Designing for Interaction: Creating Smart Applications and Clever DevicesPearson Education, 18 lug 2006 - 248 pagine Explore the new design discipline that is behind such products as the iPod and innovative Web sites like Flickr. While other books on this subject are either aimed at more seasoned practitioners or else are too focused on a particular medium like software, this guide will take a more holistic approach to the discipline, looking at interaction design for the Web, software, and devices. It is the only interaction design book that is coming from a designers point of view rather than that of an engineer. This much-needed guide is more than just a how-to manual. It covers interaction design fundamentals, approaches to designing, design research, and more, and spans all mediums—Internet, software, and devices. Even robots! Filled with tips, real-world projects, and interviews, you’ll get a solid grounding in everything you need to successfully tackle interaction design. Designing for Interaction is an AIGA Design Press book, published under Peachpit's New Riders imprint in partnership with AIGA. |
Sommario
The Problem with Problems | |
Four Approaches to Interaction Design | |
Chapter 4 | |
What Is Design Research? | |
Research Methods | |
Design Implications | |
Chapter 5 | |
Chapter 6 | |
Altre edizioni - Visualizza tutto
Designing for Interaction: Creating Smart Applications and Clever Devices Dan Saffer Anteprima non disponibile - 2007 |
Parole e frasi comuni
action activity Activity-centered design ambient devices application approach behavior button Chapter client color communicate complex components constraints create customers design research designer’s diagrams dial disciplines documents e-mail engineers environment example experience feedback feel Figure focus focused functionality genius design goals grid system Hick's Law human human-computer interaction ideas images imagine industrial design information architecture instance instant messaging interaction design Interaction designers need Internet involved iStockphoto look Magical Number Seven manipulation menus methods mobile phone models mood boards Moore’s Law observing personas physical Poka-Yoke problem product or service products and services prototypes robots scenario screen sensors service design simple solutions space Spimes Stakeholder interviews storyboard subjects systems design tasks testing things TiVo touchpoints typically user-centered design users visual design wireframe Xerox PARC