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Introduction | |
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What Is Interaction Design? | |
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What Are Interactions and Interaction Design? | |
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Why Interaction Design? | |
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A (Very) Brief History of Interaction Design | |
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1940s to 1980s | |
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1990s to the Present | |
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A Stew of Acronyms | |
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Why Practice Interaction Design? | |
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Starting Points | |
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The Problem with Problems | |
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Defining the Project | |
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Business Goals | |
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Constraints | |
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Gathering Information | |
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Four Approaches to Interaction Design | |
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User-Centered Design | |
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Activity-Centered Design | |
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Systems Design | |
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Genius Design | |
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Summary | |
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Interaction Design Basics | |
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The Elements of Interaction Design | |
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Motion | |
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Space | |
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Time | |
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Appearance | |
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Texture | |
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Sound | |
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The Laws of Interaction Design | |
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Moore's Law | |
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Fitts' Law | |
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Hick's Law | |
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The Magical Number Seven | |
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Tesler's Law of the Conservation of Complexity | |
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The Poka-Yoke Principle | |
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Direct and Indirect Manipulation | |
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Feedback and Feedforward | |
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Characteristics of Good Interaction Design | |
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Trustworthy | |
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Appropriate | |
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Smart | |
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Responsive | |
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Clever | |
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Ludic | |
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Pleasurable | |
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Summary | |
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Design Research and Brainstorming | |
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What Is Design Research? | |
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Why Bother with Design Research? | |
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Conducting Design Research | |
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What Not to Do | |
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Ethical Research | |
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Costs and Time | |
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What to Look For and How to Record It | |
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Research Methods | |
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Observations | |
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Interviews | |
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Activities | |
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Design Implications | |
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Brainstorming: "And Then a Miracle Occurs..." | |
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Summary | |
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The Craft of Interaction Design | |
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The Tools of the Trade | |
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Research Models | |
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Personas | |
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Scenarios | |
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Sketches and Models | |
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Storyboards | |
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Task Analyses | |
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Task Flows | |
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Use Cases | |
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Mood Boards | |
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Wireframes | |
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The Wireframe | |
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Annotations | |
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Wireframe Metadata | |
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Prototypes: Paper, Interactive, and Physical | |
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Testing | |
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Summary | |
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Interface Design Basics | |
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The Elements of Visual Interface Design | |
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Layout | |
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Typography | |
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Color | |
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Material and Shape | |
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Controls and Widgets | |
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Icons | |
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Sound | |
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Standards | |
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Interfaces Without Faces | |
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Voice | |
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Gestures | |
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Presence | |
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Summary | |
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Smart Applications and Clever Devices | |
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Designing for Multitasking | |
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Designing for Connection | |
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Customization and Personalization | |
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Adaptation | |
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Hacking | |
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Ambient Devices | |
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Summary | |
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Service Design | |
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What Is a Service? | |
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The Characteristics of a Service | |
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The Elements of Service Design | |
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Why Design Services? | |
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Services and Branding | |
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The Differences Between Services and Products | |
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The Craft of Service Design | |
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Environment Description | |
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Stakeholder Description | |
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Company Perceptions and Branding | |
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Touchpoints | |
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Process Map | |
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Service Blueprint | |
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Service Prototype | |
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@ the Center of Digital Services | |
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Summary | |
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The Future of Interaction Design | |
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The Next 10 Years of the Internet | |
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Tools for the Next Web | |
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Intelligent Agents | |
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Spimes and the Internet of Things | |
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Transmedia Interactions | |
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Human-Robot Interactions | |
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Wearables | |
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Ubiquitous Computing | |
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Digital Tools for Making Digital Tools | |
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Summary | |
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Epilogue: Designing for Good | |
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Ethics in Design | |
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Principles | |
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Deliberate Choices | |
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Index | |