- Taschenbuch: 448 Seiten
- Verlag: Morgan Kaufmann (11. Mai 2007)
- Sprache: Englisch
- ISBN-10: 0123740371
- ISBN-13: 978-0123740373
- Größe und/oder Gewicht: 19 x 1,9 x 23,5 cm
- Durchschnittliche Kundenbewertung: 3 Kundenrezensionen
Nr. 157.005 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Nr. 102 in Fremdsprachige Bücher > Architektur, Technik & Ingenieurswesen > Ingenieurwesen & Technik > Industrie, Herstellung & Abläufe > Industriedesign
- Nr. 157 in Fremdsprachige Bücher > Computer & Internet > Informatik > Systemanalyse & Design
- Nr. 15422 in Fremdsprachige Bücher > Kunst & Fotografie
- Komplettes Inhaltsverzeichnis ansehen
Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies) (Englisch) Taschenbuch – 11. Mai 2007
|Neu ab||Gebraucht ab|
Wird oft zusammen gekauft
Kunden, die diesen Artikel gekauft haben, kauften auch
Es wird kein Kindle Gerät benötigt. Laden Sie eine der kostenlosen Kindle Apps herunter und beginnen Sie, Kindle-Bücher auf Ihrem Smartphone, Tablet und Computer zu lesen.
Geben Sie Ihre Mobiltelefonnummer ein, um die kostenfreie App zu beziehen.
Wenn Sie dieses Produkt verkaufen, möchten Sie über Seller Support Updates vorschlagen?
Sketching User Experience is, nominally, a book about product design. But it would be just as accurate to say that it's a book about software development, or, more generally, about the often broken process of bringing new products to market, with examples ranging from the iPod to an orange juicer. "Hardly a day goes by that we don't see an announcement for some new product or technology that is going to make our lives easier, solve some or all of our problems, or simply make the world a better place," writes Bill Buxton in the preface to his book. "Few of these products survive, much less deliver on their typically over-hyped promise." Why, Buxton asks, are we not learning from these expensive mistakes? Why are we not fundamentally rethinking the process of product development? Sketching User Experience (Morgan Kaufmann, 2007) is a book born of the frustration of an industry insider. Principal researcher at Microsoft Research (MSFT) since late 2005, Buxton has spent decades in the trenches of computer science including a stint at the storied Xerox PARC (XRX) and at the front lines of the software industry. (Businessweek)
'Bill Buxton and I share a common belief that design leadership together with technical leadership drives innovation. Sketching, prototyping, and design are essential parts of the process we use to create new products. Bill Buxton brings design leadership and creativity to Microsoft. Through his thought-provoking personal examples he is inspiring others to better understand the role of design in their own companies' - Bill Gates, Chairman, Microsoft Informed design is essential. 'While it might seem that Bill Buxton is exaggerating or kidding with this bold assertion, neither is the case. In an impeccably argued and sumptuously illustrated book, design star Buxton convinces us that design simply must be integrated into the heart of business' - Roger Martin, Dean, Rotman School of Management, University of Toronto.'Design is explained, with the means and manner for successes and failures illuminated by engaging stories, true examples and personal anecdotes.In "Sketching User Experiences", Bill Buxton clarifies the processes and skills of design from sketching to experience modeling, in a lively and informative style that is rich with stories and full of his own heart and enthusiasm. At the start we are lost in mountain snows and northern seas, but by the end we are equipped with a deep understanding of the tools of creative design' - Bill Moggridge, Cofounder of IDEO and author of "Designing Interactions".'Like any secret society, the design community has its strange rituals and initiation procedures. Bill opens up the mysteries of the magical process of design, taking us through a land in which story-telling, orange squeezers, the Wizard of Oz, I-pods, avalanche avoidance, bicycle suspension sketching, and faking it are all points on the design pilgrims journey. There are lots of ideas and techniques in this book to feed good design and transform the way we think about creating useful stuff' - Peter Gabriel.'I love this book. There are very few resources available that see across and through all of the disciplines involved in developing great experiences. This is complex stuff and Buxton's work is both informed and insightful.He shares the work in an intimate manner that engages the reader and you will find yourself nodding with agreement, and smiling at the poignant relevance of his examples' - Alistair Hamilton, Symbol Technologies, NY. 'Books that have proposed bringing design into HCI are aplenty, though books that propose bringing software in to Design less common. Nevertheless, Bill manages to skilfully steer a course between the excesses of the two approaches and offers something truly in-between. It could be a real boon to the innovation business by bringing the best of both worlds: design and HCI' - Richard Harper, Microsoft Research, Cambridge.There is almost a fervor in the way that new products, with their rich and dynamic interfaces, are being released to the public typically promising to make lives easier, solve the most difficult of problems, and maybe even make the world a better place. The reality is that few survive, much less deliver on their promise. The folly? An absence of design, and an over-reliance on technology alone as the solution. We need design. But design as described here depends on different skill sets each essential, but on their own, none sufficient.In this rich ecology, designers are faced with new challenges that build on, rather than replace, existing skills and practice."Sketching User Experiences" approaches design and design thinking as something distinct that needs to be better understood by both designers and the people with whom they need to work in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives.There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values. Grounded in both practice and scientific research, Bill Buxtons engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design.This book covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, smart appliances, and things you only imagine in your dreams; thorough coverage of the design sketching method which helps easily build experience prototypes without the effort of engineering prototypes which are difficult to abandon; reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others; full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods.Trained as a musician, Bill Buxton began using computers over thirty years ago in his art. This early experience, both in the studio an on stage, helped develop a deep appreciation of both the positive and negative aspects of technology and its impact. This increasingly drew him into both design and research, with a very strong emphasis on interaction and the human aspects of technology. He first came to prominence for his work at the University of Toronto on digital musical instruments and the novel interfaces that they employed.This work in the late 70s gained the attention of Xerox PARC, where Buxton participated in pioneering work in collaborative work, interaction techniques and ubiquitous computing. He then went on to become Chief Scientist of SGI and Alias|Wavefront, where he had the opportunity to work with some of the top film makers and industrial designers in the world. He is now a principal researcher at Microsoft Corp., where he splits his time between research and helping make design a fundamental pillar of the corporate culture. Alle Produktbeschreibungen
Kunden, die diesen Artikel angesehen haben, haben auch angesehen
Derzeit tritt ein Problem beim Filtern der Rezensionen auf. Bitte versuchen Sie es später noch einmal.
Die hilfreichsten Kundenrezensionen auf Amazon.com
I walked away with a better understanding of how to have a conversation with a person and figure out the symbols they would understand, and how to quickly produce a variety of sketches using that symbol language, so we can talk about a web site and imagine in vivid detail what it is like to use it without having to build it first. Lots of drawings and clever visual tricks using computer monitors or junk.
This is not a book on where to put the navigation on a web site so that users can find it. In that sense, it is not the UX book I wanted. It is more about how to think through and test a variety of ideas about a web site so you can arrive at a design a user loves before you start coding.
The recommendation on the UW senior level UX Design class is to read this book and do 5 sketches a week of a web page or product. Improve existing ones or sketch new imaginary products.
That is a valuable exercise with a good book. My work has improved because I read this and did plenty of sketches. Worth every penny.
podcast "Design View". I knew it wouldn't be bad given the nature of
the podcast and the host but I really wasn't sure what to expect
either. With no expectations or biases I started reading and later
found out that it was the ideal way to experience this title.
If had expected a practical book with a more hands-on approach on user
interface design, I would have been disappointed. The book discusses
primarily on how we should do design rather than explaining how to
design any particular things. Bill Buxton also writes about the role
of the user experience design and the designer itself in today's
businesses. The best thing in the book is that the content is full of
interesting stories and rich examples of user experience design in
real life. The text moves from stories to theory to examples and back
again keeping the reader hooked even when the subject at hand might be
a bit too heavy to digest on the first reading. Everything is well
written and the author more than "knows his stuff". The examples come
with extraordinary pictures that are a great source for inspiration.
The book is also a good reference of other books about the subject.
If you are looking for a hands-on guide or a text-book to user
experience/ interface design this not your pick. Also it is not a book
for usability enthusiasts or engineers either. Sketching User
Experiences is a book for those designers and would-be designers who
want to get new ideas and perspective on their profession and the
design business itself.
At least I am sure that I'll be sketching more in the future than
before reading this book...
I liked this book enough to buy copies for people on my design and business teams, and I will probably give my copy to my boss. I may get a copy for my son as well, who is involved in furniture design in Vancouver.
The book does have a couple of weaknesses. The most serious is that Bill seems to think that people don't sketch in code. I am pretty sure that this is not what he thinks - he has seen plenty of people sketch in code and most of the code created by university researchers is a form of sketch - branching code that explores, plays and demonstrates possibilities. The book can also be read as advocating a waterfall process rather than something more agile. One reason may be that he is focused on the design of interactive objects and environments where there are high production costs. But this kind of waterfall approach is not all that useful for people (such as myself) who are building businesses around the delivery of software as a service. And taking Bill's own advice, and looking out a few years, it seems likely that most of us will have 3D printers in our homes and that eventually these 3D printers will be able to print 3D programmable objects. With shape memory plastics and other such smart materials, one of the things with behaviours (interactions) may even be the shape itself.
Still an important book, and one that points to more thinking and more learning. The gallery of important user experience sketches is worth deep study.