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User Experience Innovation is a book about creating novel and engaging user experiences for new products and systems. User experience is what makes devices such as Apple's iPhone and systems such as Amazon.com so successful. iPhone customers don't buy just a phone; they buy into an experience enabled by the device. Similarly, Amazon.com customers enter a world of book reviews, interesting recommendations, instant downloads to their Kindle, and one-click purchasing. Products today are focal points, and it is the experience surrounding the product that matters the most. User Experience Innovation helps you create the right sort of experience around your products in order to be successful in the marketplace. The approach in User Experience Innovation is backed by 18 years of experience from an author holding more than 100 patents relating to user experience. This is a book written by a practitioner for other practitioners. You'll learn 17 specific methods for creating innovation; these methods run the gamut from targeting user needs to relieving pain points, to providing positive surprises, to innovating around paradoxes. Each method is one that the author has used successfully. Taken together, they can help you create truly successful user experience innovations to benefit your company or organization, and to help you grow as an experienced expert and innovator in your own right. Provides 17 proven methods for innovating around user experience Helps you think beyond the product to the sum total of a customer's experience Written by an experienced practitioner holding more than 100 user-experience patents
Mobile devices allow users to remain connected with each other anytime and anywhere, but flaws and limitations in the design of mobile interfaces have often constituted frustrating obstacles to usability. Research and Design Innovations for Mobile User Experience offers innovative design solutions for mobile human-computer interfaces, addressing both challenges and opportunities in the field to pragmatically improve the accessibility of mobile technologies. Through cutting-edge empirical studies and investigative cases, this reference book will enable designers, developers, managers, and experts of mobile computer interfaces with the most up-to-date tools and techniques for providing their users with an outstanding mobile experience.
Mobile Persuasion Design presents ten conceptual design projects (or ‘Machines’) for new mobile application's (smartphone or tablet with Web portals) that combine theories of persuasion and information design to change people’s behaviour. Areas such as the environment, health, learning and happiness are explored, looking at ways of marrying people’s wants and needs to make simple, usable and desirable mobile applications. A user-centred design approach has been used, adopting user experience (UX) methods, in-depth case studies and market analysis to see what a modern user needs from their mobile application. By applying concepts like persuasion theory and information architecture, try to find ways to satisfy these needs and positively change their user habits. In 2011, the Green, Health, and Money Machines won design awards in an international competition hosted by the International Institute for Information Design, Vienna.
This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DUXU 2021, Part I, are organized in topical sections named: UX Design Methods and Techniques; Methods and Techniques for UX Research; Visual Languages and Information Visualization; Design Education and Practice.
As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. While there are benefits to implementing these technologies, the sociological aspects still need to be considered. Technology Adoption and Social Issues: Concepts, Methodologies, Tools, and Applications is an innovative reference source for the latest academic material on the various effects of technology adoption, implementation, and acceptance. Highlighting a range of topics, such as educational technology, globalization, and social structure, this multi-volume book is ideally designed for academicians, professionals, and researchers who are interested in the latest insights into technology adoption.
This book presents an alternative approach to studying smartphone-app user notifications. It starts with insights into user acceptance of mobile notifications in order to provide tools to support users in managing these. It extends previous research by investigating factors that influence users’ perception of notifications and proposes tools addressing the shortcomings of current systems. It presents a technical framework and testbed as an approach for evaluating the usage of mobile applications and notifications, and then discusses a series of studies based on this framework that investigate factors influencing users’ perceptions of mobile notifications. Lastly, a set of design guidelines for the usage of mobile notifications is derived that can be employed to support users in handling notifications on smartphones.
As modern technologies continue to develop and evolve, the ability of users to interface with new systems becomes a paramount concern. Research into new ways for humans to make use of advanced computers and other such technologies is necessary to fully realize the potential of 21st century tools. Human-Computer Interaction: Concepts, Methodologies, Tools, and Applications gathers research on user interfaces for advanced technologies and how these interfaces can facilitate new developments in the fields of robotics, assistive technologies, and computational intelligence. This four-volume reference contains cutting-edge research for computer scientists; faculty and students of robotics, digital science, and networked communications; and clinicians invested in assistive technologies. This seminal reference work includes chapters on topics pertaining to system usability, interactive design, mobile interfaces, virtual worlds, and more.
Actor-Network Theory (ANT) has existed as a topic of interest among social theorists for decades. Due to the prevalence of technology in modern society, discussions over the influence of actor-network theory on the changing scope of technology can assist in facilitating further research and scientific thought. Technological Advancements and the Impact of Actor-Network Theory focuses on cross-disciplinary research as well as examples of the use of actor-network theory in a variety of fields, including medicine, education, business, engineering, environmental science, computer science, and social science. This timely publication is well-suited for reference use by academicians, researchers, upper-level students, and theorists.
Everything you know about the future is wrong. Presumptive Design: Design Provocations for Innovation is for people "inventing the future: future products, services, companies, strategies and policies. It introduces a design-research method that shortens time to insights from months to days. Presumptive Design is a fundamentally agile approach to identifying your audiences' key needs. Offering rapidly crafted artifacts, your teams collaborate with your customers to identify preferred and profitable elements of your desired outcome. Presumptive Design focuses on your users' problem space, informing your business strategy, your project's early stage definition, and your innovation pipeline. Comprising discussions of design theory with case studies and how-to's, the book offers business leadership, management and innovators the benefits of design thinking and user experience in the context of early stage problem definition. Presumptive Design is an advanced technique and quick to use: within days of reading this book, your research and design teams can apply the approach to capture a risk-reduced view of your future. - Provides actionable approaches to inform strategy and problem definition through design thinking - Offers a design-based research method to complement existing market, ethnographic and customer research methods - Demonstrates a powerful technique for identifying disruptive innovation early in the innovation pipeline by putting customers first - Presents each concept with case studies and exploration of risk factors involved including warnings for situations in which the technique can be misapplied
Learn the psychological constrictions of attention, perception, memory, disposition, motivation, and social influence that determine whether customers will be receptive to your digital innovations. Bottlenecks: Aligning UX Design with User Psychology fills a need for entrepreneurs, designers, and marketing professionals in the application of foundational psychology to user-experience design. The first generation of books on the topic focused on web pages and cognitive psychology. This book covers apps, social media, in-car infotainment, and multiplayer video games, and it explores the crucial roles played by behaviorism, development, personality, and social psychology. Author David Evans is an experimental psychology Ph.D. and senior manager of consumer research at Microsoft who recounts high-stakes case studies in which behavioral theory aligned digital designs with the bottlenecks in human nature to the benefit of users and businesses alike. Innova tors in design and students of psychology will learn: The psychological processes determining users’ perception of, engagement with, and recommendation of digital innovations Examples of interfaces before and after simple psychological alignments that vastly enhanced their effectiveness Strategies for marketing and product development in an age of social media and behavioral targeting Hypotheses for research that both academics and enterprises can perform to better meet users’ needs Who This Book Is For Designers and entrepreneurs will use this book to give their innovations an edge on what are increasingly competitive platforms such as apps, bots, in-car apps, augmented reality content. Usability researchers and market researchers will leverage it to enhance their consulting and reporting. Students and lecturers in psychology departments will want it to help land employment in the private sector. Praise “Bottlenecks’ is a tight and eminently actionable read for business leaders in startups and enterprises alike. Evans gives us a rich sense of key psychological processes and even richer examples of them in action.” - Nir Eyal, Author of Hooked: How to Build Habit-Forming Products “Clients frequently ask our UX researchers and designers for deeper truths about why certain designs work and others fail. Bottlenecks offers practical explanations and evidence based on the idea that human cognition did not begin with the digital age.” - John Dirks, UX Director and Partner, Blink UX “Bottlenecks brings together two very important aspects of user experience design: understanding users and translating this into business impact. A must-read for anyone who wants to learn both.” - Josh Lamar, Sr. UX Lead, Microsoft Outlook