Camera Maintenance and Repair [Book 1 - Adv. Techs]
معرفی کتاب «Camera Maintenance and Repair [Book 1 - Adv. Techs]» نوشتهٔ David Benyon و T. Tomosy، منتشرشده توسط نشر Amherst Media در سال 1997. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Designing User Experience presents a comprehensive introduction to the practical issue of creating interactive systems, services and products from a human-centred perspective. It develops the principles and methods of human–computer interaction (HCI) and Interaction Design (ID) to deal with the design of twenty-first-century computing and the demands for improved user experience (UX). It brings together the key theoretical foundations of human experiences when people interact with and through technologies. It explores UX in a wide variety of environments and contexts. The book includes numerous case studies and illustrations taken from the author’s extensive experience of designing interactive systems and creating engaging user experiences. Each chapter includes thought-provoking exercises and challenges and reflective pull-outs pointing readers to related areas of study. Features: · Split into four accessible parts covering the essentials, techniques, contexts and foundations of designing user experience, with a balance between psychology theory and technological development · Excellent pedagogical features throughout the book, including exercises to test your understanding, challenges to bring the subject to life and links to additional material to enable you to explore the subject further · Fully illustrated throughout, with over 300 images and diagrams of the latest technologies, techniques and interactive experiences · Suitable for people with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, information systems and many others as part of either undergraduate or postgraduate study · Accompanied by a companion website at www.pearsoned.co.uk/benyon with a collection of additional materials David Benyon is Professor of Human-Computer Systems and Director of the Centre for Interaction Design at Edinburgh Napier University, UK. He has been working in the area of human-computer interaction and interaction design for over 25 years. He has written widely on the subject with over 150 refereed publications covering HCI, interaction design and user experience. He is involved in many leading-edge research and development projects that prototype and evaluate future interactions of people with new and emerging technologies. Cover Title Page Copyright Page Dedication Brief Contents Contents Preface Acknowledgements Publisher’s acknowledgements Part I The essentials of designing user experience Introduction to Part I 1 An introduction to user experience Aims 1.1 The variety of UX 1.2 The concerns of UX 1.3 Being digital 1.4 The skills of the UX designer 1.5 Why being human-centred is important Summary and key points Exercises Further reading Web links Comments on challenges 2 PACT: a framework for designing UX Aims 2.1 Introduction 2.2 People 2.3 Activities 2.4 Contexts 2.5 Technologies 2.6 Scoping a problem with PACT Summary and key points Exercises Further reading Web links Comments on challenges 3 The process of human-centred UX design Aims 3.1 Introduction 3.2 The process of UX design 3.3 Developing personas 3.4 Developing scenarios 3.5 Using scenarios throughout design 3.6 A scenario-based UX design method 3.7 Case study. Secret City: Edinburgh Summary and key points Exercises Further reading Web links Comments on challenges 4 Cross-channel UX Aims 4.1 Introduction 4.2 The elements of UX 4.3 User journeys 4.4 Cross-channel UX 4.5 Information architecture 4.6 Example: commuting to work Summary and key points Exercises Further reading Web links Comments on challenges 5 Usability Aims 5.1 Introduction 5.2 Accessibility 5.3 Usability 5.4 Acceptability 5.5 Design principles Summary and key points Exercises Further reading Web links Comments on challenges 6 Experience design Aims 6.1 Introduction 6.2 Engagement 6.3 Designing for pleasure 6.4 Aesthetics 6.5 Lifestyle Summary and key points Exercises Further reading Web links Comments on challenges Part II Techniques for designing UX Introduction to Part II 7 Understanding Aims 7.1 Requirements 7.2 Participative design 7.3 Interviews 7.4 Questionnaires 7.5 Probes 7.6 Card sorting techniques 7.7 Working with groups 7.8 Fieldwork: observing activities in situ 7.9 Artefact collection and ‘desk work’ 7.10 Data analysis Summary and key points Exercises Further reading Web links Comments on challenges 8 Envisionment Aims 8.1 Finding suitable representations 8.2 Sketching for ideation 8.3 Visualizing look and feel 8.4 Mapping the interaction 8.5 Wireframes 8.6 Prototypes 8.7 Envisionment in practice Summary and key points Exercises Further reading Web links Comments on challenges 9 Design Aims 9.1 Introduction 9.2 UX design 9.3 Metaphors and blends in design 9.4 Conceptual design 9.5 Physical design 9.6 Designing interactions Summary and key points Exercises Further reading Web links Comments on challenges 10 Evaluation Aims 10.1 Introduction 10.2 Data analytics 10.3 Expert evaluation 10.4 Participant-based evaluation 10.5 Evaluation in practice 10.6 Evaluation: further issues Summary and key points Exercises Further reading Web links Comments on challenges 11 Task analysis Aims 11.1 Goals, tasks and actions 11.2 Task analysis and systems design 11.3 Hierarchical task analysis 11.4 GOMS: a cognitive model of procedural knowledge 11.5 Structural knowledge 11.6 Cognitive work analysis Summary and key points Exercises Further reading Web links Comments on challenges 12 Visual interface design Aims 12.1 Introduction 12.2 Graphical user interfaces 12.3 Interface design guidelines 12.4 Psychological principles and interface design 12.5 Information design 12.6 Visualization Summary and key points Exercises Further reading Web links Comments on challenges 13 Multimodal interface design Aims 13.1 Introduction 13.2 Multimodal interaction 13.3 Using sound at the interface 13.4 Tangible interaction 13.5 Gestural interaction and surface computing Summary and key points Exercises Further reading Web links Comments on challenges Part III Contexts for designing UX Introduction to Part III 14 Designing apps and websites Aims 14.1 Introduction 14.2 Website and app development 14.3 The information architecture of apps and websites 14.4 Navigation design for apps and websites 14.5 Case study: designing the Robert Louis Stevenson website Summary and key points Exercises Further reading Web links Comments on challenges 15 Social media Aims 15.1 Introduction 15.2 Background ideas 15.3 Social networking 15.4 Sharing with others 15.5 The developing web Summary and key points Further reading Web links Comments on challenges 16 Collaborative environments Aims 16.1 Introduction 16.2 Issues for cooperative working 16.3 Technologies to support cooperative working 16.4 Collaborative virtual environments 16.5 Case study: developing a collaborative tabletop application Summary and key points Exercises Further reading Web links Comments on challenges 17 AI: artificial intelligence and interface agents Aims 17.1 Artificial intelligence (AI) 17.2 Interface agents 17.3 Adaptive systems 17.4 An architecture for agents 17.5 Applications of agent-based interaction 17.6 Avatars, robots and conversational agents 17.7 Case study: companions Summary and key points Exercises Further reading Web links Comments on challenges 18 Ubiquitous computing Aims 18.1 Ubiquitous computing 18.2 Information spaces 18.3 Blended spaces 18.4 Home environments 18.5 Case study: navigating WSNs Summary and key points Exercises Further reading Web links Comments on challenges 19 Mobile computing Aims 19.1 Introduction 19.2 Context awareness 19.3 Understanding in mobile computing 19.4 Designing for mobiles 19.5 Evaluation for mobile computing 19.6 Case study: evaluation of navigating a WSN Summary and key points Exercises Further reading Web links Comments on challenges 20 Wearable computing Aims 20.1 Introduction 20.2 Smart materials 20.3 Material design 20.4 From materials to implants Summary and key points Exercises Further reading Web links Comments on challenges Part IV Foundations of UX design Introduction to Part IV 21 Memory and attention Aims 21.1 Introduction 21.2 Memory 21.3 Attention 21.4 Human error Summary and key points Exercises Further reading Web links Comments on challenges 22 Affect Aims 22.1 Introduction 22.2 Psychological theories of emotion 22.3 Detecting and recognizing emotions 22.4 Expressing emotion 22.5 Potential applications and key issues for further research Summary and key points Exercises Further reading Web links Comments on challenges 23 Cognition and action Aims 23.1 Human information processing 23.2 Situated action 23.3 Distributed cognition 23.4 Embodied cognition 23.5 Activity theory Summary and key points Exercises Further reading Web links Comments on challenges 24 Social interaction Aims 24.1 Introduction 24.2 Human communication 24.3 People in groups 24.4 Presence 24.5 Culture and identity Summary and key points Exercises Further reading Web links Comments on challenges 25 Perception and navigation Aims 25.1 Introduction 25.2 Visual perception 25.3 Non-visual perception 25.4 Navigation Summary and key points Exercises Further reading Web links Comments on challenges References Index A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Back Cover Designing User Experience presents a comprehensive introduction to the practical issue of creating interactive systems, services and products from a human-centred perspective. It develops the principles and methods of human–computer interaction (HCI) and Interaction Design (ID) to deal with the design of twenty-first-century computing and the demands for improved user experience (UX). It brings together the key theoretical foundations of human experiences when people interact with and through technologies. It explores UX in a wide variety of environments and contexts. The full text downloaded to your computer With eBooks you can: search for key concepts, words and phrases make highlights and notes as you study share your notes with friends eBooks are downloaded to your computer and accessible either offline through the Bookshelf (available as a free download), available online and also via the iPad and Android apps. Upon purchase, you'll gain instant access to this eBook. Time limit The eBooks products do not have an expiry date. You will continue to access your digital ebook products whilst you have your Bookshelf installed. Designing User Experience is aimed squarely at the next generation of user experience (UX) and interactive system designers. This book presents a comprehensive introduction to the practical issue of creating interactive systems, services and products from a human-centred perspective. It develops the principles and methods of humancomputer interaction (HCI) and Interaction Design (ID) to deal with the demands of twenty-first-century computing and the demands for improved user experience (UX)
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