Browse Results

Showing 58,976 through 59,000 of 61,823 results

Usando o Snapchat: Guia para o Aplicativo, Filtros, Emojis, Lentes, Fontes, Streaks & Muito Mais!

by Ken Rogers André Rodrigues

Um guia passo a passo sobre como usar e dominar o Snapchat. Aprenda a enviar mensagens, usar bitmojis, editar snaps, criar stories, transferir dinheiro e muito mais!

Use ClickOnce to Deploy Windows Applications

by Wei-Meng Lee

ClickOnce, a new technology in Visual Studio 2005, lets you quickly and easily deploy your Windows apps via web servers, file servers, or even CDs. But while ClickOnce delivers web-style deployment of your application, that's only part of the story. Once you've installed an application using ClickOnce, it can automatically check for new updates to the application, which saves time in application maintenance and upgrades. And on the security front, a ClickOnce application runs within a secure sandbox and you configure it using the Code Access Security model. So, how can you take advantage of this new technology? In this step-by-step guide to using ClickOnce, you'll learn how to create an application in Visual Studio 2005 and how to use ClickOnce to quickly get it in the hands of your customers. You'll also learn how to add security to your distributions using Code Access Security; how to update COM files without corrupting DLLs; and more.

Use of Digital and Advanced Technologies in the Fashion Supply Chain (Springer Series in Fashion Business)

by Rajkishore Nayak Huy Truong Rudrajeet Pal

This book explores the integration of innovative technologies in the fashion industry to enhance efficiency, sustainability, and customer experience. It provides an in-depth analysis of the various advanced technologies, such as data analytics, 3D printing, robotics, blockchain, RFID, IOT, and artificial intelligence, and how they can be applied in the fashion supply chain. The book also examines the opportunities and challenges that arise with the adoption of these technologies in different areas of the fashion industry, from design and production to marketing and sales. Overall, the book presents a comprehensive overview of the impact of digital and advanced technologies on the fashion supply chain and how these technologies can drive the industry towards a more sustainable and customer-centric future.

User Community Discovery

by Georgios Paliouras Symeon Papadopoulos Dimitrios Vogiatzis Yiannis Kompatsiaris

This book redefines community discovery in the new world of Online Social Networks and Web 2. 0 applications, through real-world problems and applications in the context of the Web, pointing out the current and future challenges of the field. Particular emphasis is placed on the issues of community representation, efficiency and scalability, detection of communities in hypergraphs, such as multi-mode and multi-relational networks, characterization of social media communities and online privacy aspects of online communities. User Community Discovery is for computer scientists, data scientists, social scientists and complex systems researchers, as well as students within these disciplines, while the connections to real-world problem settings and applications makes the book appealing for engineers and practitioners in the industry, in particular those interested in the highly attractive fields of data science and big data analytics.

User Design

by Alison A. Carr-Chellman

User Design offers a fresh perspective on how front-line learners (users) can participate in the design of learning environments. The author challenges the universal assumption that front-line users must be relegated to the role of offering input, and that the actual design activity of learning systems must still be conducted only by experts. The b

User Engagement Research and Practice (Synthesis Lectures on Information Concepts, Retrieval, and Services)

by Heather O'Brien

This book presents a holistic overview of user engagement, which has become an increasingly important subject for a variety of industry and academic fields, including engineering, computer science, and information science. The author begins with a definition of user engagement and an explanation of the theoretical background of the topic. The book then covers methodological approaches and examines some of the broader factors that influence user engagement. The author explains methods for measuring user engagement and evaluates the efficacy of each one. The book includes examples from recent research studies throughout, describing user engagement in different settings with a variety of digital information systems.

User Error: Resisting Computer Culture

by Ellen Rose

User Error explodes the myth of computer technology as juggernaut. Multimedia educator Ellen Rose shows that there is no bandwagon, no out-of-control dynamo, no titanic conspiracy to overwhelm us. Instead, there is our own desire to join the fraternity of users, a fraternity that confers legitimacy and power on those who enter the brave new world. Rose exposes how we surrender decision-making power in personal and workplace computing situations. As users we willingly grant authority to the creators of software, support materials, and the seductive infrastructure of technocracy. “Smart” users are rewarded; reluctant users are pathologized. User identity is deliberately constructed at the crossroads of industry, consumer demand, and complicity. User Error sounds a timely alarm, calling on all of us who use the new technologies to recognize how we are being co-opted. With awareness we can reassert our own responsibility and power in this increasingly important interaction. Savvy, accessible, and up-to-date, User Error offers insight, inspiration, and strategies of resistance to general readers, technology professionals, students, and scholars alike.

User Experience + Artificial Intelligence: Assessing the Qualities of AI-infused Systems (SpringerBriefs in Applied Sciences and Technology)

by Davide Spallazzo Martina Sciannamè Mauro Ceconello

This open access book addresses the thriving trend of embedding artificial intelligence (AI) and machine learning (ML) capabilities in products and services reaching the lay public, focusing on the user experience (UX) they prompt from a designerly perspective. It offers a UX evaluation method designed explicitly for AI-infused systems to answer one of the core problems affecting the relationship and interactions people have with such artefacts. The work investigates how people perceive and make sense of systems integrating AI capabilities, trying to understand how their meaning and significance can affect the experience of such products and what design challenges may arise. Given the fundamental premise that current UX methods cannot address AI-infused artefacts, it introduces the results of Meet-AI, a research project exploring specific ways to tackle these problems. The book then presents a comprehensive analysis of current UX methods, and a literature review focused on detecting possible gaps and the most suitable qualities to describe AI-infused systems, and summarizes the findings from all previous investigations into a UX evaluation scale: AIXE (AI user eXperience Evaluation). The book also portrays how the tool has been validated and expanded to become a more comprehensive method. It further describes how the scale has been applied to a comparative study of domestic smart speakers, and introduces a reversed interpretation of the outcomes, framing them as heuristics to inform the early phases of the design process and paving the way for future experimentations in the meta-design dimension.

User Experience Design in the Era of Automated Driving (Studies in Computational Intelligence #980)

by Andreas Riener Myounghoon Jeon Ignacio Alvarez

This book is dedicated to user experience design for automated driving to address humane aspects of automated driving, e.g., workload, safety, trust, ethics, and acceptance. Automated driving has experienced a major development boost in recent years. However, most of the research and implementation has been technology-driven, rather than human-centered. The levels of automated driving have been poorly defined and inconsistently used. A variety of application scenarios and restrictions has been ambiguous. Also, it deals with human factors, design practices and methods, as well as applications, such as multimodal infotainment, virtual reality, augmented reality, and interactions in and outside users. This book aims at 1) providing engineers, designers, and practitioners with a broad overview of the state-of-the-art user experience research in automated driving to speed-up the implementation of automated vehicles and 2) helping researchers and students benefit from various perspectives and approaches to generate new research ideas and conduct more integrated research.

User Experience Design: An Introduction to Creating Interactive Digital Spaces

by Mark Wells

'A great introduction to the subject and a fascinating read.'- James Friedlander-Boss, Brand Experience Manager, vvastWe all engage with digital user experience design and user interfaces every day - if you are reading this on an e-commerce platform then you are doing it right now. This is an invaluable introduction for designers and creatives on how to create successful digital environments for users.The discipline of graphic design is increasingly carried out in the virtual sphere, with a greater emphasis on user interaction and user experience than ever before. This book takes students through the crucial stages and skills that are needed for creating successful interactive digital environments, including:- Data collection- User analysis - Testing- Creating valid content- Design for different devices and platforms- Prototyping and visualizationVisual examples range from screen shots to diagrams and physical prototypes, while case studies featuring digital agencies and creatives from around the world show how they approach each project.

User Experience Design: An Introduction to Creating Interactive Digital Spaces

by Mark Wells

'A great introduction to the subject and a fascinating read.'- James Friedlander-Boss, Brand Experience Manager, vvastWe all engage with digital user experience design and user interfaces every day - if you are reading this on an e-commerce platform then you are doing it right now. This is an invaluable introduction for designers and creatives on how to create successful digital environments for users.The discipline of graphic design is increasingly carried out in the virtual sphere, with a greater emphasis on user interaction and user experience than ever before. This book takes students through the crucial stages and skills that are needed for creating successful interactive digital environments, including:- Data collection- User analysis - Testing- Creating valid content- Design for different devices and platforms- Prototyping and visualizationVisual examples range from screen shots to diagrams and physical prototypes, while case studies featuring digital agencies and creatives from around the world show how they approach each project.

User Experience Is Brand Experience: The Psychology Behind Successful Digital Products and Services (Management for Professionals)

by Felix van de Sand Anna-Katharina Frison Pamela Zotz Andreas Riener Katharina Holl

This book offers a new method for aligning brand management and user experience goals. Brand management deals with conveying individual brand values at all marketing contact points, the goal being to reach the target group and boost customer retention. In this regard, it is important to consider the uniqueness of each brand and its identity so as to design pleasurable and high-quality user experiences. Combining insights from science and practice, the authors present a strategy for using interaction patterns, visual appearance, and animations to validate the actual brand values that are experienced by users while interacting with a digital product. Further, they introduce a 'UX identity scale' by assigning brand values to UX related psychological needs. The method applied is subsequently backed by theoretical concepts and illustrated with practical examples and case studies on real-world mobile applications.

User Experience Mapping

by Peter W. Szabo

Understand your users, gain strategic insights, and make your product development more efficient with user experience mapping About This Book • Detailed guidance on the major types of User Experience Maps. • Learn to gain strategic insights and improve communication with stakeholders . • Get an idea on creating wireflows, mental model maps, ecosystem maps and solution maps Who This Book Is For This book is for Product Manager, Service Managers and Designers who are keen on learning the user experience mapping techniques. What You Will Learn • Create and understand all common user experience map types. • Use lab or remote user research to create maps and understand users better. • Design behavioral change and represent it visually. • Create 4D user experience maps, the “ultimate UX deliverable”. • Capture many levels of interaction in a holistic view. • Use experience mapping in an agile team, and learn how maps help in communicating within the team and with stakeholders. • Become more user focused and help your organisation become user-centric. In Detail Do you want to create better products and innovative solutions? User Experience Maps will help you understand users, gain strategic insights and improve communication with stakeholders. Maps can also champion user-centricity within the organisation. Two advanced mapping techniques will be revealed for the first time in print, the behavioural change map and the 4D UX map. You will also explore user story maps, task models and journey maps. You will create wireflows, mental model maps, ecosystem maps and solution maps. In this book, the author will show you how to use insights from real users to create and improve your maps and your product. The book describes each major User Experience map type in detail. Starting with simple techniques based on sticky notes moving to more complex map types. In each chapter, you will solve a real-world problem with a map. The book contains detailed, beginner level tutorials on creating maps using different software products, including Adobe Illustrator, Balsamiq Mockups, Axure RP or Microsoft Word. Even if you don't have access to any of those, each map type can also be drawn with pen and paper. Beyond creating maps, the book will also showcase communication techniques and workshop ideas. Although the book is not intended to be a comprehensive guide to modern user experience or product management, its novel ideas can help you create better solutions. You will also learn about the Kaizen-UX management framework, developed by the author, now used by many agencies and in-house UX teams in Europe and beyond. Buying this map will give you hundreds of hours worth of user experience knowledge, from one of the world's leading UX consultants. It will change your users' world for the better. If you are still not convinced, we have hidden some cat drawings in it, just in case. Style and approach An easy to understand guide, filled with real world use cases on how to plan, prioritize and visualize your project on customer experience

User Experience Methods and Tools in Human-Computer Interaction

by Gavriel Salvendy Constantine Stephanidis

This book covers user experience methods and tools in designing user‑friendly products and servicesby encompassing widely utilized successful methods, including elicitation, analysis and establishment of requirements, collaborative idea generation with design teams and intended users, prototype testing and evaluation of the user experience through empirical and non‑empirical means.This book• Provides methods and tools tailored for each stage of the design process.• Discusses methods for the active involvement of users in the human‑centered design process.• Equips readers with an effective toolset for use throughout the design process, ensuring that what is created aligns with user needs and desires.• Covers a wide array of research and evaluation methods employed in HCI, from the initiation of the human‑centered development cycle to its culmination.This book is a fascinating read for individuals interested in Human-Computer Interaction research and applications.

User Experience Research and Usability of Health Information Technology

by Jessica Lynn Campbell

Health information technology (HIT) is a critical component of the modern healthcare system. Yet to be effective and safely implemented in healthcare organizations and physicians and patients’ lives, it must be usable and useful. User Experience (UX) research is required throughout the full system design lifecycle of HIT products, which involve a user-centered and human- centered approach. This book discusses UX research frameworks, study designs, methods, data-analysis techniques, and a variety of data collection instruments and tools that can be used to conduct UX research in the healthcare space, all of which involve HIT and digital health. This book is for academics and scholars to be used to design studies for graduate dissertation work, in independent research, or as a textbook for UX/usability courses in health informatics or related health information and communication courses. This book is also useful for UX practitioners because it provides guidance on how to design a user research or usability study and focuses on leveraging a mixed- methods approach, including step-by-step by instructions and best practices for conducting: Field studies Interviews Focus groups Diary studies Surveys Heuristic evaluation Cognitive walkthrough Think aloud A plethora of standardized surveys and retrospective questionnaires (SUS, Post-study System Usability Questionnaire (PSSUQ)) are also included. UX researchers and healthcare professionals will gain an understanding of how to design a rigorous, yet feasible study that generates useful insights to inform the design of usable HIT. Everything from consent forms to how many participants to include in a usability study has been covered in this book. The author encourages user-centered design (UCD), mixed-methods, and collaboration amongst interdisciplinary teams. Knowledge from many inter-related disciplines, like psychology, technical communication (TC), and human-computer interaction (HCI), together with experiential knowledge from experts is offered throughout the text.

User Experience for Serious Games in Virtual Reality (T-Labs Series in Telecommunication Services)

by Tanja Kojić

The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one’s age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated.

User Interface Design of Digital Textbooks

by Elena Aurel Railean

This book is a synthesis of the complex interdependencies between user interface design of digital screen and learning process. It is analyzed the impact of digital revolution on learning, phases of digital textbooks use and development; specific features of educational system & learning environment; psycho-pedagogical characteristics of XXI students; user interface design topology; user interface design features of digital textbooks in accordance with human thinking paradigms; critical thinking of user interfaces and content (linear, systems, global and metasystems design approach). One special chapter describes innovative organizational forms of learning with digital textbooks. Metasystems learning design of digital textbooks will be of particular interest to the readers because this is an innovative approach of learning design, which proved the experimental data of the instructional dynamic and flexible strategy. It proved the practical application of didactical model of digital textbooks for chemistry and mathematics. The main benefits for reader refers on understanding the applicability of metasystems learning design for digital textbook use and development, in particular for STEM education. It takes more than analysis to help readers overcome the impact of user interface design of digital textbook on learning outcomes.

User Interface Design: Bridging the Gap from User Requirements to Design

by Larry E. Wood

Although numerous sources document aspects of user-centered design, there are few references that consider how a designer transforms the information gathered about users and their work into an effective user interface design. This book explains just how designers bridge that gap. A group of leading experts in GUI design describe their methods in the context of specific design projects, and while the projects, processes, and methods vary considerably, the common theme is building a bridge between user requirements and user interface design.

User Modeling and Adaptation for Daily Routines

by Estefanía Martín Rosa M. Carro Pablo A. Haya

User Modeling and Adaptation for Daily Routines is motivated by the need to bring attention to how people with special needs can benefit from adaptive methods and techniques in their everyday lives. Assistive technologies, adaptive systems and context-aware applications are three well-established research fields. There is, in fact, a vast amount of literature that covers HCI-related issues in each area separately. However, the contributions in the intersection of these areas have been less visible, despite the fact that such synergies may have a great impact on improving daily living. Presenting a comprehensive review of state-of-the-art practices on user modeling and adaptation for people with special needs, as well as some reflections on the challenges that need to be addressed in this direction, topics covered within this volume include the analysis, design, implementation and evaluation of adaptive systems to assist users with special needs to take decisions and fulfil daily routine activities. Particular emphasis is paid to major trends in user modeling, ubiquitous adaptive support, diagnostic and accessibility, recommender systems, social interaction, designing and building adaptive assistants for daily routines, field studies and automated evaluation. Nine leading contributors write on key current research in the domain of adaptive applications for people with special needs, integrating and summarizing findings from the best known international research groups in these areas. User Modeling and Adaptation for Daily Routines highlights how adaptation technologies can ease daily living for all, and support sustainable high-quality healthcare, demographic ageing and social/economic inclusion. highlights how adaptation technologies can ease daily living for all, and support sustainable high-quality healthcare, demographic ageing and social/economic inclusion.

User Research with Kids: How to Effectively Conduct Research with Participants Aged 3-16

by Thomas Visby Snitker

If you are a designer, producer, marketer, or researcher creating products for children, it is essential that you are aware of the key differences between children and adults when it comes to user journeys. While children might speak the same language as adult users, what they are actually communicating can be completely different. User Research with Kids explores these differences and more. Author Thomas Visby Snitker walks you through how to best approach user research with children through the processes of conceptualization, design, prototyping, and eventually the launch. Adults who research kids’ experiences venture into a familiar yet foreign land where the inhabitants speak a different (yet familiar) language and have different behavioral norms and values. It is important for researchers to decipher and understand this language. Including children in the process will lead to better targeted and better designed products, and User Research with Kids will help you attain this goal. Snitker’s useful insights in this book will help professionals and students in all sectors of research, design, and innovation. User Research with Kids will teach you how to better work with children using key approaches, such as understanding what play is and holistically measuring experience from a child’s cognitive perspective. Apply research rigor and best practices for your next product launch, and expand your user understanding with User Research with Kids.What You Will LearnIncorporate play and best practice to a research project with kids as (or among) the participantsApproach, scope, prepare, execute, and report research projectsChoose the method and approach that is best suited for the needs of your project and stakeholdersWho This Book Is ForDesigners, producers, marketers, or researchers with kids as the audience, or students.

User Research: A Practical Guide to Designing Better Products and Services

by Stephanie Marsh

Many businesses are based on creating desirable experiences, products and services for users. However in spite of this, companies often fail to consider the end user - the customer - in their planning and development processes. As a result, organizations find themselves spending huge sums of money creating products and services that, quite simply, don't work. User experience research, also known as UX research, focuses on understanding user behaviours, needs and motivations through a range of observational techniques, task analysis and other methodologies. User Research is a practical guide that shows readers how to use the vast array of user research methods available. Covering all the key research methods including face-to-face user testing, card sorting, surveys, A/B testing and many more, the book gives expert insight into the nuances, advantages and disadvantages of each, while also providing guidance on how to interpret, analyze and share the data once it has been obtained.Ultimately, User Research is about putting natural powers of observation and conversation to use in a specific way. The book isn't bogged down with small, specific, technical detail - rather, it explores the fundamentals of user research, which remain true regardless of the context in which they are applied. As such, the tools and frameworks given here can be used in any sector or industry, to improve any part of the customer journey and experience; whether that means improving software, websites, customer services, products, packaging or more.

User Research: Improve Product and Service Design and Enhance Your UX Research

by Stephanie Marsh

Many businesses are based on creating desirable experiences, products and services for users. However, companies often fail to consider the end user - the consumer - in their planning and development processes. How can marketing practitioners effectively understand their customers and create products and services that work for them? This book has the answers.User experience research, also known as UX research, focuses on understanding user behaviours, needs and motivations through a range of observational techniques, task analysis and other methodologies. User Research is a practical guide that shows readers how to use the vast array of user research methods available. Written by one of the UK's leading UX research professionals, readers can benefit from in-depth knowledge that explores the fundamentals of user research.Covering all the key research methods including face-to-face user testing, card sorting, surveys, A/B testing and many more, the book gives expert insight into the nuances, advantages and disadvantages of each, while also providing guidance on how to interpret, analyze and share the data once it has been obtained. Now in its second edition, User Research provides a new chapter on research operations and infrastructure as well as new material on combining user research methodologies.

User Science and Engineering: 5th International Conference, i-USEr 2018, Puchong, Malaysia, August 28–30, 2018, Proceedings (Communications in Computer and Information Science #886)

by Marcus Foth Natrah Abdullah Wan Adilah Wan Adnan

This book constitutes the refereed proceedings of the 5th International Conference on User Science and Engineering, i-USEr 2018, held in Puchong, Malaysia, in August 2018. The 32 papers accepted for i-USEr 2018 were selected from 72 submissions with a thorough double-blind review process. The selected papers illustrate how HCI is inclusive and omnipresent within the domains of informatics, Internet of Things, Quality of Life, and others. They are organized in the following topical sections: design, UX and usability; HCI and underserved; technology and adoption; human centered computing; HCI and IT infrastructure; and HCI and analytics.

User Stories Applied: For Agile Software Development

by Mike Cohn

This guide describes user stories and explains how they can be used to articulate customer programming needs. It highlights both successful and unsuccessful implementations of the concept, and discusses its application for planning, managing, and testing software development projects. Cohn is a programmer and software project manager. Annotation ©2004 Book News, Inc., Portland, OR (booknews.com)

User Story Mapping: Discover the Whole Story, Build the Right Product

by Peter Economy Jeff Patton

User story mapping is a valuable tool for software development, once you understand why and how to use it. This insightful book examines how this often misunderstood technique can help your team stay focused on users and their needs without getting lost in the enthusiasm for individual product features.Author Jeff Patton shows you how changeable story maps enable your team to hold better conversations about the project throughout the development process. Your team will learn to come away with a shared understanding of what you’re attempting to build and why.Get a high-level view of story mapping, with an exercise to learn key concepts quicklyUnderstand how stories really work, and how they come to life in Agile and Lean projectsDive into a story’s lifecycle, starting with opportunities and moving deeper into discoveryPrepare your stories, pay attention while they’re built, and learn from those you convert to working software

Refine Search

Showing 58,976 through 59,000 of 61,823 results