Author: Carolyn Chandler
Publisher: Pearson Education
ISBN: 0321934040
Category : Computers
Languages : en
Pages : 168
Book Description
Whether teaching or learning UX Design, activities often sink in deeper than lectures. And game-like activities with a lesson included both engage and instruct. This book contains fun and challenging activities to help participants learn core concepts in user experience, from sketching, to photo safaris that encourage field observation, to creating an experience model for your daily bus ride, etc. It is structured as 50% activity and 50% explanation.
Adventures in Experience Design
Author: Carolyn Chandler
Publisher: Pearson Education
ISBN: 0321934040
Category : Computers
Languages : en
Pages : 168
Book Description
Whether teaching or learning UX Design, activities often sink in deeper than lectures. And game-like activities with a lesson included both engage and instruct. This book contains fun and challenging activities to help participants learn core concepts in user experience, from sketching, to photo safaris that encourage field observation, to creating an experience model for your daily bus ride, etc. It is structured as 50% activity and 50% explanation.
Publisher: Pearson Education
ISBN: 0321934040
Category : Computers
Languages : en
Pages : 168
Book Description
Whether teaching or learning UX Design, activities often sink in deeper than lectures. And game-like activities with a lesson included both engage and instruct. This book contains fun and challenging activities to help participants learn core concepts in user experience, from sketching, to photo safaris that encourage field observation, to creating an experience model for your daily bus ride, etc. It is structured as 50% activity and 50% explanation.
HCI International 2023 – Late Breaking Papers
Author: Panayiotis Zaphiris
Publisher: Springer Nature
ISBN: 3031480600
Category : Computers
Languages : en
Pages : 597
Book Description
This seven-volume set LNCS 14054-14060 constitutes the proceedings of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. For the HCCII 2023 proceedings, a total of 1578 papers and 396 posters was carefully reviewed and selected from 7472 submissions. Additionally, 267 papers and 133 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work”. These papers were organized in the following topical sections: HCI Design and User Experience; Cognitive Engineering and Augmented Cognition; Cultural Issues in Design; Technologies for the Aging Population; Accessibility and Design for All; Designing for Health and Wellbeing; Information Design, Visualization, Decision-making and Collaboration; Social Media, Creative Industries and Cultural Digital Experiences; Digital Human Modeling, Ergonomics and Safety; HCI in Automated Vehicles and Intelligent Transportation; Sustainable Green Smart Cities and Smart Industry; eXtended Reality Interactions; Gaming and Gamification Experiences; Interacting with Artificial Intelligence; Security, Privacy, Trust and Ethics; Learning Technologies and Learning Experiences; eCommerce, Digital Marketing and eFinance.
Publisher: Springer Nature
ISBN: 3031480600
Category : Computers
Languages : en
Pages : 597
Book Description
This seven-volume set LNCS 14054-14060 constitutes the proceedings of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. For the HCCII 2023 proceedings, a total of 1578 papers and 396 posters was carefully reviewed and selected from 7472 submissions. Additionally, 267 papers and 133 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work”. These papers were organized in the following topical sections: HCI Design and User Experience; Cognitive Engineering and Augmented Cognition; Cultural Issues in Design; Technologies for the Aging Population; Accessibility and Design for All; Designing for Health and Wellbeing; Information Design, Visualization, Decision-making and Collaboration; Social Media, Creative Industries and Cultural Digital Experiences; Digital Human Modeling, Ergonomics and Safety; HCI in Automated Vehicles and Intelligent Transportation; Sustainable Green Smart Cities and Smart Industry; eXtended Reality Interactions; Gaming and Gamification Experiences; Interacting with Artificial Intelligence; Security, Privacy, Trust and Ethics; Learning Technologies and Learning Experiences; eCommerce, Digital Marketing and eFinance.
World Design for 2D Action-Adventures
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1040226051
Category : Computers
Languages : en
Pages : 401
Book Description
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors’ own experiences creating independent games in the genre. This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon! World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.
Publisher: CRC Press
ISBN: 1040226051
Category : Computers
Languages : en
Pages : 401
Book Description
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors’ own experiences creating independent games in the genre. This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon! World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.
Mountaineering Tourism
Author: Ghazali Musa
Publisher: Routledge
ISBN: 1317668731
Category : Business & Economics
Languages : en
Pages : 429
Book Description
In May 1993 the British Mountaineering Council met to discuss the future of high altitude tourism. Of concern to attendees were reports of queues on Everest and reference was made to mountaineer Peter Boardman calling Everest an ‘amphitheater of the ego’. Issues raised included environmental and social responsibility and regulations to minimize impacts. In the years that have followed there has been a surge of interest in climbing Everest, with one day in 2012 seeing 234 climbers reach the summit. Participation in mountaineering tourism has surely escalated beyond the imagination of those who attended the meeting 20 years ago. This book provides a critical and comprehensive analysis of all pertinent aspects and issues related to the development and the management of the growth area of mountaineering tourism. By doing so it explores the meaning of adventure and special reference to mountain-based adventure, the delivering of adventure experience and adventure learning and education. It further introduces examples of settings (alpine environments) where a general management framework could be applied as a baseline approach in mountaineering tourism development. Along with this general management framework, the book draws evidence from case studies derived from various mountaineering tourism development contexts worldwide, to highlight the diversity and uniqueness of management approaches, policies and practices. Written by leading academics from a range of disciplinary backgrounds, this insightful book will provide students, researchers and academics with a better understanding of the unique aspects of tourism management and development of this growing form of adventure tourism across the world.
Publisher: Routledge
ISBN: 1317668731
Category : Business & Economics
Languages : en
Pages : 429
Book Description
In May 1993 the British Mountaineering Council met to discuss the future of high altitude tourism. Of concern to attendees were reports of queues on Everest and reference was made to mountaineer Peter Boardman calling Everest an ‘amphitheater of the ego’. Issues raised included environmental and social responsibility and regulations to minimize impacts. In the years that have followed there has been a surge of interest in climbing Everest, with one day in 2012 seeing 234 climbers reach the summit. Participation in mountaineering tourism has surely escalated beyond the imagination of those who attended the meeting 20 years ago. This book provides a critical and comprehensive analysis of all pertinent aspects and issues related to the development and the management of the growth area of mountaineering tourism. By doing so it explores the meaning of adventure and special reference to mountain-based adventure, the delivering of adventure experience and adventure learning and education. It further introduces examples of settings (alpine environments) where a general management framework could be applied as a baseline approach in mountaineering tourism development. Along with this general management framework, the book draws evidence from case studies derived from various mountaineering tourism development contexts worldwide, to highlight the diversity and uniqueness of management approaches, policies and practices. Written by leading academics from a range of disciplinary backgrounds, this insightful book will provide students, researchers and academics with a better understanding of the unique aspects of tourism management and development of this growing form of adventure tourism across the world.
Designing Transformative Experiences
Author: Brad McLain
Publisher: Berrett-Koehler Publishers
ISBN: 1523002638
Category : Business & Economics
Languages : en
Pages : 257
Book Description
Offering a new lens on leadership and living, this research-based guide shows how to design experiences that can touch hearts, provoke minds, and change lives in powerful ways. Transformative experiences are life events that change our sense of self in important ways. How do they work? What elements do they require? How can we learn to design them intentionally? By embracing the research-based approach of ELVIS (the Experiential Learning Variables and Indicators System), this book details how to recast yourself as an Experience Design Leader, one that can provide those in your organization with the opportunities needed to reflect and grow as individuals. Beginning with the ELVIS Framework, you will gain deep foundational insight into how transformative experiences work. And then with the ELVIS Toolkit, which includes seven practical design elements, you will have the key to unlocking these powerful experiences for yourself and others. Whether you are new to the idea of designing experiences for others or are a seasoned veteran, ELVIS shows you how to tap into the psychology operating behind the most powerful and important experiences of our lives-those that shape who we are.
Publisher: Berrett-Koehler Publishers
ISBN: 1523002638
Category : Business & Economics
Languages : en
Pages : 257
Book Description
Offering a new lens on leadership and living, this research-based guide shows how to design experiences that can touch hearts, provoke minds, and change lives in powerful ways. Transformative experiences are life events that change our sense of self in important ways. How do they work? What elements do they require? How can we learn to design them intentionally? By embracing the research-based approach of ELVIS (the Experiential Learning Variables and Indicators System), this book details how to recast yourself as an Experience Design Leader, one that can provide those in your organization with the opportunities needed to reflect and grow as individuals. Beginning with the ELVIS Framework, you will gain deep foundational insight into how transformative experiences work. And then with the ELVIS Toolkit, which includes seven practical design elements, you will have the key to unlocking these powerful experiences for yourself and others. Whether you are new to the idea of designing experiences for others or are a seasoned veteran, ELVIS shows you how to tap into the psychology operating behind the most powerful and important experiences of our lives-those that shape who we are.
Aerial Adventure Environments
Author: Elizabeth A. Speelman
Publisher: Human Kinetics
ISBN: 1492594121
Category : Sports & Recreation
Languages : en
Pages : 305
Book Description
Aerial Adventure Environments: The Theory and Practice of the Challenge Course, Zip Line, and Canopy Tour Industry With HKPropel Access provides a comprehensive and practical introduction to the aerial adventure industry. The first of its kind, this text combines the key components of high and low ropes challenge courses, zip lines, canopy tours, and aerial adventure parks into one essential guide for students and existing professionals. Written by leading experts with both practical experience and theoretical knowledge in the field and endorsed by the Association for Challenge Course Technology (ACCT), the Professional Ropes Course Association (PRCA), and the European Ropes Course Association (ERCA), this complete resource contains the foundational information needed to understand the industry of aerial adventure environments. It provides practitioners with the tools they need to lead successful adventure experiences whether they are working directly with participants, designing and building structures, training staff, or conducting operational and marketing activities. Readers will learn about the historical beginnings and global development of the industry, the theory and fundamentals behind aerial adventure programming, facility and equipment management, personnel training, and operational guidelines. The text presents practical information on understanding the desired outcomes of a variety of clients and how to design and deliver safe, effective, and inclusive adventure experiences with consideration for self-directed, guided, and facilitated experiences. The discussions of professional competencies and current industry issues and trends, as well as tips on how to obtain training, equip readers for success in the profession. Chapter objectives, summaries, and review questions reinforce learning, and Putting It Into Practice elements illustrate practical applications of the content. Related online materials delivered via HKPropel include 21 checklists and forms that provide real-world value and include sample participant evaluation forms, job descriptions, challenge course questionnaires, program plans, and more. Special features throughout the book highlight four themes critical to the aerial adventure environment profession: Risk Management sidebars demonstrate how the management of risk must be embedded in every stage of the experience. Active Participatory Experience sidebars emphasize the hands-on nature of aerial adventures, whereby participants choose their level of challenge and their own adventures. Industry Standards sidebars cover best practices for subjects such as equipment selection, facility development, practitioner competencies, and management decisions. Social Justice and Human Diversity sidebars focus on the recent expansion of participants in aerial adventure experiences and the importance of inclusivity. Aerial Adventure Environments is at the cutting edge of this exciting and fast-growing sector of the outdoor adventure industry and is an invaluable resource for navigating the industry and understanding current practices, philosophies, and trends. Note: A code for accessing HKPropel is included with this ebook.
Publisher: Human Kinetics
ISBN: 1492594121
Category : Sports & Recreation
Languages : en
Pages : 305
Book Description
Aerial Adventure Environments: The Theory and Practice of the Challenge Course, Zip Line, and Canopy Tour Industry With HKPropel Access provides a comprehensive and practical introduction to the aerial adventure industry. The first of its kind, this text combines the key components of high and low ropes challenge courses, zip lines, canopy tours, and aerial adventure parks into one essential guide for students and existing professionals. Written by leading experts with both practical experience and theoretical knowledge in the field and endorsed by the Association for Challenge Course Technology (ACCT), the Professional Ropes Course Association (PRCA), and the European Ropes Course Association (ERCA), this complete resource contains the foundational information needed to understand the industry of aerial adventure environments. It provides practitioners with the tools they need to lead successful adventure experiences whether they are working directly with participants, designing and building structures, training staff, or conducting operational and marketing activities. Readers will learn about the historical beginnings and global development of the industry, the theory and fundamentals behind aerial adventure programming, facility and equipment management, personnel training, and operational guidelines. The text presents practical information on understanding the desired outcomes of a variety of clients and how to design and deliver safe, effective, and inclusive adventure experiences with consideration for self-directed, guided, and facilitated experiences. The discussions of professional competencies and current industry issues and trends, as well as tips on how to obtain training, equip readers for success in the profession. Chapter objectives, summaries, and review questions reinforce learning, and Putting It Into Practice elements illustrate practical applications of the content. Related online materials delivered via HKPropel include 21 checklists and forms that provide real-world value and include sample participant evaluation forms, job descriptions, challenge course questionnaires, program plans, and more. Special features throughout the book highlight four themes critical to the aerial adventure environment profession: Risk Management sidebars demonstrate how the management of risk must be embedded in every stage of the experience. Active Participatory Experience sidebars emphasize the hands-on nature of aerial adventures, whereby participants choose their level of challenge and their own adventures. Industry Standards sidebars cover best practices for subjects such as equipment selection, facility development, practitioner competencies, and management decisions. Social Justice and Human Diversity sidebars focus on the recent expansion of participants in aerial adventure experiences and the importance of inclusivity. Aerial Adventure Environments is at the cutting edge of this exciting and fast-growing sector of the outdoor adventure industry and is an invaluable resource for navigating the industry and understanding current practices, philosophies, and trends. Note: A code for accessing HKPropel is included with this ebook.
Future Interaction Design
Author: A. Pirhonen
Publisher: Springer Science & Business Media
ISBN: 9781852337919
Category : Computers
Languages : en
Pages : 232
Book Description
The perspectives and techniques used in human-computer interaction design, practice and research are broadening. This book looks at emerging approaches which are likely to contribute to the discipline in near future. The emphasis is on the social, cognitive, emotional, creative and active dimensions of the human actor. The underlying idea is that human character rather than technology should determine the nature of interaction. The concept of "interaction design" covers this broader range of concerns relevant to enabling quality design. Each chapter emphasizes alternative perspectives on interaction and new concepts to help researchers and practitioners relate to alternative design approaches and opportunities. Many of these new elements can be found to be successful and established in other fields, such as information systems development and industrial design. This volume will be of considerable value to those seeking innovative and developing perspectives upon both designing and ensuring effective interaction between humans and technology.
Publisher: Springer Science & Business Media
ISBN: 9781852337919
Category : Computers
Languages : en
Pages : 232
Book Description
The perspectives and techniques used in human-computer interaction design, practice and research are broadening. This book looks at emerging approaches which are likely to contribute to the discipline in near future. The emphasis is on the social, cognitive, emotional, creative and active dimensions of the human actor. The underlying idea is that human character rather than technology should determine the nature of interaction. The concept of "interaction design" covers this broader range of concerns relevant to enabling quality design. Each chapter emphasizes alternative perspectives on interaction and new concepts to help researchers and practitioners relate to alternative design approaches and opportunities. Many of these new elements can be found to be successful and established in other fields, such as information systems development and industrial design. This volume will be of considerable value to those seeking innovative and developing perspectives upon both designing and ensuring effective interaction between humans and technology.
THE IMPACT OF THE DIGITAL WORLD ON MANAGEMENT AND MARKETING
Author: Grzegorz Mazurek
Publisher: Poltext
ISBN: 838943766X
Category :
Languages : en
Pages : 388
Book Description
The book aims to give an insight into the multifacetedness of changes the Internet – referred to here as the digital world – triggers in both theory and practice of marketing and management. The book has been divided into 5 subject areas, i.e. management, strategy, communications, brand, and consumer, all of which act as the main themes of subsequent chapters.
Publisher: Poltext
ISBN: 838943766X
Category :
Languages : en
Pages : 388
Book Description
The book aims to give an insight into the multifacetedness of changes the Internet – referred to here as the digital world – triggers in both theory and practice of marketing and management. The book has been divided into 5 subject areas, i.e. management, strategy, communications, brand, and consumer, all of which act as the main themes of subsequent chapters.
Entertainment Computing - ICEC 2015
Author: Konstantinos Chorianopoulos
Publisher: Springer
ISBN: 3319245899
Category : Computers
Languages : en
Pages : 594
Book Description
This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.
Publisher: Springer
ISBN: 3319245899
Category : Computers
Languages : en
Pages : 594
Book Description
This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.
Design, User Experience, and Usability: Design Discourse
Author: Aaron Marcus
Publisher: Springer
ISBN: 3319208861
Category : Computers
Languages : en
Pages : 691
Book Description
The three-volume set LNCS 9186, 9187, and 9188 constitutes the proceedings of the 4th International Conference on Design, User Experience, and Usability, DUXU 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA, in August 2015, jointly with 13 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 132 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 61 papers included in this volume are organized in topical sections on design thinking, user experience design and usability methods and tools, DUXU management and practice, emotional and persuasion design, and storytelling, narrative and fiction in DUXU.
Publisher: Springer
ISBN: 3319208861
Category : Computers
Languages : en
Pages : 691
Book Description
The three-volume set LNCS 9186, 9187, and 9188 constitutes the proceedings of the 4th International Conference on Design, User Experience, and Usability, DUXU 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA, in August 2015, jointly with 13 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 132 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 61 papers included in this volume are organized in topical sections on design thinking, user experience design and usability methods and tools, DUXU management and practice, emotional and persuasion design, and storytelling, narrative and fiction in DUXU.