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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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