Subject To Change: Creating Great Products & Services for an Uncertain World

Subject To Change: Creating Great Products & Services for an Uncertain World

Author: Peter Merholz

Publisher: "O'Reilly Media, Inc."

Published: 2008-04-15

Total Pages: 202

ISBN-13: 0596553935

DOWNLOAD EBOOK

To achieve success in today's ever-changing and unpredictable markets, competitive businesses need to rethink and reframe their strategies across the board. Instead of approaching new product development from the inside out, companies have to begin by looking at the process from the outside in, beginning with the customer experience. It's a new way of thinking-and working-that can transform companies struggling to adapt to today's environment into innovative, agile, and commercially successful organizations. Companies must develop a new set of organizational competencies: qualitative customer research to better understand customer behaviors and motivations; an open design process to reframe possibilities and translate new ideas into great customer experiences; and agile technological implementation to quickly prototype ideas, getting them from the whiteboard out into the world where people can respond to them. In Subject to Change: Creating Great Products and Services for an Uncertain World, Adaptive Path, a leading experience strategy and design company, demonstrates how successful businesses can-and should-use customer experiences to inform and shape the product development process, from start to finish.


Subject to Change

Subject to Change

Author: Peter Merholz

Publisher: "O'Reilly Media, Inc."

Published: 2008

Total Pages: 202

ISBN-13: 0596523254

DOWNLOAD EBOOK

"To achieve success in today's ever-changing and unpredictable markets, competitive businesses need to rethink and reframe their strategies across the board. In Subject to Change: Creating Great Products and Services for an Uncertain World, Adaptive Path, a leading experience strategy and design company, demonstrates how successful businesses can--and should--use customer experiences to inform and shape the product development process, from start to finish."--Publisher's website.


Designing for Interaction

Designing for Interaction

Author: Dan Saffer

Publisher: New Riders

Published: 2010

Total Pages: 241

ISBN-13: 0321643399

DOWNLOAD EBOOK

With emphasis on the designer's role in strategy, research, brainstorming, prototyping and development, this book is devoted to teaching interaction design to those new to the field.


Design, User Experience, and Usability: Design Philosophy, Methods, and Tools

Design, User Experience, and Usability: Design Philosophy, Methods, and Tools

Author: Aaron Marcus

Publisher: Springer

Published: 2013-07-03

Total Pages: 684

ISBN-13: 3642392296

DOWNLOAD EBOOK

The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in topical sections on design philosophy, usability methods and tools, and design processes, methods and tools.


The Gameful World

The Gameful World

Author: Steffen P. Walz

Publisher: MIT Press

Published: 2015-01-23

Total Pages: 687

ISBN-13: 0262325721

DOWNLOAD EBOOK

What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.


Creating Shared Understanding in Product Development Teams

Creating Shared Understanding in Product Development Teams

Author: Louise Møller

Publisher: Springer Science & Business Media

Published: 2012-08-09

Total Pages: 142

ISBN-13: 1447141806

DOWNLOAD EBOOK

Development projects that span different disciplines and groups often face problems in establishing a shared understanding of the project’s purpose, deliverables, and direction. Creating Shared Understanding in Product Development Teams: How to ‘Build the Beginning’ uses research-based cases from TC Electronic, The Red Cross, Daimler AG, and Copenhagen Living Lab to demonstrate one approach to this problem complex. It shows how prototyping specific physical artifacts can function as drivers and focal points for creating the much needed shared understanding. Encompassing both the participant’s and the facilitator’s point of view, Creating Shared Understanding in Product Development Teams: How to ‘Build the Beginning’ provides both practical examples and theoretical explanation for the process of creating shared understanding. This book provides a toolbox and a practical guide for planning, executing, and facilitating workshops. The result is a clear outline of how to facilitate the creation of physical artifacts that enables and stimulates communication between team members, users, and stakeholders in order to create shared understanding of projects


Human Centered Design

Human Centered Design

Author: Masaaki Kurosu

Publisher: Springer Science & Business Media

Published: 2009-07-14

Total Pages: 1125

ISBN-13: 3642028063

DOWNLOAD EBOOK

The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.


User Experience (UX) Design for Libraries

User Experience (UX) Design for Libraries

Author: Aaron Schmidt

Publisher: American Library Association

Published: 2012

Total Pages: 130

ISBN-13: 1555707815

DOWNLOAD EBOOK

User experience (UX) characterizes how a person feels about using a product, system or service. UX design incorporates the practical aspects of utility, ease of use and efficiency to make your web design and functionality decisions with patrons in mind. This results in a better design, a more intuitive interface, and a more enjoyable experience. This book shows you how to get there by providing hands-on steps and best practices for UX design principles, practices, and tools to engage with patrons online and build the best web presence for your library. You ll find out how to conduct a usability test, perform a card sort, make decisions on how to build the architecture of your site, create personas as a cornerstone of your website planning process, create a content strategy, and perform an experience-based evaluation of your site.


An Introduction to Industrial Service Design

An Introduction to Industrial Service Design

Author: Satu Miettinen

Publisher: Taylor & Francis

Published: 2016-11-10

Total Pages: 165

ISBN-13: 1317181751

DOWNLOAD EBOOK

Service design has established itself as a practice that enables industries to design and deliver their services with a human-centred approach. It creates a contextual and cultural understanding that offers opportunities for new service solutions, improving the user experience and customer satisfaction. With contributions from leading names in the field of service design from both academia and international, professional practice, An Introduction to Industrial Service Design is engaging yet practical and accessible. Case studies from leading companies such as ABB, Autodesk, Kone and Volkswagen enable readers to connect academic research with practical company applications, helping them to understand the basic processes and essential concepts. This book illustrates the role of the service designer in an industrial company, and highlights not only the value of customer experience, but also the value of employee experience in creating competitive services and value propositions. This human-centred approach brings about new innovations. This book will be of benefit to engineers, designers, businesses and communication experts working in industry, as well as to students who are interested in service development.