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The UX Book

- Agile UX Design for a Quality User Experience

Bog
  • Format
  • Bog, paperback
  • Engelsk

Beskrivelse

The discipline of user experience (UX) design has matured into a confident practice and this edition reflects, and in some areas accelerates, that evolution. Technically this is the second edition of The UX Book, but so much of it is new, it is more like a sequel. One of the major positive trends in UX is the continued emphasis on design—a kind of design that highlights the designer’s creative skills and insights and embodies a synthesis of technology with usability, usefulness, aesthetics, and meaningfulness to the user. In this edition a new conceptual top-down design framework is introduced to help readers with this evolution. This entire edition is oriented toward an agile UX lifecycle process, explained in the funnel model of agile UX, as a better match to the now de facto standard agile approach to software engineering. To reflect these trends, even the subtitle of the book is changed to “Agile UX design for a quality user experience”. Designed as a how-to-do-it handbook and field guide for UX professionals and a textbook for aspiring students, the book is accompanied by in-class exercises and team projects. The approach is practical rather than formal or theoretical. The primary goal is still to imbue an understanding of what a good user experience is and how to achieve it. To better serve this, processes, methods, and techniques are introduced early to establish process-related concepts as context for discussion in later chapters.

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  • Vægt1790 g
  • coffee cup img
    10 cm
    book img
    19,1 cm
    23,5 cm

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    Information Audience History Data collection Ecology Environment Informed Consent. Interviewing Networks Requirements Ethnography Silos Questionnaires Process Roots Planning Jargon Customers Focus groups Metaphors Assessment Entertainment rite Sketching Information architecture Ideas Mapping Contextual Analysis Participatory Design Managing change Participant Constraints Conceptual design Empirical evaluation Design patterns Ideation Formative Evaluation Rigor Biases Qualitative data Heuristic evaluation Risk aversion Immersion Colocation Scope Design Thinking Design Review Meaningfulness Embodied Interaction Mental models In-Situ Information design Ecological design Critical incident Social model Interaction Complexity Observing Examples Affordances Repeatability Conceptual framework Information objects Quantitative data Activity theory Functional affordances Affordance Design Guidelines Devices Clients Interaction Outcomes Prototyping Emotional needs Qualitative Data Analysis Milieu Information structures Emotional impact Contextual Inquiry Mental model Flow Model CRITIQUING Rules of engagement Measuring instrument A330 Airbus Abstract work activities Agile process Agile SE methods Agile UX funnel model Agile UX methods Ambient interaction Analytic evaluation methods Analytic UX evaluation Artifact model Baseline level Benchmark tasks Bottom-up design Business case for UX Codiscovery Cognitive affordance Cognitive affordances Common Industry Format (CIF) Confusion over affordances Customer stories Design refinement Design walkthrough Cost-importance analysis Critical incident identification Ecological needs Design as a verb Designer’s Mental Model Emotional impact design Design as a noun Design-informing model Design Metaphor Design production Essential use cases Evaluation reporting Evaluation reliability Existing work practice Custom style guide Domain complexity Emotional affordance Emotional impact evaluation Expert UX inspection ecological validity Gibson’s ecological view False affordance Embedded interaction Empirical evaluation methods generative design Controlling scope Evaluation method Critical incident data collection Gulf of execution Cumulative cost Cooperative user-system task performance History of contextual inquiry (usage research) Functional affordance Data collection techniques Data Elicitation Data synthesis Ideation techniques Design of affordances Gulf of evaluation detailed design Determining the right number of participants Horizontal prototype Interaction design specifications Dove-tailing Human memory limitations History of UX design guidelines Interaction cycle Informal summative results Middleburg University Ticket Transaction Service (MUTTS) Local prototype Fun interaction Funnel model of agile UX Mood Boards Historic roots Physical affordance Original heuristics Ideation catalysts Ideation informers Project brief Priority ranking Prototype breadth Physical work environment model Quantitative UX data Quasi empirical evaluation Information architecture model Priority ratio Process intertwining Product concept statement Project commission Raw data notes Requirements Document requirement statements Shared conventions Intermediate design Prototype depth Scope of delivery Qualitative results Qualitative UX data Shifting paradigms Reporting goals Lifecycle activities Lifecycle processes Rigor of process Macro lifecycle iterations Situated interaction Satisfy human needs Informal summative analysis Inspection methods interaction design Small upfront analysis Lifecycle process template Line of affordability pilot testing pervasive information architecture Norman’s stages-of-action model Objective data Prototype fidelity Physical Actions Sensory affordance Prototype interactivity
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