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Multiscreen UX design : [electronic resource] developing for a multitude of devices /

by Nagel, Wolfram [author.].
Material type: materialTypeLabelBookPublisher: Amsterdam : Elsevier, 2016.Description: 1 online resource.ISBN: 9780128027509; 0128027509.Subject(s): User-centered system design | Electronic apparatus and appliances -- Design | TECHNOLOGY & ENGINEERING -- Engineering (General) | TECHNOLOGY & ENGINEERING -- Reference | Electronic apparatus and appliances -- Design | User-centered system design | New Economy | Informationsmanagement | Bildschirm | Mobiles Endger�at | Interaktion | Schnittstelle | Benutzeroberfl�ache | Benutzerfreundlichkeit | Methode | Electronic booksOnline resources: ScienceDirect
Contents:
Front Cover; Multiscreen UX Design: Developing for a Multitude of Devices; Copyright Page; Contents; Foreword; Guest Commentary from the Publisher of the German book; Preface; Acknowledgments; 1 Introduction; 1.1 Multiscreen; 1.2 Important Terms; 1.3 The Book and its Usage; 1.3.1 Correlations; 1.4 Orientation AIDS and Central Themes; 2 Four Screens; 2.1 Overview; 2.2 Categorization of Devices; 2.3 Device Classes; 2.3.1 Mobile Device; Differentiation and classification; Mobile applications; Potential of mobile devices; What is a mobile device?; Do not just think mobile; 2.4 Device Differences.
2.4.1 Conceptual ConsiderationsHolistic user experience; Device type and service; Overall package more important than details; Intention and interaction; 2.4.2 Device Experience; The device in focus; Usage purpose of the device; Relationship between the device and the user; Device awareness; 2.5 Device Prototypes; 2.5.1 Smartphone; Strengths: Communication, networking, and availability; Smartphone usage; Typical features; 2.5.2 Tablet; Strengths: entertainment and relaxation; Tablet usage; 2.5.3 Laptop or Desktop PC; Strengths: Working and obtaining information; PC usage; 2.5.4 Smart TV.
Strengths: Entertainment and parallel usageTV usage; 2.5.5 Smartwatch; Strengths: Instant and glanceable information; Smartwatch usage; Designing and developing for wearables on the wrist; 2.6 Multiscreen Ecosystems; 2.6.1 Ecosystems; 2.6.2 Ecosystem and Experience Categories; Consistent experience; Complementary experience; Continuous/fluid experience; 2.7 Conclusion and Tips; 3 Users and Their Typification; 3.1 Understanding Users; 3.1.1 Device Usage; Sequential usage; Simultaneous usage; 3.1.2 Prototypical Users; Digital society; 3.2 DAILY ROUTINE; 3.2.1 Touchpoint Matrix.
Obtaining knowledgeEight time frames; 3.2.2 Multiscreen Day Flow; Multiscreen day flow (blank); Psychology and user experience design; Building blocks of a good user experience; 3.3 Motives and Needs; 3.3.1 Emotion Map; Neuropsychology: different scientific approaches and findings; Need-driver; 3.3.2 Application of the Emotion Map; How to apply the emotion map?; Understanding, determining, and facilitating; Personas; Real and realistic personas; User prototypes (of the digital society); Use of the user prototypes; 3.4 Typification and Segmentation; 3.5 User Prototypes.
3.5.1 Overview of User Prototypes3.5.2 Margaret Brown; 3.5.3 Barbara Stewart; 3.5.4 Kelly Adams; 3.5.5 Melissa Anderson; 3.5.6 Andrew Collins; 3.5.7 Mark Hudson; 3.5.8 Robert Sullivan; 3.5.9 Larry Newton; 3.5.10 Typical DAILY ROUTINE of Larry Newton; 3.5.11 Touchpoint Matrix of Larry Newton; 3.5.12 Multiscreen Day Flow of Larry Newton; 3.5.13 Emotion Map of Larry Newton; 3.5.14 Pioneers of the Digital Society Analyzed in Detail; Pioneers as role models; 3.6 Conclusion and Tips; 4 Context of Use; 4.1 The Context of Use; 4.1.1 Context Complexity; The parameters of the context of use.
Summary: This book provides a holistic approach that will help UX professionals to offer a hands-on guide for UX design across multiple screens. It presents an opportunity to learn how to cater designs for customers. Readers will find patterns, strategies, examples and case studies, methodologies, and insights to help inspire them to develop a viable strategy for their own digital products and services. Topics include: investigating the devices and their capabilities; understanding the users and their capabilities; considering the context in which users use these devices; navigating next generation information experiences and the future of content management; designing content and UI architecture for multiscreen projects. -- Edited summary from book.
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Online resource; title from PDF title page (EBSCO, viewed December 18, 2015).

Includes bibliographical references and index.

This book provides a holistic approach that will help UX professionals to offer a hands-on guide for UX design across multiple screens. It presents an opportunity to learn how to cater designs for customers. Readers will find patterns, strategies, examples and case studies, methodologies, and insights to help inspire them to develop a viable strategy for their own digital products and services. Topics include: investigating the devices and their capabilities; understanding the users and their capabilities; considering the context in which users use these devices; navigating next generation information experiences and the future of content management; designing content and UI architecture for multiscreen projects. -- Edited summary from book.

Front Cover; Multiscreen UX Design: Developing for a Multitude of Devices; Copyright Page; Contents; Foreword; Guest Commentary from the Publisher of the German book; Preface; Acknowledgments; 1 Introduction; 1.1 Multiscreen; 1.2 Important Terms; 1.3 The Book and its Usage; 1.3.1 Correlations; 1.4 Orientation AIDS and Central Themes; 2 Four Screens; 2.1 Overview; 2.2 Categorization of Devices; 2.3 Device Classes; 2.3.1 Mobile Device; Differentiation and classification; Mobile applications; Potential of mobile devices; What is a mobile device?; Do not just think mobile; 2.4 Device Differences.

2.4.1 Conceptual ConsiderationsHolistic user experience; Device type and service; Overall package more important than details; Intention and interaction; 2.4.2 Device Experience; The device in focus; Usage purpose of the device; Relationship between the device and the user; Device awareness; 2.5 Device Prototypes; 2.5.1 Smartphone; Strengths: Communication, networking, and availability; Smartphone usage; Typical features; 2.5.2 Tablet; Strengths: entertainment and relaxation; Tablet usage; 2.5.3 Laptop or Desktop PC; Strengths: Working and obtaining information; PC usage; 2.5.4 Smart TV.

Strengths: Entertainment and parallel usageTV usage; 2.5.5 Smartwatch; Strengths: Instant and glanceable information; Smartwatch usage; Designing and developing for wearables on the wrist; 2.6 Multiscreen Ecosystems; 2.6.1 Ecosystems; 2.6.2 Ecosystem and Experience Categories; Consistent experience; Complementary experience; Continuous/fluid experience; 2.7 Conclusion and Tips; 3 Users and Their Typification; 3.1 Understanding Users; 3.1.1 Device Usage; Sequential usage; Simultaneous usage; 3.1.2 Prototypical Users; Digital society; 3.2 DAILY ROUTINE; 3.2.1 Touchpoint Matrix.

Obtaining knowledgeEight time frames; 3.2.2 Multiscreen Day Flow; Multiscreen day flow (blank); Psychology and user experience design; Building blocks of a good user experience; 3.3 Motives and Needs; 3.3.1 Emotion Map; Neuropsychology: different scientific approaches and findings; Need-driver; 3.3.2 Application of the Emotion Map; How to apply the emotion map?; Understanding, determining, and facilitating; Personas; Real and realistic personas; User prototypes (of the digital society); Use of the user prototypes; 3.4 Typification and Segmentation; 3.5 User Prototypes.

3.5.1 Overview of User Prototypes3.5.2 Margaret Brown; 3.5.3 Barbara Stewart; 3.5.4 Kelly Adams; 3.5.5 Melissa Anderson; 3.5.6 Andrew Collins; 3.5.7 Mark Hudson; 3.5.8 Robert Sullivan; 3.5.9 Larry Newton; 3.5.10 Typical DAILY ROUTINE of Larry Newton; 3.5.11 Touchpoint Matrix of Larry Newton; 3.5.12 Multiscreen Day Flow of Larry Newton; 3.5.13 Emotion Map of Larry Newton; 3.5.14 Pioneers of the Digital Society Analyzed in Detail; Pioneers as role models; 3.6 Conclusion and Tips; 4 Context of Use; 4.1 The Context of Use; 4.1.1 Context Complexity; The parameters of the context of use.

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