Scenarios And Information Design
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Author | : Mary Rice-Lively |
Publisher | : Elsevier |
Total Pages | : 191 |
Release | : 2006-03-31 |
Genre | : Language Arts & Disciplines |
ISBN | : 1780630905 |
Developers of digital media require new skills in information design. Information designers developing web sites, software or online system interfaces, games and other digital media often overlook critical steps to ensure the usability of their product. Scenarios and Information Design introduces readers to both the theory and practice of the use of scenarios to create usable information spaces. Through practical applications, such as step-by-step guidelines for scenario development and case studies with analysis tools, the book outlines crucial steps to develop user and use scenarios to achieve competencies for and tools to implement prescribed tasks for user-oriented information design. - Provides practical applications for theoretical concepts - Illustrates concepts with case studies - Reinforces content with end of chapter exercises
Author | : John M. Carroll |
Publisher | : MIT Press |
Total Pages | : 383 |
Release | : 2003-01-01 |
Genre | : Computers |
ISBN | : 0262513889 |
John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Difficult to learn and awkward to use, today's information systems often change our activities in ways that we do not need or want. The problem lies in the software development process. In this book John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles. Scenario-based design uses concretization. A scenario is a concrete story about use. For example: "A person turned on a computer; the screen displayed a button labeled Start; the person used the mouse to select the button." Scenarios are a vocabulary for coordinating the central tasks of system development—understanding people's needs, envisioning new activities and technologies, designing effective systems and software, and drawing general lessons from systems as they are developed and used. Instead of designing software by listing requirements, functions, and code modules, the designer focuses first on the activities that need to be supported and then allows descriptions of those activities to drive everything else. In addition to a comprehensive discussion of the principles of scenario-based design, the book includes in-depth examples of its application.
Author | : John Millar Carroll |
Publisher | : |
Total Pages | : 426 |
Release | : 1995-05-29 |
Genre | : Computers |
ISBN | : |
This volume is based on a workshop sponsored by the editor at IBM, and includes contributions from an international group of researchers in the field of human computer interaction.
Author | : Kim Baer |
Publisher | : Workbook |
Total Pages | : 242 |
Release | : 2021-12-14 |
Genre | : Business & Economics |
ISBN | : 1631598058 |
Information Design Workbook, Revised and Updated provides an up-to-date guide on creating visually compelling and useful graphics.
Author | : Kim Goodwin |
Publisher | : John Wiley & Sons |
Total Pages | : 770 |
Release | : 2011-03-25 |
Genre | : Computers |
ISBN | : 1118079884 |
Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.
Author | : Rex Hartson |
Publisher | : Morgan Kaufmann |
Total Pages | : 918 |
Release | : 2018-11-02 |
Genre | : Computers |
ISBN | : 0128010622 |
The discipline of user experience (UX) design has matured into a confident practice and this edition reflects, and in some areas accelerates, that evolution. Technically this is the second edition of The UX Book, but so much of it is new, it is more like a sequel. One of the major positive trends in UX is the continued emphasis on design—a kind of design that highlights the designer's creative skills and insights and embodies a synthesis of technology with usability, usefulness, aesthetics, and meaningfulness to the user. In this edition a new conceptual top-down design framework is introduced to help readers with this evolution. This entire edition is oriented toward an agile UX lifecycle process, explained in the funnel model of agile UX, as a better match to the now de facto standard agile approach to software engineering. To reflect these trends, even the subtitle of the book is changed to "Agile UX design for a quality user experience. Designed as a how-to-do-it handbook and field guide for UX professionals and a textbook for aspiring students, the book is accompanied by in-class exercises and team projects. The approach is practical rather than formal or theoretical. The primary goal is still to imbue an understanding of what a good user experience is and how to achieve it. To better serve this, processes, methods, and techniques are introduced early to establish process-related concepts as context for discussion in later chapters. - Winner of a 2020 Textbook Excellence Award (College) (Texty) from the Textbook and Academic Authors Association - A comprehensive textbook for UX/HCI/Interaction Design students readymade for the classroom, complete with instructors' manual, dedicated web site, sample syllabus, examples, exercises, and lecture slides - Features HCI theory, process, practice, and a host of real world stories and contributions from industry luminaries to prepare students for working in the field - The only HCI textbook to cover agile methodology, design approaches, and a full, modern suite of classroom material (stemming from tried and tested classroom use by the authors)
Author | : Grant P. Wiggins |
Publisher | : ASCD |
Total Pages | : 383 |
Release | : 2005 |
Genre | : Education |
ISBN | : 1416600353 |
What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.
Author | : Gabrielle Kennedy |
Publisher | : |
Total Pages | : 414 |
Release | : 2021-02-09 |
Genre | : |
ISBN | : 9789492095800 |
IN/Search RE/Search' offers a unique insight into the wide range of appearances of the intersection between art, design and research. The book is organized into twelve substantive chapters: The Anthropocene Epoch; The Climate Crisis; The Coexerced Existence, The Limitations of Language; Facts and Fictions; The Fragile Human; The Instrumentalised Identity; Gender and Violence; The Question of Race; Politics of Public Space; Naked Capitalism; The Morality of a Cyborg. These themes are analysed through art and design projects. The projects are further contextualised by journalistic explorations and academic reflections on similar matters, grappled by varied research outlooks. 00By bringing together various practices (arts, design and writing practices and academic research), 'IN/Search RE/Search' shows how artistic research processes are designed and performed. The kaleidoscopic convergence of the featured approaches promises an exciting shift in thinking about how knowledge within the arts comes about, and how this knowledge nurtures daily practice, and vice versa. In this way, this publication discloses methods of thinking and working through which a new generation of artists/designers/researchers is shaping scenarios for the near future.00The core of this publication is formed by various art and design projects by students of the Rietveld Academie and the Sandberg Instituut. Many of these projects confuse, blur and confront what is traditionally relevant in research practices. These young artists demonstrate what happens when ideas and practices that seem to be miles apart within the traditional domain of research, are suddenly allowed touch upon and influence each other.
Author | : Rance Greene |
Publisher | : Association for Talent Development |
Total Pages | : 274 |
Release | : 2020-04-07 |
Genre | : Business & Economics |
ISBN | : 1950496600 |
Once Upon a Time, Storytelling Met Instructional Design From children to adults, everybody likes a good story. Stories are memorable, actionable, and emotional. We are constantly making sense of the world by forming stories, and that makes them perfect for instructional design. Instructional Story Design is a practical guide to writing and developing stories for training. It takes what you already know about a story’s power to connect with people and offers a clear methodology for the otherwise daunting process of creating a compelling story. Master story designer Rance Greene shares his powerful yet familiar process to discover, design, and deliver instructional stories. He presents the two essential elements that must be present to tell a story for training: relatable characters and strong conflict. These elements create a desire for resolution and grab learners’ attention. This book offers advice for unearthing the root of the performance problem, creating action lists for learners, and convincing stakeholders about the effectiveness of stories. Case studies from household companies such as Pizza Hut, Southwest Airlines, and PepsiCo show story design in action. Job aids and resources include an audience profile questionnaire, character description worksheet, storyboard template, and tips for developing stories using graphics, audio, and video. With this book, you’ll: Sharpen your analysis skills to discover potential training stories. Design relatable stories that concretely connect with learning objectives. Easily develop captivating stories with tools you already own. Plan your next steps to implement your instructional story.
Author | : Ian F. Alexander |
Publisher | : John Wiley & Sons |
Total Pages | : 544 |
Release | : 2005-04-08 |
Genre | : Computers |
ISBN | : 0470861959 |
Extending the scenario method beyond interface design, this important book shows developers how to design more effective systems by soliciting, analyzing, and elaborating stories from end-users Contributions from leading industry consultants and opinion-makers present a range of scenario techniques, from the light, sketchy, and agile to the careful and systematic Includes real-world case studies from Philips, DaimlerChrysler, and Nokia, and covers systems ranging from custom software to embedded hardware-software systems