Author: Anton Nijholt
Publisher: Springer
ISBN: 9812875468
Category : Technology & Engineering
Languages : en
Pages : 264
Book Description
This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
More Playful User Interfaces
Author: Anton Nijholt
Publisher: Springer
ISBN: 9812875468
Category : Technology & Engineering
Languages : en
Pages : 264
Book Description
This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
Publisher: Springer
ISBN: 9812875468
Category : Technology & Engineering
Languages : en
Pages : 264
Book Description
This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
Playful User Interfaces
Author: Anton Nijholt
Publisher: Springer Science & Business Media
ISBN: 9814560960
Category : Technology & Engineering
Languages : en
Pages : 350
Book Description
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
Publisher: Springer Science & Business Media
ISBN: 9814560960
Category : Technology & Engineering
Languages : en
Pages : 350
Book Description
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
Playful Design
Author: John Ferrara
Publisher: Rosenfeld Media
ISBN: 1933820993
Category : Computers
Languages : en
Pages : 266
Book Description
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
Publisher: Rosenfeld Media
ISBN: 1933820993
Category : Computers
Languages : en
Pages : 266
Book Description
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
Seductive Interaction Design
Author: Stephen P. Anderson
Publisher: Pearson Education
ISBN: 0132118637
Category : Computers
Languages : en
Pages : 562
Book Description
What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act. Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.
Publisher: Pearson Education
ISBN: 0132118637
Category : Computers
Languages : en
Pages : 562
Book Description
What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act. Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.
Playfulness, digital original edition
Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262330385
Category : Games & Activities
Languages : en
Pages : 27
Book Description
What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Play goes beyond games; it is a mode of being human. If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. In this BIT, Miguel Sicart examines the distinction between play and playfulness.
Publisher: MIT Press
ISBN: 0262330385
Category : Games & Activities
Languages : en
Pages : 27
Book Description
What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Play goes beyond games; it is a mode of being human. If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. In this BIT, Miguel Sicart examines the distinction between play and playfulness.
Design, User Experience, and Usability: Novel User Experiences
Author: Aaron Marcus
Publisher: Springer
ISBN: 3319403559
Category : Computers
Languages : en
Pages : 713
Book Description
The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 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 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 67 papers included in this volume are organized in topical sections on emotion, motivation, and persuasion design; DUXU in learning and education; games and gamification; culture, language and DUXU; DUXU for social innovation and sustainability; usability and user experience studies.
Publisher: Springer
ISBN: 3319403559
Category : Computers
Languages : en
Pages : 713
Book Description
The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 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 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 67 papers included in this volume are organized in topical sections on emotion, motivation, and persuasion design; DUXU in learning and education; games and gamification; culture, language and DUXU; DUXU for social innovation and sustainability; usability and user experience studies.
Ambient Intelligence
Author: Panos Markopoulos
Publisher: Springer Science & Business Media
ISBN: 3540237216
Category : Computers
Languages : en
Pages : 400
Book Description
This book constitutes the refereed proceedings of the Second European Symposium on Ambient Intelligence, EUSAI 2004, held in Eindhoven, The Netherlands in November 2004. The 36 revised full papers presented were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on ubiquitous computing: sofware architectures, communication, and distribution; context sensing and machine perception; human computer interaction in ambient intelligence environments; and algorithms, ontologies, and architectures for learning and adaptation.
Publisher: Springer Science & Business Media
ISBN: 3540237216
Category : Computers
Languages : en
Pages : 400
Book Description
This book constitutes the refereed proceedings of the Second European Symposium on Ambient Intelligence, EUSAI 2004, held in Eindhoven, The Netherlands in November 2004. The 36 revised full papers presented were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on ubiquitous computing: sofware architectures, communication, and distribution; context sensing and machine perception; human computer interaction in ambient intelligence environments; and algorithms, ontologies, and architectures for learning and adaptation.
Paradigm Shift in Urban Mobility
Author: Tomasz Janasz
Publisher: Springer
ISBN: 3658204605
Category : Business & Economics
Languages : en
Pages : 384
Book Description
Tomasz Janasz demonstrates that digital technologies and new mobility concepts can lead to a reduction of the automobiles in urban areas by a factor of 10. The book features two vivid case studies of such digital mobility concepts: TwoGo by SAP and smexx. The author proposes six prototypes of business models for ‘Shared Automobility Services’. Janasz offers also the ‘Transformative Literacy’ for designing sustainable urban mobility systems of the future. The author elaborates on the socio-political patterns of urban mobility by presenting the case of the City of Basel (Switzerland). He proposes the framework of ‘Integrated Sustainable Urban Mobility’ to explain how to overcome car dependence in cities.
Publisher: Springer
ISBN: 3658204605
Category : Business & Economics
Languages : en
Pages : 384
Book Description
Tomasz Janasz demonstrates that digital technologies and new mobility concepts can lead to a reduction of the automobiles in urban areas by a factor of 10. The book features two vivid case studies of such digital mobility concepts: TwoGo by SAP and smexx. The author proposes six prototypes of business models for ‘Shared Automobility Services’. Janasz offers also the ‘Transformative Literacy’ for designing sustainable urban mobility systems of the future. The author elaborates on the socio-political patterns of urban mobility by presenting the case of the City of Basel (Switzerland). He proposes the framework of ‘Integrated Sustainable Urban Mobility’ to explain how to overcome car dependence in cities.
Managing Complexity
Author: Jocelyn Bellemare
Publisher: Springer
ISBN: 3319290584
Category : Business & Economics
Languages : en
Pages : 469
Book Description
This proceedings volume presents the latest research from the worldwide mass customization, personalization and co-creation (MCPC) community bringing together new thoughts and results from various disciplines within the field. The chapters are based on papers from The MCPC 2015 Conference where the emphasis was placed on “managing complexity.” MCPC is now beginning to emerge in many industries as a profitable business model. But customization and personalization go far beyond the sheer individualization of products and become an extension of current business models and production styles. This book covers topics such as complexity management of knowledge-based systems in manufacturing design and production, sustainable mass customization, choice navigation, and product modeling. The chapters are contributed by a wide range of specialists, offering cutting-edge research, as well as insightful advances in industrial practice in key areas. The MCPC 2015 Conference had a strong focus on real life MCPC applications, and this proceedings volume reflects this. MCPC strategies aim to profit from the fact that people are different. Their objective is to turn customer heterogeneities into profit opportunities, hence addressing the current trend of long tail business models. Mass customization means to provide goods and services that best serve individual customers’ personal needs with near mass production efficiency. This book brings together the latest from MCPC thought leaders, entrepreneurs, technology developers, and researchers that use these strategies in practice.
Publisher: Springer
ISBN: 3319290584
Category : Business & Economics
Languages : en
Pages : 469
Book Description
This proceedings volume presents the latest research from the worldwide mass customization, personalization and co-creation (MCPC) community bringing together new thoughts and results from various disciplines within the field. The chapters are based on papers from The MCPC 2015 Conference where the emphasis was placed on “managing complexity.” MCPC is now beginning to emerge in many industries as a profitable business model. But customization and personalization go far beyond the sheer individualization of products and become an extension of current business models and production styles. This book covers topics such as complexity management of knowledge-based systems in manufacturing design and production, sustainable mass customization, choice navigation, and product modeling. The chapters are contributed by a wide range of specialists, offering cutting-edge research, as well as insightful advances in industrial practice in key areas. The MCPC 2015 Conference had a strong focus on real life MCPC applications, and this proceedings volume reflects this. MCPC strategies aim to profit from the fact that people are different. Their objective is to turn customer heterogeneities into profit opportunities, hence addressing the current trend of long tail business models. Mass customization means to provide goods and services that best serve individual customers’ personal needs with near mass production efficiency. This book brings together the latest from MCPC thought leaders, entrepreneurs, technology developers, and researchers that use these strategies in practice.
Thinking Like A Designer: Principles and Tools for Effective Web Design
Author: Sacha Greif
Publisher: Hyperink Inc
ISBN: 161464568X
Category : Business & Economics
Languages : en
Pages : 247
Book Description
NOTE FROM THE AUTHOR I have a confession to make: I call myself a designer, but I never went to design school, only worked in a web agency for a couple months, and learned what I know by reading blogs and following along tutorials. I think this is one of the reasons why I love writing and blogging: it gives me a chance to give back and in turn help aspiring designers just like I was helped myself. And I also blog because I want to show that although good design can often feel magical, the process itself isn't: it's just about mastering the basics, and a lot of hard work. If I can do it, I believe you probably can as well. So what you have here is a selection of the most interesting articles I've written over the past couple years. All I hope is that they will help make a long plane ride a little bit shorter, and just maybe give you some new perspectives on design. EXCERPT FROM THE BOOK User Experience is a term you hear thrown around a whole lot lately. For some people it means the way a site looks and feels, for others it's all about a site's architecture, but for most of them it's just an empty buzzword that doesn't mean anything at all. User experience is all that and much more. It literally is what users think and feel while using your product. UX Is Everywhere If your site has a painless sign-up process, that's part of the user experience. If your site uses gorgeous photos, that's part of the user experience. If your site is unbearably slow, that's UX too. And if your site is perfect, but there's a bug in your code and you end up charging people twice as much for your product, well guess what, that's also part of their (very bad) user experience. So "user experience design" can include web design, photography, speed optimization, coding, to say nothing of copywriting, branding, security, interaction design, or information architecture. We're All User Experience Designers It logically follows that someone who calls himself a "user experience designers" should be involved in every one of those aspects. But instead, actual "user experience designers" usually come in during the early stages of a project, and use wireframes and prototypes to plan out design, architecture, and interactions. Don't get me wrong, I'm not saying it's not a real job. But I feel like it should be called something else, like maybe "Prototype Designer" or "User Experience Consultant" if the person comes in at a later stage to analyze an existing site. In my mind, the title of "User Experience Designer" does not belong to a single person. Instead, it should be embraced by everybody contributing to the project, whether they are a designer, coder, photographer, writer, or systems administrator. Because after all, their work is what ultimately defines the user's experience. "Can You Add More UX to It?" Why is that important at all? Isn't all this just a question of semantics? Well, yes, it is. But bad semantics lead to bad communication, and that in turn leads to bad results. It's not uncommon to hear clients asking if you "do UX" or asking a designer if they "focus on UX." UX soon becomes an empty buzzword that can mean whatever the client wants it to mean. User Experience Professionals have done a great job of promoting UX as a concept. But I feel it's now time that designers reclaim that term and make it clear that "UX" is not a mysterious new idea, but instead part of what every designer does every day. Buy the book to read more! CHAPTER OUTLINE Introduction + Introduction + Coders Who Can't Design, Designers Who Can't Code + Does Design Really Matter for Start-Ups? Design Principles + Design Principles + Why There Is No Such Thing as a UX Designer + Usability and the Lowest Common Denominator + Why wireframes can hurt your project. + ...and much more ...and much more
Publisher: Hyperink Inc
ISBN: 161464568X
Category : Business & Economics
Languages : en
Pages : 247
Book Description
NOTE FROM THE AUTHOR I have a confession to make: I call myself a designer, but I never went to design school, only worked in a web agency for a couple months, and learned what I know by reading blogs and following along tutorials. I think this is one of the reasons why I love writing and blogging: it gives me a chance to give back and in turn help aspiring designers just like I was helped myself. And I also blog because I want to show that although good design can often feel magical, the process itself isn't: it's just about mastering the basics, and a lot of hard work. If I can do it, I believe you probably can as well. So what you have here is a selection of the most interesting articles I've written over the past couple years. All I hope is that they will help make a long plane ride a little bit shorter, and just maybe give you some new perspectives on design. EXCERPT FROM THE BOOK User Experience is a term you hear thrown around a whole lot lately. For some people it means the way a site looks and feels, for others it's all about a site's architecture, but for most of them it's just an empty buzzword that doesn't mean anything at all. User experience is all that and much more. It literally is what users think and feel while using your product. UX Is Everywhere If your site has a painless sign-up process, that's part of the user experience. If your site uses gorgeous photos, that's part of the user experience. If your site is unbearably slow, that's UX too. And if your site is perfect, but there's a bug in your code and you end up charging people twice as much for your product, well guess what, that's also part of their (very bad) user experience. So "user experience design" can include web design, photography, speed optimization, coding, to say nothing of copywriting, branding, security, interaction design, or information architecture. We're All User Experience Designers It logically follows that someone who calls himself a "user experience designers" should be involved in every one of those aspects. But instead, actual "user experience designers" usually come in during the early stages of a project, and use wireframes and prototypes to plan out design, architecture, and interactions. Don't get me wrong, I'm not saying it's not a real job. But I feel like it should be called something else, like maybe "Prototype Designer" or "User Experience Consultant" if the person comes in at a later stage to analyze an existing site. In my mind, the title of "User Experience Designer" does not belong to a single person. Instead, it should be embraced by everybody contributing to the project, whether they are a designer, coder, photographer, writer, or systems administrator. Because after all, their work is what ultimately defines the user's experience. "Can You Add More UX to It?" Why is that important at all? Isn't all this just a question of semantics? Well, yes, it is. But bad semantics lead to bad communication, and that in turn leads to bad results. It's not uncommon to hear clients asking if you "do UX" or asking a designer if they "focus on UX." UX soon becomes an empty buzzword that can mean whatever the client wants it to mean. User Experience Professionals have done a great job of promoting UX as a concept. But I feel it's now time that designers reclaim that term and make it clear that "UX" is not a mysterious new idea, but instead part of what every designer does every day. Buy the book to read more! CHAPTER OUTLINE Introduction + Introduction + Coders Who Can't Design, Designers Who Can't Code + Does Design Really Matter for Start-Ups? Design Principles + Design Principles + Why There Is No Such Thing as a UX Designer + Usability and the Lowest Common Denominator + Why wireframes can hurt your project. + ...and much more ...and much more