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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
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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Designing the iPhone User Experience

Designing the iPhone User Experience
A User-Centered Approach to Sketching and Prototyping iPhone Apps

by Suzanne Ginsburg

  • Publisher : Pearson Education
  • Release : 2010-08-12
  • Pages : 336
  • ISBN : 9780321699589
  • Language : En, Es, Fr & De
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"In her book Designing the iPhone User Experience, Suzanne Ginsburg takes a fresh look at cutting-edge, user-centered design from the perspective of designing mobile user experiences for the iPhone. Her book brings together everything you need to know to design great products for mobile contexts." —Pabini Gabriel-Petit, UX Strategy & Design Consultant and Publisher and Editor in Chief of UXmatters “It’s about time! Suzanne Ginsburg takes the best of User-Centered Design (UCD) principles and tweaks them with a dash of mobile and a lot of hints about what it means to implement the Apple Human Interface Guidelines for iPhone. Your idea for an iPhone app has much better chances of being accepted by iPhone owners (and by the iTunes watchdogs guarding entry to the App Store) if you follow even half of the suggestions in this book.” —Nancy Frishberg, Ph.D., User Experience Strategist and past Chair of BayCHI Given the fiercely competitive state of the iPhone app landscape, it has become increasingly challenging for app designers and developers to differentiate their apps. The days are long gone when it was possible to crank out an app over the weekend and refine it after receiving a few not so flattering user reviews. Users now have choices -- lots of them. If your app is difficult to use or doesn’t meet their needs, finding another one is just a tap away. To illustrate, consider the ever-growing field of Twitter clients. There are hundreds of variations in the App Store but only a handful stand out from the pack (such as Tweetie or Twitterific). For most apps, it boils down to one thing: the user experience. The same is true for countless other categories within the App Store; well-designed apps are more likely to attract and retain users. Of course there are other critical aspects of iPhone app development: the coding, the marketing, the customer support. All of the elements must come together. Designing the iPhone User Experience will help you tackle the user experience part of the iPhone challenge. Three key themes will be reinforced throughout the book: Know thy user, the Design Lifecycle, and Attention to Detail: Know Thy User Millions of people depend on iPhone apps to get them to work, find their next meal, and stay in touch with family and friends. Professionals of all kinds also rely on iPhone apps: doctors look up drug interactions; photographers fine-tune lighting; cyclists find the best routes. To truly understand how your apps can fit into their lives, designers and developers must learn how users do things today, what’s important to them, and what needs have not been met. Part II, Introduction to User Research, will introduce a variety of user research methods. The Design Lifecycle Award-winning designs rarely happen overnight; they usually only occur after many rigorous design cycles. To illustrate this point, consider USA TODAY's iPhone application, which went through at least seven iterations for the article view in their app. These kinds of iterations should happen before you launch your app, since it will save valuable time and money, not to mention the headaches a bad design could create for your user. More importantly, you may only have one chance to impress your users -- you do not want to sell them half-baked ideas. Part III, Developing your App Concept, will explain how to iteratively design and test your app concepts. Attention to Detail Most professionals know that attention to detail is important, but hundreds of apps fail to incorporate even the most basic design principles. This lack of attention is not merely an aesthetic issue (which is important) it also affects the way apps function. For example, a news article without proper alignment will be difficult to read, and a poorly rendered icon will be challenging to interpret. Apps with a razor sharp attention to detail will stand out because their apps will look good and perform well. Part IV, Refining your App Concept, will show you how to make to your app shine, from visual design and branding to accessibility and localization. Mastering these three areas will help set your app apart from the crowd. You may not have an award-winning app over night. But knowing your users, iterative design, and attention to detail are important first steps.

Smashing UX Design

Smashing UX Design
Foundations for Designing Online User Experiences

by Jesmond Allen,James Chudley

  • Publisher : John Wiley & Sons
  • Release : 2012-05-03
  • Pages : 288
  • ISBN : 0470970626
  • Language : En, Es, Fr & De
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Sketchbook

Sketchbook
Gardening Notebook, Gardening Journal, Economics, Deep Learning, Doctor Notebook, Diet Planner, Sketch Journal, Sketch Thinking, Sketching User Experiences, Black Sea, (109 Pages, Blank, 8,5 X 11)

by Independently Published

  • Publisher : Unknown Publisher
  • Release : 2019-06-15
  • Pages : 109
  • ISBN : 9781074186562
  • Language : En, Es, Fr & De
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Great value Sketchbook Journal & Notebook: For intended for Sketch, Drawing, Doodling, Painting, Writing, School, Class and Home Good quality white paper Dimensions: 8,5" x11" (21,59 x 27.94 cm) Interior: Blank, White Paper, Pages: 109 Notebook sketchbook For girls For kids

Art inspired by the sea

Art inspired by the sea

by Louk W. Varossieau

  • Publisher : Unknown Publisher
  • Release : 2002
  • Pages : 320
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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In 2002 herdenkt men de oprichting van de Verenigde Oostindische Compagnie, de VOC. In dit herdenkingsjaar schenkt de scheepvaartonderneming Koninklijke Nedlloyd (sinds 1997 gefuseerd met P & O) zijn kunstcollectie aan het Maritiem museum te Rotterdam. 400 Jaar maritieme (kunst) geschiedenis staat centraal in deze uitgave. De afbeeldingen worden beschreven op kunstinhoudelijke, maar ook op sociale, economische, sociaal-geografische en geschiedkundige aspecten. The year 2002 is the anniversary of the 'Verenigde Oostindische Compagnie', the VOC. Simultaneously the shipping company Nedlloyd (since 1997 in a joint venture with P & O) donated its art collection to the Maritiem museum'' in Rotterdam. 400 Years of maritime (art) history lie at the centre of this publication. The pictures are set against a background of social, geographic, economic and art aspects.

The Smashing Book #2

The Smashing Book #2
A Book

by Smashing Magazine

  • Publisher : Smashing Magazine
  • Release : 2011
  • Pages : 362
  • ISBN : 3943075222
  • Language : En, Es, Fr & De
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The Smashing Book 2 shares valuable practical insight into design, usability and coding. It provides professional advice for designing mobile applications and building successful e commerce websites, and it explains common coding mistakes and how to avoid them. You will explore the principles of professional design thinking and graphic design and learn how to apply psychology and game theory to create engaging user experiences. TABLE OF CONTENTS - The Principles of Good Graphic Design - Visible vs. Invisible Design - Designing Mobile User Experiences - Sketching, Wireframing and Prototyping - Red Flags (Warning Signs) in Web Development - The Future of Web Typography - Applying Game Design Principles to User Experience Design - When They Click: Psychology of Web Design and User Behavior - Design Patterns in ECommerce Websites (Study) - How to Make a Book (Like This One) This Book was written by Matt Ward, Alexander Charchar, Francisco Inchauste, Mike Rundle, Janko Jovanovic, Christian Heilmann, Vivien Anayian, Christoph Kolb, Susan Weinschenk, Steven Bradley, The Smashing Editorial Team.

Strategy & Business

Strategy & Business
A Book

by Anonim

  • Publisher : Unknown Publisher
  • Release : 2007
  • Pages : 329
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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Creating a Better World

Creating a Better World
Proceedings of the 11th Engineering and Product Design Education International Conference, University of Brighton, 10-11th September 2009

by Anna Clarke

  • Publisher : Unknown Publisher
  • Release : 2009
  • Pages : 579
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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The Conference Board Review

The Conference Board Review
A Book

by Anonim

  • Publisher : Unknown Publisher
  • Release : 2008
  • Pages : 329
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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Teaching + Learning Landscape

Teaching + Learning Landscape
A Book

by Council of Educators in Landscape Architecture. Meeting

  • Publisher : Unknown Publisher
  • Release : 2009
  • Pages : 300
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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Business Review Weekly

Business Review Weekly
BRW

by Anonim

  • Publisher : Unknown Publisher
  • Release : 2008
  • Pages : 329
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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BRW.

BRW.
A Book

by Anonim

  • Publisher : Unknown Publisher
  • Release : 2008
  • Pages : 329
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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Visible Language

Visible Language
A Book

by Anonim

  • Publisher : Unknown Publisher
  • Release : 2009
  • Pages : 329
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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The journal for research on the visual media of language expression.

The Practitioner's Guide To User Experience Design

The Practitioner's Guide To User Experience Design
A Book

by Luke Miller

  • Publisher : Hachette UK
  • Release : 2015-01-06
  • Pages : 192
  • ISBN : 0349406782
  • Language : En, Es, Fr & De
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The core mission of User Experience (UX) design is to craft digital experiences that not only empower but delight users, and we've never had a better set of tools for doing so. Not only is there strong demand in digital product development for people with UX skills, but technology is evolving so rapidly and in such interesting ways that the work affords constant opportunities to innovate and let your creativity run. But how do you get into UX Design? Do you have to know how to write code? Or do you need a degree in design? And what exactly is UX? Does it refer to the process or the result? In The Practitioner's Guide To User Experience Luke Miller answers all of these questions and draws on his own experience and examples of specific projects to walk you through the methods used by designers to craft user experiences. These include: *Techniques of user research, including conducting user interviews and surveys and creating personas to represent the range of users you're appealing to, as well as performing competitive analysis of rival products. *A core set of methods for crafting well designed routes of navigation through sites and apps, called user flows *Creating the layouts and designing the interface elements of pages, from initial sketching and creating a rough site map, through the drawing of more detailed page designs, generally called wireframes, and on to making moving prototypes. *User testing - everything from rough sketches to fully functioning prototypes to interpreting the results of tests and making recommendations for any changes to products. The best UX comes from learning by doing and understanding how creative, fun and satisfying the work can be. Adding UX expertise to your mix of skills will make you more marketable, a knowledge of UX principles and practices and will enrich your work in any part of digital product creation.

HCI Beyond the GUI

HCI Beyond the GUI
Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces

by Philip Kortum

  • Publisher : Morgan Kaufmann
  • Release : 2008-05-09
  • Pages : 462
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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As technology expands and evolves, one-dimensional, graphical user interface (GUI) design becomes increasingly limiting and simplistic. Designers must meet the challenge of developing new and creative interfaces that adapt to meet human needs and technological trends. HCI Beyond the GUI provides designers with this know how by exploring new ways to reach users that involve all of the human senses. Dr. Kortum gathers contributions from leading human factors designers to present a single reference for professionals, researchers, and students. Explores the human factors involved in the design and implementation of the nontraditional interfaces, detailing design strategies, testing methodologies, and implementation techniques Provides an invaluable resource for practitioners who design interfaces for children, gamers and users with accessibility needs Offers extensive case studies, examples and design guidelines

Design Issues

Design Issues
A Book

by Anonim

  • Publisher : Unknown Publisher
  • Release : 2014
  • Pages : 329
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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Moderating Usability Tests

Moderating Usability Tests
Principles and Practices for Interacting

by Joseph S. Dumas,Beth A. Loring

  • Publisher : Morgan Kaufmann
  • Release : 2008-03-14
  • Pages : 185
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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Two veteran usability testers have mined their experience to identify the underlying principles of successful interaction with test participants. They've captured these in the "10 golden rules of interaction."

Gaining Design Insight Through Interaction Prototyping Tools

Gaining Design Insight Through Interaction Prototyping Tools
A Book

by Björn Hartmann

  • Publisher : Unknown Publisher
  • Release : 2009
  • Pages : 388
  • ISBN : 9876543210XXX
  • Language : En, Es, Fr & De
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