Format:
1 online resource (398 pages).
Edition:
Second edition.
ISBN:
9781003109389
,
1003109381
,
9781000523485
,
1000523489
,
9781000523508
,
1000523500
Content:
Section One: UX and UsabilityChapter 1 Introduction: What's New in This Edition, How to Read This BookKatherine Isbister & Celia Hodent Chapter 2 Advancing Game UX MaturityCelia HodentInterview with Anouk Ben-Tchavtchavadze, UX Designer at Riot GamesInterview with Mike Mariano, Senior UX/UI Designer at RobloxInterview with Laura Taylor, Senior UX Designer, Unity TechnologiesChapter 3Usability and Game FeelSteve SwinkInterview with Jenova Chen, President & Creative Director for thatgamecompanySection Two: TechniquesChapter 4Games Research Evolution at MicrosoftRandy Pagulayan, Daniel V. Gunn, Deborah Hendersen, Melissa Boone, JJ Guajardo, Jessie Thomas, and Dennis WixonChapter 5Try One Yourself: A Guide to Running a Practice User StudyKatherine IsbisterChapter 6Heuristic UX Evaluation in Games Noah SchafferChapter 7Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game ExperienceJettie HoonhoutChapter 8How Bias Affects Games - And What You Can Do About ItMelissa BooneChapter 9Working with Game Analysts and Data Scientists Gaelle ArlautChapter 10Physiological Measures for Game EvaluationRegan Mandryk and Madison KlarkowskiSection Three: Fitting into Business ProcessesChapter 11Integrating UX Practices into the Production Pipeline Heather ChandlerInterview with Nana Wallace, Senior Director, User Research at PlayStation (US) and Rob Johnson, User Research Manager at PlayStation (UK)Interview with Joe Florey, Senior User Researcher at PlayStation (UK)Interview with Alexandra Perry, Producer at Media MoleculeInterview with Tobi Saulnier, Founder and CEO of 1st Playable ProductionsSection Four: Deeply Understanding Players - Strategies for InclusionChapter 12Trust & Safety and Fair Play in Video Games: Intentionally Designing Positive Communities Carlos FigueiredoChapter 13Accessibility Then and Now - History, Myths, Considerations and Tools Ian HamiltonChapter 14Reframing Inclusion: The Case for AllyshipJessica MurreyInterview with Tülay McNally, Director of Inclusive Design & Product Development at Electronics ArtsInterview with Trinidad Hermida, Head of Diversity and Inclusion at NianticInterview with Jessica Zammit, UX Researcher at Mighty Kingdom, and Director at Represent MeInterview with Kishonna Gray, Assistant Professor at the University of Illinois at ChicagoInterview with Nick Yee, Co-Founder of Quantic FoundryInterview with Roppyaku Tsurumi, Japanese game producer and designer, by Kenji Ono, game journalist, IGDA JapanSection Five: Platform and Context Specific AdviceChapter 15Mobile Game Usability: Design and Research Holly Grothues, Andrea Abney, Ryan BoughterChapter 16Designing for "Everyone": The Triumph of Casual MechanicsNicholas FortugnoChapter 17The Design of Virtual and Augmented RealitiesAlexandria HestonChapter 18The Esports Experience: Fan, Player, and Beyond Laura Levy, Sven Charleer, Taylor WrightInterview with Erin Hoffman-John, Senior Staff Interaction Designer at GoogleInterview with Nicolas Pouard, Vice President, Strategic Innovation Lab, UbisoftInterview with Phylissa Li, Principal Design Architect at RobloxSection Six: ConclusionsChapter 19(Re)Discovering the Rich History of Game User Research: An 'Undisciplined' ApproachBridget Hapner and Carly A. KocurekInterview with Yvonne Rogers, Director of UCLIC, University College LondonChapter 20How to Keep Up with What's Happening and Last Comments Celia Hodent and Katherine Isbister
Additional Edition:
ISBN 9780367624248
Additional Edition:
ISBN 9780367619923
Additional Edition:
Erscheint auch als Druck-Ausgabe ISBN 9780367624248
Language:
English
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