UX on the Go

A Flexible Guide to User Experience Design

Designed with flexibility and readers' needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office. Les mer
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Paperback
Legg i
Paperback
Legg i
Vår pris: 445,-

(Paperback) Fri frakt!
Leveringstid: Sendes innen 7 virkedager
På grunn av Brexit-tilpasninger og tiltak for å begrense covid-19 kan det dessverre oppstå forsinket levering.

Om boka

Designed with flexibility and readers' needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office.


With 16 challenges to learn from, this comprehensive guide outlines the process of a User Experience project cycle from assembling a team to researching user needs to creating and veryifying a prototype. Practice developing a prototype in as little as a week or build your skills in two-, four-, eight-, or sixteen-week stretches. Gain insight into individual motivations, connections, and interactions; learn the three guiding principles of the design system; and discover how to shape a user's experience to achieve goals and improve overall immediate experience, satisfaction, and well-being.


Written for professionals looking to learn or expand their skills in user experience design and students studying technical communication, information technology, web and product design, business, or engingeering alike, this accessible book provides a foundational knowledge of this diverse and evolving field.


A companion website will include examples of contemporary UX projects, material to illustrate key techniques, and other resources for students and instructors. Access the material at uxonthego.com.

Fakta

Innholdsfortegnelse

1. Introduction 2. Take an Active User Stance 3. Build Your Temporary Team 4. Map Your Best UX Cycle 5. Find and Understand Your Users 6. Ask, Observe, and Involve Users 7. Design with Users 8. Test and Begin to Sift Through the Data 9. Collect and Analyze the Data 10. Find the Story in Your Data 11. Present Data to Users, Team Members, and Stakeholders 12. Persuade with Personas 13. Manifest Your Idea in Sketches 14. Wireframes and Mockups 15. Create a Prototype or Minimum Viable Product, and Test It 16. Capture the Lessons and Disassemble the Team 17. Prepare to Do It Again

Om forfatteren

Andrew Mara is an Associate Professor and Faculty Head of Interdisciplinary Humanities and Communication in the College of Integrative Arts and Humanities at Arizona State University. He has been teaching user experience, innovation rhetoric, and technical writing for 16 years. In addition, he has created an interactive arts app, built a digital dissertation studio, edited a special issue of Technical Communication Quarterly, performed a social media gameshow, and published over 20 journal articles, book chapters, and conference proceedings on writing innovation and communities of practice.