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Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has be...
Love video games? Start your career making them better. Games user researchers run playtests to ensure games are understandable and enjoyable, and are a key part of making games that people love. The video games industry is full of passionate people who care about making fun experiences. If you love games, and want to make them better, consider a career in games user research. Drawing upon ten years of experience working on top games and helping people start their career in games How To Be A Games User Researcher is the essential guide on how to run professional quality playtest studies and get a job in the games industry. What's in the book? Discover How games development works and where re...
Successful products require good decisions. Reliable information about what users are trying to achieve, their context and whether they can and will use your product is essential to making good product decisions. User researchers run robust and repeatable studies to find that information, but they need some tools and support to get started. Building User Research Teams is a practical guide on how to build a research team of any size, starting from convincing colleagues why they need a user research team, through the development and implementation of the tools and processes needed, to running high quality studies and mapping the future development of a growing research team. Learn how to: Adv...
It's been known for years that usability testing can dramatically improve products. But with a typical price tag of $5,000 to $10,000 for a usability consultant to conduct each round of tests, it rarely happens. In this how-to companion to Don't Make Me Think: A Common Sense Approach to Web Usability, Steve Krug spells out a streamlined approach to usability testing that anyone can easily apply to their own Web site, application, or other product. (As he said in Don't Make Me Think, "It's not rocket surgery".) Using practical advice, plenty of illustrations, and his trademark humor, Steve explains how to: Test any design, from a sketch on a napkin to a fully-functioning Web site or applicati...
Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
A revealing punk memoir from a member of the notorious Bromley Contingent. Bertie 'Berlin' Bromley cuts to the core of the 1976/77 punk sensibility, recounting his own adventures as a ubiquitous scenester and rent boy. The Bromley Contingent included Siouxsie Sioux, Steve Severin, Billy Idol and Jordan. Marshall, as a pivotal member of the Contingent, views the scene and its stars with the intimate eye of an insider, offering a vivid picture of the most important British music movement in the 20th century.
It's Christmas Eve. Santa's packed up all the presents and set the Santa-nav to Bromley. So what could possibly go wrong?
This text offers advice on creating user-friendly interface designs - whether they're delivered on the Web, a CD, or a 'smart' device like a cell phone. It presents solutions to common UI design problems as a collection of patterns - each containing concrete examples, recommendations, and warnings.
Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate...
Developing Holistic Care for Long-term Conditions focuses on how to help people with long-term health conditions cope more effectively. It brings together physical and mental health, offering a holistic approach for students and practitioners in a variety of care settings. Comprising four sections, this text introduces the policy and background to caring for people with chronic illness as well as the psychosocial impact of long-term conditions. Essential skills for practice are explored including holistic assessment, symptom control and the promotion of effective partnership between client and carer in supporting coping, recovery and end of life care. There is an emphasis on maximising indiv...