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Sketching User Experiences: Getting the Design Right and the Right Design

Sketching User Experiences: Getting the Design Right and the Right Design
A Book

by Bill Buxton

  • Publisher : Morgan Kaufmann
  • Release : 2010-07-28
  • Pages : 448
  • ISBN : 9780080552903
  • Language : En, Es, Fr & De
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Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood—by both designers and the people with whom they need to work— in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values. Grounded in both practice and scientific research, Bill Buxton’s engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreams Thorough coverage of the design sketching method which helps easily build experience prototypes—without the effort of engineering prototypes which are difficult to abandon Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods

Sketching User Experiences: The Workbook

Sketching User Experiences: The Workbook
A Book

by Saul Greenberg,Sheelagh Carpendale,Nicolai Marquardt,Bill Buxton

  • Publisher : Elsevier
  • Release : 2011-11-14
  • Pages : 272
  • ISBN : 012381961X
  • Language : En, Es, Fr & De
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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. Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills Extremely practical, with illustrated examples detailing all steps on how to do a method Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice Perfect complement to Buxton’s Sketching User Experience or any UX text Author-maintained companion website at http://grouplab.cpsc.ucalgary.ca/sketchbook/

Sketching User Experiences

Sketching User Experiences
A Book

by Saul Greenberg,Sheelagh Carpendale,Nicolai Marquardt

  • Publisher : Elsevier
  • Release : 2012
  • Pages : 262
  • ISBN : 0123819598
  • Language : En, Es, Fr & De
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In Sketching User Experiences: The Workbook, you will learn, through step-by-step instructions and exercises, various sketching methods that will let you express your design ideas about user experiences across time. Collectively, these methods will be your sketching repertoire: a toolkit where you can choose the method most appropriate for developing your ideas, which will help you cultivate a culture of experience-based design and critique in your workplace. Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills Extremely practical, with illustrated examples detailing all steps on how to do a method Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice Perfect complement to Buxton's Sketching User Experience or any UX text

Sketching User Experiences

Sketching User Experiences
Das praktische Arbeitsbuch zum Erlernen von Sketching und zahlreicher Skizziermethoden

by Bill Buxton,Saul Greenberg,Sheelagh Carpendale,Nicolai Marquardt

  • Publisher : mitp
  • Release : 2013-12-10
  • Pages : 272
  • ISBN : 9783826694592
  • Language : En, Es, Fr & De
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Das praktische Arbeitsbuch zum Erlernen von Sketching und zahlreicher Skizziermethoden 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 Komplett in Farbe Aus dem Inhalt: Ideenfindung Übungen zum Zeichnen Zeichnen mit Slideware Die visuelle Erzählung: Sequenzielles und narratives Storyboard Zustandsübergangsdiagramme User Experience animieren: Bewegungspfade Verzweigte Animationen Keyframes und Tweening Lineares Video Andere einbeziehen: Endbenutzer als Darsteller einfügen Ideen präsentierenund Feedback einholen 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. In seinem ersten Buch hat Buxton überzeugend dargestellt, WARUM das Skizzieren für den Designer so wichtig ist. In diesem hervorragend konzipierten Buch zeigen er und seine Co-autoren, WIE das Skizzieren funktioniert. Ich fordere meine Studenten seit Jahren auf, viel zu skizzieren. Dies ist der erste Leitfaden, der wirklich nützlich ist, um meinen Studenten zu zeigen, was Skizzieren bedeutet und wie es funktioniert. TERRY WINOGRAD, Professor an der Stanford University, Gründungsmitglied der D.School und Autor von Bringing Design to Software

User Experience Re-Mastered

User Experience Re-Mastered
Your Guide to Getting the Right Design

by Chauncey Wilson

  • Publisher : Morgan Kaufmann
  • Release : 2009-09-11
  • Pages : 396
  • ISBN : 9780123751157
  • Language : En, Es, Fr & De
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User Experience Re-Mastered: Your Guide to Getting the Right Design provides an understanding of key design and development processes aimed at enhancing the user experience of websites and web applications. The book is organized into four parts. Part 1 deals with the concept of usability, covering user needs analysis and card sorting—a tool for shaping information architecture in websites and software applications. Part 2 focuses on idea generation processes, including brainstorming; sketching; persona development; and the use of prototypes to validate and extract assumptions and requirements that exist among the product team. Part 3 presents core design principles and guidelines for website creation, along with tips and examples on how to apply these principles and guidelines. Part 4 on evaluation and analysis discusses the roles, procedures, and documents needed for an evaluation session; guidelines for planning and conducting a usability test; the analysis and interpretation of data from evaluation sessions; and user interface inspection using heuristic evaluation and other inspection methods. *A guided, hands-on tour through the process of creating the ultimate user experience – from testing, to prototyping, to design, to evaluation *Provides tried and tested material from best sellers in Morgan Kaufmann’s Series in Interactive Technologies, including leaders in the field such as Bill Buxton and Jakob Nielsen *Features never before seen material from Chauncey Wilson’s forthcoming, and highly anticipated Handbook for User Centered Design

Sketching User Experiences

Sketching User Experiences
Getting the Design Right and the Right Design

by William Buxton

  • Publisher : Unknown Publisher
  • Release : 2007
  • Pages : 443
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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Social Computing and Social Media. User Experience and Behavior

Social Computing and Social Media. User Experience and Behavior
10th International Conference, SCSM 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I

by Gabriele Meiselwitz

  • Publisher : Springer
  • Release : 2018-07-10
  • Pages : 523
  • ISBN : 3319915215
  • Language : En, Es, Fr & De
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The two volumes set LNCS 10913-10914 of SCSM 2018 constitutes the proceedings of the 10th International Conference on Social Computing and Social Media, SCSM 2018, held as part of the International Conference on Human-Computer Interaction, HCII 2018, held in Las Vegas, NV, USA, in July 2018. The total of 1171 papers and 160 posters presented at the 14 colocated HCII 2018 conferences. The papers were carefully reviewed and selected from 4346 submissions. These papers which are organized in the following topical sections: social media user experience, individual and social behavior in Social Media, privavcy and ethical issues in Social Media, motivation and gamification in Social Media, social network analysis, and agents, models and algorithms in Social Media.

Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems

Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems
9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III

by Aaron Marcus,Elizabeth Rosenzweig

  • Publisher : Springer Nature
  • Release : 2020-07-10
  • Pages : 705
  • ISBN : 3030497577
  • Language : En, Es, Fr & De
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This book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 51 papers included in this volume were organized in topical sections on interactions in public, urban and rural contexts; UX design for health and well-being; DUXU for creativity, learning and collaboration; DUXU for culture and tourism.

Design, User Experience, and Usability: Designing Interactions

Design, User Experience, and Usability: Designing Interactions
7th International Conference, DUXU 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II

by Aaron Marcus,Wentao Wang

  • Publisher : Springer
  • Release : 2018-07-10
  • Pages : 689
  • ISBN : 3319918036
  • Language : En, Es, Fr & De
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The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 50 papers included in this volume are organized in topical sections on design, education and creativity, GUI, visualization and image design, multimodal DUXU, and mobile DUXU.

Designing the User Experience of Game Development Tools

Designing the User Experience of Game Development Tools
A Book

by David Lightbown

  • Publisher : CRC Press
  • Release : 2015-02-24
  • Pages : 188
  • ISBN : 1482240211
  • Language : En, Es, Fr & De
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Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don't know where to begin.Designing the User Experience of Game Development Tools addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools.The book explains how to im

Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience

Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience
Third International Conference, DUXU 2014, Held as Part of the HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part I

by Aaron Marcus

  • Publisher : Springer
  • Release : 2014-05-16
  • Pages : 704
  • ISBN : 331907668X
  • Language : En, Es, Fr & De
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The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.

Human-Computer Interaction – INTERACT 2015

Human-Computer Interaction – INTERACT 2015
15th IFIP TC 13 International Conference, Bamberg, Germany, September 14-18, 2015, Proceedings, Part IV

by Julio Abascal,Simone Barbosa,Mirko Fetter,Tom Gross,Philippe Palanque,Marco Winckler

  • Publisher : Springer
  • Release : 2015-08-31
  • Pages : 686
  • ISBN : 3319227238
  • Language : En, Es, Fr & De
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The four-volume set LNCS 9296-9299 constitutes the refereed proceedings of the 15th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2015, held in Bamberg, Germany, in September 2015. The 74 full and short papers and 4 organizational overviews, 2 panels, 6 tutorials, and 11 workshops included in the fourth volume are organized in topical sections on tangible and tactile interaction; tools for design; touch and haptic; user and task modelling; visualization; visualization 3D; visualization in virtual spaces; wearable computing; demonstrations; and interactive posters.

Virtual, Augmented and Mixed Reality: Systems and Applications

Virtual, Augmented and Mixed Reality: Systems and Applications
5th International Conference, VAMR 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II

by Randall Shumaker

  • Publisher : Springer
  • Release : 2013-06-12
  • Pages : 445
  • ISBN : 3642394205
  • Language : En, Es, Fr & De
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Here is the second of a two-volume set (LNCS 8021 and 8022) that constitutes the refereed proceedings of the 5th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 88 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The papers included in this volume are organized in the following topical sections: healthcare and medical applications; virtual and augmented environments for learning and education; business, industrial and military applications; culture and entertainment applications.

Mobile TV: Customizing Content and Experience

Mobile TV: Customizing Content and Experience
A Book

by Aaron Marcus,Anxo Cereijo Roibás,Riccardo Sala

  • Publisher : Springer Science & Business Media
  • Release : 2009-12-01
  • Pages : 379
  • ISBN : 9781848827011
  • Language : En, Es, Fr & De
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Developing usable, useful, and appealing solutions for the customer or user experience requires customization according to specific users' needs amidst frequently changing physical and social environments. Complex design problems like these require interdisciplinary perspectives that cover software functionality, human interaction and communication experiences, and perceived value. After defining and summarizing current research and development, this book focuses on Mobile TV experience in everyday life, innovative conceptual and participatory design methods, contextual analysis methods, social context for interactive multimedia systems, advanced interaction with mobile digital content, and future trends for the wide range of products and services that will be offered in the decade to come. The Editors have carefully balanced the theoretical and empirical approaches providing a valuable insight into principles and methods, as well as actionable guidelines and recommendations for all those interested in exploring how to achieve the core objectives of usability, usefulness, and social appeal of this new mobile-video technology. The book answers many questions, and raises some new ones that only future technology development and deployment in mobile human-computer interaction and communication can answer.

Sketching User Experiences: The Workbook

Sketching User Experiences: The Workbook
A Book

by Saul Greenberg,Sheelagh Carpendale,Nicolai Marquardt,Bill Buxton

  • Publisher : Morgan Kaufmann
  • Release : 2011-12-28
  • Pages : 272
  • ISBN : 9780123819598
  • Language : En, Es, Fr & De
GET BOOK

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. Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills Extremely practical, with illustrated examples detailing all steps on how to do a method Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice Perfect complement to Buxton's Sketching User Experience or any UX text Author-maintained companion website at http://grouplab.cpsc.ucalgary.ca/sketchbook/

Computational Support for Sketching in Design

Computational Support for Sketching in Design
A Review

by Gabe Johnson,Mark D. Gross,Jason Hong,Ellen Yi-Luen Do

  • Publisher : Now Publishers Inc
  • Release : 2009-01-30
  • Pages : 104
  • ISBN : 1601981961
  • Language : En, Es, Fr & De
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Computational Support for Sketching in Design surveys the literature on sketch based tools from journals, conference proceedings, symposia and workshops in human-computer interaction, cognitive science, design research, computer science, artificial intelligence, and engineering design.

Sketching User Experiences

Sketching User Experiences
The Workbook

by Saul Greenberg

  • Publisher : Unknown Publisher
  • Release : 2011-12-28
  • Pages : 129
  • ISBN : 9781974801886
  • Language : En, Es, Fr & De
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Foundation Flash Catalyst

Foundation Flash Catalyst
A Book

by Greg Goralski,Lordalex Leon

  • Publisher : Apress
  • Release : 2010-12-28
  • Pages : 264
  • ISBN : 1430228636
  • Language : En, Es, Fr & De
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This book offers an introduction to Flash Catalyst for designers with intermediate to advanced skills. It discusses where Catalyst sits within the production process and how it communicates with other programs. It covers all of the features of the Flash Catalyst workspace, teaching you how to create designs from scratch, how to build application designs and add functionality, and how to master the Catalyst/Flex workflow. Introduces Flash Catalyst Focuses on production process Covers the interrelation between Flash Catalyst and Photoshop/Illustrator/Flex/Flash

A Project Guide to UX Design

A Project Guide to UX Design
For user experience designers in the field or in the making

by Russ Unger,Carolyn Chandler

  • Publisher : New Riders
  • Release : 2012-03-23
  • Pages : 360
  • ISBN : 0132931729
  • Language : En, Es, Fr & De
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User experience design is the discipline of creating a useful and usable Web site or application that’s easily navigated and meets the needs of the site owner and its users. There’s a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, management skills, and business savvy. That’s where the updated edition of this important book comes in. With new information on design principles, mobile and gestural interactions, content strategy, remote research tools and more, you’ll learn to: Recognize the various roles in UX design, identify stakeholders, and enlist their support Obtain consensus from your team on project objectives Understand approaches such as Waterfall, Agile, and Lean UX Define the scope of your project and avoid mission creep Conduct user research in person or remotely, and document your findings Understand and communicate user behavior with personas Design and prototype your application or site Plan for development, product rollout, and ongoing quality assurance

Interaction Design

Interaction Design
Beyond Human-Computer Interaction

by Helen Sharp,Jennifer Preece,Yvonne Rogers

  • Publisher : John Wiley & Sons
  • Release : 2019-04-04
  • Pages : 656
  • ISBN : 111954730X
  • Language : En, Es, Fr & De
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A new edition of the #1 text in the human computer Interaction field! Hugely popular with students and professionals alike, the Fifth Edition of Interaction Design is an ideal resource for learning the interdisciplinary skills needed for interaction design, human-computer interaction, information design, web design, and ubiquitous computing. New to the fifth edition: a chapter on data at scale, which covers developments in the emerging fields of 'human data interaction' and data analytics. The chapter demonstrates the many ways organizations manipulate, analyze, and act upon the masses of data being collected with regards to human digital and physical behaviors, the environment, and society at large. Revised and updated throughout, this edition offers a cross-disciplinary, practical, and process-oriented, state-of-the-art introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied. Explains how to use design and evaluation techniques for developing successful interactive technologies Demonstrates, through many examples, the cognitive, social and affective issues that underpin the design of these technologies Provides thought-provoking design dilemmas and interviews with expert designers and researchers Uses a strong pedagogical format to foster understanding and enjoyment An accompanying website contains extensive additional teaching and learning material including slides for each chapter, comments on chapter activities, and a number of in-depth case studies written by researchers and designers.