Author: Colin Ware
Publisher: Morgan Kaufmann
Release Date: 2010-07-27
Visual Thinking brings the science of perception to the art of design. Designers increasingly need to present information in ways that aid their audience’s thinking process. Fortunately, results from the relatively new science of human visual perception provide valuable guidance. In this book, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition – extensions of the viewer’s brain in much the same way that a hammer is an extension of the user’s hand. The book includes hundreds of examples, many in the form of integrated text and full-color diagrams. Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them. Presents visual thinking as a complex process that can be supported in every stage using specific design techniques Provides practical, task-oriented information for designers and software developers charged with design responsibilities Includes hundreds of examples, many in the form of integrated text and full-color diagrams Steeped in the principles of “active vision, which views graphic designs as cognitive tools
Author: Colin Ware
Release Date: 2013
"This is a book about what the science of perception can tell us about visualization. There is a gold mine of information about how we see to be found in more than a century of work by vision researchers. The purpose of this book is to extract from that large body of research literature those design principles that apply to displaying information effectively"--
Author: Robert H. McKim
Publisher: Thomson Brooks/Cole
Release Date: 1980-01-01
An experiential approach to the development of new thinking skills investigates the kinds of visual images that are the primary vehicles of visual thinking, materials, and environmental conditions conductive to visual thinking, and the significance of ide
This work gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players reactions to characters. Includes extensive illustrations, game examples, interviews with game designers, and clips from popular games on the DVD to illustrate concepts and best practices.
The growth of the internet has been spectacular. There are now more than 3 billion internet users across the globe, some 40 per cent of the world’s population. The internet’s meteoric rise is a phenomenon of enormous significance for the economic, political and social life of contemporary societies. However, much popular and academic writing about the internet continues to take a celebratory view, assuming that the internet’s potential will be realised in essentially positive and transformative ways. This was especially true in the euphoric moment of the mid-1990s, when many commentators wrote about the internet with awe and wonderment. While this moment may be over, its underlying technocentrism – the belief that technology determines outcomes – lingers on and, with it, a failure to understand the internet in its social, economic and political contexts. Misunderstanding the Internet is a short introduction, encompassing the history, sociology, politics and economics of the internet and its impact on society. This expanded and updated second edition is a polemical, sociologically and historically informed guide to the key claims that have been made about the online world. It aims to challenge both popular myths and existing academic orthodoxies that surround the internet.
WITH A BRAND NEW LOOK! ON FEBRUARY 22, 1980, KHORSHED AND RUMI BHAVNAGRI’S WORLD WAS SHATTERED. ONE MONTH LATER, A NEW ONE OPENED. Khorshed and Rumi Bhavnagri lost their sons, Vispi and Ratoo, in a tragic car crash. With both their sons gone, the couple felt they would not survive for long. They had lost all faith in God until a miraculous message from the Spirit World gave them hope and sent them on an incredible journey.
Author: Bill Buxton
Publisher: Morgan Kaufmann
Release Date: 2010-07-28
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
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.
This new and completely updated edition is a comprehensive, easy-to-read, "how-to" guide on user research methods. You'll learn about many distinct user research methods and also pre- and post-method considerations such as recruiting, facilitating activities or moderating, negotiating with product developments teams/customers, and getting your results incorporated into the product. For each method, you'll understand how to prepare for and conduct the activity, as well as analyze and present the data - all in a practical and hands-on way. Each method presented provides different information about the users and their requirements (e.g., functional requirements, information architecture). The techniques can be used together to form a complete picture of the users' needs or they can be used separately throughout the product development lifecycle to address specific product questions. These techniques have helped product teams understand the value of user experience research by providing insight into how users behave and what they need to be successful. You will find brand new case studies from leaders in industry and academia that demonstrate each method in action. This book has something to offer whether you are new to user experience or a seasoned UX professional. After reading this book, you'll be able to choose the right user research method for your research question and conduct a user research study. Then, you will be able to apply your findings to your own products. Completely new and revised edition includes 30+% new content! Discover the foundation you need to prepare for any user research activity and ensure that the results are incorporated into your products Includes all new case studies for each method from leaders in industry and academia
Imagine how much easier creating web and mobile applications would be if you had a practical and concise, hands-on guide to visual design. Visual Usability gets into the nitty-gritty of applying visual design principles to complex application design. You’ll learn how to avoid common mistakes, make informed decisions about application design, and elevate the ordinary. We’ll review three key principles that affect application design – consistency, hierarchy, and personality – and illustrate how to apply tools like typography, color, and layout to digital application design. Whether you’re a UI professional looking to fine-tune your skills, a developer who cares about making applications beautiful and usable, or someone entirely new to the design arena, Visual Usability is your one-stop, practical guide to visual design. Discover the principles and rules that underlie successful application design Learn how to develop a rationale to support design strategy and move teams forward Master the visual design toolkit to increase user-friendliness and make complicated processes feel straightforward for your product
We have always struggled, as human beings. But our struggle today is exacerbated by a gap between the increasingly complicated world we have created and the default ways we think about it. Twenty-first-century challenges are qualitatively different from the ones that generations of our ancestors faced, yet our thinking has not evolved to keep pace. We need to catch up. To make smarter decisions -- as governments, organizations, families and individuals -- we need more sophisticated mental strategies for interpreting and responding to today's complexity. Best-selling author and business leader Ted Cadsby explores the insights of cognitive psychology, anthropology, biology, neuroscience, physics, and philosophy to reveal the gap between how we typically tackle complex problems and what complexity actually requires of us. In an accessible and engaging style, he outlines ways to close the gap -- the strategic mental shifts that increase decision-making effectiveness. The bottom line? We need greater complexity in our thinking to match the increasing complexity in our world, and Cadsby shows us how.
Author: Debbie Stone
Publisher: Morgan Kaufmann
Release Date: 2005-04-29
Whether you are a professional new to the user-centered design field, or an experienced designer who needs to learn the fundamentals of user interface design and evaluation, this book can lead the way. What will you get from this book? Based on a course from the Open University, UK which has been taught to over a thousand professionals and students, this book presents an overview of the field. It illustrates the benefits of a user-centered approach to the design of software, computer systems, and web sites, and provides a clear and practical discussion of requirements gathering; developing interaction design from user requirements; and user interface evaluation. The book's coverage includes established HCI topics—for example, visibility, affordance, feedback, metaphors, mental models, and the like—combined with practical guidelines for contemporary designs and current trends, which makes for a winning combination. You get a clear presentation of ideas, illustrations of concepts, using real-world applications. This book will help you develop all the skills necessary for iterative user-centered design, and provides a firm foundation for user interface design and evaluation on which to build. Co-published by the Open University, UK. Covers the design of graphical user interfaces, web sites, and interfaces for embedded systems. Full color production, with activities, projects, hundreds of illustrations, and industrial applications.