Sketching User Experiences: The Workbook

Höfundur Saul Greenberg

Útgefandi Elsevier S & T

Snið ePub

Print ISBN 9780123819598

Útgáfa 0

Útgáfuár 2012

790 kr.

Description

Efnisyfirlit

  • Cover image
  • Title page
  • Table of Contents
  • Copyright
  • Preface: How We Got Together to Write this Book
  • Acknowledgments
  • Section 1: Getting into the Mood
  • Chapter 1: Introduction
  • Chapter 2: Introduction: Sketching the User Experience
  • What This Book is About
  • Companion Book
  • Why Sketch?
  • Structure of This Book
  • Chapter 3: Why Should I Sketch?: A Synopsis of Buxton’s Sketching User Experiences: Getting the Design Right and the Right Design
  • Sketching is About Design
  • Getting the Design Right
  • Getting the Right Design
  • Elaboration and Reduction
  • The Design Funnel
  • The Product View
  • You Now Know
  • Chapter 4: The Sketchbook: Your Basic Resource for Recording, Developing, Showing and Archiving Ideas
  • Why a Sketchbook?
  • Uses of a Sketchbook
  • Best Practices
  • Properties of Good Sketchbooks
  • Drawing Materials
  • You Now Know
  • Chapter 5: 10 Plus 10: Descending the Design Funnel: Developing 10 Different Ideas and Refinements of Selected Ideas
  • 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
  • Chapter 6: Introduction
  • Chapter 7: Scribble Sketching: Rapidly Sketching Out Ideas – Anywhere, Anytime – to Capture the Essence of that Idea
  • Capturing Ideas in Existing Systems
  • Scribble Sketching in the Dark, While Doing Other Things
  • Practicing Scribble Sketching
  • You Now Know
  • Chapter 8: Sampling with Cameras: Capturing Trigger Moments
  • Sampling Objects That Irritate You and Others
  • Sampling Compelling Designs
  • Sampling Things That Inspire You
  • You Now Know
  • Chapter 9: Collecting Images & Clippings: Becoming a Semi-Organized Hunter/Gatherer
  • Developing Your Collection
  • Examples of Collections
  • You Now Know
  • Chapter 10: Toyboxes and Physical Collections: Collecting Physical Stuff
  • 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
  • Chapter 11: Sharing Found Objects: Seeing Each Other’s Collections to Encourage Conversation
  • Sometimes things are private
  • Managing Sharing/Privacy Issues Around Sketching and Collecting
  • You Now Know
  • Section 3: The Single Image
  • Chapter 12: Introduction
  • Chapter 13: Warm Up to Sketching: A Sketching Exercise You Can Always Learn From
  • An Exercise in Line Quality
  • You Now Know
  • Chapter 14: Sketching What You See: An Exercise on Drawing Accurately
  • 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
  • Chapter 15: Sketching Vocabulary: Drawing Objects, People, and Their Activities
  • People Who Sketch on Computers
  • Learning How to Sketch
  • Comic Storytelling
  • You Now Know
  • Chapter 16: The Vanilla Sketch: Basic Elements Of A Sketch: Drawing, Annotations, Arrows and Notes
  • The Drawing
  • You Now Know
  • Chapter 17: The Collaborative Sketch: Sketching to Brainstorm, Express Ideas and Mediate Interaction
  • The Interactive Fridge
  • Actions and Functions of Collaborative Sketching
  • Gestures: Sketching with Others
  • You Now Know
  • Chapter 18: Slideware for Drawing: Exploiting Commonly Available Digital Presentation Tools for Sketch Drawing
  • Sketching in Slideware
  • Digital vs Paper-Based Sketching
  • Digital Collaboration
  • You Now Know
  • Chapter 19: Sketching with Office Supplies: Using Commonly Available Office Supplies to Create Editable Sketches
  • The Versatile Sticky Note
  • Interacting with Office Supplies Over Time
  • Using Office Supplies with Others
  • You Now Know
  • Chapter 20: Templates: Pre-Draw the Constant, Non-Changeable Parts of Your Sketch as a Template that You Can Use and Reuse
  • Appropriating Photos
  • More on Layers
  • Back to Paper
  • Another Example: a Web Page Template
  • You Now Know
  • Chapter 21: Photo Traces: Create Collections of Sketch Outlines that Form the Basis of Composed Sketches
  • Creating a Photo Trace
  • Using the Photo Traces
  • You Now Know
  • Chapter 22: Hybrid Sketches: Combining Sketches With Photos
  • You Now Know
  • Chapter 23: Sketching with Foam Core: Sketching in a Physical Medium
  • Method 1: Sketching a Novel Interface for a Digital Watch
  • Method 2: Using Photos to Prototype Existing Devices
  • You Now Know
  • Section 4: Snapshots in Time: The Visual Narrative
  • Chapter 24: Introduction
  • Chapter 25: Sequential Storyboards: Visually Illustrating an Interaction Sequence Over Time
  • The Sequential Storyboard
  • You Now Know
  • Chapter 26: The State Transition Diagram: A Way to Visually Illustrate Interaction States, Transitions and Decision Paths Over Time
  • A Storyboard as States and Transitions
  • Transition Diagram with Branches
  • You Now Know
  • Chapter 27: The Branching Storyboard: Visually Illustrating Interaction Decisions Over Time
  • The Cell Phone Example
  • The Interactive Shopping System Example
  • You Now Know
  • Chapter 28: The Narrative Storyboard: Telling a Story About Use and Context Over Time
  • 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
  • Chapter 29: Introduction
  • Chapter 30: The Animated Sequence: Animating a Single Interaction Sequence of Registered Images
  • The Slide Show
  • The Registration Problem
  • The Solution: Registering Images
  • You Now Know
  • Chapter 31: Motion Paths: Smoothly Animating Movement Emphasizes the Feeling of Interaction
  • Explore Your Animation Tools
  • Other Animation Tools
  • You Now Know
  • Chapter 32: Branching Animations: Animating Different Interaction Paths in a Branching Sequence
  • Selecting Alternative Interaction Paths Through Hyperlinks
  • You Now Know
  • Chapter 33: Keyframes and Tweening: Creating More Complex Animations
  • Some Definitions
  • Example: Adobe Flash
  • You Try
  • You Now Know
  • Chapter 34: Linear Video: Using a Movie to Illustrate an Interaction Sequence With Paper
  • Recording The Movie
  • Variations: Paper and Transparency
  • You Now Know
  • Section 6: Involving Others
  • Chapter 35: Introduction
  • Chapter 36: Uncovering the Initial Mental Model: Discovering How People Initially Interpret Your Sketched Interface From its Visuals
  • Case Study: Usability of a Fax Machine
  • Uncovering the Mental Model
  • You Now Know
  • Chapter 37: Wizard of Oz: A Human ‘Wizard’ Controls How Your Sketch Responds to a Person’s Interactions
  • Example 1: The Listening Typewriter
  • Example 2: Robotic Interruption
  • Example 3: The Fax Machine
  • You Now Know
  • Chapter 38: Think Aloud: Discovering What People are Thinking as they Use Your Sketched Interface
  • Steps of Think Aloud
  • You Now Know
  • Chapter 39: Sketch Boards: Arrange Your Sketches On Poster Boards to Share them With Others
  • Preparation Method 1: Foam Core Poster Sheets
  • Preparation Method 2: Sticky Notes and Whiteboards
  • Share Your Sketches with Others
  • You Now Know
  • Chapter 40: The Review: Presenting Your Ideas and Getting Others to Critique Them
  • The Elevator Pitch
  • The Desktop Review
  • The Meeting
  • The Formal Review (or the Crit)
  • You Now Know
  • Index
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