choose the Proper Colors 691 Color — What Is It? 692 RGB 694 HSV 694 Dithering 694 Color Uses 695 Color as a Formatting Aid 695 Color as a Visual Code 696 Other Color Uses 696 Possible Problems with Color 696 High Attention-Getting Capacity 696 Interference with Use of Other Screens 697 Varying Sensitivity of the Eye to Different Colors 697 Color-Viewing Deficiencies 697 Color Connotations 698 Cross-Disciplinary and Cross-Cultural Differences 700 Color — What the Research Shows 700 Color and Human Vision 701 The Lens 701 The Retina 701 Choosing Colors 702 Choosing Colors for Categories of Information 703 Colors in Context 703 Usage 704 Discrimination and Harmony 704 Emphasis 706 Common Meanings 706 Location 707 Ordering 708 Foregrounds and Backgrounds 708 Three-Dimensional Look 709 Color Palette, Defaults, and Customization 710 Grayscale 711 Text in Color 712 Monochromatic Screens 712 Consistency 713 Considerations for People with Color-Viewing Deficiencies 713 Cultural, Disciplinary, and Accessibility Considerations 714 Choosing Colors for Textual Graphic Screens 714 Effective Foreground/Background Combinations 714 Choose the Background First 717 Maximum of Four Colors 717 Use Colors in Toolbars Sparingly 718 Test the Colors 718 Choosing Colors for Statistical Graphics Screens 718 Emphasis 718 Number of Colors 718 Backgrounds 719 Size 719 Status 719 Measurements and Area-Fill Patterns 719 Physical Impressions 720 Choosing Colors for Web Pages 721 Uses of Color to Avoid 723 Step 12 Exercise 725 Step 13 Organize and Layout Windows and Pages 727 Organizing and Laying Out Screens 728 General Guidelines 728 Organization Guidelines 729 Control Navigation 748 Window Guidelines 749 Web Page Guidelines 750 Screen Examples 761 Example 1 761 Example 2 762 Step 14 Test, Test, and Retest 767 Usability 768 The Purpose of Usability Testing 768 The Importance of Usability Testing 769 Scope of Testing 770 Prototypes 771 Hand Sketches and Scenarios 772 Interactive Paper Prototypes 774 Programmed Facades 775 Prototype-Oriented Languages 776 Comparisons of Prototypes 776 Kinds of Tests 777 Guidelines and Standards Review 779 Heuristic Evaluation 780 Cognitive Walk-Throughs 786 Think-Aloud Evaluations 788 Usability Test 789 Classic Experiments 790 Focus Groups 791 Choosing a Testing Method 792 Developing and Conducting a Test 795 The Test Plan 795 Test Conduct and Data Collection 803 Analyze, Modify, and Retest 806 Evaluate the Working System 807 Additional Reading 809 A Final Word 810 References 811 Index 835
£61.20
Hermes Science Publishing Ltd De l'UXD au LivXD: Design des expériences de vie
Book Synopsis
£77.90
CRC Press Designing the User Experience of Game Development Tools
Book SynopsisThis book is the ultimate guide to improving the user experience of game development tools. It will guide you through the UserâCentered Design process â the gold standard in user experience design â and show you how watching users work, understanding their goals, designing efficient and learnable user interfaces, and refining them through targeted evaluation techniques is the key to building tools with a better user experience. This completely revised and expanded second edition includes nine new inserts with deep dives into many important topics, including: How to design tools that people will say are intuitive When to follow standards and when to innovate AI and game development tools What games can teach us about tools design Why watching users work is essential to improving the user experience It also features excerpts from interviews with game industry legends, offering their advice on tools development: John Romero, co-founder of id Software and designer of DOOM and Quake Tim Sweeney, CEO of Epic Games (Unreal Engine, Fortnite) Designing the User Experience of Game Development Tools is ideal for anyone who makes, uses, or benefits from game development tools. It explains complex concepts in a clear, accessible way and shares proven techniques backed by realâworld examples and extensive references. Whether youâre building a quick script or a full-scale level editor, this book offers the guidance and strategies you need to create tools that empower people to make great video games.To learn more about the author, visit www.davidlightbown.com.
£47.49
Taylor & Francis Ltd User Experience in Libraries
Book SynopsisModern library services can be incredibly complex. Much more so than their forebears, modern librarians must grapple daily with questions of how best to implement innovative new services, while also maintaining and updating the old. The efforts undertaken are immense, but how best to evaluate their success?In this groundbreaking new book from Routledge, library practitioners, anthropologists, and design experts combine to advocate a new focus on User Experience (or UX') research methods. Through a combination of theoretical discussion and applied case studies, they argue that this ethnographic and human-centred design approach enables library professionals to gather rich evidence-based insights into what is really going on in their libraries, allowing them to look beyond what library users say they do to what they actually do. Edited by the team behind the international UX in Libraries conference, User Experience in Libraries will ignite new interest in a rapidlTrade Review"The question becomes how to get this book, these powerful chapters, into the right hands...There are no answers offered in this review, other than for practitioners to keep talking and sharing. If we’re lucky, with its honesty and rational approach, User Experience in Libraries: Applying Ethnography and Human-Centered Design can break through."— Heidi Steiner Burkhardt, University of Michigan Library, Weave: Journal of Library User Experience"This book serves as a guide, and inspiration, for anyone who is engaged in public service in a library setting and interested in designing a research project that evaluates library space and services, from one shot instructional sessions to reference to remodeling the library space itself. While the focus of the book is academic libraries, and the user group that the studies considers are primarily student users, this book describes user experience research methodologies with enough detail and references that any library could design a user experience research project that examines any user population. User Experience in Libraries provides novice researchers and experienced researchers alike with the tools to apply this methodology and use the resulting data to create impactful services and spaces, demonstrating the value that libraries continue to bring." -Ariel A. E. Scotese, Cornell University Law Library, Journal of New LibrarianshipTable of ContentsChapter 1 Uncovering complexity and detail, Andy Priestner, Matt Borg; Chapter 2 Using ethnographic methods to study library use, Bryony Ramsden; Chapter 3 Embracing an ethnographic agenda, Donna M. Lanclos; Chapter 4 Holistic UX, Matt Borg, Matthew Reidsma; Chapter 5 Applying human-centred design to the library experience, Paul-Jervis Heath; Chapter 6 The why, what and how of using ethnography for designing user experience in libraries (and a few pitfalls to avoid), Leah Emary; Chapter 7 Identifying the barriers, Andrew D. Asher; Chapter 8 Illuminating study spaces at Cambridge University with spacefinder, Andy Priestner; Chapter 9 WhoHas?, Helen Murphy; Chapter 10 User experience beyond ramps, Penny Andrews; Chapter 11 Changing the dialogue, Rosie Jones, Nicola Grayson; Chapter 12 UX and a small academic library, Margaret Westbury; Chapter 13 Understanding our students and ourselves, Michael Courtney, Carrie Donovan; Chapter 14 What makes an informal learning space?, Bea Turpin, Deborah Harrop, Edward Oyston, Maurice Teasdale, David Jenkin, John McNamara; Chapter 15 Spaces for learning? using ethnographic techniques, Helen Jamieson; Chapter 16 Are you sitting comfortably…?, Elizabeth Tilley; Chapter 17 UX in libraries, Andy Priestner, Matt Borg;
£43.99
Diseño UIUX. Diseño de sitios web y aplicaciones con y para los usuarios
Book SynopsisEn la actualidad, el recorrido de usuario se considera como un producto en sí mismo y por eso este libro estudia cómo profundizar en el comportamiento del usuario, incluido un enfoque generacional para modelizarlo y proponer respuestas a las expectativas del objetivo previsto. Está destinado a los responsables de proyectos web y aplicaciones, a los diseñadores de interfaces y a todos los que quieren diseñar interacciones de usuarios. Verá cómo representar a los usuarios con las personas y luego cómo visualizar un proyecto cuando todavía está en la fase de propuestas. Analizará las técnicas básicas: Design Thinking, métodos de concepción, agilización gráfica, escenarios y storyboards. Luego aprenderá a materializar y probar las ideas desde las fases de prediseño con prototipos adaptados, y después cómo usar con eficacia las herramientas en línea para modelizar de manera concreta las secuencias y recorridos útiles en las distintas fases de un proyecto digital. Verá cuáles son las herramientas gratuitas para crear prototipos en papel con rapidez y eficacia sin ser diseñador gráfico. Aprenderá a utilizar los principales softwares del mercado para hacer prototipos funcionales que permitan realizar pruebas en ordenador o periférico móvil. Descubrirá los métodos para organizar y realizar pruebas de usuarios. Así podrá integrar la creación de prototipos en todas las fases de la aplicación de sus diseños iterativos de proyectos y después organizar la supervisión de la relación del cliente.
£37.09
Pearson Education (US) Designing Immersive 3D Experiences
Book SynopsisRenée Stevens is an interactive and immersive designer, educator, author, and speaker. Her creative work focuses on innovative ways that design can help overcome learning disabilities and create more accessible and inclusive learning environments. She is the founder of the XR tech startup, tagAR. For more than a decade she has run her own interactive design studio consulting and designing on XR projects and working as a motion designer for Forbes. You can find her teaching at the S. I. Newhouse School of Public Communications at Syracuse University, where she is the Associate Chair of the Visual Communications Department, overseeing the undergraduate and graduate design programs. She was named an Educator to Watch by Graphic Design USA (GDUSA). She has been invited around the world to speak about her research and design work in XR, including TEDx, SXSW, Sundance, VR/AR Association, and AIGA. She is the author of the book Powered by Design. She lives in New Table of ContentsCHAPTER 1 PICK YOUR REALITY The tech behind the acronyms You are already using extended reality Prosthetic knowledge Looking ahead CHAPTER 2 TECHNOLOGY CHECK Is any of this actually new? The world in the palm of your hand Projection mapping Head-mounted displays Spatial computing Reality check CHAPTER 3 THE IMMERSIVE EXPERIENCE The world in 3D Affordances Multimodal experiences Experience design CHAPTER 4 IDEATION Identify the why Innovation and practicality Outside influence Keep it human The answer to your questions CHAPTER 5 CREATING THE PROTOTYPE Fake it 'til you make it Sketch transparently The power of prototypes Use what you know Process work CHAPTER 6 THE UX OF XR Approachable design Seamless user flow Know thy audience Making reality accessible UX challenge CHAPTER 7 THE UI OF XR The z-axis 3D interface metaphors Time and space Microinteractions Inspiration is all around you CHAPTER 8 HUMAN FACTORS Designing the whole experience Theories of perception Creating hierarchy in 3D Human centered CHAPTER 9 THE UNCONTROLLABLE BACKGROUND Expecting the unexpected Figure-ground Location, location, location Getting emotional Control is overrated CHAPTER 10 AUGMENTED TYPOGRAPHY Legibility and readability Creating visual contrast Take control Design with purpose CHAPTER 11 COLOR FOR XR Color appearance models Light interactions Dynamic adaptation Reflection CHAPTER 12 SOUND DESIGN Hearing what you see Spatial sound Augmented audio Voice experiences Power of sound CHAPTER 13 BRINGING IT TO LIFE To code or not to code Keep it agile Try, and try again User experience research Privacy and ethical considerations Keep it super CHAPTER 14 UP NEXT Where to go from here Breaking out of rectangles Why we need XR right now Extend our physical space
£34.19
Picador USA User Friendly
Book SynopsisAMAZON BEST BOOKS OF 2019 PICKFORTUNE WRITERS AND EDITORS'' RECOMMENDED BOOKS OF 2019 PICKUser Friendly is a tour de force, an engrossing fusion of scholarly research, professional experience and revelations from intrepid firsthand reporting.EDWARD TENNER, The New York Times Book ReviewIn User Friendly, Cliff Kuang and Robert Fabricant reveal the untold story of a paradigm that quietly rules our modern lives: the assumption that machines should anticipate what we need. Spanning over a century of sweeping changes, from women's rights to the Great Depression to World War II to the rise of the digital era, this book unpacks the ways in which the world has beenand continues to beremade according to the principles of the once-obscure discipline of user-experience design.In this essential text, Kuang and Fabricant map the hidden rules of the designed world and shed light on how those rules have cau
£16.80
O'Reilly Media Design for How People Think
Book SynopsisUser experience doesn’t happen on a screen; it happens in the mind, and the experience is multidimensional and multisensory. This practical book will help you uncover critical insights about how your customers think so you can create products or services with an exceptional experience.
£33.74
Taylor & Francis Ltd User Experience Methods and Tools in HumanComputer Interaction
£56.99
John Wiley & Sons Inc Interaction Design
Book SynopsisTable of ContentsWhat’s Inside xix 1 What Is Interaction Design? 1 1.1 Introduction 1 1.2 Good and Poor Design 3 1.3 Switching to Digital 6 1.4 What to Design 8 1.5 What Is Interaction Design? 10 1.6 People-Centered Design 14 1.7 Understanding People 16 1.8 Accessibility and Inclusiveness 17 1.9 Usability and User Experience Goals 20 Further Reading 32 Interview with Harry Brignull 34 2 The Process of Interaction Design 37 2.1 Introduction 37 2.2 What Is Involved in Interaction Design? 38 2.3 Some Practical Issues 55 Further Reading 66 3 Conceptualizing Interaction 69 3.1 Introduction 69 3.2 Conceptualizing Interaction 72 3.3 Conceptual Models 75 3.4 Interface Metaphors 79 3.5 Interaction Types 81 3.6 Paradigms, Visions, Challenges, Theories, Models, and Frameworks 89 Further Reading 96 Interview with Albrecht Schmidt 97 4 Cognitive Aspects 101 4.1 Introduction 101 4.2 What Is Cognition? 102 4.3 Cognitive Frameworks 124 Further Reading 134 5 Social Interaction 135 5.1 Introduction 135 5.2 Being Social 136 5.3 Face-to-Face Conversations 141 5.4 Remote Collaboration and Communication 147 5.5 Co-Presence 159 5.6 Social Games 165 Further Reading 169 6 Emotional Interaction 171 6.1 Introduction 171 6.2 Emotions and Behavior 172 6.3 Expressive Interfaces: Aesthetic or Annoying? 180 6.4 Affective Computing and Emotional AI 184 6.5 Persuasive Technologies and Behavioral Change 189 6.6 Anthropomorphism 192 Further Reading 196 7 Interfaces 199 7.1 Introduction 199 7.2 Interface Types 200 7.3 Natural User Interfaces and Beyond 266 7.4 Which Interface? 267 Further Reading 269 Interview with Leah Buechley 271 8 Data Gathering 273 8.1 Introduction 273 8.2 Six Key Issues 274 8.3 Capturing Data 281 8.4 Interviews 284 8.5 Questionnaires 294 8.6 Observation 302 8.7 Putting the Techniques to Work 315 Further Reading 322 9 Data Analysis, Interpretation, and Presentation 325 9.1 Introduction 325 9.2 Quantitative and Qualitative 327 9.3 Basic Quantitative Analysis 330 9.4 Basic Qualitative Analysis 340 9.5 Analytical Frameworks 350 9.6 Tools to Support Data Analysis 362 9.7 Interpreting and Presenting the Findings 362 Further Reading 368 10 Data at Scale and Ethical Concerns 371 10.1 Introduction 371 10.2 Approaches for Collecting and Analyzing Data 373 10.3 Visualizing and Exploring Data 388 10.4 Ethical Design Concerns 398 Further Reading 405 11 Discovering Requirements 407 11.1 Introduction 407 11.2 What, How, and Why? 408 11.3 What Are Requirements? 409 11.4 Data Gathering for Requirements 418 115. Bringing Requirements to Life: Personas and Scenarios 426 11.6 Capturing Interaction with Use Cases 436 Further Reading 440 12 Design, Prototyping, and Construction 441 12.1 Introduction 441 12.2 Prototyping 443 12.3 Conceptual Design 456 12.4 Concrete Design 467 12.5 Generating Prototypes 470 12.6 Construction 480 Further Reading 486 Interview with Jon Froehlich 487 13 Interaction Design in Practice 491 13.1 Introduction 491 13.2 AgileUX 494 13.3 Design Patterns 504 13.4 Open Source Resources 510 13.5 Tools for Interaction Design 512 Further Reading 514 Interview with Luciana Zaina 515 14 Introducing Evaluation 519 14.1 Introduction 519 14.2 The Why, What, Where, and When of Evaluation 520 14.3 Types of Evaluation 524 14.4 Evaluation Case Studies 533 14.5 What Did We Learn from the Case Studies? 541 14.6 Other Issues to Consider When Doing Evaluation 543 Further Reading 547 15 Evaluation Studies: From Controlled to Natural Settings 549 15.1 Introduction 549 15.2 Usability Testing 550 15.3 Conducting Experiments 564 15.4 In- the- Wild Studies 567 Further Reading 576 Interview with danah boyd 577 16 Evaluation: Inspections, Analytics, and Models 583 16.1 Introduction 583 16.2 Inspections: Heuristic Evaluation and Walk-Throughs 584 16.3 Analytics and A/B Testing 601 16.4 Predictive Models 610 Further Reading 614 Epilogue 615 References 619 Index 675
£58.50
Amazon Digital Services LLC - Kdp Principes et méthodes de lexpérience utilisateur
£16.52
Bloomsbury Publishing PLC Introduction to Digital Media Design
Book SynopsisContemporary digital designers work across programmes, platforms and disciplines, but there's not always enough time to become an expert in everything before having to get stuck in to your next project. This is a hands-on approach to take you through the building blocks, common skills and hacks across all forms of digital design so you understand the fundamentals and can start creating straight away. Assistant Professor David Leicester Hardy uses his years as a teacher and professional designer to provide exercises, activities and instruction so you can make connections and become familiar with topics from:- User Experience (UX), User Interface (UI) and Interaction Design (IxD)- Animation and motion graphics- Virtual (VR), augmented (AR) and mixed realityMirroring the real multidisciplinary approaches of digital designers, this book will help you work fluidly and efficiently, whatever the project.Table of ContentsIntroduction: Convergence with Tech, Divergence of Media - Progress of graphic design - Rationale and objectives of the book 1. User Interface and Digital Design - Familiar controls, their uses and variations - Text and object size for screen and target size for touch controls - Hierarchy and visual flow in digital design - Strategic use of color and texture - Signal-to-noise ratio in headings, descriptors, commands, etc. - Methods of overlaying text on images - How to reduce visual clutter using modularity and affordance - Interface design process from sketch to high-fidelity product 2. User Experience and Strategy - Rapid prototyping processes and workflow - User research and creation of personas - Data-driven design and experiential praxis - User-centered design that considers empathy and psychology - Screen sizes and performance / task hierarchy - Gestalt theory for functional elements 3. Animation and Motion Graphics - Motion design principles - 2D animation in 3D space - Five basic transformations - Pacing, audio integration, and transitions - Digital storytelling as an emotionally compelling and engaging format - Uses and final output for animation and motion graphics 4. Interaction Design - IxD’s relationship to UI - Extending animation for user-interfaces - Microinteraction description and process - Delighting users through perceived tactile experiences - Intuitive systems and patterns - Various methods for prototyping interactions 5. Design for the Web - Layout strategy for various viewport widths - Important takeaways in quickly learning HTML (structure) and CSS (styling) - The concept of semantic mark-up, and how it bolsters visual design - Creative coding and how to quickly iterate “in the browser” - How to design in chunks using the sandwich technique - Tips for designing something that’s actually possible to build with code 6. Virtual, Augmented, and Mixed Reality - Conceptualizing virtual experiences for brand / business objectives - Calculating field of motion and periphery - Designing UI with proximity in mind - Workflow beginning from a popular design software - Overview of 3D development platform - Outline of ARkit and Swift technologies Epilogue: Standing on the precipice - Recap the tenets of working in a multidisciplinary way - Predictions for the next 10-15 years - Wrap-up
£25.99
Ebury Publishing User Friendly
Book SynopsisCliff Kuang (Author) Cliff Kuang is a UX designer and an award-winning journalist. He was previously the design editor at Wired and Fast Company, where he has edited or written over 7,000 articles on design. His writing has also appeared in the New York Times Magazine, Bloomberg Businessweek, and The Economist.Robert Fabricant (Author) Robert Fabricant is a co-founder of Dalberg's Design Impact Group and former Vice President of Creative for Frog Design. He has won numerous design awards and has written and spoken widely on design and social impact, for outlets including the Harvard Business Review and SXSW.Trade ReviewA tour de force, an engrossing fusion of scholarly research, professional experience and revelations from intrepid firsthand reporting * New York Times *Engrossing and rich with rarely-told stories and interviews, User Friendly gives critical insights to make us better, smarter consumers of design and user-friendly experiences. A must-read for anyone who cares about design and the challenges it has to meet in the coming decades * Joe Gebbia, co-founder of Airbnb *User Friendly starts with the fascinating arc of design in the industrial age, when fortunes could be made by looking more deeply at how we live. But this book brings those insights into the touchscreen age, in which our devices and interfaces sometimes seem to know us better than we know ourselves. Anyone who cares about the fraught but increasingly urgent role that design plays in our lives owes it to themselves to read this hugely compelling book * Scott Dadich, creator of Abstract: The Art of Design and co-founder of Godfrey Dadich Partners *Compulsory reading for the current age, in which business and society have turned to design in pursuit of growth and change. But design means little without empathy, and this book lays out a remarkable tale of how that insight became truth. This essential work shows why design has to be at the center of the human enterprise * Tim Brown, Chair of IDEO and author of CHANGE BY DESIGN *Anyone who cares about the fraught but increasingly urgent role that design plays in our lives owes it to themselves to read this hugely compelling book * Scott Dadich, former Editor-in-Chief, Wired, and creator of ABTRACT: THE ART OF DESIGN *
£13.49
Springer International Publishing AG Spaces of Interaction, Places for Experience
Book SynopsisSpaces of Interaction, Places for Experience is a book about Human-Computer Interaction (HCI), interaction design (ID) and user experience (UX) in the age of ubiquitous computing. The book explores interaction and experience through the different spaces that contribute to interaction until it arrives at an understanding of the rich and complex places for experience that will be the focus of the next period for interaction design. The book begins by looking at the multilayered nature of interaction and UX—not just with new technologies, but with technologies that are embedded in the world. People inhabit a medium, or rather many media, which allow them to extend themselves, physically, mentally, and emotionally in many directions. The medium that people inhabit includes physical and semiotic material that combine to create user experiences. People feel more or less present in these media and more or less engaged with the content of the media. From this understanding of people in media, the book explores some philosophical and practical issues about designing interactions. The book journeys through the design of physical space, digital space, information space, conceptual space and social space. It explores concepts of space and place, digital ecologies, information architecture, conceptual blending and technology spaces at work and in the home. It discusses navigation of spaces and how people explore and find their way through environments. Finally the book arrives at the concept of a blended space where the physical and digital are tightly interwoven and people experience the blended space as a whole. The design of blended spaces needs to be driven by an understanding of the correspondences between the physical and the digital, by an understanding of conceptual blending and by the desire to design at a human scale. There is no doubt that HCI and ID are changing. The design of “microinteractions” remains important, but there is a bigger picture to consider. UX is spread across devices, over time and across physical spaces. The commingling of the physical and the digital in blended spaces leads to new social spaces and new conceptual spaces. UX concerns the navigation of these spaces as much as it concerns the design of buttons and screens for apps. By taking a spatial perspective on interaction, the book provides new insights into the evolving nature of interaction design.Table of ContentsPreface.- Spaces of Interaction.- The Medium of Interaction.- Physical Space.- Digital Space.- Information Space.- Conceptual Space.- Social Space.- Navigating Space.- Blended Spaces.- Places for Experience.- References.- Author Biography.
£26.59
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Psychologie in der nutzerzentrierten Produktgestaltung: Mensch-Technik-Interaktion-Erlebnis
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.
£26.59
APress A Guide to UX Design and Development
Book SynopsisGain a thorough understanding of the two pillars of any User Experience project: the mission and the process. The mission is to keep the user in mind at each step or milestone as the developer progresses through the project. The process is how that mission is accomplished through collaboration and the use of research, design and development technologies. This book walks you through a developer''s journey through the UX process, from start to finish. A Guide to UX Design and Development concentrates on the intersection of what is called DesignOps and DevOps. That intersection is where collaboration between all members of the team, including stakeholders and clients, occurs and neither DesignOps nor DevOps can go beyond being considered just buzzwords if they instead silo design and development. To highlight the UX Mission and illustrate the responsibility developers also hold for the user experience, authors Tom Green and Joseph Labrecque take you through a hypTable of ContentsChapter 1: The UX Project processGoals: · Develop an understanding the User Experience Design is broken into two parts- Mission and Process- and where Mission and Process intersect is where collaboration occurs. · Develop an understanding the User Experience Design is broken into two parts- Mission and Process- and where Mission and Process intersect is where collaboration occurs. · Present a Five-Step process involved in The UX project Process. · Understand the deliverables and documentation required for each phase of the UX Process. Sub topic The UX Mission Why UX projects fail The Collaborative UX Process A brief review of the UX Process UX Process Deep Dive Conclusion Chapter 2: Defining the Problem Goals: · Learn the importance of research to define the problem or the potential market and users. · Discover the role of the developer in the research process. · Learn research is a continuous process in an Agile workflow. · Understand the deliverables and documentation required for each phase of the UX Process. Sub topic Why research is important for developers The research process is continuous Research and systems impact Artifacts and deliverables The Developer’s role in the research phase Conclusion Chapter 3: Determining the Scope and MVP Goals: · Learn How to think big start small · Discover the raison d'etre of your product · Learn and prioritize high impact high urgency features · Understand how feature creep sets into a product’s Ethos · Understand and build a feedback loop after launch Sub topic Why scaling our view matters How to define your product purpose and reason to exist Diagram the prioritization matrix Mind the customer gap Generate new ideas grounded in user behaviours Conclusion Chapter 4: The Prototyping Process Goals: · Understand the purpose of a prototype and its many uses. · Present an overview of the various prototyping tools and processes. · Discover the role of the developer in the prototyping process. · Learn prototypes are both a deliverable and are disposable. Sub topic What is a prototype? The prototyping tools Prototyping and collaboration User Testing the prototype. Conclusion Chapter 5: A visit to the Library: Design Systems/Code Library Goals: · Learn why a Design System is the “single source of truth.” · Learn what is contained in a Design System. · Discover the role of the developer in the construction of a design system. · Understand the importance of getting the support of the organization. Sub topic What is a Design System? Create an inventory of the elements for the design system Establish the key rules and principles Building the team. Build the elements contained in the Design System The Developer’s role in the development of the Pattern Library Conclusion Chapter 6: UX Design Goals: · Provide the developer with an understanding of the role of UX Design in the UX process. · Understand the skills and habits of UX Designers. · Discover how to proactively work with a UX Designer. · Learn how User Testing is a continuing process in the UX Design process. Sub topic What is UX Design. The UX Designer’s dance between data and design UX Design is a team-based sport. Artifacts and deliverables User Testing is an iterative process. Conclusion. Chapter 7: UI Design Goals: · Understand UI Design is both visual and interaction design. · Discover the collaborative role of the developer in the UI Design process. · Understand how visual hierarchy and UI patterns are determined and created. · Learn the variety of UI design documents created that lead to the final design Sub topic UI Design is a process that supports the UX Mission Understanding Users and their needs. Developing a visual hierarchy and UI patterns Developing and testing UI elements The visual element principles of UI Design UI Design is a Team Sport. Conclusion. Chapter 8: Development Goals: · Learn the importance of structuring data · Discover the interplay Designers and Developers riff product interaction ideas with every ideation · Understand software sketching in an agile workflow · Understand and chose your process flow wisely (Basic, Agile, Scrum, and CMMI) Sub topic Opportunity for discovery of new interactions with data structure understanding Co creation of Interactions with designers and developers Software sketching is digital doodling in agile process Agile process flow on the road to Getting the right design and the design right Conclusion Chapter 9: Dealing with User Testing Goals: · Learn why User Testing is important. · Learn how to set usability testing goals. · Discover the variety of User Testing approaches. · Understand how what should be tested and when is decided. Sub topic Why research and testing is important. User Testing goals and metrics Choosing a test and who will participate. The scripted test Card Sorting Test A/B Testing How to test Mobile and Web projects. Conclusion. Chapter 10: Handoff to the Developer Goals: · Learn what UI elements are handed off to the developer. · Discover the importance of the designer/developer relationship in the process. · Learn why properly preparing content for platforms accelerates the development process. · Understand the role of the prototype in an efficient development process. Sub topic Preparing for handoff. All platforms are not created equally. How the Design System and the UI elements come together The front end and back end come together. Consistent feedback and iteration are critical. Conclusion Chapter 11: Release into the wild and beyond Goals: · Learn the importance user feedback once product launches. · Sculpt Analytics to make invisible insights visible. · Learn that products initially ship “good enough”. · Understand the Roadmap to future features Sub topic Early Adopters will help our understanding of product pivot Visualizing with data insights crystalizes blind spots Be agnostic different methodologies optimize for different goals Ecosystems and scaling future features Conclusion
£46.74
MP-ALA American Library Assoc Useful Usable Desirable Applying User Experience
Book Synopsis
£52.50
Springer CrossCultural Design
Book SynopsisCross-Cultural User Experience and Design: Toward Bricolage in Welfare Technology Use: A Cross-Cultural Comparison of Assistant Nurses’ Responses to Social Alarms in Swedish and Chinese Nursing Homes.- Bridging China's Intergenerational Cultural Divide: Unveiling Design Pathways for Grandparent-Grandchild Products.- Cross-Cultural Design Strategies for the Internationalization of Chinese Tea Culture: A Case Study of the Mei Leaf Brand.- Dialogues Between Global and Local: AIGC Digital Narrative Design for Cantonese Cuisine Intangible Cultural Heritage52.-Cross-Cultural Research on ChatGPT’s Human-AI Interaction: A Comparative Study of Chinese and German Users.- Cross-Cultural Differences in Spatial Perception: A Study of Japanese and Chinese Demonstratives.- Research on the Application of Immersive Virtual Interactive Video Art in Cross-cultural Communication.- Research on the Construction of Design-Driven Engineering Design Thinking Based on Cross-Cultural Contexts.- Cultural Intelligence and Its Influencing Factors in the Chinese Context. Cross-Cultural Emotional and Psychological Factors in Interaction: The Effects of Interruption Forms on Academic Presentation Performance.- The Impact of Internet Usage on Older Adults’ Depression: Analysis from A Multi-dimensional Perspective.- Emotional Engagement Wins - The Study of Cultural Differences in Consumers’ Engagement of Z Generation toward Anthropomorphic Characters of Mobile Banking.- How Do Subtitles Influence Emotional Responses and Comprehension in Short Videos? An Eye-Tracking and GSR Study20.- The Impact of Warning Message Phrasing on Drivers' Speeding Decision-Making in the Chinese Context.- Applying Eye-Tracking Technique to Investigate Generation Z’ Solo Dining Experience of Synesthetic Perception between Eating and Watching Behavior.- The Effect of Alert Sound on Radar Tasks.- Time-Traveling Photos: The Impact of Age-Shifted Photos on Health Management Intentions.- Exploring Auditory Dimensions of Virtual Reality Music Videos: A Qualitative Approach.- Understanding the Willingness to Use In-Vehicle Interactive Displays: A Hybrid Model and Cross-Cultural Analysis. Cross-Cultural Usability and Interaction Design: Effects of Cross Device Information Display Interface Organization on Task Performance and User Subjective Perceptions.- Effect of Visual Presentation on User Experience for Smartphone AI Assistant.- Research on Custom Font Design in Chinese Tourist Cities from the Perspective of Semantics — Taking Zhuhai as an Example.- From Skeuomorphic Design to Flat Design - Applying Eye-Tracking to Explore Cross-Cultural Differences in Visual Perception and Arousal Potential on Smart Home Control Panel User Interface Design.- Investigation of Acoustic Performance in Open-Plan University Canteen.- Interpretability-Based Usability Study of Visual Alarm Messages: The Case of a Vital Signs Monitor.- Effects of the Completeness of Interactive Dynamic Chinese Character on Recognition Performance and Cognitive Load.- The Impact of Smartphone Charging Port Placement on Perceived Usability and Task Completion Time.- Usability Study of Chinese Paper Labels for Defibrillators.- Effect of Information Interface Layout Division on Usability and Safety of Intelligent Infusion Pump.
£61.74
Independently Published The Rules of UX Design
Book Synopsis
£20.17
Independently Published UX Design for Absolute Beginners
£14.83
CRC Press The Anticipatory Design Playbook
Book SynopsisThe Anticipatory Design Playbook is a practical and thought-provoking guide to crafting anticipatory experiences in an age defined by artificial intelligence (AI). Grounded in years of PhD research and real-world design leadership, Joana Cerejo offers a comprehensive framework for designing AI-driven systems that align with user intent, respond to evolving behaviors, and remain transparent, adaptive, and human-centered.Unlike most resources focused solely on the technical side of AI, this book bridges design, behavioral science, and machine learning to equip designers, product leaders, and technologists with the tools to shape intelligent systems (before those systems negatively shape us). From foundational concepts in AI, machine learning, and data science to behavioral theory, ethical design, and foresight methods, Cerejo introduces a new design language for systems that think ahead.Readers will learn to identify key AI patterns, interpret mental models, and strike a balance between autonomy and automation across predictive, conversational, and agentic systems. The book introduces a structured processâanticipate, imagine, shapeâthat translates complex concepts into actionable UX strategies. Whether youâre designing AI assistants, hyperpersonalized services, or adaptive platforms, this playbook offers practical methods for designing systems that anticipate needs, reduce friction, and support long-term behavior change.More than a framework, The Anticipatory Design Playbook urges us to reclaim our role in shaping the future of intelligent systems. It is a call to leave behind the illusion of certainty that forecasting provides. It invites us to design with foresightâto create systems that are not just efficient, but context-aware, participatory, and resilient to change.
£49.99
Elsevier Science & Technology Quantifying the User Experience
Book SynopsisTrade Review"I will use this second edition as a reference when I need to find the latest thinking about UX measurement and when I teach statistics again it will be my first choice." --From the foreword by Joe Dumas, User Experience Consultant "Sauro and Lewis are the acknowledged leaders in the quantitative assessment of usability, and their combined wisdom is ably reflected in the second edition of this book. Serious practitioners of usability science will find this book a valuable addition to the highly qualitative texts that are currently available." --Philip Kortum, Rice University "To-Do list for the UX Field to become a true discipline: • Develop a rich collection of user-centered design methods [CHECK].• Drive understanding of the importance of UX into most design/development teams [CHECK]. • Advocate for and educate about how to implement a serious, empirical, practical approach to gathering and analyzing user data. [Thanks to the career-long work of Sauro and Lewis, culminating in this book, we can now say . . . CHECK.]" – Randolph G. Bias, Professor, School of Information, The University of Texas at AustinTable of Contents1. Introduction and How to Use This Book 2. Quantifying User Research 3. How Precise Are Our Estimates? Confidence Intervals4. Did We Meet or Exceed Our Goal? 5. Is There a Statistical Difference between Designs?6. What Sample Sizes Do We Need? Part 1: Summative Studies 7. What Sample Sizes Do We Need? Part 2: Formative Studies 8. Standard Usability Questionnaires 9. Six Enduring Controversies in Measurement and Statistics10. Correlation, Regression, and the Analysis of Variance 11. Wrapping Up
£40.84
Taylor & Francis Inc Theory of User Engineering
Book SynopsisThis book outlines the new concept of user engineering and covers the diversity of users, along with the business process that includes the design and the user's experience processes. Although the concept of user experience (UX) has become popular, the definition and the methodology are still ambiguous. User engineering is similar to the user-centered design, but differs in that its scope is not limited to the design process but concerns the whole manufacturing process and the whole usage process, i.e., the whole lifecycle of an artifact. User's perspective is strongly emphasized in this book, hence, its stance is far from that of the marketing approach that usually fails to notice the life and experiences of users after the purchase of an artifact as consumers. Theory of User Engineering differentiates between the quality in design and the quality in use, and the objective quality characteristics and the subjective quality characteristics. In addition to the user reseTrade Review"Compared to other texts, the breadth of the approach to user experience is commendable. The consideration of both design and evaluation in a meaningful and integrated framework is laudable."— Paul van Schaik, Teesside University, United Kingdom"Professor Masaaki Kurosu has written a clear, authoritative, thoughtful, readable, and complete description and explanation of a complex topic. His book will be of use to professionals, academics, students, and researchers who wish to gain insight into theoretical/philosophical matters as well as practical discussions that are useful for current or next-generation success of product/service development."— Aaron Marcus, Aaron Marcus and Associates, USA"Compared to other texts, the breadth of the approach to user experience is commendable. The consideration of both design and evaluation in a meaningful and integrated framework is laudable."— Paul van Schaik, Teesside University, United Kingdom"Professor Masaaki Kurosu has written a clear, authoritative, thoughtful, readable, and complete description and explanation of a complex topic. His book will be of use to professionals, academics, students, and researchers who wish to gain insight into theoretical/philosophical matters as well as practical discussions that are useful for current or next-generation success of product/service development."— Aaron Marcus, Aaron Marcus and Associates, USATable of ContentsPreface; What is the User Engineering?; Usability and UX in the Context of Quality Characteristics; User and Artifacts; Design Process of User Engineering; Understanding the User and the Context of Use; Specifying Requirements; Generating Ideas; Creating the Design Solution; Evaluating Usability; Evaluating UX; Advanced Technology and User Engineering; Toward the Future; Bibliography
£86.99
Yale University Press Experience Design
Book SynopsisAn engaging introduction to the cutting-edge discipline of experience design for students and practitioners in creative fields, including architecture, product design, gaming, exhibition design, and performance
£23.75
Taylor & Francis Ltd Handbook of Usability and UserExperience UX 2Volume Set
Book SynopsisThis two-volume handbook set introduces the state-of-the-art development in research and applications related to usability and user-experience. Volume one includes methods and techniques and volume two covers research and case Studies. This handbook set is essential for everyone that is interested in understanding how the principles of usability and user-experience can contribute to a design that ensures that the needs of the users have been properly met. The books will cover several areas, such as the conceptual aspects of usability and user-experience, the knowledge of human characteristics in design, the methodological aspects; the books will include intervention, examples of consumer products, digital systems, and augmented and virtual realities. This set will be of interest to those working in the fields of ergonomics, designers, engineers, as well as students and practitioners.
£306.56