Sketching User Experiences

Author: Saul Greenberg,Sheelagh Carpendale,Nicolai Marquardt

Publisher: Elsevier

ISBN: 0123819598

Category: Computers

Page: 262

View: 1969

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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
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Smashing UX Design

Foundations for Designing Online User Experiences

Author: Jesmond Allen,James Chudley

Publisher: John Wiley & Sons

ISBN: 047097043X

Category: Computers

Page: 288

View: 6051

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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

Author: Aaron Marcus,Wentao Wang

Publisher: Springer

ISBN: 3319918036

Category: Computers

Page: 689

View: 5966

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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.
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Responsive Web Design with Adobe Photoshop

Author: Dan Rose

Publisher: Adobe Press

ISBN: 0134035712

Category: Computers

Page: 288

View: 4980

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For a couple of decades now, designers have used Photoshop to mock up Web page designs. However, that work generally results in a static graphic of the page, which has to be translated by a developer into the components of a Web page: HTML files and Web-compatible image files. Our multi-device world has shown us that this approach to web design, including full-page comps done in Photoshop, is increasingly problematic. Modern web designers are adopting a new approach: creating flexible web pages whose layout can adapt to suit the screen on which they are displayed. This is “Responsive Web Design” [RWD]. Until now, books on designing responsive Web sites have focused on HTML and CSS – in other words, they've been very code-centric, and visual creativity seems to take a back seat. This new book is aimed at the visual Web designer who’s accustomed to working in Photoshop. Adobe Photoshop CC contains many new features that help streamline the process of converting a static page design to a set of components for a responsive web page. Dan Rose is one of the best-known advocates of this new way of working in Photoshop. He’s observed that only a few people are talking about Photoshop for RWD constructively, yet a majority (63% as of his last informal poll) of web designers are using Photoshop for more than simple asset creation. This transition is a pain point for many designers. His new book will balance coverage of conceptual issues (how to fit tools like Photoshop to the design workflow rather than fitting a workflow to the tools) with practical design exercises tailored to help communicate the overall design direction of the page while respecting the needs of the fluid Web. In addition, he will introduce methods for taking HTML back into Photoshop for further refinement.
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A Project Guide to UX Design

For user experience designers in the field or in the making

Author: Russ Unger,Carolyn Chandler

Publisher: New Riders

ISBN: 0132931729

Category: Computers

Page: 360

View: 436

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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
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Proxemic Interactions

From Theory to Practice

Author: Nicolai Marquardt,Saul Greenberg

Publisher: Morgan & Claypool Publishers

ISBN: 1627056572

Category: Computers

Page: 199

View: 3019

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In the everyday world, much of what we do as social beings is dictated by how we perceive and manage our interpersonal space. This is called proxemics. At its simplest, people naturally correlate physical distance to social distance. We believe that people’s expectations of proxemics can be exploited in interaction design to mediate their interactions with devices (phones, tablets, computers, appliances, large displays) contained within a small ubiquitous computing ecology. Just as people expect increasing engagement and intimacy as they approach others, so should they naturally expect increasing connectivity and interaction possibilities as they bring themselves and their devices in close proximity to one another. This is called Proxemic Interactions. This book concerns the design of proxemic interactions within such future proxemic-aware ecologies. It imagines a world of devices that have fine-grained knowledge of nearby people and other devices—how they move into range, their precise distance, their identity, and even their orientation—and how such knowledge can be exploited to design interaction techniques. The first part of this book concerns theory. After introducing proxemics, we operationalize proxemics for ubicomp interaction via the Proxemic Interactions framework that designers can use to mediate people’s interactions with digital devices. The framework, in part, identifies five key dimensions of proxemic measures (distance, orientation, movement, identity, and location) to consider when designing proxemic-aware ubicomp systems. The second part of this book applies this theory to practice via three case studies of proxemic-aware systems that react continuously to people’s and devices’ proxemic relationships. The case studies explore the application of proxemics in small-space ubicomp ecologies by considering first person-to-device, then device-to-device, and finally person-to-person and device-to-device proxemic relationships. We also offer a critical perspective on proxemic interactions in the form of “dark patterns,” where knowledge of proxemics may (and likely will) be easily exploited to the detriment of the user.
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Finite Element Simulations with ANSYS Workbench 17

Author: Huei-Huang Lee

Publisher: SDC Publications

ISBN: 1630570885

Category: Computers

Page: 608

View: 2030

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Finite Element Simulations with ANSYS Workbench 17 is a comprehensive and easy to understand workbook. Printed in full color, it utilizes rich graphics and step-by-step instructions to guide you through learning how to perform finite element simulations using ANSYS Workbench. Twenty seven real world case studies are used throughout the book. Many of these case studies are industrial or research projects that you build from scratch. Prebuilt project files are available for download should you run into any problems. Companion videos, that demonstrate exactly how to perform each tutorial, are also available Relevant background knowledge is reviewed whenever necessary. To be efficient, the review is conceptual rather than mathematical. Key concepts are inserted whenever appropriate and summarized at the end of each chapter. Additional exercises or extension research problems are provided as homework at the end of each chapter. A learning approach emphasizing hands-on experiences spreads though this entire book. A typical chapter consists of 6 sections. The first two provide two step-by-step examples. The third section tries to complement the exercises by providing a more systematic view of the chapter subject. The following two sections provide more exercises. The final section provides review problems.
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Finite Element Simulations with ANSYS Workbench 16

Author: Huei-Huang Lee

Publisher: SDC Publications

ISBN: 1585039837

Category: Computers

Page: 610

View: 3105

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Finite Element Simulations with ANSYS Workbench 16 is a comprehensive and easy to understand workbook. It utilizes step-by-step instructions to help guide readers to learn finite element simulations. Twenty seven real world case studies are used throughout the book. Many of these cases are industrial or research projects the reader builds from scratch. All the files readers may need if they have trouble are available for download on the publishers website. Companion videos that demonstrate exactly how to preform each tutorial are available to readers by redeeming the access code that comes in the book. Relevant background knowledge is reviewed whenever necessary. To be efficient, the review is conceptual rather than mathematical. Key concepts are inserted whenever appropriate and summarized at the end of each chapter. Additional exercises or extension research problems are provided as homework at the end of each chapter. A learning approach emphasizing hands-on experiences spreads through this entire book. A typical chapter consists of 6 sections. The first two provide two step-by-step examples. The third section tries to complement the exercises by providing a more systematic view of the chapter subject. The following two sections provide more exercises. The final section provides review problems.
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