Search Results for "sketching-user-experiences-getting-the-design-right-and-the-right-design-interactive-technologies"

Sketching User Experiences

Sketching User Experiences

  • Author: Saul Greenberg,Sheelagh Carpendale,Nicolai Marquardt
  • Publisher: Elsevier
  • ISBN: 0123819598
  • Category: Computers
  • Page: 262
  • View: 4235
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In Sketching User Experiences: The Workbook, you will learn, through step-by-step instructions and exercises, various sketching methods that will let you express your design ideas about user experiences across time. Collectively, these methods will be your sketching repertoire: a toolkit where you can choose the method most appropriate for developing your ideas, which will help you cultivate a culture of experience-based design and critique in your workplace. Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills Extremely practical, with illustrated examples detailing all steps on how to do a method Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice Perfect complement to Buxton's Sketching User Experience or any UX text

Paper Prototyping

Paper Prototyping

The Fast and Easy Way to Design and Refine User Interfaces

  • Author: Carolyn Snyder
  • Publisher: Elsevier
  • ISBN: 9780080513508
  • Category: Computers
  • Page: 408
  • View: 9683
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Do you spend a lot of time during the design process wondering what users really need? Do you hate those endless meetings where you argue how the interface should work? Have you ever developed something that later had to be completely redesigned? Paper Prototyping can help. Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work. Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing: * Save time and money - solve key problems before implementation begins * Get user feedback early - use it to focus the development process * Communicate better - involve development team members from a variety of disciplines * Be more creative - experiment with many ideas before committing to one *Enables designers to solve design problems before implementation begins *Five case studies provide real world examples of paper prototyping at work *Delves into the specifics of what types of projects paper prototyping is and isn't good for.

Understanding Your Users

Understanding Your Users

A Practical Guide to User Research Methods

  • Author: Kathy Baxter,Catherine Courage,Kelly Caine
  • Publisher: Morgan Kaufmann
  • ISBN: 0128006099
  • Category: Computers
  • Page: 568
  • View: 7871
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This new and completely updated edition is a comprehensive, easy-to-read, "how-to" guide on user research methods. You'll learn about many distinct user research methods and also pre- and post-method considerations such as recruiting, facilitating activities or moderating, negotiating with product developments teams/customers, and getting your results incorporated into the product. For each method, you'll understand how to prepare for and conduct the activity, as well as analyze and present the data - all in a practical and hands-on way. Each method presented provides different information about the users and their requirements (e.g., functional requirements, information architecture). The techniques can be used together to form a complete picture of the users' needs or they can be used separately throughout the product development lifecycle to address specific product questions. These techniques have helped product teams understand the value of user experience research by providing insight into how users behave and what they need to be successful. You will find brand new case studies from leaders in industry and academia that demonstrate each method in action. This book has something to offer whether you are new to user experience or a seasoned UX professional. After reading this book, you'll be able to choose the right user research method for your research question and conduct a user research study. Then, you will be able to apply your findings to your own products. Completely new and revised edition includes 30+% new content! Discover the foundation you need to prepare for any user research activity and ensure that the results are incorporated into your products Includes all new case studies for each method from leaders in industry and academia

Smart Things

Smart Things

Ubiquitous Computing User Experience Design

  • Author: Mike Kuniavsky
  • Publisher: Elsevier
  • ISBN: 9780080954080
  • Category: Computers
  • Page: 336
  • View: 2454
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The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field. Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences. In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks. Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes

Designing Interfaces

Designing Interfaces

  • Author: Jenifer Tidwell
  • Publisher: "O'Reilly Media, Inc."
  • ISBN: 1449302831
  • Category: COMPUTERS
  • Page: 578
  • View: 4649
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This text offers advice on creating user-friendly interface designs - whether they're delivered on the Web, a CD, or a 'smart' device like a cell phone. It presents solutions to common UI design problems as a collection of patterns - each containing concrete examples, recommendations, and warnings.

Measuring the User Experience

Measuring the User Experience

Collecting, Analyzing, and Presenting Usability Metrics

  • Author: William Albert,Thomas Tullis
  • Publisher: Newnes
  • ISBN: 0124157920
  • Category: Computers
  • Page: 320
  • View: 7870
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Measuring the User Experience was the first book that focused on how to quantify the user experience. Now in the second edition, the authors include new material on how recent technologies have made it easier and more effective to collect a broader range of data about the user experience. As more UX and web professionals need to justify their design decisions with solid, reliable data, Measuring the User Experience provides the quantitative analysis training that these professionals need. The second edition presents new metrics such as emotional engagement, personas, keystroke analysis, and net promoter score. It also examines how new technologies coming from neuro-marketing and online market research can refine user experience measurement, helping usability and user experience practitioners make business cases to stakeholders. The book also contains new research and updated examples, including tips on writing online survey questions, six new case studies, and examples using the most recent version of Excel. Learn which metrics to select for every case, including behavioral, physiological, emotional, aesthetic, gestural, verbal, and physical, as well as more specialized metrics such as eye-tracking and clickstream data Find a vendor-neutral examination of how to measure the user experience with web sites, digital products, and virtually any other type of product or system Discover in-depth global case studies showing how organizations have successfully used metrics and the information they revealed Companion site, www.measuringux.com, includes articles, tools, spreadsheets, presentations, and other resources to help you effectively measure the user experience

Designing for the Social Web

Designing for the Social Web

  • Author: Joshua Porter
  • Publisher: Peachpit Press
  • ISBN: 9780132089531
  • Category: Computers
  • Page: 192
  • View: 2668
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No matter what type of web site or application you’re building, social interaction among the people who use it will be key to its success. They will talk about it, invite their friends, complain, sing its high praises, and dissect it in countless ways. With the right design strategy you can use this social interaction to get people signing up, coming back regularly, and bringing others into the fold. With tons of examples from real-world interfaces and a touch of the underlying social psychology theory, Joshua Porter shows you how to design your next great social web application. Inside, you’ll discover: • The real reasons why people participate online and the psychology behind them • The Usage Lifecycle—or how people use your web application over time • How to get people past that trickiest of hurdles: sign-up • What to do when you’ve launched a web application and nobody is using it • How to analyze the effectiveness of your application screens and flows • How to grow your social web application from zero users to 1000—and beyond Designing for the social web is about much more than adding features. It’s about embracing the social interaction of the people who make you successful—and then designing smartly to encourage it.

Beyond the Usability Lab

Beyond the Usability Lab

Conducting Large-scale Online User Experience Studies

  • Author: William Albert,Thomas Tullis,Donna Tedesco
  • Publisher: Morgan Kaufmann
  • ISBN: 9780080953854
  • Category: Computers
  • Page: 328
  • View: 4289
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Usability testing and user experience research typically take place in a controlled lab with small groups. While this type of testing is essential to user experience design, more companies are also looking to test large sample sizes to be able compare data according to specific user populations and see how their experiences differ across user groups. But few usability professionals have experience in setting up these studies, analyzing the data, and presenting it in effective ways. Online usability testing offers the solution by allowing testers to elicit feedback simultaneously from 1,000s of users. Beyond the Usability Lab offers tried and tested methodologies for conducting online usability studies. It gives practitioners the guidance they need to collect a wealth of data through cost-effective, efficient, and reliable practices. The reader will develop a solid understanding of the capabilities of online usability testing, when it’s appropriate to use and not use, and will learn about the various types of online usability testing techniques. *The first guide for conducting large-scale user experience research using the internet *Presents how-to conduct online tests with 1000s of participants – from start to finish *Outlines essential tips for online studies to ensure cost-efficient and reliable results

Mobile Prototyping with Axure 7

Mobile Prototyping with Axure 7

  • Author: Will Hacker
  • Publisher: Packt Publishing Ltd
  • ISBN: 1849695156
  • Category: Computers
  • Page: 118
  • View: 3426
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This book is a step-by-step tutorial which includes hands-on examples and downloadable Axure files to get you started with mobile prototyping immediately. You will learn how to develop an application from scratch, and will be guided through each and every step.If you are a mobile-centric developer/designer, or someone who would like to take their Axure prototyping skills to the next level and start designing and testing mobile prototypes, this book is ideal for you. You should be familiar with prototyping and Axure specifically, before you read this book.

Visual Thinking

Visual Thinking

for Design

  • Author: Colin Ware
  • Publisher: Elsevier
  • ISBN: 9780080558417
  • Category: Computers
  • Page: 256
  • View: 4861
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Visual Thinking brings the science of perception to the art of design. Designers increasingly need to present information in ways that aid their audience’s thinking process. Fortunately, results from the relatively new science of human visual perception provide valuable guidance. In this book, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition – extensions of the viewer’s brain in much the same way that a hammer is an extension of the user’s hand. The book includes hundreds of examples, many in the form of integrated text and full-color diagrams. Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them. Presents visual thinking as a complex process that can be supported in every stage using specific design techniques Provides practical, task-oriented information for designers and software developers charged with design responsibilities Includes hundreds of examples, many in the form of integrated text and full-color diagrams Steeped in the principles of “active vision, which views graphic designs as cognitive tools

Designing Interactions

Designing Interactions

  • Author: Bill Moggridge
  • Publisher: Mit Press
  • ISBN: N.A
  • Category: Computers
  • Page: 766
  • View: 3735
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Forty designers who have helped shaped human interaction with technology are introduced in a collection of stories that charts the history of entrepreneurial design development for technology.

Learning Axure RP Interactive Prototypes

Learning Axure RP Interactive Prototypes

  • Author: John Henry Krahenbuhl
  • Publisher: Packt Publishing Ltd
  • ISBN: 1783552069
  • Category: Computers
  • Page: 362
  • View: 7757
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If you are a user experience professional, designer, information architect, or business analyst who wants to gain interactive prototyping skills with Axure, then this book is ideal for you. Some familiarity with Axure is preferred but not essential.

A Project Guide to UX Design

A Project Guide to UX Design

For user experience designers in the field or in the making

  • Author: Russ Unger,Carolyn Chandler
  • Publisher: New Riders
  • ISBN: 0132931729
  • Category: Computers
  • Page: 360
  • View: 3709
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User experience design is the discipline of creating a useful and usable Web site or application that’s easily navigated and meets the needs of the site owner and its users. There’s a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, management skills, and business savvy. That’s where the updated edition of this important book comes in. With new information on design principles, mobile and gestural interactions, content strategy, remote research tools and more, you’ll learn to: Recognize the various roles in UX design, identify stakeholders, and enlist their support Obtain consensus from your team on project objectives Understand approaches such as Waterfall, Agile, and Lean UX Define the scope of your project and avoid mission creep Conduct user research in person or remotely, and document your findings Understand and communicate user behavior with personas Design and prototype your application or site Plan for development, product rollout, and ongoing quality assurance

User Experience Re-Mastered

User Experience Re-Mastered

Your Guide to Getting the Right Design

  • Author: Chauncey Wilson
  • Publisher: Morgan Kaufmann
  • ISBN: 9780123751157
  • Category: Computers
  • Page: 396
  • View: 4977
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User Experience Re-Mastered: Your Guide to Getting the Right Design provides an understanding of key design and development processes aimed at enhancing the user experience of websites and web applications. The book is organized into four parts. Part 1 deals with the concept of usability, covering user needs analysis and card sorting—a tool for shaping information architecture in websites and software applications. Part 2 focuses on idea generation processes, including brainstorming; sketching; persona development; and the use of prototypes to validate and extract assumptions and requirements that exist among the product team. Part 3 presents core design principles and guidelines for website creation, along with tips and examples on how to apply these principles and guidelines. Part 4 on evaluation and analysis discusses the roles, procedures, and documents needed for an evaluation session; guidelines for planning and conducting a usability test; the analysis and interpretation of data from evaluation sessions; and user interface inspection using heuristic evaluation and other inspection methods. *A guided, hands-on tour through the process of creating the ultimate user experience – from testing, to prototyping, to design, to evaluation *Provides tried and tested material from best sellers in Morgan Kaufmann’s Series in Interactive Technologies, including leaders in the field such as Bill Buxton and Jakob Nielsen *Features never before seen material from Chauncey Wilson’s forthcoming, and highly anticipated Handbook for User Centered Design

Readings in Human-Computer Interaction

Readings in Human-Computer Interaction

Toward the Year 2000

  • Author: Ronald M. Baecker
  • Publisher: Elsevier
  • ISBN: 0080515746
  • Category: Computers
  • Page: 900
  • View: 4910
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The effectiveness of the user-computer interface has become increasingly important as computer systems have become useful tools for persons not trained in computer science. In fact, the interface is often the most important factor in the success or failure of any computer system. Dealing with the numerous subtly interrelated issues and technical, behavioral, and aesthetic considerations consumes a large and increasing share of development time and a corresponding percentage of the total code for any given application. A revision of one of the most successful books on human-computer interaction, this compilation gives students, researchers, and practitioners an overview of the significant concepts and results in the field and a comprehensive guide to the research literature. Like the first edition, this book combines reprints of key research papers and case studies with synthesizing survey material and analysis by the editors. It is significantly reorganized, updated, and enhanced; over 90% of the papers are new. An invaluable resource for systems designers, cognitive scientists, computer scientists, managers, and anyone concerned with the effectiveness of user-computer interfaces, it is also designed for use as a primary or supplementary text for graduate and advanced undergraduate courses in human-computer interaction and interface design. Human computer interaction--historical, intellectual, and social Developing interactive systems, including design, evaluation methods, and development tools The interaction experience, through a variety of sensory modalities including vision, touch, gesture, audition, speech, and language Theories of information processing and issues of human-computer fit and adaptation

The Art of Game Design

The Art of Game Design

A Book of Lenses, Second Edition

  • Author: Jesse Schell
  • Publisher: CRC Press
  • ISBN: 1498759564
  • Category: Computers
  • Page: 600
  • View: 9888
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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Interaction Design

Interaction Design

Beyond Human-Computer Interaction

  • Author: Jenny Preece,Yvonne Rogers,Helen Sharp
  • Publisher: John Wiley & Sons
  • ISBN: 1119020751
  • Category: Computers
  • Page: 584
  • View: 3725
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This is an ideal resource for learning the interdisciplinary skills needed for interaction design, human computer interaction, information design, web design and ubiquitous computing. This text offers a cross-disciplinary, practical and process-oriented introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied.

The Story of Design

The Story of Design

From the Paleolithic to the Present

  • Author: Charlotte Fiell,Peter Fiell
  • Publisher: The Monacelli Press, LLC
  • ISBN: 1580934706
  • Category: Design
  • Page: 512
  • View: 1042
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Encompassing the fields of architecture, graphics, industrial design, and interior design, this definitive account surveys design from the prehistoric era and the ancient world, through the Middle Ages and the Renaissance, the Industrial Revolution and Modern Movement, to our own digital era. Design is the story of how all man-made things came into being; its history is as long as the history of humanity. A multidisciplinary approach to problem solving that has always uniquely reflected humankind's aspirations, needs, and desires, design has both shaped and mirrored the spirit of our times. The Story of Design is a multifaceted account that is truly comprehensive in its scope, introducing the styles, movements, theories, materials, processes, technologies, pioneers, and companies that have shaped every significant era of design. Contextualizing developments in design with regard to wider social, cultural, and political concerns, this is an indispensable overview of creative enterprise in the pursuit of more useful, more beautiful, more effective objects, tools, and products. Through authoritative text, careful analysis, and hundreds of exquisite illustrations leading authorities Charlotte and Peter Fiell uncover the real importance of this unique yet all-encompassing creative activity, and assess its crucial role in the future of society.

Contextual Design

Contextual Design

Design for Life

  • Author: Karen Holtzblatt,Hugh Beyer
  • Publisher: Morgan Kaufmann
  • ISBN: 012801136X
  • Category: Computers
  • Page: 530
  • View: 2247
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Contextual Design: Design for Life, Second Edition, describes the core techniques needed to deliberately produce a compelling user experience. Contextual design was first invented in 1988 to drive a deep understanding of the user into the design process. It has been used in a wide variety of industries and taught in universities all over the world. Until now, the basic CD approach has needed little revision, but with the wide adoption of handheld devices, especially smartphones, the way technology is integrated into people’s lives has fundamentally changed. Contextual Design V2.0 introduces both the classic CD techniques and the new techniques needed to "design for life", fulfilling core human motives while supporting activities. This completely updated and revised edition is written in a clear, informal style without excessive jargon, and is the must-have book for any UX Design library. Users will find coverage of mobile devices and consumer and business products, all illustrated with new examples, case studies, and discussions on how to use CD with the agile development and other project requirements methods. Provides tactics on how to gather detailed data on how people live, work, and use products Helps develop a coherent picture of a whole user population Presents tactics on how to use the seven "Cool Concepts" to support core human motives and generate new product concepts guided by user data, ideation techniques, and principles key to producing a compelling user experience Explains how to structure the system and user interface to best support the user across place, time, and platform

Designing Media

Designing Media

  • Author: Bill Moggridge
  • Publisher: Mit Press
  • ISBN: 9780262014854
  • Category: Design
  • Page: 577
  • View: 2213
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In Designing Media, design guru Bill Moggridge examines connections and conflicts between old and new media, describing how the MSM have changed and how new patterns of media consumption are emerging. The book features interviews with 37 significant figures in both traditional and new forms of mass communication; interviewees range from the publisher of The New York Times to the founder of Twitter.