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Index
Preface
What this book covers Who this book is for Reader feedback Customer support
Downloading the color images of this book Errata Piracy Questions
Experience Design - Overview
A day in the life and experiences of M
The importance of usability Less can be more Task density
Evolution of Design Summary
The Experience Design Process
Processes and change
Evolving roles and processes Early models of design process
Design, process, and the internet
Browsers, search, and design
From eye candy to user experience
Needs to roles to processes
Unified design process - experience is the product
Unified experience design process model
Summary
Business and Audience Context
Defining the business context
Business needs - research activities
Stakeholder and subject-matter expert interviews Product expert reviews Competitive research and analysis
Defining the product - audience context
Features versus experience Audience Research Audience segments and their characteristics Audience needs - research activities
Online surveys Survey examples
Summary
The User and Context of Use
Thinking about user needs and desires User research
Card sorting
Why use it in experience design? How to use it in experience design Pros Cons
Contextual inquiries (CI)
Why use it in experience design? How to use it in experience design? Pros Cons
The diary or log method
Why use it in experience design? How to use it in experience design? Pros Cons Focus groups and visioning workshops Why use it in experience design? How to use it in experience design? Pros Cons
Surveys
Why use it in experience design? How to use it in experience design? Pros Cons
Web analytics and customer support logs
Why use it in experience design? Pros Cons
Establishing the context of use
Personas Persona development workshops Task Analysis Scenarios and user stories Journey mapping Journey mapping workshops
Summary
Experience - Perception, Emotions, and Cognition
The senses
Vision and visual perception
Expressions Gestures
From seeing to making meaning Hearing and sound
The power of sound
Touch - The tactile sense
Touch and texture
Time Emotions and executive functions Individual and social Summary
Experience Design Disciplines
Mapping the disciplines
Mapping common design themes
Form and function
Needs, function, and form
Science fiction reality 2D surfaces and meaning Exterior and interior spaces - architecture Clothes, fabrics, and fashion Human factors (ergonomics) Time-based design disciplines
Engineering and science in Experience Design
Summary
The Design Team
Role of the designer
The relationship designer
Team configurations Meet an experience design practitioner
Marlys Caceres - Visual Designer Eddie Chen - UX Engagement Lead
About my work
Dino Eliopulos - Design Leader
Advice to those who consider a career in design How do you see the evolution of XD in general?
Jay Kaufmann - Design Manager
A career found me Management brought it together The work - designing design The profession - paying it forward
Ritch Macefield, PhD - UX and IT Consultant
The present The future
Saikat Mandal - Architect, Experience Designer Christine Marriott, PhD - Architect Ross Riechardt - UX Designer
Just start
Derik Schneider - UI/UX Artist/Designer/Developer
Young professional lone wolf Solid foundations and learning experiences Things have changed The degrees Wrap up
Ginger Shepard - Product Manager
Key activities
Courtney Skulley - Visual Designer
Key activities Artifacts Advice to those who consider a career in visual design
Ken Stern, PhD - User Research Practice Lead
Advice to someone who considers a career in experience design
John Tinman - UX Designer
My design process and key activities My advice and where I see this profession evolving
Richard Tsai - UX Architect
Summary
Delight and Engagement
Overview Functional and emotional design
Visual and auditory experiences
Visual design trends Skeuomorphic design Sequencing and directions Grabbing attention Data visualization Shaping experiences
Conversational experiences
The power of context Motivation Summary
Tying It All Together - From Concept to Design
Design philosophy
The past and future First impressions The "cookie cutter" Accessible design
Concept development
Activities
Sketching Mind mapping Storyboards
Designer versus collaborative design
Refining concepts
Prototyping
Summary
Design Testing
Why test? R.T.G.D.M?
Testing prototypes Hi-fidelity and low-fidelity prototypes
Who should facilitate? Planning usability tests
The test
Test objectives
The testing scenario
Screen 1 Screen 2
Documenting test responses Recruiting participants
The screener
Introduction Validation and vetting Additional information and confirmation
Testing considerations
Fee versus free Insiders versus impartial Casual versus power users
Test settings
Moderated versus unmoderated Lab versus field testing
Summary
The Design Continuum
Design continuity Experience platforms Design systems Wrapping up
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