-
Pervasive information architecture
As physical and digital interactions intertwine, new challenges for digital product designers and developers, as well as, industrial designers and architects are materializing. While well versed in designing navigation, organization, and labelling of websites and software, professionals are faced the crucial challenge of how to apply these techniques to information systems that cross communication channels that link the digital world to the physical world.
Pervasive Information Architecture: Designing Cross-Channel User Experiences provides examples showing why and how one would:
- 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
- Alleviate the frustration associated with choosing from an ever-growing set of information, services, and goods
- Suggest relevant connections between pieces of information, services and goods to help users achieve their goals.
Opgeslagen onder:
Concept en theorie,
Informatie-architectuur
-
User experience management
"The role of UX manager is of vital importance -- it means leading a productive team, influencing businesses to adopt user-centered design, and delivering valuable products customers. Few UX professionals who find themselves in management positions have formal training in management. More often than not they are promoted to a management position after having proven themselves as an effective and successful practitioner.Yet as important as the position of manager is to the advancement of the field there are no books that specifically address the needs of user experience managers. Though information is available on the Web, nothing ties that advice together in the way a manager would need to integrate it in their work.
User Experience Management: Essential Skills for Leading Effective UX Teams speaks directly to the UX manager and to the unique challenges one may face. It outlines the robust framework for how to be an effective UX manager, from creating a team, to orchestrating product development, to ensuring UX is not compromised, to achieving company buy-in on results. This acts as a checklist readers can use to make sure they have covered the bases as they think about how to build their own user experience programs. Written by an experienced UX manager, and containing testamonials from many leading managers in the field, managers both current and aspiring will find this an invaluable reference loaded with ideas and techniques for managing user experience."
Opgeslagen onder:
User experience,
Internationaal
-
Smart Things
"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: Ubiquitous computing user experience design 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."
Opgeslagen onder:
Trends en ontwikkelingen,
Experience design
-
Simple and Usable
In a complex world, products that are easy to use win favor with consumers. Simple and Usable Web, Mobile, and Interaction Design is the first book on the topic of simplicity aimed specifically at interaction designers. It shows how to drill down and simplify user experiences when designing digital tools and applications. It begins by explaining why simplicity is attractive, explores the laws of simplicity, and presents proven strategies for achieving simplicity. Remove, hide, organize and displace become guidelines for designers, who learn simplicity by seeing before and after examples and case studies where the results speak for themselves.
Boekbespreking door Kamiel Martinet.
Opgeslagen onder:
Bruikbaarheid,
Interface-ontwerp
-
A Practical Guide to Information Architecture
As the title suggests, this is a very practical book. It covers all sorts of IA issues you’ll come across in projects – including setting project goals, analysing content, planning for content, understanding people (user research), designing IA, designing navigation, usability testing and documenting your work. Plus it covers IA principles such as categories, classification, labelling and common IA patterns.
While mainly focused around examples of websites and intranets, it’s also relevant to application design (web and non-web) and other situations where you need to organise, group and label content.
Opgeslagen onder:
Informatie-architectuur,
Internationaal
-
Handboek interactieontwerp
Interactieontwerpers richten zich op de vele aspecten van interactie en interfaces tussen mensen en digitale apparaten. Hoe begrijpen mens en machine elkaar het best? En wat komt hier allemaal bij kijken? Dit boek legt een stevig fundament voor ontwerpers in opleiding en voor mensen die zich bezighouden met interactieontwerp. Het Handboek Interactieontwerp beschrijft het ontwerpproces en geeft informatie over:
- discoveryfase: briefing, onderzoek, consolidatie van resultaten en rapportage
- analysefase: persona’s, scenario’s, requirements en specificaties
- ontwerpfase: concepten, schetsen, prototypen en de rationale
- uitwerking: ontwerp userinterface, grafisch ontwerp, multimedia en usability
- applicatietypen: internettoepassingen, games en zakelijke en mobiele applicaties
- interactiepatronen: inloggen, registreren, profiel, formulier, wizard, e-commerce, zoeken, veel-gestelde vragen en help
- toekomstige ontwikkelingen: e-book, tablet-pc, multi-touch, mobile tag, wearable technology, augmented reality en stemgestuurde en neurale interfaces
Het Handboek Interactieontwerp behandelt de uitdagingen die professionele interactieontwerpers tegenkomen. Het boek biedt een gedegen basis voor het ontwikkelen van uw vakkennis en het ondersteunt interactieontwerpers in de praktijk. Met dit boek bent u volledig op de hoogte van de facetten van interactie tussen mensen en digitale apparaten. Het handboek is gericht op studenten en is in april 2010 verschenen. Het bevat een brede basis voor interactieontwerpers. Dit omvat het proces, applicaties en patronen, multimedia, mobiele apparaten en toekomstige ontwikkelingen in interactieontwerp.
Opgeslagen onder:
Interactie-ontwerp,
Onderwijs
-
Experience Design: Technology for all the right reasons
In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six — six criteria for what makes a good cut. On top of his list is “to be true to the emotion of the moment,” a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich “experience” to the audience. Because, “what they finally remember is not the editing, not the camerawork, not the performances, not even the story—it’s how they felt.” Technology for all the right reasons applies this insight to the design of interactive products and technologies — the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful.
Experience Design: Technology for all the right reasons clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes.
Opgeslagen onder:
User experience,
Experience design
-
Storytelling for User Experience
We all tell stories. It's one of the most natural ways to share information, as old as the human race. This book is not about a new technique, but how to use something we already know in a new way. Stories help us gather and communicate user research, put a human face on analytic data, communicate design ideas, encourage collaboration and innovation, and create a sense of shared history and purpose. This book looks across the full spectrum of user experience design to discover when and how to use stories to improve our products. Whether you are a researcher, designer, analyst or manager, you will find ideas and techniques you can put to use in your practice.
If you...
- Need to share research and design insights in a compelling and effective way
- Struggle to communicate the meaning of a large body of data in a way that everyone just "gets"
- Want to explore a new, innovative idea, and imagine its future
... Storytelling for User Experience: Crafting Stories for Better Design can help you, by showing you how and when to choose, create and use stories.
Opgeslagen onder:
Ontwerpprincipes,
Communicatie
|