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Designing Evolvable Web APIs with ASP.NET

by Pedro Felix Pablo Cibraro Darrel Miller Howard Dierking Glenn Block

Design and build Web APIs for a broad range of clients--including browsers and mobile devices--that can adapt to change over time. This practical, hands-on guide takes you through the theory and tools you need to build evolvable HTTP services with Microsoft's ASP.NET Web API framework. In the process, you'll learn how design and implement a real-world Web API.Ideal for experienced .NET developers, this book's sections on basic Web API theory and design also apply to developers who work with other development stacks such as Java, Ruby, PHP, and Node.Dig into HTTP essentials, as well as API development concepts and stylesLearn ASP.NET Web API fundamentals, including the lifecycle of a request as it travels through the frameworkDesign the Issue Tracker API example, exploring topics such as hypermedia support with collection+jsonUse behavioral-driven development with ASP.NET Web API to implement and enhance the applicationExplore techniques for building clients that are resilient to change, and make it easy to consume hypermedia APIsGet a comprehensive reference on how ASP.NET Web API works under the hood, including security and testability

Designing for a Digital and Globalized World: 13th International Conference, Desrist 2018, Chennai, India, June 3-6, 2018, Proceedings (Theoretical Computer Science and General Issues #10844)

by Rangaraja P. Sundarraj Kaushik Dutta Samir Chatterjee

This book constitutes the proceedings of the 13th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2018, held in June 2018 in Chennai, India. The 24 full papers presented in this volume were carefully reviewed and selected from 96 papers. The contributions are organized in topical sections named: HCI and Design, Design Foundations, Design Foundations, Design in Healthcare, Advances in Data Science and Analytics, ICT for Development, Designing Cybersecurity, and Design Applications.

Designing for Accessibility: A Business Guide to Countering Design Exclusion (Human Factors and Ergonomics)

by Simeon Keates

A step by step guide, this book covers how to design products that offer the right combination of functionality, usability, and accessibility for all consumers. The author articulates why these three elements can make the critical difference in remaining competitive and economically viable over the long term. He provides insightful case studies that illustrate the corporate benefits for designing accessibility, in addition to carefully selected and valuable figures and tables. Demystifying what is involved in designing inclusive products for all users, the book highlights numerous examples for designers, such as creating a tool for Web browsing for older adults, as well as digital television access.

Designing for Behavior Change: Applying Psychology and Behavioral Economics

by Stephen Wendel

A new wave of products is helping people change their behavior and daily routines, whether it's exercising more (Jawbone Up), taking control of their finances (HelloWallet), or organizing their email (Mailbox). This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals. Stephen Wendel, HelloWallet's head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you'll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes. Learn the three main strategies to help people change behavior Identify your target audience and the behaviors they seek to change Extract user stories and identify obstacles to behavior change Develop effective interface designs that are enjoyable to use Measure your product's impact and learn ways to improve it Use practical examples from products like Nest, Fitbit, and Opower

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

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Showing 16,251 through 16,275 of 58,349 results