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Sketching User Experiences: Getting the Design Right and the Right Design (ePub eBook)


Sketching User Experiences: Getting the Design Right and the Right Design (ePub eBook)

eBook by Buxton, Bill;

Sketching User Experiences: Getting the Design Right and the Right Design (ePub eBook)

£31.99

ISBN:
9780080552903
Publication Date:
28 Jul 2010
Publisher:
Elsevier Science & Technology
Imprint:
Morgan Kaufmann
Pages:
448 pages
Format:
eBook
For delivery:
Download available
Sketching User Experiences: Getting the Design Right and the Right Design (ePub eBook)

Description

Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood-by both designers and the people with whom they need to work- in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values. Grounded in both practice and scientific research, Bill Buxton's engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. • Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, smart appliances, and things you only imagine in your dreams • Thorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandon • Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others • Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods

Contents

PART I: DESIGN AS DREAMCATCHER Introduction Case Study: Apple, Design and Business The Bossy Rule A Snapshot of Today The Role of Design A Sketch of the Process The Cycle of Innovation The Question of ?Design? The Anatomy of Sketching Clarity is not always the Path to Enlightenment The Larger Family of Renderings Experience Design vs. Interface Design Sketching Interaction Sketches are not Prototypes Where is the User in all of this? You make that Sound like a Negative Thing If Someone Made a Sketch in the Forest and Nobody Saw it? The Object of Sharing Annotation: Sketching on Sketches Design Thinking and Ecology The Second Worst Thing that Can Happen A River Runs Through It PART II: STORIES OF METHODS AND MADNESS Introduction The Wonderful Wizard of Oz Chameleon: From Wizardry to Smoke-and-Mirrors Le Bricolage: Cobbling Things Together It was a Dark and Stormy Night? Visual Story Telling Simple Animation Shoot the Mime Sketch-a-Move Extending Interaction: Real and Illusion The Bifocal Display Video Invisionment Interacting with Paper Are you Talking to me? PART III: RECAPITULATION & CODA Some Final Thoughts PART IV: REFERENCES/BIBLIOGRAPHY

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