Sketching User Experiences: The Workbook

Höfundur Greenberg, Saul; Carpendale, Sheelagh; Marquardt, Nicolai; Buxton, Bill

Útgefandi Elsevier S & T

Snið Page Fidelity

Print ISBN 9780123819598

Útgáfa 0

Útgáfuár

790 kr.

Description

Efnisyfirlit

  • Front Cover
  • Sketching User Experiences
  • Copyright Page
  • Table of Contents
  • Preface
  • Acknowledgments
  • Section 1: Getting into the Mood
  • 1.1 Introduction
  • Mission
  • What this book is about
  • Companion Book
  • Why Sketch?
  • Audience
  • Structure of this Book
  • 1.2 Why Should I Sketch?
  • Sketching is About Design
  • Getting the Design Right
  • Elaboration and Reduction
  • The Design Funnel
  • The Product View
  • You NowKnow
  • 1.3 The Sketchbook
  • Why a Sketchbook?
  • Uses of a Sketchbook
  • Best Practices
  • Properties of Good Sketchbooks
  • You Now Know
  • 1.4 10 Plus 10: Descending the Design Funnel
  • The 10 Plus 10 Method
  • Design Challenge 1: Connecting Two Smart Phones
  • Design Challenge 2
  • Design Challenge 3
  • You Now Know
  • Section 2:Sampling the Real World
  • 2.1 Scribble Sketching
  • Capturing Ideas in Existing Systems
  • Scribble sketching in the dark,While doing other things
  • Practicing Scribble Sketching
  • You Now Know
  • 2.2 Sampling with Cameras
  • Sampling Objects That Irritate You and Others
  • Sampling Compelling Designs
  • Sampling Things That Inspire You
  • You Now Know
  • 2.3 Collecting Images & Clippings
  • Developing Your Collection
  • Examples of Collections
  • You Now Know
  • 2.4 Toyboxes and Physical Collections
  • Part One: Collecting Objects as Idea Triggers
  • Collecting Objects to Build With
  • Part Two: Storing Objects
  • Part Three: Curating Your Objects
  • Case Study: The Buxton Collection
  • You Now Know
  • 2.5 Sharing Found Objects
  • Managing Sharing/Privacy Issues Around Sketching and Collecting
  • You Now Know.
  • Section 3: The Single Image
  • 3.1 Warm Up to Sketching
  • An Exercise in Line Quality
  • Variations
  • You Now Know
  • 3.2 Sketching What You See
  • An Excercise in Drawing What You See
  • Part 1: Drawing From Your Imagination
  • Part 2: Copy a Drawing of a Person
  • Part 3: Drawing What You Actually See
  • Comparing the Results
  • You Try
  • You Now Know
  • 3.3 Sketching Vocabulary
  • You Now Know
  • 3.4 The Vanilla Sketch
  • The Drawing
  • Annotations
  • Notes
  • You Now Know
  • 3.5 The Collaborative Sketch
  • Gestures: Sketching With Others
  • You Now Know
  • 3.6 Slideware for Drawing
  • Sketching in Slideware
  • Digital vs Paper-Based Sketching
  • Digital Collaboration
  • You Now Know
  • 3.7 Sketching with Office Supplies
  • The Versatile Sticky Note
  • Interacting with Office Supplies Over Time
  • Using Office Supplies with Others
  • You Now Know
  • 3.8 Templates
  • Appropriating Photos
  • Tracing
  • More on Layers
  • Back to Paper
  • Another Example: A Web Page Template
  • You Now Know
  • 3.9 Photo Traces
  • Creating a Photo Trace
  • Using the Photo Traces
  • You Now Know
  • 3.10 Hybrid Sketches
  • You Now Know
  • 3.11 Sketching with Foam Core
  • Method 1: Sketching a Novel Interface or a Digital Watch
  • Method 2: Using Photos to Prototype Existing Devices
  • You Now Know
  • Section 4: Snapshots in Time: The Visual Narrative
  • 4.1 Sequential Storyboards
  • The Sequential Storyboard
  • You Now Know
  • 4.2 The State Transition Diagram
  • A Storyboard as States and Transitions
  • Transition Diagram with Branches
  • You Now Know
  • 4.3 The Branching Storyboard
  • The Cell Phone Example
  • The Interactive Shopping System Example
  • You Now Know
  • 4.4 The Narrative Storyboard
  • A Vocabulary of Camera Shots and Film Making
  • Method 1: Sketching Storyboards
  • Method 2: Photo-Based Storyboards
  • You Now Know
  • Section 5: Animating the User Experience
  • 5.1 The Animated Sequence
  • The Slide Show
  • The Registration Problem
  • The Solution: Registering Images
  • You Now Know
  • 5.2 Motion Paths
  • You Now Know
  • 5.3 Branching Animations
  • Selecting Alternative Interaction Paths Through Hyperlinks
  • You Now Know
  • 5.4 Keyframes and Tweening
  • Some Definitions
  • Example: Adobe Flash
  • You Try
  • You Now Know
  • 5.5 Linear Video
  • Preparation
  • Recording The Movie
  • Variations: Paper and Transparency
  • You Now Know
  • Section 6: Involving Others
  • 6.1 Uncovering the Initial Mental Model
  • Uncovering The Mental Model
  • You Now Know
  • 6.2 Wizard of Oz
  • Example 1: The Listening Typewriter
  • Example 2: Robotic Interruption
  • Example 3: The Fax Machine
  • You Now Know
  • 6.3 Think Aloud
  • Steps of Think Aloud
  • You Now Know
  • 6.4 Sketch Boards
  • Preparation Method 1: Foam Core Poster Sheets
  • Preparation Method 2: Sticky Notes And Whiteboards
  • Share Your Sketches with Others
  • You Now Know
  • 6.5 The Review
  • The Elevator Pitch
  • The Desktop Review
  • The Meeting
  • The Formal Review (or the Crit)
  • You Now Know
  • Index
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