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: 1913

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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: 7453

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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: 5362

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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: 3743

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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: 7434

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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.

The Design of Everyday Things

Psychologie und Design der alltäglichen Dinge
Author: Norman Don
Publisher: Vahlen
ISBN: 3800648105
Category: Business & Economics
Page: 320
View: 8925

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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“

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: 6004

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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

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: 4514

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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.

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: 4252

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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.

Berkshire Encyclopedia of Human-computer Interaction


Author: N.A
Publisher: N.A
ISBN: N.A
Category: Human-computer interaction
Page: 958
View: 5011

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This encyclopedia, edited by the deputy director of the National Science Foundation's Division of Information and Intelligent Systems, compiles 186 articles on the maturing field of human-computer interaction (HCI). Topics cover applications (e.g., Classrooms, Law enforcement, Telecommuting), computer hardware (Keyboard, Liquid crystal displays, Mouse), fields of study (Ergonomics, Sociology and HCI), methods (Gesture recognition, Icons, Natural-language processing), societal issues (Cybersex, Workforce), and other subjects (Arpanet, Mosaic, Website design). Article length averages 3-5 pages, with some longer articles, such as the 10-page History of HCI. Many entries are divided with boldface subheadings, enabling users to quickly identify main elements.

Don't make me think!

Web & Mobile Usability: Das intuitive Web
Author: Steve Krug
Publisher: MITP-Verlags GmbH & Co. KG
ISBN: 3958457665
Category: Computers
Page: 216
View: 327

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GUI Bloopers 2.0

Common User Interface Design Don'ts and Dos
Author: Jeff Johnson
Publisher: Elsevier
ISBN: 9780080552149
Category: Computers
Page: 424
View: 4562

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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

Lean UX

Mit der Lean-Methode zu besserer User Experience
Author: Jeff Gothelf,Josh Seiden
Publisher: MITP-Verlags GmbH & Co. KG
ISBN: 3958451616
Category:
Page: 208
View: 9901

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- Lean UX effektiv im Unternehmen implementieren - Vorhandene Strukturen anpassen und interdisziplinäre Teams bilden - Mit Lean UX schlanke und schnell lieferbare Produktversionen erstellen Der Lean-UX-Ansatz für das Interaction Design ist wie geschaffen für die webdominierte Realität von heute. Jeff Gothelf, Pionier und führender Experte für Lean UX, erläutert in diesem Buch die zentralen Prinzipien, Taktiken und Techniken dieser Entwicklungsmethode von Grund auf – das Experimentieren mit Designideen in schneller Abfolge, die Validierung mithilfe echter Nutzer und die kontinuierliche Anpassung Ihres Designs anhand der neu hinzugewonnenen Erkenntnisse. In Anlehnung an die Theorien des Lean Developments und anderer agiler Entwicklungsmethoden gestattet Ihnen Lean UX, sich auf das Designen der eigentlichen User Experience statt auf die Deliverables zu konzentrieren. Dieses Buch zeigt Ihnen, wie Sie eng mit anderen Mitgliedern des Produktteams zusammenarbeiten sowie frühzeitige und häufige Nutzerfeedbacks realisieren können. Außerdem erfahren Sie, wie sich der Designprozess in kurzen, iterativen Zyklen vorantreiben lässt, um herauszufinden, was sowohl in geschäftlicher Hinsicht als auch aus Sicht der Nutzer am besten funktioniert. Lean UX weist Ihnen den Weg, wie Sie dieses Umdenken in Ihrem Unternehmen herbeiführen können – eine Wendung zum Besseren. - Visualisieren Sie das Problem, das Sie zu lösen versuchen, und fokussieren Sie Ihr Team auf die »richtigen« Ergebnisse - Vermitteln Sie dem gesamten Produktteam das Designer Toolkit - Lassen Sie Ihr Team sehr viel früher als üblich an Ihren Erkenntnissen teilhaben - Erstellen Sie MVPs (Minimum Viable Products), um in Erfahrung zu bringen, welche Ideen und Konzepte funktionieren - Beziehen Sie die »Stimme des Kunden« in den gesamten Projektzyklus mit ein - Kombinieren Sie Lean UX mit dem agilen Scrum-Framework und steigern Sie so die Produktivität Ihres Teams - Setzen Sie sich mit den organisatorischen Veränderungen auseinander, die zur Anwendung und Integration der Lean-UX-Methode erforderlich sind

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: 7130

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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: 4547

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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.