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Books in Computer human interaction

71-80 of 135 results in All results

Design Research Through Practice

  • 1st Edition
  • September 26, 2011
  • Ilpo Koskinen + 4 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 5 5 0 2 - 2
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 5 5 0 3 - 9
Design Research Through Practice: From the Lab, Field, and Showroom focuses on one type of contemporary design research known as constructive design research. It looks at three approaches to constructive design research: Lab, Field, and Showroom. The book shows how theory, research practice, and the social environment create commonalities between these approaches. It illustrates how one can successfully integrate design and research based on work carried out in industrial design and interaction design. The book begins with an overview of the rise of constructive design research, as well as constructive research programs and methodologies. It then describes the logic of studying design in the laboratory, design ethnography and field work, and the origins of the Showroom and its foundation on art and design rather than on science or the social sciences. It also discusses the theoretical background of constructive design research, along with modeling and prototyping of design items. Finally, it considers recent work in Lab that focuses on action and the body instead of thinking and knowing. Many kinds of designers and people interested in design will find this book extremely helpful.

User Experience Management

  • 1st Edition
  • April 28, 2011
  • Arnie Lund
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 5 4 9 6 - 4
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 5 4 9 7 - 1
User Experience Management: Essential Skills for Leading Effective UX Teams deals with specific issues associated with managing diverse user experience (UX) skills, often in corporations with a largely engineering culture. Part memoir and part handbook, it explains what it means to lead a UX team and examines the management issues of hiring, inheriting, terminating, layoffs, interviewing and candidacy, and downsizing. The book offers guidance on building and creating a UX team, as well as equipping and focusing the team. It also considers ways of nurturing the team, from coaching and performance reviews to conflict management and creating work-life balance. Furthermore, it discusses the essential skills needed in leading an effective team and developing a communication plan. This book will be valuable to new managers and leaders, more experienced managers, and anyone who is leading or managing UX groups or who is interested in assuming a leadership role in the future.

Brave NUI World

  • 1st Edition
  • April 5, 2011
  • Daniel Wigdor + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 2 2 3 1 - 4
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 2 2 3 2 - 1
Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes. This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again. The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture.

Pervasive Information Architecture

  • 1st Edition
  • March 23, 2011
  • Andrea Resmini + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 2 0 9 4 - 5
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 2 0 9 5 - 2
Pervasive Information Architecture explains the ‘why’ and ‘how’ of pervasive information architecture (IA) through detailed examples and real-world stories. It offers insights about trade-offs that can be made and techniques for even the most unique design challenges. The book will help readers master agile information structures while meeting their unique needs on such devices as smart phones, GPS systems, and tablets. The book provides examples showing how to: model and shape information to adapt itself to users’ needs, goals, and seeking strategies; reduce disorientation and increase legibility and way-finding in digital and physical spaces; and alleviate the frustration associated with choosing from an ever-growing set of information, services, and goods. It also describes relevant connections between pieces of information, services and goods to help users achieve their goals. This book will be of value to practitioners, researchers, academics, andstudents in user experience design, usability, information architecture, interaction design, HCI, web interaction/interface designer, mobile application design/development, and information design. Architects and industrial designers moving into the digital realm will also find this book helpful.

Thoughts on Interaction Design

  • 2nd Edition
  • January 4, 2011
  • Jon Kolko
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 0 9 3 1 - 5
Thoughts on Interaction Design, Second Edition, contemplates and contributes to the theory of Interaction Design by exploring the semantic connections that live between technology and form that are brought to life when someone uses a product. It defines Interaction Design in a way that emphasizes the intellectual and cultural facets of the discipline. This edition explores how changes in the economic climate, increased connectivity, and international adoption of technology affect designing for behavior and the nature of design itself. Ultimately, the text exists to provide a definition that encompasses the intellectual facets of the field, the conceptual underpinnings of interaction design as a legitimate human-centered field, and the particular methods used by practitioners in their day-to-day experiences. This text is recommended for practicing designers: interaction designers, industrial designers, UX practitioners, graphic designers, interface designers, and managers.

Usability Testing Essentials

  • 1st Edition
  • October 22, 2010
  • Carol M. Barnum
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 7 8 5 5 3 - 4
Usability Testing Essentials provides readers with the tools and techniques needed to begin usability testing or to advance their knowledge in this area. The book begins by presenting the essentials of usability testing, which include focusing on the user and not the product; knowing when to conduct small or large studies; and thinking of usability as hill climbing. It then reviews testing options and places usability testing into the context of a user-centered design (UCD). It goes on to discuss the planning, preparation, and implementation of a usability test. The remaining chapters cover the analysis and reporting of usability test findings, and the unique aspects of international usability testing. This book will be useful to anyone else involved in the development or support of any type of product, such as software or web developers, engineers, interaction designers, information architects, technical communicators, visual or graphic designers, trainers, user-assistance specialists, and instructional technologists.

Analyzing Social Media Networks with NodeXL

  • 1st Edition
  • August 27, 2010
  • Derek Hansen + 2 more
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 2 2 3 0 - 7
Analyzing Social Media Networks with NodeXL offers backgrounds in information studies, computer science, and sociology. This book is divided into three parts: analyzing social media, NodeXL tutorial, and social-media network analysis case studies. Part I provides background in the history and concepts of social media and social networks. Also included here is social network analysis, which flows from measuring, to mapping, and modeling collections of connections. The next part focuses on the detailed operation of the free and open-source NodeXL extension of Microsoft Excel, which is used in all exercises throughout this book. In the final part, each chapter presents one form of social media, such as e-mail, Twitter, Facebook, Flickr, and Youtube. In addition, there are descriptions of each system, the nature of networks when people interact, and types of analysis for identifying people, documents, groups, and events.

Smart Things

  • 1st Edition
  • August 26, 2010
  • Mike Kuniavsky
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 7 4 8 9 9 - 7
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 5 4 0 8 - 0
The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field. Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences. In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks.

The Persona Lifecycle

  • 1st Edition
  • August 4, 2010
  • John Pruitt + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 5 5 7 3 - 0
The Persona Lifecycle is a field guide exclusively focused on interaction design's most popular new technique. The Persona Lifecycle addresses the "how" of creating effective personas and using those personas to design products that people love. It doesn’t just describe the value of personas; it offers detailed techniques and tools related to planning, creating, communicating, and using personas to create great product designs. Moreover, it provides rich examples, samples, and illustrations to imitate and model. Perhaps most importantly, it positions personas not as a panacea, but as a method used to complement other user-centered design (UCD) techniques including scenario-based design, cognitive walkthroughs and user testing. The authors developed the Persona Lifecycle model to communicate the value and practical application of personas to product design and development professionals. This book explores the complete lifecycle of personas, to guide the designer at each stage of product development. It includes a running case study with rich examples and samples that demonstrate how personas can be used in building a product end-to-end. It also presents recommended best practices in techniques, tools, and innovative methods and contains hundreds of relevant stories, commentary, opinions, and case studies from user experience professionals across a variety of domains and industries. This book will be a valuable resource for UCD professionals, including usability practitioners, interaction designers, technical writers, and program managers; programmers/developers who act as the interaction designers for software; and those professionals who work with developers and designers.

Measuring the User Experience

  • 1st Edition
  • July 27, 2010
  • Bill Albert + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 5 8 2 6 - 4
Measuring the User Experience provides the first single source of practical information to enable usability professionals and product developers to effectively measure the usability of any product by choosing the right metric, applying it, and effectively using the information it reveals. Authors Tullis and Albert organize dozens of metrics into six categories: performance, issues-based, self-reported, web navigation, derived, and behavioral/physiological. They explore each metric, considering best methods for collecting, analyzing, and presenting the data. They provide step-by-step guidance for measuring the usability of any type of product using any type of technology. This book is recommended for usability professionals, developers, programmers, information architects, interaction designers, market researchers, and students in an HCI or HFE program.