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Sketching User Experiences Getting the Design Right and the Right Design

ISBN-10: 0123740371
ISBN-13: 9780123740373
Edition: 2007
Authors: Bill Buxton
List price: $49.95 Buy it from $12.08
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Description: Hardly a day goes by that we don't see an announcement for some new product or technology that is going to make our lives easier, solve some or all of our problems, or simply make the world a better place. However, the reality is that few of these  More...

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Book details

List price: $49.95
Copyright year: 2007
Publisher: Elsevier Science & Technology Books
Publication date: 4/10/2007
Binding: Paperback
Pages: 448
Size: 7.50" wide x 9.25" long x 0.75" tall
Weight: 0.858
Language: English

Hardly a day goes by that we don't see an announcement for some new product or technology that is going to make our lives easier, solve some or all of our problems, or simply make the world a better place. However, the reality is that few of these products survive, much less deliver on their promise. But are we learning from these expensive mistakes? Rather than rethink the underlying process that brings these products to market, the more common strategy seems to be the shotgun method, that is, keep blasting away in the hope that one of the pellets will eventually hit the bull's eye. This book's goal is to help with this problem: to inspire and encourage HCI and other design professionals to try new methods, test themselves with the exercises and projects, and see an improvement in innovative interaction design that works. Some of these methods are sketching-based, taking methods that have been traditionally used for design. Others are prototyping methods that have been traditionally used for testing and evaluating design in HCI. The result is a group of methods and process that successfully work in both HCI and design. This helps to give these fields a unity as well as a uniquely innovative way to design user experience. * a new book on design methods written by a rock star, dynamic speaker, and overachiever in the design world, Bill Buxton. * covers sketching and early prototyping design methods suitable for the near future's very dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only dream about. * promotes methods that help in the creativity as well as prototyping of new design, including sketching methods. * full of case studies, examples, exercises and projects, and access to video clips that demonstrate some of the principles.

Author?s Note
Preface
Design as Dreamcatcher
Introduction
Case Study: Apple, Design and Business
The Bossy Rule A Snapshot of Today
The Role of Design A Sketch of the Process
The Cycle of Innovation
The Question of ?Design?
The Anatomy of Sketching Clarity is not always the Path to Enlightenment
The Larger Family of Renderings Experience Design vs. Interface
Design Sketching Interaction Sketches are not Prototypes
Where is the User in all of this?
You make that Sound like a Negative Thing
If Someone Made a Sketch in the Forest and Nobody Saw it?
The Object of Sharing Annotation: Sketching on Sketches Design Thinking & Ecology
The Second Worst Thing that Can Happen A River Runs Through It
Stories of Methods and Madness
Introduction
The Wonderful Wizard of Oz Chameleon: From Wizardry to Smoke-and-Mirrors
Cobbling Things Together It was a Dark and Stormy Night?
Visual Story Telling Simple Animation Shoot the Mime Sketch-a-Move Extending Interaction
Real and Illusion The Bifocal Display Video Invisionment
Interacting with Paper Are you Talking to me?
Recapitulation & Coda
Some Final Thoughts
References/Bibliography

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