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The gap between who designers and developers imagine their users are, and who those users really are can be the biggest problem with product development. Observing the User Experience will help you bridge that gap to understand what your users want and need from your product, and whether they'll be able to use what you've created. Filled with real-world experience and a wealth of practical information, this book presents a complete toolbox of techniques to help designers and developers see through the eyes of their users. It provides in-depth coverage of 13 user experience research
Production management --- Consumer behavior --- Information Technology --- General and Others --- Human-computer interaction. --- User interfaces (Computer systems) --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design
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The shift in the practice of human-computer interaction (HCI) Design from user-centered to context-based design marks a significant change in focus. With context-based design, designers start not with a preconceived idea of what users should do, but with an understanding of what users actually do. Context-based design focuses on the situation in which the technology will be used -- the activities relating to it and their social contexts. Designers must also realize that introduction of the technology itself changes the situation; in order to design workable systems, the design process must become flexible and adaptive. In Activity-Centered Design, Geri Gay and Helene Hembrooke argue that it is time to develop new models for HCI design that support not only research and development but also investigations into the context and motivation of user behavior. Gay and Hembrooke examine the ongoing interaction of computer systems use, design practice, and design evaluation, using the concepts of activity theory and related methods as a theoretical framework. Among the topics they discuss are the reciprocal relationship between the tool and the task, how activities shape the requirements of particular tools and how the application of the tools begins to reshape the activity; differing needs and expectations of participants when new technology is introduced, examining in particular the integration of wireless handheld devices into museums and learning environments; and the effect of the layout of the computing space on movement, function, and social interaction. Gay and Hembrooke then apply their findings on the use of technology in everyday contexts to inform future HCI design practice.
Human-computer interaction. --- System design. --- Human-machine systems --- Engineering & Applied Sciences --- Computer Science --- Design. --- Human operators (Systems engineering) --- Human subsystems (Systems engineering) --- Man-machine control systems --- Man-machine systems --- Operator-machine systems --- Design, System --- Systems design --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Engineering systems --- Human engineering --- Electronic data processing --- System analysis --- User-centered system design --- User interfaces (Computer systems) --- COMPUTER SCIENCE/Human Computer Interaction
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Melds psychology, marketing, and the art of design to explain why we're susceptible to certain persuasive techniques and designs. Discover how we're wired for certain sales techniques, why we fall for them, and learn online design techniques you can use for good or evil. Explores more than sixty persuasive online design patterns and shows you how to replicate the same techniques on your own site. Groups chapters by the seven deadly sins.
Psychologie. --- Verkooptechnieken. --- Marketing --- Websites ontwerpen. --- Consumentengedrag. --- Beïnvloeden. --- Web sites --- Selling --- Consumer behavior. --- Persuasion (Psychology). --- Internet. --- Design --- Psychological aspects. --- Interactive multimedia --- User interfaces (Computer systems) --- Persuasion (Psychology) --- 770.7 --- 770.6 --- 528.52 --- interaction design --- interactief design --- interactiviteit --- human-computer interaction --- interfaces --- user interfaces --- verleiding --- consumenten --- consumentengedrag --- technologie --- design research --- designtheorie --- Computer interfaces --- productdesign --- productdesign ; 1995 --- -Design --- multimedia --- websites --- marketing --- marketingstrategie --- Creation (Literary, artistic, etc.) --- Interfaces, Computer --- Computer input-output equipment --- Interface circuits --- Hypermedia systems --- Interactive media --- Computer software --- Communication --- Conformity --- Influence (Psychology) --- Propaganda --- Psychology, Applied --- Web site development --- Microformats --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Psychological aspects --- interaction design, participatory design, social design --- productdesign, filosofie, esthetiek en kritiek --- informatica-data-,telecommunicatie, internet, ontw., programmeren, beheren van internetsites --- Authorship
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