Design, User Experience, and Usability Design Philosophy, Methods, and Tools 1st edition by Aaron Marcus – Ebook PDF Instant Download/Delivery. 3642392296, 978-3642392290
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ISBN 10: 3642392296
ISBN 13: 978-3642392290
Author: Aaron Marcus
Design, User Experience, and Usability Design Philosophy, Methods, and Tools 1st Table of contents:
Reframed Contexts: Design Thinking for Agile User Experience Design
- Introduction
- Design Thinking
- Design Thinking Process Models
- Empathy – An Important Challenge in Design Thinking
- Reframed Contexts in Design Thinking
- Integrated Design Thinking Framework for Agile UX Design
- Conclusions
- References
An Individual Differences Approach to Design Fixation: Comparing Laboratory and Field Research
- Introduction
- Research Goals
- Method
- Participants – Laboratory
- Materials and Procedure – Laboratory
- Participants – Field
- Method and Procedure – Field
- Results
- Laboratory
- Field
- Discussion
- References
Techno-imagination and Implicit Knowledge
- Introduction
- Neutralization and Transparency
- Medium Image and Concept
- Conclusion
- References
Context as a System, Product as a Component, and the Relationship as Experience
- Background
- Examples of New User Experience Design (UXD)
- Method
- Interviews
- Result
- Holistic and Systemic Perspectives
- Design Research and Design Synthesis
- Harmonious Relationship
- Discussion
- References
On the Poetry of Design
- Introduction
- Selected Works
- Disciplines of the Original Design
- Music
- Philosophy
- Rhetoric
- Painting
- Sculpture
- Architecture
- Relation to Interaction Design
- Conclusion
- References
Future Fashion – At the Interface
- Introduction
- Case Study – Prototype
- Conclusions
- References
Haptic Interface Aesthetics – ‘Feedback Loops, Live Coding and How to Harness the Potential of E
- Introduction
- The Expanded Field of Interface Aesthetics
- Trans-Disciplinary Research Methodology
- Prototypes and Directions for Future Work
- Analysis
- Case Studies
- Reverse Predictive Practices
- Conclusion and Future Work
- References
Is Reality Real? Thoughts and Conjectures about Culture, Self, Intersubjectivity and Parallel Worlds
- Introduction
- What Is Virtual Reality (VR)?
- Culture and Subjectivity in Virtual Environments
- Self, Intersubjectivity and Semiotic Mediation
- User-Centered Design and the Conception of Virtual Reality Environments
- Conclusion
- References
The Lack of Subjective Experience in Hybrid Intelligent Agents in Interactive Storytelling
- Introduction
- Distinctions between Objective Point of View and Subjective Experience
- A Short Comparative Analysis of the Iago Character
- Gaps in the Current Models
- Lacanian Concepts for NPC Design
- The Thing
- Enjoyment
- The Law and the Other
- Conclusion
- References
Towards Determinants of User-Intuitive Web Interface Signs
- Introduction
- Related Research
- Research Method
- Study Results
- Conclusion and Future Work
- References
Sci-Fi Movies and the Pessimistic View of the Future: Controlled Society of Totalitarianism
- Introduction
- Utopia and Dystopia
- Dystopia in the Real World
- How Can Dystopia Become Possible?
- Dystopia and Future Technology
- References
Interactive Design and the Human Experience: What Can Industrial Design Teach Us
- Introduction
- The User Experience
- Design Choices
- Safety
- Conclusion
- References
Location, Location, Location: About Home Networking Devices Location and Features
- Introduction
- Method
- Results
- Survey 1 Results
- Survey 2- Location Investigation Results
- Data Analysis and Design Concepts
- Conclusion
- References
Metacommunication and Semiotic Engineering: Insights from a Study with Mediated HCI
- Introduction
- Semiotic Engineering and End-User Metacommunication with the Web Navigation Helper
- Evidence of End-User Semiotic Engineering
- Investigating Metacommunication with WNH
- Opportunity for New Kinds of HCI Research
- References
Hypertext in Mutation: The Mapping of a Mythos
- Introduction to Hypertext
- The Conception of Hypertext
- Metaphor and Its Influence on Developing Interfaces
- Examples of Interfaces Using Metaphor
- Mutations in Form
- Storytelling and Gaming
- The Rules of Engagement
- Interface for Design Synthesis
- Brief Proposal of Methodology
- Workshops for Comparative Studies
- References
Social Movement Information Design and a Curriculum of Proper Knowledge Consumption
- Graphic and Information Design and Social Movements
- A Tuftean Framework
- Comparing Social Movements
- Occupy Wall Street
- Anti-SOPA/Anti-PIPA
- Comparison
- Application of the Tuftean Framework
- Challenges to Information Design’s Objectivity
- Otto Neurath, Isotype, and the Transformer
- Moving Away from a Focus on the Design Side
- References
Shifting the Focus: An Objective Look at Design Fixation
- Introduction
- Goals of the Research
- Method
- Participants
- Materials
- Procedure
- Results
- Subjective Recall of Eye Movements
- Subjective Recall and Fixation Effects
- Eye Movements and Fixation Effects
- Discussion
- References
Semiotics of Void and Information Representation
- Void in Information Representation
- West vs. East: Previous References to Void
- Semiotic Modeling of Void
- Model of Void
- Kinds of Void
- Towards a More Human-Oriented Information Representation
- References
Of Hoverboards and Hypertext
- Introduction
- NLS/Augment
- WorldWideWeb
- HTML5 Augment
- Grappling with the Future
- Semantic Web
- Conclusion
- References
User-Mobile Phone Interactions: A Postphenomenology Analysis
- Introduction
- The Framework of Four Basic User-Artefact Relations
- Case Analysis: The Village Phone Programme (VPP)
- Making Calls
- Incoming Calls
- Standby
- Discussions
- References
Part II: Usability Methods and Tools
Assessing Designs of Interactive Voice Response Systems for Better Usability
- Introduction
- Information Space
- Experiment Design
- System Usage
- Results and Analysis
- Navigation
- Relevance
- Capacity
- Analysis
- Conclusions
- References
User Interaction Forensics: Detecting and Interpreting the User’s Footprints during Touch Interaction
- Introduction
- Hypotheses
- Hypothesis 1 – Precision
- Hypothesis 2 – Handedness via Centroid
- Hypothesis 3 – Handedness via Precision
- Hypothesis 4 – Icon Bias
- Experimental Design
- Apparatus
- Participants
- Validity
- Interpretation of the Results
- Hypothesis 1 – Precision
- Hypothesis 2 – Handedness via Centroid
- Hypothesis 3 – Handedness via Precision
- Hypothesis 4 – Icon Bias
- Summary and Future Work
- References
The Conjunction Fallacy and Its Impacts in the User’s Data Acquisition Process
- Introduction
- Case Studies
- Case Study One
- Case Study Two
- Case Study Three
- Conclusions and Final Considerations
- References
Remote Usability Evaluation Using Eye Tracking Enhanced with Intelligent Data Analysis
- Introduction
- Tools Used in the Experiment
- The Eye Tracking Experiment
- Results of the Eye Tracking Experiment
- Intelligent Data Analysis Application
- Summary and Future Work
- References
Beyond Satisfaction Questionnaires: “Hacking” the Online Survey
- Introduction
- Online Survey Tools
- Content Hacks
- Software Hacks
- Design Comparisons
- Simple Comparisons
- Progressive Comparisons
- Unmoderated Cognitive Walkthroughs
- Interactive Images
- Conclusion
- References
A Component-Based Evaluation Protocol for Clinical Decision Support Interfaces
- Introduction
- Related Work
- Context: The HA ANDS System
- Methodology
- Component Library
- User Interview Protocol
- Data Coding Scheme
- Experiment
- Results
- Concluding Remarks
- References
Human in the Loop: A Model to Integrate Interaction Issues in Complex Simulations
- Introduction
- Background
- Activities
- Results and Discussion
- Conclusions
- References
Towards a Holistic Tool for the Selection and Validation of Usability Method Sets Supporting Human-Centered Design
- Introduction
- Related Work
- Existing Approaches
- Potential for Improvement and Requirements
- Methodology
- Establishing the Method Collection
- Method Selection
- Validation of Method Sets
- Conclusion and Outlook
- References
VMUXE: An Approach to User Experience Evaluation for Virtual Museums
- Introduction
- Methodology
- Selection of UX Aspects
- Selection of Evaluation Methods
- Results
- Practical Implementation
- Area Mobile: Chartreuse Numérique
- Discussion
- Conclusion
- References
Customer Recruitment: Ethical, Legal, and Practical Issues
- Customer Recruitment History
- Legal Documents
- UX Customer Participation Program
- Practical and Ethical Tips
- Conclusion
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