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Sketching User Experiences

Sketching User Experiences

Author: Saul Greenberg, Sheelagh Carpendale, Nicolai Marquardt
Publisher: Elsevier
ISBN: 0123819598
Pages: 262
Year: 2012
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
The UX Book

The UX Book

Author: Rex Hartson, Pardha S. Pyla
Publisher: Elsevier
ISBN: 0123852420
Pages: 968
Year: 2012-01-25
The UX Book: Process and Guidelines for Ensuring a Quality User Experience aims to help readers learn how to create and refine interaction designs that ensure a quality user experience (UX). The book seeks to expand the concept of traditional usability to a broader notion of user experience; to provide a hands-on, practical guide to best practices and established principles in a UX lifecycle; and to describe a pragmatic process for managing the overall development effort. The book provides an iterative and evaluation-centered UX lifecycle template, called the Wheel, for interaction design. Key concepts discussed include contextual inquiry and analysis; extracting interaction design requirements; constructing design-informing models; design production; UX goals, metrics, and targets; prototyping; UX evaluation; the interaction cycle and the user action framework; and UX design guidelines. This book will be useful to anyone interested in learning more about creating interaction designs to ensure a quality user experience. These include interaction designers, graphic designers, usability analysts, software engineers, programmers, systems analysts, software quality-assurance specialists, human factors engineers, cognitive psychologists, cosmic psychics, trainers, technical writers, documentation specialists, marketing personnel, and project managers. A very broad approach to user experience through its components—usability, usefulness, and emotional impact with special attention to lightweight methods such as rapid UX evaluation techniques and an agile UX development process Universal applicability of processes, principles, and guidelines—not just for GUIs and the Web, but for all kinds of interaction and devices: embodied interaction, mobile devices, ATMs, refrigerators, and elevator controls, and even highway signage Extensive design guidelines applied in the context of the various kinds of affordances necessary to support all aspects of interaction Real-world stories and contributions from accomplished UX practitioners A practical guide to best practices and established principles in UX A lifecycle template that can be instantiated and tailored to a given project, for a given type of system development, on a given budget
Designing with the Mind in Mind

Designing with the Mind in Mind

Author: Jeff Johnson
Publisher: Elsevier
ISBN: 012411556X
Pages: 250
Year: 2013-12-17
In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow. Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In this new edition, you'll find new chapters on human choice and decision making, hand-eye coordination and attention, as well as new examples, figures, and explanations throughout. Provides an essential source for user interface design rules and how, when, and why to apply them Arms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressures Completely updated and revised, including additional coverage on human choice and decision making, hand-eye coordination and attention, and new mobile and touch-screen examples throughout
Paper Prototyping

Paper Prototyping

Author: Carolyn Snyder
Publisher: Elsevier
ISBN: 0080513506
Pages: 408
Year: 2003-05-12
Do you spend a lot of time during the design process wondering what users really need? Do you hate those endless meetings where you argue how the interface should work? Have you ever developed something that later had to be completely redesigned? Paper Prototyping can help. Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work. Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing: * Save time and money - solve key problems before implementation begins * Get user feedback early - use it to focus the development process * Communicate better - involve development team members from a variety of disciplines * Be more creative - experiment with many ideas before committing to one *Enables designers to solve design problems before implementation begins *Five case studies provide real world examples of paper prototyping at work *Delves into the specifics of what types of projects paper prototyping is and isn't good for.
Prototyping

Prototyping

Author: Todd Zaki Warfel
Publisher: Rosenfeld Media
ISBN: 1933820225
Pages: 195
Year: 2009-11-01
Prototyping is a great way to communicate the intent of a design both clearly and effectively. Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users. With this book, Todd Zaki Warfel shows how prototypes are more than just a design tool by demonstrating how they can help you market a product, gain internal buy-in, and test feasibility with your development team.
Wireframing Essentials

Wireframing Essentials

Author: Matthew J. Hamm
Publisher: Packt Publishing Ltd
ISBN: 1849698554
Pages: 112
Year: 2014-01-24
An easy to follow, example-based guide introducing you to the world of user experience design through the author's real world experiences Whether you are looking to become a professional UX Designer, or just need to get the job done, the principles and processes discussed in this book will help you understand how to craft reliably effective and successful design solutions.
The Design Studio Method

The Design Studio Method

Author: Brian K Sullivan
Publisher: CRC Press
ISBN: 1317692225
Pages: 200
Year: 2015-06-12
The struggle with balancing creative products that are innovative, technically feasible, and financially sound is one designers and web professionals go through every day. The Design Studio Method is a creative problem solving process that allows you to quickly generate ideas, evaluate them, and reach consensus, achieving that balancing act. Brian Sullivan’s The Design Studio Method gives answers that you have been looking for, showing you how to be innovative and efficient without sacrificing quality and collaboration. This book simplifies the complicated method, explaining each step, each participant’s involvement, and how to adapt the method to your needs. The Design Studio Method provides step-by-step procedures to ensure your success. From illumination, to generation, to presentation, all the way to iteration, this book provides the road map you’ll need to start generating innovate products. Shows you how to involve all members of the creative process—from clients to directors—so that everyone participates, critiques, and innovates. Features real-world examples of Design Studio projects that highlight the successes of this method and ways to adapt it to your needs. Includes a website that showcases videos covering each step of the method and other procedures that crop up along the way.
Undercover User Experience

Undercover User Experience

Author: Cennydd Bowles, James Box
Publisher: New Riders Pub
ISBN: 0321719905
Pages: 183
Year: 2010
Once You Catch The User Experience Bug, the world changes. Doors open the wrong way, websites don't work, and companies don't seem to care. And while anyone can learn the UX remedies---usability testing, personas, prototyping and so on---unless your organization "gets it," putting them into practice is trickier. Undercover User Experience is a pragmatic guide from the front lines, giving frank advice on making UX work in real companies with real problems. Readers will learn how to fit research, idea generation, prototyping and testing into their daily workflow, and how to design good user experiences under the all-too-common constraints of time, budget and culture. "A wonderful, proctical, yet subversive book. Cennydd and James teach you the subtle art of fighting for---and then designing for---users in a hostile world."---Joshua Porter, co-founder Performable and co-creator of 52 weeksofUX. com
Designing the Moment

Designing the Moment

Author: Robert Hoekman Jr.
Publisher: Peachpit Press
ISBN: 0132104067
Pages: 256
Year: 2010-04-09
The trick to great design is knowing how to think through each decision so that users don't have to. In Designing the Moment: Web Interface Design Concepts in Action, Robert Hoekman, Jr., author of Designing the Obvious, presents over 30 stories that illustrate how to put good design principles to work on real-world web application interfaces to make them obvious and compelling. From the first impression to the last, Hoekman takes a think out loud approach to interface design to show us how to look critically at design decisions to ensure that human beings, the kind that make mistakes and do things we don't expect, can walk away from our software feeling productive, respected, and smart.
Designing for Interaction

Designing for Interaction

Author: Dan Saffer
Publisher: Pearson Education
ISBN: 0132798107
Pages: 248
Year: 2006-07-18
Explore the new design discipline that is behind such products as the iPod and innovative Web sites like Flickr. While other books on this subject are either aimed at more seasoned practitioners or else are too focused on a particular medium like software, this guide will take a more holistic approach to the discipline, looking at interaction design for the Web, software, and devices. It is the only interaction design book that is coming from a designers point of view rather than that of an engineer. This much-needed guide is more than just a how-to manual. It covers interaction design fundamentals, approaches to designing, design research, and more, and spans all mediums—Internet, software, and devices. Even robots! Filled with tips, real-world projects, and interviews, you’ll get a solid grounding in everything you need to successfully tackle interaction design. Designing for Interaction is an AIGA Design Press book, published under Peachpit's New Riders imprint in partnership with AIGA.
Drawing Ideas

Drawing Ideas

Author: Mark Baskinger, William Bardel
Publisher: Watson-Guptill
ISBN: 038534452X
Pages: 304
Year: 2013-11-19
A primer for design professionals across all disciplines that helps them create compelling and original concept designs by hand--as opposed to on the computer--in order to foster collaboration and win clients. In today's design world, technology for expressing ideas is pervasive; CAD models and renderings created with computer software provide an easy option for creating highly rendered pieces. However, the accessibility of this technology means that fewer designers know how to draw by hand, express their ideas spontaneously, and brainstorm effectively.In a unique board binding that mimics a sketchbook, Drawing Ideas provides a complete foundation in the techniques and methods for effectively communicating to an audience through clear and persuasive drawings.
Designing for Interaction

Designing for Interaction

Author: Dan Saffer
Publisher: New Riders
ISBN: 0321643399
Pages: 223
Year: 2009
Describes effective approaches to interaction design, with information on developing a design strategy, conducting research, analyzing the data, creating concepts, and testing and deployment.
Designed for Use

Designed for Use

Author: Lukas Mathis
Publisher: Pragmatic Bookshelf
ISBN: 1680505262
Pages: 338
Year: 2016-04-07
This book is for designers, developers, and product managers who are charged with what sometimes seems like an impossible task: making sure products work the way your users expect them to. You'll find out how to design applications and websites that people will not only use, but will absolutely love. The second edition brings the book up to date and expands it with three completely new chapters. Interaction design - the way the apps on our phones work, the way we enter a destination into our car's GPS - is becoming more and more important. Identify and fix bad software design by making usability the cornerstone of your design process. Lukas weaves together hands-on techniques and fundamental concepts. Each technique chapter explains a specific approach you can use to make your product more user friendly, such as storyboarding, usability tests, and paper prototyping. Idea chapters are concept-based: how to write usable text, how realistic your designs should look, when to use animations. This new edition is updated and expanded with new chapters covering requirements gathering, how the design of data structures influences the user interface, and how to do design work as a team. Through copious illustrations and supporting psychological research, expert developer and user interface designer Lukas Mathis gives you a deep dive into research, design, and implementation--the essential stages in designing usable interfaces for applications and websites. Lukas inspires you to look at design in a whole new way, explaining exactly what to look for - and what to avoid - in creating products that get people excited.
Product Design

Product Design

Author: Alex Milton, Paul Rodgers
Publisher: Laurence King Publishing
ISBN: 1856697517
Pages: 240
Year: 2011-07-27
Product Design offers a broad and comprehensive introduction to the field of product design and the key role of product designers. Following through all the stages and activities involved in the creation of a new product from concept design to manufacture, prototyping to marketing this book also explores the diverse nature of product design, including new and emerging forms of practice. A rich overview of influential design movements and individuals, together with examples from prominent product designers, encourages the reader to challenge conventions and to think about product design in new and exciting ways.
Killer UX Design

Killer UX Design

Author: Jodie Moule
Publisher: SitePoint
ISBN: 1457191903
Pages: 300
Year: 2012-09-20
Today, technology is used to shift, sway and change attitudes and behavior. This creates amazing opportunities and challenges for designers. If we want to create products and services that have the power to educate people so they may live better lives, or help to reduce the time people take to do certain tasks, we first need an understanding of how these people think and work - what makes them "tick" The premise of this book is the need to understand how people "behave"; their habits, motivators and drivers, as a critical way to better understand what a great customer experience for your audience looks like, facilitating better design decisions. The book will lead you from understanding behavior, to extracting customer insights that can launch you into the design of something that makes a difference to people's lives - all presented in a fun, practical and non-academic way.