Browse Results

Showing 15,726 through 15,750 of 56,529 results

Designing for Behavior Change: Applying Psychology and Behavioral Economics

by Stephen Wendel

Designers and managers hope their products become essential for users—integrated into their lives like Instagram, Lyft, and others have become. Such deep integration isn’t accidental: it’s a process of careful design and iterative learning, especially for technology companies. This guide shows you how to apply behavioral science—research that supports many products—to help your users achieve their goals using your product.In this updated edition, Stephen Wendel, head of behavioral science at Morningstar, takes you step-by-step through the process of incorporating behavioral science into product design and development. Product managers, UX and interaction designers, and data analysts will learn a simple and effective approach for identifying target users and behaviors, building the product, and gauging its effectiveness.Learn the three main strategies to help people change behaviorIdentify behaviors your target audience seeks to change—and obstacles that stand in their wayDevelop effective designs that are enjoyable to useMeasure your product’s impact and learn ways to improve itCombine behavioral science with data science to pinpoint problems and test potential solutions

Designing for Digital Transformation. Co-Creating Services with Citizens and Industry: 15th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2020, Kristiansand, Norway, December 2–4, 2020, Proceedings (Lecture Notes in Computer Science #12388)

by Sara Hofmann Oliver Müller Matti Rossi

This book constitutes the thoroughly refereed proceedings of the 15th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2020, held in Kristiansand, Norway, in December 2020. The 28 revised full research papers included in the volume together with 7 research-in-progress papers and 9 prototype papers, were carefully reviewed and selected from 93 submissions. They are organized in the following topical sections: digital public services; data science; design principles; methodology; platforms and networks; and service science. Due to the Corona pandemic this event was held virtually.

Designing for Emerging Technologies: UX for Genomics, Robotics, and the Internet of Things

by Jonathan Follett

The recent digital and mobile revolutions are a minor blip compared to the next wave of technological change, as everything from robot swarms to skin-top embeddable computers and bio printable organs start appearing in coming years. In this collection of inspiring essays, designers, engineers, and researchers discuss their approaches to experience design for groundbreaking technologies.Design not only provides the framework for how technology works and how it's used, but also places it in a broader context that includes the total ecosystem with which it interacts and the possibility of unintended consequences. If you're a UX designer or engineer open to complexity and dissonant ideas, this book is a revelation.Contributors include:Stephen Anderson, PoetPainter, LLCLisa Caldwell, Brazen UXMartin Charlier, Independent Design ConsultantJeff Faneuff, CarboniteAndy Goodman, Fjord USCamille Goudeseune, Beckman Institute, University of Illinois at Urbana-ChampaignBill Hartman, Essential DesignSteven Keating, MIT Media Lab, Mediated Matter GroupBrook Kennedy, Virginia TechDirk Knemeyer, Involution StudiosBarry Kudrowitz, University of MinnesotaGershom Kutliroff, Omek Studio at IntelMichal Levin, GoogleMatt Nish-Lapidus, NormativeErin Rae Hoffer, AutodeskMarco Righetto, SumAllJuhan Sonin, Involution StudiosScott Stropkay, Essential DesignScott Sullivan, Adaptive PathHunter Whitney, Hunter Whitney and Associates, Inc.Yaron Yanai, Omek Studio at Intel

Designing for Inclusion: Inclusive Design: Looking Towards the Future

by Patrick Langdon Jonathan Lazar Ann Heylighen Hua Dong

This proceedings book presents papers from the 10th Cambridge Workshops on Universal Access and Assistive Technology. The CWUAAT series of workshops have celebrated a long history of interdisciplinarity, including design disciplines, computer scientists, engineers, architects, ergonomists, ethnographers, ethicists, policymakers, practitioners, and user communities. This reflects the wider increasing realisation over the long duration of the series that design for inclusion is not limited to technology, engineering disciplines, and computer science but instead requires an interdisciplinary approach. The key to this is providing a platform upon which the different disciplines can engage and see each other’s antecedents, methods, and point of view.This proceedings book of the 10th CWUAAT conference presents papers in a variety of topics includingReconciling usability, accessibility, and inclusive design;Designing inclusive assistive and rehabilitation systems;Designing cognitive interaction with emerging technologies;Designing inclusive architecture;Data mining and visualising inclusion;Legislation, standards, and policy in inclusive design;Situational inclusive interfaces; andThe historical perspective: 20 years of CWUAAT.CWUAAT has always aimed to be inclusive in the fields that it invites to the workshop. We must include social science, psychologies, anthropologies, economists, politics, governance, and business. This requirement is now energised by imminent new challenges arising from techno-social change. In particular, artificial intelligence, wireless technologies, and the Internet of Things generate a pressing need for more socially integrated projects with operational consequences on individuals in the built environment and at all levels of design and society. Business cases and urgent environmental issues such as sustainability and transportation should now be a focus point for inclusion in an increasingly challenging world. This proceedings book continues the goal of designing for inclusion, as set out by the CWUAAT when it first started.

Designing For Interaction: Creating Innovative Applications and Devices

by Dan Saffer

Building products and services that people interact with is the big challenge of the 21st century. Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that is a bookshelf must-have for anyone thinking of creating new designs. " -- Jared Spool, CEO of User Interface Engineering Interaction design is all around us. If you've ever wondered why your mobile phone looks pretty but doesn't work well, you've confronted bad interaction design. But if you've ever marveled at the joy of using an iPhone, shared your photos on Flickr, used an ATM machine, recorded a television show on TiVo, or ordered a movie off Netflix, you've encountered good interaction design: products that work as well as they look. Interaction design is the new field that defines how our interactive products behave. Between the technology that powers our devices and the visual and industrial design that creates the products' aesthetics lies the practice that figures out how to make our products useful, usable, and desirable. This thought-provoking new edition of Designing for Interaction offers the perspective of one of the most respected experts in the field, Dan Saffer. This book will help you learn to create a design strategy that differentiates your product from the competition use design research to uncover people's behaviors, motivations, and goals in order to design for them employ brainstorming best practices to create innovativenew products and solutions understand the process and methods used to define product behavior It also offers interviews and case studies from industry leaders on prototyping, designing in an Agile environment, service design, ubicomp, robots, and more.

Designing for iOS with Sketch

by Sian Morson

Designing for iOS with Sketch takes you through the process of designing your iOS app using Bohemian Code's Sketch. Sketch is a powerful new design program that is quickly replacing Adobe PhotoShop for many designers designing for mobile apps and the mobile web. This book will introduce you to the program and then take you through the steps of designing your very own app. It includes examples and shortcuts as well as a helpful list of plugins and 3rd party resources that will greatly improve your workflow. What you'll learn What sets Sketch apart from PhotoShop and Illustrator Use Sketch to design a simple iOS app Learn helpful shortcuts to speed up your workflow Get a helpful list of resources from around the web Includes a list of plugins to extend Sketch and make designing more fun Who this book is for Beginning to intermediate iOS app designers who are looking for an alternative to PhotoShop. Table of Contents Chapter 1: Why Sketch? Chapter 2: The Sketch Interface Chapter 3: Shapes and Styles Chapter 4: Symbols Chapter 5: Text and Fonts Chapter 6: Optimizing Your Workflow Chapter 7: Creating a Simple App Chapter 8: Creating an Icon Chapter 9: Exporting Assets for Development Chapter 10: Sketch Resources and Plugins

Designing for Learning in an Open World

by Gráinne Conole

The Internet and associated technologies have been around for almost twenty years. Networked access and computer ownership are now the norm. There is a plethora of technologies that can be used to support learning, offering different ways in which learners can communicate with each other and their tutors, and providing them with access to interactive, multimedia content. However, these generic skills don't necessarily translate seamlessly to an academic learning context. Appropriation of these technologies for academic purposes requires specific skills, which means that the way in which we design and support learning opportunities needs to provide appropriate support to harness the potential of technologies. More than ever before learners need supportive 'learning pathways' to enable them to blend formal educational offerings, with free resources and services. This requires a rethinking of the design process, to enable teachers to take account of a blended learning context.

Designing for Performance: Weighing Aesthetics and Speed

by Lara Callender Hogan

As a web designer, you encounter tough choices when it comes to weighing aesthetics and performance. Good content, layout, images, and interactivity are essential for engaging your audience, and each of these elements has an enormous impact on page load time and the end-user experience. In this practical book, Laura Hogan helps you approach projects with page speed in mind, showing you how to test and benchmark which design choices are most critical.To get started, all you need are basic HTML and CSS skills and Photoshop experience.Topics include:The impact of page load time on your site, brand, and usersPage speed basics: how browsers retrieve and render contentBest practices for optimizing and loading imagesHow to clean up HTML and CSS, and optimize web fontsMobile-first design with performance goals by breakpointUsing tools to measure performance as your site evolvesMethods for shaping an organization's performance culture

Designing for Privacy and its Legal Framework

by Aurelia Tamò-Larrieux

This book discusses the implementation of privacy by design in Europe, a principle that has been codified within the European Data Protection Regulation (GDPR). While privacy by design inspires hope for future privacy-sensitive designs, it also introduces the need for a common understanding of the legal and technical concepts of privacy and data protection. By pursuing an interdisciplinary approach and comparing the problem definitions and objectives of both disciplines, this book bridges the gap between the legal and technical fields in order to enhance the regulatory and academic discourse. The research presented reveals the scope of legal principles and technical tools for privacy protection, and shows that the concept of privacy by design goes beyond the principle of the GDPR. The book presents an analysis of how current regulations delegate the implementation of technical privacy and data protection measures to developers and describes how policy design must evolve in order to implement privacy by design and default principles.

Designing for Scalability with Erlang/OTP: Implement Robust, Fault-Tolerant Systems

by Steve Vinoski Francesco Cesarini

If you need to build a scalable, fault tolerant system with requirements for high availability, discover why the Erlang/OTP platform stands out for the breadth, depth, and consistency of its features. This hands-on guide demonstrates how to use the Erlang programming language and its OTP framework of reusable libraries, tools, and design principles to develop complex commercial-grade systems that simply cannot fail.In the first part of the book, you'll learn how to design and implement process behaviors and supervision trees with Erlang/OTP, and bundle them into standalone nodes. The second part addresses reliability, scalability, and high availability in your overall system design. If you're familiar with Erlang, this book will help you understand the design choices and trade-offs necessary to keep your system running.Explore OTP's building blocks: the Erlang language, tools and libraries collection, and its abstract principles and design rulesDive into the fundamentals of OTP reusable frameworks: the Erlang process structures OTP uses for behaviorsUnderstand how OTP behaviors support client-server structures, finite state machine patterns, event handling, and runtime/code integrationWrite your own behaviors and special processesUse OTP's tools, techniques, and architectures to handle deployment, monitoring, and operations

Designing for Sustainability: A Guide to Building Greener Digital Products and Services

by Tim Frick

Pixels use electricity, and a lot of it. If the Internet were a country, it would be the sixth largest in terms of electricity use. That's because today's average web page has surpassed two megabytes in size, leading to slow load times, frustrated users, and a lot of wasted energy. With this practical guide, your web design team will learn how to apply sustainability principles for creating speedy, user-friendly, and energy-efficient digital products and services.Author Tim Frick introduces a web design framework that focuses on four key areas where these principles can make a difference: content strategy, performance optimization, design and user experience, and green hosting. You'll discover how to provide users with a streamlined experience, while reducing the environmental impact of your products and services.Learn why 90% of the data that ever existed was created in the last yearUse sustainability principles to innovate, reduce waste, and function more efficientlyExplore green hosting, sustainable business practices, and lean/agile workflowsPut the right things in front of users at precisely the moment they need them--and nothing moreIncrease site search engine visibility, streamline user experience, and make streaming video more efficientUse Action Items to explore concepts outlined in each chapter

Designing for the Digital Age: How to Create Human-Centered Products and Services

by Kim Goodwin

Whether you're designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today's digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.

Designing for the iPad

by Chris Stevens

Get in the game of developing successful apps for the iPadDesigning for the iPad presents unique challenges for developers and requires an entirely different mindset of elements to consider when creating apps. Written by a highly successful iPad software developer, this book teaches you how to think about the creation process differently when designing iPad apps and escorts you through the process of building applications that have the best chance for success. You'll learn how to take advantage of the iPad's exciting new features and tackle an array of new design challenges so that you can make your app look spectacular, work intuitively, and sell, sell, sell!Bestselling iPad app developer Chris Stevens shares insight and tips for creating a unique and sellable iPad appWalks you through sketching out an app, refining ideas, prototyping designs, organizing a collaborative project, and moreHighlights new code frameworks and discusses interface design choicesOffers insider advice on using the latest coding options to make your app a surefire successDetails iPad design philosophies, the difference between industrial and retail apps, and ways to design for multiple screen orientationsDesigning for the iPad escorts you through the steps of developing apps for the iPad, from pencil sketch all the way through to the iPad App Store.

Designing for the Social Web

by Joshua Porter

With tons of examples from real-world interfaces and a touch of the underlying social psychology theory, Joshua Porter shows you how to design your next great social web application.

Designing for Usability, Inclusion and Sustainability in Human-Computer Interaction

by Gavriel Salvendy Constantine Stephanidis

Addressing the rising prevalence of interactive systems in our daily lives, this book focuses on the essential aspects of usability, user experience (UX), and inclusive design.This book Discusses both theoretical and practical aspects, approaches, and methods for the design process and the collaboration between HCI Design and Software Engineering. Expands to practical topics such as web and mobile design, aesthetics, information visu- alization, information architecture, and navigation design, along with relevant guidelines and standards. Tackles the issue of persuasive interfaces that has arisen as a crucial concern in the contemporary digitalized landscape. Emphasizes the importance of making computing systems inclusive and user-friendly for a diverse range of users, including children, older adults, and persons with disabilities. Highlights the significance of usability, underscoring its key role in enhancing the overall user experience of interactive products.This book has been written for individuals interested in Human-Computer Interaction research andapplications..

Designing for Wearables: Effective UX for Current and Future Devices

by Scott Sullivan

Now may be the perfect time to enter the wearables industry. With the range of products that have appeared in recent years, you can determine which ideas resonate with users and which don’t before leaping into the market. In this practical guide, author Scott Sullivan examines the current wearables ecosystem and then demonstrates the impact that service design in particular will have on these types of devices going forward.You’ll learn about the history and influence of activity trackers, smartwatches, wearable cameras, the controversial Google Glass experiment, and other devices that have come out of the recent Wild West period. This book also dives into many other aspects of wearables design, including tools for creating new products and methodologies for measuring their usefulness.You’ll explore:Emerging types of wearable technologiesHow to design services around wearable devicesKey concepts that govern service designPrototyping processes and tools such as Arduino and ProcessingThe importance of storytelling for introducing new wearablesHow wearables will change our relationship with computers

Designing for XOOPS: A Designer's Quickstart Guide to Content Management

by Sun Ruoyu

Learn how to customize websites with XOOPS, the open source CMS that helps non-developers build dynamic community websites, intranets, and other applications. This concise book shows you how to use XOOPS themes and modules to design everything from simple blogs to large database-driven CMS portals. Web designers and current XOOPS users will learn how to create a site theme with CSS and jQuery libraries, including techniques for making additional modules conform to the site's look and feel. Although XOOPS uses the PHP-based Smarty templating system, all you need is a bit of XHTML and CSS experience to get started. Learn the workflow for turning an idea into a full-featured website Become familiar with XOOPS' theme-building tools, and set up PHP and MySQL environments Port an existing XHTML template to XOOPS Create themes with the 960 Grid System to save time and reduce code Use jQuery-based UI libraries to achieve complex effects Blend new modules into your theme with the template override function Go beyond traditional block layouts to customize your homepage

Designing Games: A Guide to Engineering Experiences

by Tynan Sylvester

<p>How do you design a video game that people <i>love</i> to play? In this practical guide, game designer Tynan Sylvester shows you how to create emotionally charged experiences through the right combination of game mechanics, fictional wrapping, and story. You&#8217;ll learn design principles and practices used by top studios, backed by examples from today&#8217;s most popular games.</p>

Designing Games for Children: Developmental, Usability, and Design Considerations for Making Games for Kids

by Carla Fisher

When making games for kids, it’s tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. <P><P> Whether you’re a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. <P><P> Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: <li> Guidelines and recommendations divided by the most common target audiences – babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). <li> Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design <li> Game design insights and guidelines for all aspects of game production, from ideation to marketing

Designing Games Meant for Sharing

by Ioana-Iulia Cazacu

This book talks about the importance of social mechanics in games and how these mechanics evolved over time to accommodate new technologies and new social contexts. It looks at the innovation happening in the field of new-age social games, discussing in detail what has been learnt from designing for the younger generation, how these findings can inform game design philosophy and how this can be applied to game development more broadly.Part 1 of this book provides a brief history of games as social interaction and discusses the differences between online and offline social gaming. Part 2 covers Facebook social gaming and design lessons from first-generation social games. Part 3 introduces design philosophies for the hyper-social genre and includes an important chapter on design ethics. Finally, Part 4 looks ahead to the future of social games and how game designers can incorporate learnings from this book in their own work.This book will appeal to game designers and students of game design looking to learn how to apply learnings from social game design in their own games.

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education

by Sari Gilbert

Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice

Designing Gestural Interfaces: Touchscreens and Interactive Devices

by Dan Saffer

If you want to get ahead in this new era of interaction design, this is the reference you need. Nintendo's Wii and Apple's iPhone and iPod Touch have made gestural interfaces popular, but until now there's been no complete source of information about the technology. Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns -- all you need to know to augment your existing skills in "traditional" web design, software, or product development. Packed with informative illustrations and photos, this book helps you: Get an overview of technologies surrounding touchscreens and interactive environments Learn the process of designing gestural interfaces, from documentation to prototyping to communicating to the audience what the product does Examine current patterns and trends in touchscreen and gestural design Learn about the techniques used by practicing designers and developers today See how other designers have solved interface challenges in the past Look at future trends in this rapidly evolving field Only six years ago, the gestural interfaces introduced in the film Minority Report were science fiction. Now, because of technological, social, and market forces, we see similar interfaces deployed everywhere. Designing Gestural Interfaces will help you enter this new world of possibilities.

Designing Great Data Products

by Jeremy Howard Margit Zwemer Mike Loukides

In the past few years, we’ve seen many data products based on predictive modeling. These products range from weather forecasting to recommendation engines like Amazon's. Prediction technology can be interesting and mathematically elegant, but we need to take the next step: going from recommendations to products that can produce optimal strategies for meeting concrete business objectives.We already know how to build these products: they've been in use for the past decade or so, but they're not as common as they should be. This report shows how to take the next step: to go from simple predictions and recommendations to a new generation of data products with the potential to revolutionize entire industries.

Designing Hexagonal Architecture with Java: An architect's guide to building maintainable and change-tolerant applications with Java and Quarkus

by Davi Vieira

A practical guide for software architects and Java developers to build cloud-native hexagonal applications using Java and Quarkus to create systems that are easier to refactor, scale, and maintainKey FeaturesLearn techniques to decouple business and technology code in an applicationApply hexagonal architecture principles to produce more organized, coherent, and maintainable softwareMinimize technical debts and tackle complexities derived from multiple teams dealing with the same code baseBook DescriptionHexagonal architecture enhances developers' productivity by decoupling business code from technology code, making the software more change-tolerant, and allowing it to evolve and incorporate new technologies without the need for significant refactoring. By adhering to hexagonal principles, you can structure your software in a way that reduces the effort required to understand and maintain the code. This book starts with an in-depth analysis of hexagonal architecture's building blocks, such as entities, use cases, ports, and adapters. You'll learn how to assemble business code in the Domain hexagon, create features by using ports and use cases in the Application hexagon, and make your software compatible with different technologies by employing adapters in the Framework hexagon. Moving on, you'll get your hands dirty developing a system based on a real-world scenario applying all the hexagonal architecture's building blocks. By creating a hexagonal system, you'll also understand how you can use Java modules to reinforce dependency inversion and ensure the isolation of each hexagon in the architecture. Finally, you'll get to grips with using Quarkus to turn your hexagonal application into a cloud-native system. By the end of this hexagonal architecture book, you'll be able to bring order and sanity to the development of complex and long-lasting applications.What you will learnFind out how to assemble business rules algorithms using the specification design patternCombine domain-driven design techniques with hexagonal principles to create powerful domain modelsEmploy adapters to make the system support different protocols such as REST, gRPC, and WebSocketCreate a module and package structure based on hexagonal principlesUse Java modules to enforce dependency inversion and ensure isolation between software componentsImplement Quarkus DI to manage the life cycle of input and output portsWho this book is forThis book is for software architects and Java developers who want to improve code maintainability and enhance productivity with an architecture that allows changes in technology without compromising business logic, which is precisely what hexagonal architecture does. Intermediate knowledge of the Java programming language and familiarity with Jakarta EE will help you to get the most out of this book.

Designing Human-Centric AI Experiences: Applied UX Design for Artificial Intelligence (Design Thinking)

by Akshay Kore

User experience (UX) design practices have seen a fundamental shift as more and more software products incorporate machine learning (ML) components and artificial intelligence (AI) algorithms at their core. This book will probe into UX design’s role in making technologies inclusive and enabling user collaboration with AI. AI/ML-based systems have changed the way of traditional UX design. Instead of programming a method to do a specific action, creators of these systems provide data and nurture them to curate outcomes based on inputs. These systems are dynamic and while AI systems change over time, their user experience, in many cases, does not adapt to this dynamic nature. Applied UX Design for Artificial Intelligence will explore this problem, addressing the challenges and opportunities in UX design for AI/ML systems, look at best practices for designers, managers, and product creators and showcase how individuals from a non-technical background can collaborate effectively with AI and Machine learning teams. You Will Learn:Best practices in UX design when building human-centric AI products or featuresAbility to spot opportunities for applying AI in their organizationsAdvantages and limitations of AI when building software productsAbility to collaborate and communicate effectively with AI/ML tech teams • UX design for different modalities (voice, speech, text, etc.)Designing ethical AI system

Refine Search

Showing 15,726 through 15,750 of 56,529 results