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An easy to follow, example-based guide introducing you to the world of user experience design through the author's real world experiences Whether you are looking to become a professional UX Designer, or just need to get the job done, the principles and processes discussed in this book will help you understand how to craft reliably effective and successful design solutions.
2. Axure Basics-the User Interface; Getting started; Working with multiple project files; The Axure workspace; Customizing the workspace; The Sitemap pane; Wireframe pages; Flow pages; The Page Properties pane; Page notes; Managing notes; Page interactions; Page formatting; Sketch effects; The Widgets pane; Wireframe Widgets; Flow widgets; Creating your own widget library; Third party widget libraries; The Widget Properties pane; Annotation tab; Annotation fields; Annotation views; Interactions tab; Interactions; Events; Cases; Actions; Formatting tab; Location and size; Font.
"Tech Essentials: Navigating Information Technology" is a comprehensive textbook that delves into both hardware and software aspects. Written by eminent IT professionals, the book provides expert advice, in-depth analyses, and practical examples. It meticulously explains the functioning of hardware components while covering essential software concepts. Whether you’re a student or a practitioner, this book offers valuable insights into the dynamic field of information technology.
The Software Engineer's Guide to Acing Interviews: Software Interview Questions You'll Most Likely Be Asked "Mastering the Interview: 80 Essential Questions for Software Engineers" is a comprehensive guide designed to help software engineers excel in job interviews and secure their dream positions in the highly competitive tech industry. This book is an invaluable resource for both entry-level and experienced software engineers who want to master the art of interview preparation. This book provides a carefully curated selection of 80 essential questions that are commonly asked during software engineering interviews. Each question is thoughtfully crafted to assess the candidate's technical knowledge, problem-solving abilities, and overall suitability for the role. This book goes beyond just providing a list of questions. It offers in-depth explanations, detailed sample answers, and insightful tips on how to approach each question with confidence and clarity. The goal is to equip software engineers with the skills and knowledge necessary to impress interviewers and stand out from the competition. "Mastering the Interview: 80 Essential Questions for Software Engineers" is an indispensable guide that empowers software engineers to navigate the interview process with confidence, enhance their technical prowess, and secure the job offers they desire. Whether you are a seasoned professional or a recent graduate, this book will significantly improve your chances of acing software engineering interviews and advancing your career in the ever-evolving world of technology.
Discover user experience and user interface design best practices while mastering a wide array of tools across Figma and FigJam with this full-color guide Key Features Learn the basics of user experience research, result organization, and analysis in FigJam Create mockups, interactive animations, and high-fidelity prototypes using this platform-independent web application tool Collaborate with a team in real-time and create, share, and test your designs Book Description A driving force of the design tools market, Figma makes it easy to work with classic design features while enabling unique innovations and opening up real-time collaboration possibilities. It comes as no surprise that many designers decide to switch from other tools to Figma. In this book, you'll be challenged to design a user interface for a responsive mobile application having researched and understood user needs. You'll become well-versed with the process in a step-by-step manner by exploring the theory first and gradually moving on to practice. You'll begin your learning journey by covering the basics of user experience research with FigJam and the process of creating a complete design using Figma tools such as Components, Variants, Auto Layout, and much more. You'll also learn how to prototype your design and explore the potential of community resources such as templates and plugins. By the end of this Figma book, you'll have a solid understanding of the user interface workflow, managing essential Figma tools, and organizing your workflow. What you will learn Explore FigJam and how to use it to collect data in the research phase Wireframe the future interface with shape tools and vectors Define grids, typography, colors, and effect styles that can be reused in your work Get to grips with Auto Layout and the constraints to create complex layouts Create flexible components using styles and variants Make your user interface interactive with prototyping and smart animate Share your work with others by exporting assets and preparing development resources Discover templates and plugins from the community Who this book is for This book is for aspiring UX/UI designers who want to get started with Figma as well as established designers who want to migrate to Figma from other design tools. This guide will take you through the entire process of creating a full-fledged prototype for a responsive interface using all the tools and features that Figma has to offer. As a result, this Figma design book is suitable for both UX and UI designers, product and graphic designers, and anyone who wants to explore the complete design process from scratch.
Today's project manager has more to manage than just project scope, deliverables, communications and teams. They are also expected to manage large volumes of project-related data. And the expectation goes beyond just managing the data. It extends into creating great visualizations that allow stakeholders to fully digest that large volume of data in a manner that is quick, effective and clear. They are also expected to serve as facilitators in the use of visual thinking tools as a method for working through project issues, risks and problems. These new expectations require new skills. The era of multi-page, text-based project status reporting is over. The era of visual project management is here. Time to "skill up!"
More and more people have to organize or moderate innovation processes, creative workshops and design thinking projects and need help when choosing appropriate tools. At the same time, the number of available methods has virtually exploded in recent years – making it difficult to find the most appropriate method. This book presents 555 of the most important innovation methods and tools, selected and curated by experienced innovation professionals. A step-by-step explanation for each method allows for easy implementation in your own team meeting or workshop. Further information on each method, such as method results, experience insights, required innovation skills and numerous illustrations help the reader to select the right instrument and adapt it to their respective goal. Whether you are a beginner or a professional, the book will help you to select methods quickly and safely. Innovation managers and everyone responsible for projects and products will find invaluable help for their work in this dictionary. It also offers a Design Thinking reference for all methods as well as a free online method search with various search paths.
This book outlines the best tools available for UX professionals today. Covering prototyping, wireframing, mind mapping and design handoff tools, you'll discover everything a modern UX professionals needs.
This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings. This book discusses all four essential cores and how to design games by using each one as a starting point. It also discusses how each one is connected and can be understood as a valuable tool to elevate a game's design. It follows a practical approach to how we can implement the game design and development process by being prototype-focused, user-centred, and lean. This book will be of great interest to students, indie game developers, and aspiring early-career designers looking to hone their game design craft.
The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018. The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.