Paper Prototyping

The Fast and Easy Way to Design and Refine User Interfaces
Author: Carolyn Snyder
Publisher: Morgan Kaufmann
ISBN: 9781558608702
Category: Computers
Page: 378
View: 8906

Continue Reading →

The practical guide on using paper prototyping when designing user interfaces.

Advances in the Human Side of Service Engineering


Author: James C. Spohrer,Louis E. Freund
Publisher: CRC Press
ISBN: 1439870276
Category: Technology & Engineering
Page: 482
View: 4055

Continue Reading →

If there is any one element to the engineering of service systems that is unique, it is the extent to which the suitability of the system for human use, human service, and excellent human experience has been and must always be considered. An exploration of this emerging area of research and practice, Advances in the Human Side of Service Engineering covers a broad spectrum of ergonomics and human factors issues highlighting the design of contemporary manufacturing systems. Topics include: Adoption of health information technology (HIT) Aging society: the impact of age on traditional service system constructs Anthropology in service science Applying service design techniques to healthcare Co-creating value Cognitive systems modeling of service systems Context-related service: the human aspect of service systems Designing services for underserved populations Ethics dividend in services: how it may be cultivated, grown, and measured Governance of service systems Human aspects of change when applying Lean Six Sigma methods and tools Human side of service dominant logic in B2B settings Human-computer interaction and HF in software technologies Service network configuration impacts on customer experience Simulating employees and customers in service systems Systems design and the customer experience Usability and human side of electronic financial services The book also discusses issues that arise in shop floor and office environments in the quest for manufacturing agility, i.e. enhancement and integration of human skills with hardware performance for improved market competitiveness, management of change, product and process quality, and human-system reliability. It provides a foundation upon which researchers and practitioners can contribute to this quickly evolving area and make lasting contributions.

Towards Cognitive Cities

Advances in Cognitive Computing and its Application to the Governance of Large Urban Systems
Author: Edy Portmann,Matthias Finger
Publisher: Springer
ISBN: 331933798X
Category: Computers
Page: 215
View: 5158

Continue Reading →

This book introduces the readers to the new concept of cognitive cities. It demonstrates why cities need to become cognitive and why therefore a concept of cognitive city is needed. It highlights the main building blocks of cognitive cities and illustrates the concept by various cases. Following a concise introductory chapter the book features nine chapters illustrating various aspects and dimensions of cognitive cities. The logic of its structure proceeds from more general considerations to more specific illustrations. All chapters offer a comprehensive view of the different research endeavours about cognitive cities and will help pave the way for this new and innovative approach to governing cities in the future.

Experience-Centered Design

Designers, Users, and Communities in Dialogue
Author: Peter Wright,John McCarthy
Publisher: Morgan & Claypool Publishers
ISBN: 1608450457
Category: Computers
Page: 123
View: 5745

Continue Reading →

Experience-centered design, experience-based design, experience design, designing for experience, user experience design. All of these terms have emerged and gained acceptance in the Human-Computer Interaction (HCI) and Interaction Design relatively recently. In this book, we set out our understanding of experience-centered design as a humanistic approach to designing digital technologies and media that enhance lived experience. The book is divided into three sections. In Section 1, we outline the historical origins and basic concepts that led into and flow out from our understanding of experience as the heart of people's interactions with digital technology. In Section 2, we describe three examples of experience-centered projects and use them to illustrate and explain our dialogical approach. In Section 3, we recapitulate some of the main ideas and themes of the book and discuss the potential of experience-centered design to continue the humanist agenda by giving a voice to those who might otherwise be excluded from design and by creating opportunities for people to enrich their lived experience with and through technology.

Human-Computer Interaction - INTERACT 2007

11th IFIP TC 13 International Conference, Rio de Janeiro, Brazil, September 10-14, 2007, Proceedings
Author: Cecília Baranauskas,Philippe Palanque,Julio Abascal,Simone D. Junqueira Barbosa
Publisher: Springer
ISBN: 3540747966
Category: Computers
Page: 635
View: 2137

Continue Reading →

This book is part of a two-volume work that constitutes the refereed proceedings of the 11th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2007, held in Rio de Janeiro, Brazil in September 2007. It covers social computing, UI prototyping, user centered design methods and techniques, intelligent user interfaces, accessibility, designing for multiples devices, affective computing, 3D interaction and 3D interfaces, as well evaluation methods.

Effective Prototyping with Excel

A Practical Handbook for Developers and Designers
Author: Nevin Berger,Michael Arent,Jonathan Arnowitz,Fred Sampson
Publisher: Elsevier
ISBN: 0080916716
Category: Computers
Page: 240
View: 7587

Continue Reading →

Although recognized as a key to the design process, prototyping often falls victim to budget cuts, deadlines, or lack of access to sophisticated tools. This can lead to sloppy and ineffective prototypes or the abandonment of them altogether. Rather than lose this important step, people are turning to Microsoft Excel® to create effective, simple, and inexpensive prototypes. Conveniently, the software is available to nearly everyone, and most are proficient in its basic functionality. Effective Prototyping with Excel offers how-to guidance on how everyone can use basic Excel skills to create prototypes - ranging from narrative wire frames to hi-fidelity prototypes. A wide array of software design problems and business demands are solved via practical step-by-step examples and illustrations. Step-by-step guide to prototyping with a simple and affordable tool nearly everyone already has on their desktop Quickly and easily allows web and software designers to explore usability, design alternatives, and test theories prior to starting production Perfect companion to Effective Prototyping for Software Makers - with the same author team and full-color treatment, useful case studies, and hands-on exercises

GUI Bloopers 2.0

Common User Interface Design Don'ts and Dos
Author: Jeff Johnson
Publisher: Elsevier
ISBN: 9780080552149
Category: Computers
Page: 424
View: 3318

Continue Reading →

GUI Bloopers 2.0, Second Edition, is the completely updated and revised version of GUI Bloopers. It looks at user interface design bloopers from commercial software, Web sites, Web applications, and information appliances, explaining how intelligent, well-intentioned professionals make these mistakes – and how you can avoid them. GUI expert Jeff Johnson presents the reality of interface design in an entertaining, anecdotal, and instructive way while equipping readers with the minimum of theory. This updated version reflects the bloopers that are common today, incorporating many comments and suggestions from first edition readers. It covers bloopers in a wide range of categories including GUI controls, graphic design and layout, text messages, interaction strategies, Web site design – including search, link, and navigation, responsiveness issues, and management decision-making. Organized and formatted so information needed is quickly found, the new edition features call-outs for the examples and informative captions to enhance quick knowledge building. This book is recommended for software engineers, web designers, web application developers, and interaction designers working on all kinds of products. Updated to reflect the bloopers that are common today, incorporating many comments and suggestions from first edition readers Takes a learn-by-example approach that teaches how to avoid common errors Covers bloopers in a wide range of categories: GUI controls, graphic design and layout, text messages, interaction strategies, Web site design -- including search, link, and navigation, responsiveness issues, and management decision-making Organized and formatted so information needed is quickly found, the new edition features call-outs for the examples and informative captions to enhance quick knowledge building Hundreds of illustrations: both the DOs and the DON'Ts for each topic covered, with checklists and additional bloopers on www.gui-bloopers.com

Letting Go of the Words

Writing Web Content that Works
Author: Janice (Ginny) Redish
Publisher: Morgan Kaufmann
ISBN: 9780080555386
Category: Computers
Page: 384
View: 6266

Continue Reading →

"Redish has done her homework and created a thorough overview of the issues in writing for the Web. Ironically, I must recommend that you read her every word so that you can find out why your customers won't read very many words on your website -- and what to do about it." -- Jakob Nielsen, Principal, Nielsen Norman Group “There are at least twelve billion web pages out there. Twelve billion voices talking, but saying mostly nothing. If just 1% of those pages followed Ginny’s practical, clear advice, the world would be a better place. Fortunately, you can follow her advice for 100% of your own site’s pages, so pick up a copy of Letting Go of the Words and start communicating effectively today. --Lou Rosenfeld, co-author, Information Architecture for the World Wide Web On the web, whether on the job or at home, we usually want to grab information and use it quickly. We go to the web to get answers to questions or to complete tasks – to gather information, reading only what we need. We are all too busy to read much on the web. This book helps you write successfully for web users. It offers strategy, process, and tactics for creating or revising content for the web. It helps you plan, organize, write, design, and test web content that will make web users come back again and again to your site. Learn how to create usable and useful content for the web from the master − Ginny Redish. Ginny has taught and mentored hundreds of writers, information designers, and content owners in the principles and secrets of creating web information that is easy to scan, easy to read, and easy to use. This practical, informative book will help anyone creating web content do it better. Features * Clearly-explained guidelines with full color illustrations and examples from actual web sites throughout the book. * Written in easy-to-read style with many "befores" and "afters." * Specific guidelines for web-based press releases, legal notices, and other documents. * Tips on making web content accessible for people with special needs. Janice (Ginny) Redish has been helping clients and colleagues communicate clearly for more than 20 years. For the past ten years, her focus has been helping people create usable and useful web sites. She is co-author of two classic books on usability: A Practical Guide to Usability Testing (with Joseph Dumas), and User and Task Analysis for Interface Design (with JoAnn Hackos), and is the recipient of many awards. * Clearly-explained guidelines with full color illustrations and examples from actual web sites throughout the book. * Written in easy-to-read style with many "befores" and "afters." * Specific guidelines for web-based press releases, legal notices, and other documents. * Tips on making web content accessible for people with special needs.

Sketching User Experiences

Das praktische Arbeitsbuch zum Erlernen von Sketching und zahlreicher Skizziermethoden
Author: Bill Buxton,Saul Greenberg,Sheelagh Carpendale,Nicolai Marquardt
Publisher: MITP-Verlags GmbH & Co. KG
ISBN: 3958457606
Category: Business & Economics
Page: 262
View: 7404

Continue Reading →

Ideen und User Experiences visuell erfassen und festhalten Ausführlich beschriebene Methoden und Übungen, auch für ungeübte Zeichner Sehr praxisorientiert, mit illustrierten Beispielen und ausführlichen Schritten zu jeder Methode In diesem praktischen Arbeitsbuch finden Sie alle Skizziermethoden für das perfekte Design! Skizzieren ist ein Mittel, um neue Ideen zu finden sowie schnell vorhandene Ideen zu erfassen und festzuhalten. Das kann eine Herausforderung sein, wenn Sie weder künstlerisch begabt noch in einem herkömmlichen Designbereich ausgebildet sind. Die Autoren machen Sie nicht zum Künstler, sondern zeigen Ihnen einfache Methoden, um Skizzen mit dem Fokus auf User Experiences zu erstellen. Zunächst erfahren Sie, wie Sie mit verschiedenen Übungen und Methoden Einzelbilder erstellen und welche Basiselemente eine Skizze enthalten sollte. So können Sie auf anschauliche Weise Ideen entwickeln, verfeinern und auswählen. Wenn ein Designer User Experiences skizziert, müssen seine Zeichnungen aber auch die Aktionen, Interaktionen und Änderungen der Benutzererlebnisse umfassen, die sich mit der Zeit ergeben. Die Autoren zeigen Ihnen, wie Sie Storyboards als Serie von Einzelbildern erstellen, die visuell erzählen, was in jeder Szene geschieht. Um die User Experience zu animieren, lernen Sie außerdem, wie Sie Storyboards in einen interaktiven Film verwandeln. Auch das Feedback anderer kann Ihre Arbeit wesentlich verbessern, wenn Sie Ihre Ideen mit anderen besprechen, austauschen und bewerten lassen. So erfahren Sie, wie Sie z.B. Skizzenwände vorbereiten und strukturieren, um anderen Ihre Ideen zu präsentieren. In Sketching User Experiences erlernen Sie anhand von Schritt-für-Schritt-Anleitungen und Übungen verschiedene Skizziermethoden, mit denen Sie Ihre Designideen für User Experiences unter Berücksichtigung des Zeitaspekts ausdrücken können. Gemeinsam bilden diese Methoden Ihr Skizzierrepertoire: Sie erhalten einen Werkzeugkasten, aus dem Sie die beste Methode für Ihre Ideen auswählen können.

Rapid Contextual Design

A How-to Guide to Key Techniques for User-centered Design
Author: Karen Holtzblatt,Jessamyn Burns Wendell,Shelley Wood
Publisher: Elsevier
ISBN: 0123540518
Category: Computers
Page: 313
View: 7808

Continue Reading →

Is it impossible to schedule enough time to include users in your design process? Is it difficult to incorporate elaborate user-centered design techniques into your own standard design practices? Do the resources needed seem overwhelming? This handbook introduces Rapid CD, a fast-paced, adaptive form of Contextual Design. Rapid CD is a hands-on guide for anyone who needs practical guidance on how to use the Contextual Design process and adapt it to tactical projects with tight timelines and resources. Rapid Contextual Design provides detailed suggestions on structuring the project and customer interviews, conducting interviews, and running interpretation sessions. The handbook walks you step-by-step through organizing the data so you can see your key issues, along with visioning new solutions, storyboarding to work out the details, and paper prototype interviewing to iterate the design all with as little as a two-person team with only a few weeks to spare! *Includes real project examples with actual customer data that illustrate how a CD project actually works. *Covers the entire scope of a project, from deciding on the number and type of interviews, to interview set up and analyzing collected data. Sample project schedules are also included for a variety of different types of projects. *Provides examples of how-to write affinity notes and affinity labels, build an affinity diagram, and step-by-step instructions for consolidating sequence models. *Shows how to use consolidated data to define a design within tight time frames with examples of visions, storyboards, and paper prototypes. *Introduces CDToolsâ„¢, the first application designed to support customer-centered design.

Beyond Productivity

Information Technology, Innovation, and Creativity
Author: National Research Council,Division on Engineering and Physical Sciences,Computer Science and Telecommunications Board,Committee on Information Technology and Creativity
Publisher: National Academies Press
ISBN: 0309088682
Category: Computers
Page: 268
View: 3873

Continue Reading →

Computer science has drawn from and contributed to many disciplines and practices since it emerged as a field in the middle of the 20th century. Those interactions, in turn, have contributed to the evolution of information technology â€" new forms of computing and communications, and new applications â€" that continue to develop from the creative interactions between computer science and other fields. Beyond Productivity argues that, at the beginning of the 21st century, information technology (IT) is forming a powerful alliance with creative practices in the arts and design to establish the exciting new, domain of information technology and creative practicesâ€"ITCP. There are major benefits to be gained from encouraging, supporting, and strategically investing in this domain.

The Design of Everyday Things

Psychologie und Design der alltäglichen Dinge
Author: Norman Don
Publisher: Vahlen
ISBN: 3800648105
Category: Business & Economics
Page: 320
View: 4673

Continue Reading →

Apple, Audi, Braun oder Samsung machen es vor: Gutes Design ist heute eine kritische Voraussetzung für erfolgreiche Produkte. Dieser Klassiker beschreibt die fundamentalen Prinzipien, um Dinge des täglichen Gebrauchs umzuwandeln in unterhaltsame und zufriedenstellende Produkte. Don Norman fordert ein Zusammenspiel von Mensch und Technologie mit dem Ziel, dass Designer und Produktentwickler die Bedürfnisse, Fähigkeiten und Handlungsweisen der Nutzer in den Vordergrund stellen und Designs an diesen angepasst werden. The Design of Everyday Things ist eine informative und spannende Einführung für Designer, Marketer, Produktentwickler und für alle an gutem Design interessierten Menschen. Zum Autor Don Norman ist emeritierter Professor für Kognitionswissenschaften. Er lehrte an der University of California in San Diego und der Northwest University in Illinois. Mitte der Neunzigerjahre leitete Don Norman die Advanced Technology Group bei Apple. Dort prägte er den Begriff der User Experience, um über die reine Benutzbarkeit hinaus eine ganzheitliche Erfahrung der Anwender im Umgang mit Technik in den Vordergrund zu stellen. Norman ist Mitbegründer der Beratungsfirma Nielsen Norman Group und hat unter anderem Autohersteller von BMW bis Toyota beraten. „Keiner kommt an Don Norman vorbei, wenn es um Fragen zu einem Design geht, das sich am Menschen orientiert.“ Brand Eins 7/2013 „Design ist einer der wichtigsten Wettbewerbsvorteile. Dieses Buch macht Spaß zu lesen und ist von größter Bedeutung.” Tom Peters, Co-Autor von „Auf der Suche nach Spitzenleistungen“

Bank 3.0

Why Banking Is No Longer Somewhere You Go But Something You Do
Author: Brett King
Publisher: John Wiley & Sons
ISBN: 1118589645
Category: Business & Economics
Page: 400
View: 7068

Continue Reading →

The first edition of BANK 2.0—#1 on Amazon's bestseller list for banking and finance in the US, UK, Germany, France, and Japan for over 18 months—took the financial world by storm and became synonymous with disruptive customer behaviour, technology shift, and new banking models. In BANK 3.0, Brett King brings the story up to date with the latest trends redefining financial services and payments—from the global scramble for dominance of the mobile wallet and the expectations created by tablet computing to the operationalising of the cloud, the explosion of social media, and the rise of the de-banked consumer, who doesn't need a bank at all. BANK 3.0 shows that the gap between customers and financial services players is rapidly widening, leaving massive opportunities for new, non-bank competitors to totally disrupt the industry. "On the Web and on Mobile, the customer isn't king—he's dictator. Highly impatient, skeptical, cynical. Brett King understands deeply what drives this new hard-nosed customer. Banking professionals would do well to heed his advice." —Gerry McGovern, author of Killer Web Content

The Mobile Connection

The Cell Phone's Impact on Society
Author: Richard Seyler Ling
Publisher: Morgan Kaufmann Pub
ISBN: N.A
Category: Computers
Page: 244
View: 3705

Continue Reading →

Based on research conducted in dozens of countries, this insightful and entertaining book examines the once unexpected interaction between humans and cell phones, and between humans, period. The compelling discussion and projections about the future of the telephone should give designers everywhere a more informed practice and process, and provide researchers with new ideas to last years.

Change by Design

Wie Design Thinking Organisationen verändert und zu mehr Innovationen führt
Author: Tim Brown
Publisher: Vahlen
ISBN: 3800652595
Category: Business & Economics
Page: 198
View: 1126

Continue Reading →

Wir befinden uns inmitten eines epochalen Wandels im Kräfteverhältnis unserer Gesellschaft, denn während die Ökonomien den Schwerpunkt von industriegefertigten Gütern auf Dienstleistungen und Erlebnisse verlagern, treten die Unternehmen die Kontrolle ab und nehmen ihre Kunden nicht mehr als „Endverbraucher“ wahr, sondern als Beteiligte an einem wechselseitigen Prozess. Im Laufe der jahrhundertlangen Geschichte der kreativen Problemlösung haben sich Designer das nötige Handwerkszeug zugelegt, das ihnen hilft, die „drei Räume der Innovation“, wie Tim Brown sie bezeichnet, zu durchlaufen: Inspiration, Ideenbildung und Umsetzung. Seiner Überzeugung nach müssen diese Fähigkeiten nun über die gesamten Unternehmen verstreut werden. Und das funktioniert mit einem der innovativsten Denkwerkzeuge zur Entwicklung von Ideen und zur Lösung von Problemen, dem Design Thinking. Im ersten Teil dieses Buches wird ein Rahmenwerk vorgestellt, das hilft, die Grundsätze und Methoden zu erkennen, die großartiges Design Thinking ermöglichen. Hier wird gezeigt, wie Design Thinking von einigen der innovativsten Unternehmen der Welt praktiziert wurde und zu bahnbrechenden Lösungen inspiriert hat. Der zweite Teil soll dazu anregen, nicht zu kleckern, sondern zu klotzen. Anhand drei großer Bereiche der menschlichen Aktivität – Unternehmen, Märkte und Gesellschaft – zeigt Tim Brown, wie aus dem Design Thinking heraus Wege entstehen können, um Ideen zu entwickeln, die unseren heutigen Herausforderungen gerecht werden. Dabei muss sich das Design Thinking in den Organisationen „aufwärts“ bewegen in die Nähe der Vorstandsetagen, wo strategische Entscheidungen getroffen werden. Denn Design ist zu wichtig geworden, als dass man es allein den Designern überlassen sollte. Tim Brown zählt zu den prominentesten Personen auf dem Gebiet von Design und Innovation weltweit. Er ist CEO und Präsident von IDEO, das Unternehmen, das die Apple-Maus und den Palm V entwickelt hat. Tim Brown spricht regelmäßig über den Wert des Designs und von Innovationen, unter anderem auf dem Weltwirtschaftsforum in Davos oder bei TED Talks. Er berät zahlreiche Fortune 100 Unternehmen. Seine Arbeiten wurden bereits in der Axis Gallery in Tokio, dem Design Museum in London und dem MOMA in New York ausgestellt.

Usability Engineering

Process, Products, and Examples
Author: Laura M. Leventhal,Julie A. Barnes
Publisher: Prentice Hall
ISBN: 9780131570085
Category: Computers
Page: 314
View: 720

Continue Reading →

Written in an accessible, conversational style, this comprehensive introduction to usability engineering takes a project-based approach to the development process. Provides detailed coverage of the fundamentals without unnecessary depth or breadth, focusing readers on understanding the goals and process of usability engineering. Covers the entire usability engineering lifecycle, emphasizing select techniques and methodologies. Illustrates the user interface development process with examples from a medium-scale development example. For anyone interested in learning more about usability and user interfaces in computer systems and software.

Learning to Lead and Manage Information Literacy Instruction


Author: Esther S. Grassian,Joan R. Kaplowitz
Publisher: Neal Schuman Pub
ISBN: 9781555705152
Category: Education
Page: 322
View: 5996

Continue Reading →

A guide to avoiding problems in information literacy instruction, covering such topics as organizational culture, working with administrators, team building, marketing and publicizing programs, and managing technology.

Scenarios, Stories, Use Cases

Through the Systems Development Life-Cycle
Author: Ian F. Alexander,Neil Maiden
Publisher: John Wiley & Sons Incorporated
ISBN: N.A
Category: Computers
Page: 519
View: 2855

Continue Reading →

Extending the scenario method beyond interface design, thisimportant book shows developers how to design more effectivesystems by soliciting, analyzing, and elaborating stories fromend-users Contributions from leading industry consultants andopinion-makers present a range of scenario techniques, from thelight, sketchy, and agile to the careful and systematic Includes real-world case studies from Philips, DaimlerChrysler,and Nokia, and covers systems ranging from custom software toembedded hardware-software systems