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

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PART I: DESIGN AS DREAMCATCHERIntroductionCase Study: Apple, Design and BusinessThe Bossy RuleA Snapshot of TodayThe Role of DesignA Sketch of the ProcessThe Cycle of InnovationThe Question of ?Design?The Anatomy of SketchingClarity is not always the Path to EnlightenmentThe Larger Family of RenderingsExperience Design vs. Interface DesignSketching InteractionSketches are not PrototypesWhere is the User in all of this?You make that Sound like a Negative ThingIf Someone Made a Sketch in the Forest and Nobody Saw it?The Object of SharingAnnotation: Sketching on SketchesDesign Thinking and EcologyThe Second Worst Thing that Can HappenA River Runs Through ItPART II: STORIES OF METHODS AND MADNESSIntroductionThe Wonderful Wizard of OzChameleon: From Wizardry to Smoke-and-MirrorsLe Bricolage: Cobbling Things TogetherIt was a Dark and Stormy Night?Visual Story TellingSimple AnimationShoot the MimeSketch-a-MoveExtending Interaction: Real and IllusionThe Bifocal DisplayVideo InvisionmentInteracting with PaperAre you Talking to me?PART III: RECAPITULATION & CODASome Final ThoughtsPART IV: REFERENCES/BIBLIOGRAPHY
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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.

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