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Businesses and the HCI and Interaction Design communities have embraced design and design research.
Protocols exist in the field of user experience, but you must now incorporate new methodologies and best practices to analyze, test, design, and evaluate products that take into account a multinational user base.
In this book 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.
This book presents a unified content strategy model.
Process and Guidelines for Ensuring a Quality User Experience
Without consistent, compelling content, even the most ambitious web, social, and mobile initiatives will fail. Dealing with content is hard, complicated, and time-consuming, and this book is the answer.
Your translation agency is your voice to the world. Select the right agency, and the world will hear you loud and clear. But how do you select the right agency? This book will help.
How different design principles can be applied to the field of digital product design. Covering six core themes; persuasion, behavior, visual design, usability, interaction and content.
Ten laws for balancing simplicity and complexity in business, technology, and design--guidelines for needing less and actually getting more.
This book will help you direct more web users to local content, resulting in increased traffic, leads, and sales.
Designing for fun is all about making interactive products engaging and addictive. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining.
A unified model for looking at all kinds of games, this book is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Good game design happens when you view your game from many different perspectives. The same basic principles of psychology that work for other games also are the keys to making top-quality videogames.
Geographer Yi-Fu Tuan considers the ways in which people feel and think about space, how they form attachments to home, neighborhood, and nation, and how feelings are affected by the sense of time.
Apple cofounder Steve Jobs had such an enormous impact on many people, but much of his success was due to collaboration with designers, engineers and thinkers.
Solving people problems will inevitably solve business problems. The challenge is to get businesses to believe in it, and trust those to deliver on the promise of user centered design.
Duckworth and her colleagues describe learners (who range in age from five to adulthood) coming to connect with seven different subject matters. The findings offer a look at people involved in real learning.
Consumers are rating your company's products in public forums with which you have no experience or influence, and your company is vulnerable. Here's how to turn this threat into an opportunity.
This describes how people are connected, and how ideas spread through social networks. It shows businesses how to rebuild around social behavior, and create products that people tell their friends about.