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Designing for Scalability with Erlang/OTP: Implement Robust, Fault-Tolerant Systems
by Francesco Cesarini Steve VinoskiIf 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 Social Justice: Community-Engaged Approaches in Technical and Professional Communication (ATTW Series in Technical and Professional Communication)
by Jialei Jiang Tham, Jason C. K.Exploring the intersection of design research and community engagement, this book highlights the ways in which design and design theories can be used to address social justice issues and promote positive change in communities. Contributors illuminate the theoretical, ethical, and pedagogical dimensions of design-driven methods in community-engaged projects, exploring their potential to address critical social justice issues such as ethnic and racial justice, gender equality, disability justice, cultural diversity, equity, and environmental justice. Chapters examine various aspects of community-engaged practices, including the use of design theories to fuel social justice work in community partnerships, ethical issues surrounding the use of multimodal resources and new media technologies, and pedagogies for promoting social change. Addressing the opportunities and challenges of design and design methods in community engagement, this collection offers suggestions for promoting social justice through technical and professional communication activities and pedagogies. Investigating the design of community-engaged projects from a critical standpoint, this book will appeal to scholars and students in the fields of Technical and Professional Communication, Writing and Composition Studies, and Rhetoric. It will also be of interest to administrators, community partners, and professionals working in service-learning contexts.
Designing for Sustainability: A Guide to Building Greener Digital Products and Services
by Tim FrickPixels 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 GoodwinWhether 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 StevensGet 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 PorterWith 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 StephanidisAddressing 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 SullivanNow 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 RuoyuLearn 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 websiteBecome familiar with XOOPS’ theme-building tools, and set up PHP and MySQL environmentsPort an existing XHTML template to XOOPSCreate themes with the 960 Grid System to save time and reduce codeUse jQuery-based UI libraries to achieve complex effectsBlend new modules into your theme with the template override functionGo beyond traditional block layouts to customize your homepage
Designing Games: A Guide to Engineering Experiences
by Tynan SylvesterReady to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each otherâ??s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your gameâ??s market positioning will affect your design
Designing Games for Children: Developmental, Usability, and Design Considerations for Making Games for Kids
by Carla FisherWhen 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 CazacuThis 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 GilbertDesigning 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 SafferIf 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 environmentsLearn the process of designing gestural interfaces, from documentation to prototyping to communicating to the audience what the product doesExamine current patterns and trends in touchscreen and gestural designLearn about the techniques used by practicing designers and developers todaySee how other designers have solved interface challenges in the pastLook at future trends in this rapidly evolving fieldOnly 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 LoukidesIn 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 Green Networks and Network Operations: Saving Run-the-Engine Costs
by Daniel MinoliIn recent years, socio-political trends toward environmental responsibility and the pressing need to reduce Run-the-Engine (RTE) costs have resulted in the concept of Green IT. Although a significant amount of energy is used to operate routing, switching, and transmission equipment, comparatively less attention has been paid to Green Networking. A
Designing Hexagonal Architecture with Java: An architect's guide to building maintainable and change-tolerant applications with Java and Quarkus
by Davi VieiraA 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 KoreUser 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
Designing Hyper-V Solutions
by Saurabh GroverThis book is aimed at IT admins, consultants, and architects alike who wish to deploy, manage, and maintain Hyper-V solutions in organizations of various sizes. You are expected to have a working knowledge of managing Windows Server and a fair understanding of networking and storage concepts.
Designing Immersive Video Games Using 3DUI Technologies: Improving The Gamer's User Experience (Human–Computer Interaction Series)
by Joseph J. LaViola Jr. Arun K. KulshreshthA 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies.These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
Designing Instruction for Library Users: A Practical Guide
by Marilla SvinickiThis book discusses the principles of learning theory and instructional design, and provides the reader with the theoretical framework needed for design decision-making. It is helpful for the academic librarian who has responsibility for teaching students library skills.
Designing Instruction For Open Sharing
by Shalin Hai-JewThis textbook considers and addresses the design of online learning objects, electronic textbooks, short courses, long courses, MOOC courses, and other types of contents for open sharing. It also considers the design of online mediated communities to enhance such learning. The “openness” may be open-access, and/or it may even be open-source. The learning may range from self-directed and automated to AI robot-led to instructor-led. The main concept of this work is that design learning for open sharing, requires different considerations than when designing for closed and proprietary contexts. Open sharing of learning contents requires a different sense of laws (intellectual property, learner privacy, pedagogical strategies, technologies, media, and others). It requires different considerations of learner diversity and inclusion. It requires geographical, cultural, and linguistic considerations that are not as present in more localized designs. The open sharing aspect also has effects on learner performance tracking (assessments) and learner feedback. This textbook targets students, both undergraduate and graduate in computer science, education and other related fields. Also, professionals in this field managing online systems would find this book helpful.
Designing Instructional Strategies: The Prevention of Academic Learnig Problem
by Edward J. Kameenui Deborah C. SimmonsDesigning Instructional Strategies: The Prevention of Academic Learning Problems is about designing and delivering instruction to students with academic learning problems. These students are identified as learning disabled, mildly handicapped, or emotionally disturbed who receive services in special education or general education settings.
Designing Interaction and Interfaces for Automated Vehicles: User-Centred Ecological Design and Testing (Transportation Human Factors)
by Neville A. Stanton Kirsten M. A. Revell Patrick LangdonDriving automation and autonomy are already upon us and the problems that were predicted twenty years ago are beginning to appear. These problems include shortfalls in expected benefits, equipment unreliability, driver skill fade, and error-inducing equipment designs. Designing Interaction and Interfaces for Automated Vehicles: User-Centred Ecological Design and Testing investigates the difficult problem of how to interface drivers with automated vehicles by offering an inclusive, human-centred design process that focusses on human variability and capability in interaction with interfaces. This book introduces a novel method that combines both systems thinking and inclusive user-centred design. It models driver interaction, provides design specifications, concept designs, and the results of studies in simulators on the test track, and in road going vehicles. This book is for designers of systems interfaces, interactions, UX, Human Factors and Ergonomics researchers and practitioners involved with systems engineering and automotive academics._ "In this book, Prof Stanton and colleagues show how Human Factors methods can be applied to the tricky problem of interfacing human drivers with vehicle automation. They have developed an approach to designing the human-automation interaction for the handovers between the driver and the vehicle. This approach has been tested in driving simulators and, most interestingly, in real vehicles on British motorways. The approach, called User-Centred Ecological Interface Design, has been validated against driver behaviour and used to support their ongoing work on vehicle automation. I highly recommend this book for anyone interested, or involved, in designing human-automation interaction in vehicles and beyond." Professor Michael A. Regan, University of NSW Sydney, AUSTRALIA
Designing Interactions with Robots: Methods and Perspectives (Chapman & Hall/CRC Artificial Intelligence and Robotics Series)
by Maria Luce Lupetti Cristina Zaga Nazli Cila Selma Šabanović Malte F. JungDeveloping robots to interact with humans is a complex interdisciplinary effort. While engineering and social science perspectives on designing human–robot interactions (HRI) are readily available, the body of knowledge and practices related to design, specifically interaction design, often remain tacit. Designing Interactions with Robots fills an important resource gap in the HRI community, and acts as a guide to navigating design-specific methods, tools, and techniques.With contributions from the field's leading experts and rising pioneers, this collection presents state of the art knowledge and a range of design methods, tools, and techniques, which cover the various phases of an HRI project. This book is accessible to an interdisciplinary audience, and does not assume any design knowledge. It provides actionable resources whose efficacy have been tested and proven in existing research.This manual is essential for HRI design students, researchers, and practitioners alike. It offers crucial guidance for the processes involved in robot and HRI design, marking a significant stride toward advancing the HRI landscape.The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.