UID:
almafu_9958086940402883
Umfang:
1 online resource (445 p.)
Ausgabe:
1st edition
ISBN:
9786611033088
,
9781281033086
,
1281033081
,
9780080552903
,
0080552900
Serie:
Interactive Technologies
Inhalt:
Hardly a day goes by that we don't see an announcement for some new product or technology that is going to make our lives easier, solve some or all of our problems, or simply make the world a better place. However, the reality is that few of these products survive, much less deliver on their promise. But are we learning from these expensive mistakes? Rather than rethink the underlying process that brings these products to market, the more common strategy seems to be the shotgun method, that is, keep blasting away in the hope that one of the pellets will eventually hit the bull's eye. This book's goal is to help with this problem: to inspire and encourage HCI and other design professionals to try new methods, test themselves with the exercises and projects, and see an improvement in innovative interaction design that works. Some of these methods are sketching-based, taking methods that have been traditionally used for design. Others are prototyping methods that have been traditionally used for testing and evaluating design in HCI. The result is a group of methods and process that successfully work in both HCI and design. This helps to give these fields a unity as well as a uniquely innovative way to design user experience. -- Publisher description.
Anmerkung:
Description based upon print version of record.
,
Front Cover; Sketching User Experiences: getting the design right and the right design; Copyright Page; Contents; Preface; Acknowledgements; Author's Note; Part I: Design as Dreamcatcher; Chapter 1. Design for the Wild; Chapter 2. Case Study: Apple, Design, and Business; Chapter 3. The Bossy Rule; Chapter 4. A Snapshot of Today; Chapter 5. The Role of Design; Chapter 6. A Sketch of the Process; Chapter 7. The Cycle of Innovation; Chapter 8. The Question of ""Design""; Chapter 9. The Anatomy of Sketching; Chapter 10. Clarity is Not Always the Path to Enlightenment
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Chapter 11. The Larger Family of RenderingsChapter 12. Experience Design vs Interface Design; Chapter 13. Sketching Interaction; Chapter 14. Sketches Are Not Prototypes; Chapter 15. Where Is the User in All of This?; Chapter 16. You Make That Sound Like a Negative Thing; Chapter 17. If Someone Made a Sketch in the Forest and Nobody Saw it; Chapter 18. The Object of Sharing; Chapter 19. Annotation: Sketching on Sketches; Chapter 20. Design Thinking and Ecology; Chapter 21. The Second Worst Thing That Can Happen; Chapter 22. A River Runs through It; Part II: Stories of Methods and Madness
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Chapter 23. From Thinking on to Acting OnChapter 24. The Wonderful Wizard of Oz; Chapter 25. Chameleon: From Wizardry to Smoke-and-Mirrors; Chapter 26. Le Bricolage: Cobbling Things Together; Chapter 27. It Was a Dark and Stormy Night; Chapter 28. Visual Story Telling; Chapter 29. Simple Animation; Chapter 30. Shoot the Mime; Chapter 31. Sketch-a-Move; Chapter 32. Extending Interaction: Real and Illusion; Chapter 33. The Bifocal Display; Chapter 34. Video Envisionment; Chapter 35. Interacting with Paper; Chapter 36. Are You Talking to Me?; Chapter 37. Recapitulation and Coda
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Chapter 38. Some Final ThoughtsReferences and Bibliography; Index
,
English
Weitere Ausg.:
ISBN 9780123740373
Weitere Ausg.:
ISBN 0123740371
Sprache:
Englisch
Fachgebiete:
Wirtschaftswissenschaften
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