000 06268cam a2200637Ii 4500
001 ocn932289264
003 OCoLC
005 20190328114813.0
006 m o d
007 cr cnu---unuuu
008 151216s2016 ne ob 001 0 eng d
040 _aN$T
_beng
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020 _a9780128027509
_q(electronic bk.)
020 _a0128027509
_q(electronic bk.)
020 _z9780128027295
020 _z0128027290
035 _a(OCoLC)932289264
050 4 _aTA166
072 7 _aTEC
_x009000
_2bisacsh
072 7 _aTEC
_x035000
_2bisacsh
082 0 4 _a620.82
_223
100 1 _aNagel, Wolfram,
_eauthor.
245 1 0 _aMultiscreen UX design :
_bdeveloping for a multitude of devices /
_h[electronic resource]
_cWolfram Nagel.
264 1 _aAmsterdam :
_bElsevier,
_c2016.
264 4 _c�2016
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
588 0 _aOnline resource; title from PDF title page (EBSCO, viewed December 18, 2015).
504 _aIncludes bibliographical references and index.
520 _aThis 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. --
_cEdited summary from book.
505 0 _aFront 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.
505 8 _a2.4.1 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.
505 8 _aStrengths: 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.
505 8 _aObtaining 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.
505 8 _a3.5.1 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.
650 0 _aUser-centered system design.
650 0 _aElectronic apparatus and appliances
_xDesign.
650 7 _aTECHNOLOGY & ENGINEERING
_xEngineering (General)
_2bisacsh
650 7 _aTECHNOLOGY & ENGINEERING
_xReference.
_2bisacsh
650 7 _aElectronic apparatus and appliances
_xDesign.
_2fast
_0(OCoLC)fst00906785
650 7 _aUser-centered system design.
_2fast
_0(OCoLC)fst01740021
650 7 _aNew Economy
_2gnd
_0(DE-588)4728437-7
650 7 _aInformationsmanagement
_2gnd
_0(DE-588)4114012-6
650 7 _aBildschirm
_2gnd
_0(DE-588)4125194-5
650 7 _aMobiles Endger�at
_2gnd
_0(DE-588)7689895-7
650 7 _aInteraktion
_2gnd
_0(DE-588)4027266-7
650 7 _aSchnittstelle
_2gnd
_0(DE-588)4053059-0
650 7 _aBenutzeroberfl�ache
_2gnd
_0(DE-588)4131424-4
650 7 _aBenutzerfreundlichkeit
_2gnd
_0(DE-588)4005541-3
650 7 _aMethode
_2gnd
_0(DE-588)4038971-6
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aNagel, Wolfram.
_tMultiscreen UX Design : Developing for a Multitude of Devices.
_d: Elsevier Science, �2015
_z9780128027295
856 4 0 _3ScienceDirect
_uhttp://www.sciencedirect.com/science/book/9780128027295
999 _c247261
_d247261