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Books in Computer human interaction

61-70 of 135 results in All results

User Experience in the Age of Sustainability

  • 1st Edition
  • May 25, 2012
  • Kem-Laurin Kramer
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 7 7 9 5 - 6
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 7 7 9 6 - 3
User Experience in the Age of Sustainability focuses on the economic, sociological and environmental movement in business to make all products including digital ones more sustainable. Not only are businesses finding a significant ROI from these choices, customers are demanding this responsible behaviour. The author looks at user experience practice through the lens of sustainability whether it be a smart phone, service – based subscription solutions or sustainable packaging to expose the ways in which user researchers and designers can begin to connect to the sustainability not merely as a theoretical. This book has a practical take on the matter providing a framework along with case studies and personal stories from doing this work successfully. Both hardware and software design are covered.

Information Visualization

  • 3rd Edition
  • May 18, 2012
  • Colin Ware
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 1 4 6 5 - 4
Most designers know that yellow text presented against a blue background reads clearly and easily, but how many can explain why, and what really are the best ways to help others and ourselves clearly see key patterns in a bunch of data? When we use software, access a website, or view business or scientific graphics, our understanding is greatly enhanced or impeded by the way the information is presented. This book explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide range of applications--resulting in visualization of improved clarity, utility, and persuasiveness. The book offers practical guidelines that can be applied by anyone: interaction designers, graphic designers of all kinds (including web designers), data miners, and financial analysts.

Usability in Government Systems

  • 1st Edition
  • May 10, 2012
  • Elizabeth Buie + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 9 1 0 6 3 - 9
  • eBook
    9 7 8 - 0 - 1 2 - 3 9 1 0 6 5 - 3
As a usability specialist or interaction designer working with the government, or as a government or contractor professional involved in specifying, procuring, or managing system development, you need this book. Editors Elizabeth Buie and Dianne Murray have brought together over 30 experts to outline practical advice to both usability specialists and government technology professionals and managers. Working with internal and external government systems is a unique and difficult task because of of the sheer magnitude of the audience for external systems (the entire population of a country, and sometimes more), and because of the need to achieve government transparency while protecting citizens’ privacy.. Open government, plain language, accessibility, biometrics, service design, internal vs. external systems, and cross-cultural issues, as well as working with the government, are all covered in this book.

Grounded Innovation

  • 1st Edition
  • April 10, 2012
  • Lars Erik Holmquist
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 5 9 4 6 - 4
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 5 9 4 7 - 1
Grounded Innovation: Strategies for Creating Digital Products focuses on the innovation processes and technical properties of digital products. Drawing on case studies, the book looks at systematic ways to ground innovation in both technology and human needs, and it explores how digital products have become integrated in the real world. It provides guidelines to innovation in a new technical environment, including prototyping and testing, within the cultural or financial parameters of a business. The book is divided into two parts. Part 1 discusses the history and the basic properties of digital products; the different approaches to innovation; the concept of grounded innovation; and concepts and processes that are important for creating successful innovations such as inquiry, invention, and prototyping. Part 2 demonstrates how the basic properties of digital products can be used as raw material for new innovations, including interaction, networking, sensing, and proactivity. There is also a discussion on recent technology, such as rapid prototyping and mobile mash-ups. A wide variety of examples show how novel technical and conceptual innovations became commercial breakthroughs. Grounded Innovation is ideal for product designers, interaction designers, and design-oriented engineers. It will also be a valuable resource for anyone interested in understanding how digital products are created and in a general approach to information technology.

It's Our Research

  • 1st Edition
  • March 19, 2012
  • Tomer Sharon
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 5 1 3 0 - 7
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 5 1 3 1 - 4
It’s Our Research: Getting Stakeholder Buy-in for User Experience Research Projects discusses frameworks, strategies, and techniques for working with stakeholders of user experience (UX) research in a way that ensures their buy-in. This book consists of six chapters arranged according to the different stages of research projects. Topics discussed include the different roles of business, engineering, and user-experience stakeholders; identification of research opportunities by developing empathy with stakeholders; and planning UX research with stakeholders. The book also offers ways of teaming up with stakeholders; strategies to improve the communication of research results to stakeholders; and the nine signs that indicate that research is making an impact on stakeholders, teams, and organizations. This book is meant for UX people engaged in usability and UX research. Written from the perspective of an in-house UX researcher, it is also relevant for self-employed practitioners and consultants who work in agencies. It is especially directed at UX teams that face no-time-no-money-for-research situations.

Quantifying the User Experience

  • 1st Edition
  • March 16, 2012
  • Jeff Sauro + 1 more
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 4 9 6 9 - 4
Quantifying the User Experience: Practical Statistics for User Research offers a practical guide for using statistics to solve quantitative problems in user research. Many designers and researchers view usability and design as qualitative activities, which do not require attention to formulas and numbers. However, usability practitioners and user researchers are increasingly expected to quantify the benefits of their efforts. The impact of good and bad designs can be quantified in terms of conversions, completion rates, completion times, perceived satisfaction, recommendations, and sales.The book discusses ways to quantify user research; summarize data and compute margins of error; determine appropriate samples sizes; standardize usability questionnaires; and settle controversies in measurement and statistics. Each chapter concludes with a list of key points and references. Most chapters also include a set of problems and answers that enable readers to test their understanding of the material. This book is a valuable resource for those engaged in measuring the behavior and attitudes of people during their interaction with interfaces.

The UX Book

  • 1st Edition
  • January 25, 2012
  • Rex Hartson + 1 more
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 5 2 4 2 - 7
The UX Book: Process and Guidelines for Ensuring a Quality User Experience aims to help readers learn how to create and refine interaction designs that ensure a quality user experience (UX). The book seeks to expand the concept of traditional usability to a broader notion of user experience; to provide a hands-on, practical guide to best practices and established principles in a UX lifecycle; and to describe a pragmatic process for managing the overall development effort. The book provides an iterative and evaluation-centered UX lifecycle template, called the Wheel, for interaction design. Key concepts discussed include contextual inquiry and analysis; extracting interaction design requirements; constructing design-informing models; design production; UX goals, metrics, and targets; prototyping; UX evaluation; the interaction cycle and the user action framework; and UX design guidelines. This book will be useful to anyone interested in learning more about creating interaction designs to ensure a quality user experience. These include interaction designers, graphic designers, usability analysts, software engineers, programmers, systems analysts, software quality-assurance specialists, human factors engineers, cognitive psychologists, cosmic psychics, trainers, technical writers, documentation specialists, marketing personnel, and project managers.

Content Strategy at Work

  • 1st Edition
  • January 25, 2012
  • Margot Bloomstein
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 9 1 9 2 2 - 9
  • eBook
    9 7 8 - 0 - 1 2 - 3 9 1 9 2 9 - 8
Content is king… and the new kingmaker… and your message needs to align with your model and metrics and other mumbo jumbo, right? Whether you’re slogging through theory or buzzwords, there’s no denying content strategy is coming of age. But what’s in it for you? And if you’re not a content strategist, why should you care? Because even if content strategy isn’t your job, content’s probably your problem—and probably more than you think. You or your business has a message you want to deliver, right? You can deliver that message through various channels and content types, from Tweets to testimonials and photo galleries galore, and your audience has just as many ways of engaging with it. So many ways, so much content… so where’s the problem? That is the problem. And you can measure it in time, creativity, money, lost opportunity, and the sobs you hear equally from creative directors, project managers, and search engine marketing specialists. The solution is content strategy, and this book offers real-world examples and approaches you can adopt, no matter your role on the team. Put content strategy to work for you by gathering this book into your little hands and gobbling up never-before seen case studies from teams at Johns Hopkins Medicine, MINI, Icebreaker, and more. Content Strategy at Work is a book for designers, information architects, copywriters, project managers, and anyone who works with visual or verbal content. It discusses how you can communicate and forge a plan that will enable you, your company, or your client get that message across and foster better user experiences.

Sketching User Experiences: The Workbook

  • 1st Edition
  • November 14, 2011
  • Saul Greenberg + 3 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 1 9 5 9 - 8
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 1 9 6 1 - 1
Sketching Working Experience: The Workbook provides information about the step-by-step process of the different sketching techniques. It offers methods called design thinking, as a way to think as a user, and sketching, a way to think as a designer. User-experience designers are designers who sketch based on their actions, interactions, and experiences. The book discusses the differences between the normal ways to sketch and sketching used by user-experience designers. It also describes some motivation on why a person should sketch and introduces the sketchbook. The book reviews the different sketching methods and the modules that contain a particular sketching method. It also explains how the sketching methods are used. Readers who are interested in learning, understanding, practicing, and teaching experience design, information design, interface design, and information architecture will find this book relevant.

Global UX

  • 1st Edition
  • October 24, 2011
  • Whitney Quesenbery + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 7 8 5 9 1 - 6
  • eBook
    9 7 8 - 0 - 1 2 - 3 7 8 5 9 2 - 3
Global UX: Design and Research in a Connected World discusses how user experience (UX) practice is changing and how practitioners and teams around the world are creating great user experiences for a global context. The book is based on interviews with practitioners from many countries, working on different types of projects. It looks behind the scenes at what it takes to create a user experience that can work across borders, cultures, and languages. The book begins with a quick look at the world outside of UX. This includes the external forces of change and globalization as well as an overview of how culture affects designers and the UX of products. It considers what global UX means for an individual practitioner, a company, and teams. It then turns to the details of global UX with the process and practice of research in the field; how information is brought home and shared with colleagues; and how it is applied in design. The final chapter presents some thoughts about how to deliver value both to projects and the users of finished products.