Basics Interactive Design: User Experience Design Creating designs users really love

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Format: Paperback
Pub. Date: 2014-04-24
Publisher(s): Fairchild Books
List Price: $35.26

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Summary

User Experience (UX) and User Experience Design (UXD) challenge existing usability models by changing the emphasis from task and usage to a broader understanding of experience and purpose. UX techniques are gaining popularity across a range of current digital media design and development areas.

Today's designers need to create work that will impact positively on everyone who is exposed to it, as work is delivered across diverse digital platforms accessible to huge populations. It may be passive and immutable or interactive and dynamic, but the success of the design will depend largely on how well the user experience is constructed.

Basics Interactive Design 02: User Experience Design introduces an approach to graphic design that puts human experience at the forefront of the design process. Throughout the book, Gavin Allanwood and Peter Beare show how design skills can be improved by undertaking practical exercises and reviewing the work, style and motivations of leading practitioners.

Author Biography


Gavin Allanwood is senior lecturer and course leader (Media Technology & Infographics), University of Central Lancashire.

Peter Beare is the course leader for Media Production & Technology at the University of Central Lancashire, and is an alumni of the Media Technology Programme.

Table of Contents

Introduction
Chapter 1: What is User Experience Design?
Life's experiences
Roles in UXD
Today's multidisciplinary team
Alternative approaches
Case Study: A UXD approach
Stakeholders
Exercise: A user centred development cycle
Chapter 2: Users
The individual you
User context
Researching the user's world
Brands
Case Study: User profiling
Co-experience
Emotional responses
Memory
Fallibility
Expectation
Motivation
Exercise: Designing a memorable experience
Chapter 3: Experience Design
Competitive advantage
Productivity
Personas
Scenario development
Case Study: User Involvement
Fun
Usability
Simplicity
Discovery
Challenge
360 degree view
Life cycle
Exercise: Intuitive Design
Gestalt theory
Semiotics
Chapter 4: Design Process
User involvement
User vs. client requirements
Constraints
Design specification
Planning tools
Case Study: Planning
Planning
Exercise: Plan a memorable experience
Chapter 5: Design Methods
Platforms and technologies
Meeting the requirements
Semantic design
Interoperability
Design tools
Wire-framing
Prototyping
Design Patterns
Layout
Type
Image
Iteration
Exercise: Build a prototype
End matter: Standards and checklist; Conclusion; Glossary; Index

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