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Make It So
  • Language: en
  • Pages: 369

Make It So

Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.

Experience Design 1.1
  • Language: en

Experience Design 1.1

  • Type: Book
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  • Published: 2009
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  • Publisher: Unknown

Experience Design 1.1 is the update to the seminal book Experience Design 1, published in 2001. This update expands the text in the descriptive chapters and adds may new online and offline examples. It is a book about today's intersection of disciplines, such as: interaction design, information design, visual design, and more related methodologies are just parts of the whole. Practiced by many people around the world, experience design is as much an approach and ethic, as it is a field of work. Experience Design is not only a way of designing online experience (such as websites), as but more importantly, it is a way of approaching all design, including products, services, environments, and events. Read cover to cover, Experience Design 1.1 is a kind of text book containing theory as well as examples. Opened to a page at random, it's a source of inspiration that can be used to challenge your thinking when working on a creative project.

Making Meaning
  • Language: en
  • Pages: 154

Making Meaning

  • Type: Book
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  • Published: 2005-12-21
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  • Publisher: New Riders

“ We’re now hip-deep, if not drowning, in the ‘experience economy.‘ Here‘s the smartest book I‘ve read so far that can actually help get your brand to higher ground, fast. And it‘s written by people who not only drew the map, but blazed these trails in the first place.” –Brian Collins, Executive Creative Director, Ogilvy & Mather Worldwide Brand Integration Group In a market economy characterized by commoditized products and global competition, how do companies gain deep and lasting loyalty from their customers? The key, this book argues, is in providing meaningful customer experiences. Writing in the tradition of Louis Cheskin, one of the founding fathers of market researc...

Design Is The Problem
  • Language: en
  • Pages: 582

Design Is The Problem

Design makes a tremendous impact on the produced world in terms of usability, resources, understanding, and priorities. What we produce, how we serve customers and other stakeholders, and even how we understand how the world works is all affected by the design of models and solutions. Designers have an unprecedented opportunity to use their skills to make meaningful, sustainable change in the world—if they know how to focus their skills, time, and agendas. In Design is the Problem: The Future of Design Must be Sustainable, Nathan Shedroff examines how the endemic culture of design often creates unsustainable solutions, and shows how designers can bake sustainability into their design processes in order to produce more sustainable solutions.

Blind Spot
  • Language: en
  • Pages: 249

Blind Spot

Distracted by traditional metrics and mounting access to data, leaders are blinded to what it actually takes to create greater value for their businesses: meaningful, long-term relationships with their customers. In Blind Spot, you'll learn how exceptional organizations—from Disney to Instagram—innovate and sustain valuable, productive customer relationships. Blind Spot's lessons deliver a groundbreaking perspective shift and win-win approach for your customers, your business—and even your shareholders.

Rules of Play
  • Language: en
  • Pages: 680

Rules of Play

  • Type: Book
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  • Published: 2003-09-25
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  • Publisher: MIT Press

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an ...

Designing Agentive Technology
  • Language: en
  • Pages: 241

Designing Agentive Technology

Advances in narrow artificial intelligence make possible agentive systems that do things directly for their users (like, say, an automatic pet feeder). They deliver on the promise of user-centered design, but present fresh challenges in understanding their unique promises and pitfalls. Designing Agentive Technology provides both a conceptual grounding and practical advice to unlock agentive technology’s massive potential.

Why We Fail
  • Language: en
  • Pages: 249

Why We Fail

Just as pilots and doctors improve by studying crash reports and postmortems, experience designers can improve by learning how customer experience failures cause products to fail in the marketplace. Rather than proselytizing a particular approach to design, Why We Fail holistically explores what teams actually built, why the products failed, and how we can learn from the past to avoid failure ourselves.

Exposing the Magic of Design
  • Language: en
  • Pages: 206

Exposing the Magic of Design

Design synthesis is a way of thinking about complicated, multifaceted problems of a large scale with a repeatable degree of success. Design synthesis methods can be applied in business, with the goal of producing new and compelling products and services, and they can be applied in government, with the goal of changing culture and bettering society. In both contexts, however, there is a need for speed and for aggressive action. This text is immediately relevant, and is more relevant than ever, as we acknowledge and continually reference a feeling of an impending and massive change. Simply, this text is intended to act as a practitioner's guide to exposing the magic of design.

The Right Way to Select Technology
  • Language: en
  • Pages: 193

The Right Way to Select Technology

Why do half of all technology projects fail? A major reason is that organizations often pick the wrong tools, leaving them digitally hamstrung from the start. This book offers a modern alternative to traditional waterfall approaches to selecting technology. You’ll learn a practical, adaptive process that relies on realistic storytelling and hands-on testing to get the best fit for your enterprise.