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User-Centered Interaction Design Patterns for Interactive Digital Television Applications
by Tibor KunertTechnology is meant to make life easier and to raise its quality. Our interaction with technology should be designed according to human needs instead of us being required to adapt to technology. Even so, technology may change quickly and people and their habits change slowly. With the aim of supporting user acceptance of iTV, the focus of this book is on the usability of iTV applications. A method for developing interaction design patterns especially for new technologies is presented for the first time. The main characteristics covered in this new approach are: systematic identification of recurrent design problems; usability as a quality criterion for design solutions; integration of designers into the pattern development process including identification of designers' needs, and iterative evaluation and optimisation of patterns to encourage designers to accept and use them; usability testing to identify proven design solutions and their trade-offs; presentation of specific design guidelines.
User-Centered Technology: A Rhetorical Theory for Computers and Other Mundane Artifacts
by Robert R. JohnsonPresents a theoretical model for examining technology through a user perspective. Begins with a historical overview of the problem of technology use through the lens of rhetoric theory, and defines central areas of user-centered theory, such as user knowledge, human-technology interaction, and technological determinism. Draws also from human factors engineering, history, philosophy, and sociology to discuss ideological presuppositions of technology design and technological determinism. Ideas are applied in academic and nonacademic contexts. Annotation copyrighted by Book News, Inc., Portland, OR
User-Centred Engineering
by Michael Richter Markus FlückigerA new product can be easy or difficult to use, it can be efficient or cumbersome, engaging or dispiriting, it can support the way we work and think - or not. What options are available for systematically addressing such parameters and provide users with an appropriate functionality, usability and experience? In the last decades, several fields have evolved that encompass a user-centred approach to create better products for the people who use them. This book provides a comprehensible introduction to the subject. It is aimed first and foremost at people involved in software and product development - product managers, project managers, consultants and analysts, who face the major challenge of developing highly useful and usable products. Topics include: The most important user-centred techniques and their alignment in the development process Planning examples of user-centred activities for projects User-oriented approaches for organisations Real-life case studies Checklists, tips and a lot of background information provide help for practitioners
User-Centric and Information-Centric Networking and Services: Access Networks, Storage and Cloud Perspective
by M. Bala KrishnaUser-Centric Networks (UCN) and Information-Centric Networks (ICN) are new communication paradigms to increase the efficiency of content delivery and also content availability. In this new concept, the network infrastructure actively contributes to content caching and distribution. This book presents the basic concepts of UCN and ICN, describes the main architecture proposals for these networks, and discusses the main challenges to their development. The book also looks at the current challenges for this concept, including naming, routing and caching on the network-core elements, several aspects of content security, user privacy, and practical issues in implementing UCN and ICN.
User-Centric Networking
by Alessandro Aldini Alessandro BoglioloThis work represents a milestone for the "ULOOP User-centric Wireless Local Loop" project funded by the EU IST Seventh Framework Programme. ULOOP is focused on the robust, secure, and autonomic deployment of user-centric wireless networks. Contributions by ULOOP partners as well as invited tutorials by international experts in the field. The expected impact is to increase awareness to user-centric networking in terms, e. g. , of business opportunities and quality of experience, and to present adequate technology to sustain the growth of user-friendly wireless architectures. Throughout the last 3 years, ULOOP has developed enabling technologies for user-centricity in wireless networks, with particular emphasis on social trust management, cooperation incentives, community building, mobility estimation, and resource management. This work will be of interest to researchers, policymakers, operators, vendors, and end-users interested in the current and future directions of user-centric access networks.
User-centric Social Multimedia Computing
by Jitao SangThis book presents the first paradigm of social multimedia computing completely from the user perspective. Different from traditional multimedia and web multimedia computing which are content-centric, social multimedia computing rises under the participatory Web2. 0 and is essentially user-centric. The goal of this book is to emphasize the user factor in facilitating effective solutions towards both multimedia content analysis, user modeling and customized user services. Advanced topics like cross-network social multimedia computing are also introduced as extensions and potential directions along this research line.
User-Centric Technology Design for Nonprofit and Civic Engagements
by Saqib SaeedDue to the increased global political importance of the nonprofit sector, its technological support and organizational characteristics have become important fields of research. In order to conduct effective work, nonprofits need to communicate and coordinate effectively. However, such settings are generally characterized by a lack of resources, an absence of formal hierarchical structures and differences in languages and culture among the activists. Modern technologies could help nonprofit networks in improving their working. In order to design appropriate technological support for such settings, it is important to understand their work practices, which widely differ from traditional business organizations. This book aims to strengthen the body of knowledge by providing user studies and concepts related to user centered technology design process for nonprofit settings. The examination of ethnographic studies and user centered evaluation of IT artifacts in practice will further the understanding of design requirements of these systems. This book includes chapters from leading scholars and practitioners on the technology design process examining human centered factors. The chapters will focus on developed and developing countries as they both have unique issues in technology design. The book will be useful or of interest to academics from a range of fields including information systems, human computer interaction, computer supported cooperative work and organizational science as well as for government officials and governmental organizations.
User Community Discovery
by Yiannis Kompatsiaris Dimitrios Vogiatzis Symeon Papadopoulos Georgios PaliourasThis book redefines community discovery in the new world of Online Social Networks and Web 2. 0 applications, through real-world problems and applications in the context of the Web, pointing out the current and future challenges of the field. Particular emphasis is placed on the issues of community representation, efficiency and scalability, detection of communities in hypergraphs, such as multi-mode and multi-relational networks, characterization of social media communities and online privacy aspects of online communities. User Community Discovery is for computer scientists, data scientists, social scientists and complex systems researchers, as well as students within these disciplines, while the connections to real-world problem settings and applications makes the book appealing for engineers and practitioners in the industry, in particular those interested in the highly attractive fields of data science and big data analytics.
User-Defined Tensor Data Analysis (SpringerBriefs in Computer Science)
by Bin Dong Kesheng Wu Suren BynaThe SpringerBrief introduces FasTensor, a powerful parallel data programming model developed for big data applications. This book also provides a user's guide for installing and using FasTensor. FasTensor enables users to easily express many data analysis operations, which may come from neural networks, scientific computing, or queries from traditional database management systems (DBMS). FasTensor frees users from all underlying and tedious data management tasks, such as data partitioning, communication, and parallel execution.This SpringerBrief gives a high-level overview of the state-of-the-art in parallel data programming model and a motivation for the design of FasTensor. It illustrates the FasTensor application programming interface (API) with an abundance of examples and two real use cases from cutting edge scientific applications. FasTensor can achieve multiple orders of magnitude speedup over Spark and other peer systems in executing big data analysis operations. FasTensor makes programming for data analysis operations at large scale on supercomputers as productively and efficiently as possible. A complete reference of FasTensor includes its theoretical foundations, C++ implementation, and usage in applications.Scientists in domains such as physical and geosciences, who analyze large amounts of data will want to purchase this SpringerBrief. Data engineers who design and develop data analysis software and data scientists, and who use Spark or TensorFlow to perform data analyses, such as training a deep neural network will also find this SpringerBrief useful as a reference tool.
User Design
by Alison A. Carr-ChellmanUser Design offers a fresh perspective on how front-line learners (users) can participate in the design of learning environments. The author challenges the universal assumption that front-line users must be relegated to the role of offering input, and that the actual design activity of learning systems must still be conducted only by experts. The b
User-Driven Applications for Research and Science: Building Programs for Fields with Open Scenarios and Unpredictable User Actions
by Sergey AndreyevBuild programs that give users full control of their applications in order to meet end users' unique needs and scenarios. Over the last couple of decades, there has been an ongoing quandary in the developer world. Developers are enlisted to build applications to meet users’ demands; users get applications that meet the criteria from the developers’ point of view, but they are far from what the users envisioned. The difference is often wide and nearly catastrophic in fields where users’ actions are nearly impossible to predict, such as science, research work, financial analysis, and others. End users get frustrated with the applications because they were not built with their use cases in mind. For a long time, it was assumed that the developers who created the code should drive their programs and be responsible for all scenarios. While generally not an issue in simple programs, this view is wrong for complex applications in the field of science. These end users are the best specialists in their respective fields and need applications to work beyond the scenarios prepared and allowed for by developers.This book teaches you methods to manage your applications in a way that gives control to your target end users. You will learn proven methods using an easy and predictable instrument, the all-powerful algorithm, to create objects that are movable and re-sizable by users.Get ready to learn by example, using an algorithm of total movability and experience, implemented in different situations. You will begin with the simplest code examples and work your way up to real, complicated programs applicable in STEM fields.What You Will Learn Pass the control of your programs from developers to end usersUnderstand that the most valuable result is not the algorithm itself, but the consequence of using itBuild user-driven applications that include total movability of screen elementsSee concepts applied in real situations and scenariosBe exposed to well-known programs and tasks for developing user-driven applicationsAccess accompanying code written in C# and available on GitHub Who This Book Is ForDevelopers who want to write or design programs that give their target end users full control over their application
User-Driven Cross-Border E-Commerce Platform Competition and Policy Analysis (Advanced Studies in E-Commerce)
by Li Xiong Houcai WangThis book constructs a four-dimensional driving model for customer perception of cross-border e-commerce retail imports from a consumer perspective, and constructs a secondary indicator of the four-dimensional driving model for customer perception of cross-border e-commerce retail imports based on product and service theme attributes. It studies the competitive advantages of importing cross-border e-commerce from the perspectives of platform enterprises and users. At the same time, by constructing a research model for evaluating cross-border e-commerce policies, the book analyzes the internal logic and evolution laws of China's cross-border e-commerce policy texts, evaluates the effectiveness of the implementation of policies in the comprehensive experimental zone for cross-border e-commerce, and studies the impact mechanism of environmental factors on policy implementation. This will help readers further understand the implementation of cross-border e-commerce policies and comparethe differences in policy implementation among different comprehensive experimental zones. Improving the accuracy of policy formulation and optimizing and improving the cross-border e-commerce policy system have important theoretical significance and practical value in promoting China's foreign economic development.The translation was done with the help of artificial intelligence. A subsequent human revision was done primarily in terms of content.
User Engagement Research and Practice (Synthesis Lectures on Information Concepts, Retrieval, and Services)
by Heather O'BrienThis book presents a holistic overview of user engagement, which has become an increasingly important subject for a variety of industry and academic fields, including engineering, computer science, and information science. The author begins with a definition of user engagement and an explanation of the theoretical background of the topic. The book then covers methodological approaches and examines some of the broader factors that influence user engagement. The author explains methods for measuring user engagement and evaluates the efficacy of each one. The book includes examples from recent research studies throughout, describing user engagement in different settings with a variety of digital information systems.
User Error: Resisting Computer Culture
by Ellen RoseUser Error explodes the myth of computer technology as juggernaut. Multimedia educator Ellen Rose shows that there is no bandwagon, no out-of-control dynamo, no titanic conspiracy to overwhelm us. Instead, there is our own desire to join the fraternity of users, a fraternity that confers legitimacy and power on those who enter the brave new world. Rose exposes how we surrender decision-making power in personal and workplace computing situations. As users we willingly grant authority to the creators of software, support materials, and the seductive infrastructure of technocracy. “Smart” users are rewarded; reluctant users are pathologized. User identity is deliberately constructed at the crossroads of industry, consumer demand, and complicity. User Error sounds a timely alarm, calling on all of us who use the new technologies to recognize how we are being co-opted. With awareness we can reassert our own responsibility and power in this increasingly important interaction. Savvy, accessible, and up-to-date, User Error offers insight, inspiration, and strategies of resistance to general readers, technology professionals, students, and scholars alike.
User Experience + Artificial Intelligence: Assessing the Qualities of AI-infused Systems (SpringerBriefs in Applied Sciences and Technology)
by Davide Spallazzo Martina Sciannamè Mauro CeconelloThis open access book addresses the thriving trend of embedding artificial intelligence (AI) and machine learning (ML) capabilities in products and services reaching the lay public, focusing on the user experience (UX) they prompt from a designerly perspective. It offers a UX evaluation method designed explicitly for AI-infused systems to answer one of the core problems affecting the relationship and interactions people have with such artefacts. The work investigates how people perceive and make sense of systems integrating AI capabilities, trying to understand how their meaning and significance can affect the experience of such products and what design challenges may arise. Given the fundamental premise that current UX methods cannot address AI-infused artefacts, it introduces the results of Meet-AI, a research project exploring specific ways to tackle these problems. The book then presents a comprehensive analysis of current UX methods, and a literature review focused on detecting possible gaps and the most suitable qualities to describe AI-infused systems, and summarizes the findings from all previous investigations into a UX evaluation scale: AIXE (AI user eXperience Evaluation). The book also portrays how the tool has been validated and expanded to become a more comprehensive method. It further describes how the scale has been applied to a comparative study of domestic smart speakers, and introduces a reversed interpretation of the outcomes, framing them as heuristics to inform the early phases of the design process and paving the way for future experimentations in the meta-design dimension.
User Experience Design: An Introduction to Creating Interactive Digital Spaces
by Mark Wells'A great introduction to the subject and a fascinating read.'- James Friedlander-Boss, Brand Experience Manager, vvastWe all engage with digital user experience design and user interfaces every day - if you are reading this on an e-commerce platform then you are doing it right now. This is an invaluable introduction for designers and creatives on how to create successful digital environments for users.The discipline of graphic design is increasingly carried out in the virtual sphere, with a greater emphasis on user interaction and user experience than ever before. This book takes students through the crucial stages and skills that are needed for creating successful interactive digital environments, including:- Data collection- User analysis - Testing- Creating valid content- Design for different devices and platforms- Prototyping and visualizationVisual examples range from screen shots to diagrams and physical prototypes, while case studies featuring digital agencies and creatives from around the world show how they approach each project.
User Experience Design: An Introduction to Creating Interactive Digital Spaces
by Mark Wells'A great introduction to the subject and a fascinating read.'- James Friedlander-Boss, Brand Experience Manager, vvastWe all engage with digital user experience design and user interfaces every day - if you are reading this on an e-commerce platform then you are doing it right now. This is an invaluable introduction for designers and creatives on how to create successful digital environments for users.The discipline of graphic design is increasingly carried out in the virtual sphere, with a greater emphasis on user interaction and user experience than ever before. This book takes students through the crucial stages and skills that are needed for creating successful interactive digital environments, including:- Data collection- User analysis - Testing- Creating valid content- Design for different devices and platforms- Prototyping and visualizationVisual examples range from screen shots to diagrams and physical prototypes, while case studies featuring digital agencies and creatives from around the world show how they approach each project.
User Experience Design in the Era of Automated Driving (Studies in Computational Intelligence #980)
by Andreas Riener Myounghoon Jeon Ignacio AlvarezThis book is dedicated to user experience design for automated driving to address humane aspects of automated driving, e.g., workload, safety, trust, ethics, and acceptance. Automated driving has experienced a major development boost in recent years. However, most of the research and implementation has been technology-driven, rather than human-centered. The levels of automated driving have been poorly defined and inconsistently used. A variety of application scenarios and restrictions has been ambiguous. Also, it deals with human factors, design practices and methods, as well as applications, such as multimodal infotainment, virtual reality, augmented reality, and interactions in and outside users. This book aims at 1) providing engineers, designers, and practitioners with a broad overview of the state-of-the-art user experience research in automated driving to speed-up the implementation of automated vehicles and 2) helping researchers and students benefit from various perspectives and approaches to generate new research ideas and conduct more integrated research.
User Experience for Serious Games in Virtual Reality (T-Labs Series in Telecommunication Services)
by Tanja KojićThe book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one’s age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated.
User Experience Is Brand Experience: The Psychology Behind Successful Digital Products and Services (Management for Professionals)
by Felix van de Sand Anna-Katharina Frison Pamela Zotz Andreas Riener Katharina HollThis book offers a new method for aligning brand management and user experience goals. Brand management deals with conveying individual brand values at all marketing contact points, the goal being to reach the target group and boost customer retention. In this regard, it is important to consider the uniqueness of each brand and its identity so as to design pleasurable and high-quality user experiences. Combining insights from science and practice, the authors present a strategy for using interaction patterns, visual appearance, and animations to validate the actual brand values that are experienced by users while interacting with a digital product. Further, they introduce a 'UX identity scale' by assigning brand values to UX related psychological needs. The method applied is subsequently backed by theoretical concepts and illustrated with practical examples and case studies on real-world mobile applications.
User Experience Mapping
by Peter W. SzaboUnderstand your users, gain strategic insights, and make your product development more efficient with user experience mapping About This Book • Detailed guidance on the major types of User Experience Maps. • Learn to gain strategic insights and improve communication with stakeholders . • Get an idea on creating wireflows, mental model maps, ecosystem maps and solution maps Who This Book Is For This book is for Product Manager, Service Managers and Designers who are keen on learning the user experience mapping techniques. What You Will Learn • Create and understand all common user experience map types. • Use lab or remote user research to create maps and understand users better. • Design behavioral change and represent it visually. • Create 4D user experience maps, the “ultimate UX deliverable”. • Capture many levels of interaction in a holistic view. • Use experience mapping in an agile team, and learn how maps help in communicating within the team and with stakeholders. • Become more user focused and help your organisation become user-centric. In Detail Do you want to create better products and innovative solutions? User Experience Maps will help you understand users, gain strategic insights and improve communication with stakeholders. Maps can also champion user-centricity within the organisation. Two advanced mapping techniques will be revealed for the first time in print, the behavioural change map and the 4D UX map. You will also explore user story maps, task models and journey maps. You will create wireflows, mental model maps, ecosystem maps and solution maps. In this book, the author will show you how to use insights from real users to create and improve your maps and your product. The book describes each major User Experience map type in detail. Starting with simple techniques based on sticky notes moving to more complex map types. In each chapter, you will solve a real-world problem with a map. The book contains detailed, beginner level tutorials on creating maps using different software products, including Adobe Illustrator, Balsamiq Mockups, Axure RP or Microsoft Word. Even if you don't have access to any of those, each map type can also be drawn with pen and paper. Beyond creating maps, the book will also showcase communication techniques and workshop ideas. Although the book is not intended to be a comprehensive guide to modern user experience or product management, its novel ideas can help you create better solutions. You will also learn about the Kaizen-UX management framework, developed by the author, now used by many agencies and in-house UX teams in Europe and beyond. Buying this map will give you hundreds of hours worth of user experience knowledge, from one of the world's leading UX consultants. It will change your users' world for the better. If you are still not convinced, we have hidden some cat drawings in it, just in case. Style and approach An easy to understand guide, filled with real world use cases on how to plan, prioritize and visualize your project on customer experience
User Experience Methods and Tools in Human-Computer Interaction
by Gavriel Salvendy Constantine StephanidisThis book covers user experience methods and tools in designing user‑friendly products and servicesby encompassing widely utilized successful methods, including elicitation, analysis and establishment of requirements, collaborative idea generation with design teams and intended users, prototype testing and evaluation of the user experience through empirical and non‑empirical means.This book• Provides methods and tools tailored for each stage of the design process.• Discusses methods for the active involvement of users in the human‑centered design process.• Equips readers with an effective toolset for use throughout the design process, ensuring that what is created aligns with user needs and desires.• Covers a wide array of research and evaluation methods employed in HCI, from the initiation of the human‑centered development cycle to its culmination.This book is a fascinating read for individuals interested in Human-Computer Interaction research and applications.
User Experience Research and Usability of Health Information Technology
by Jessica Lynn CampbellHealth information technology (HIT) is a critical component of the modern healthcare system. Yet to be effective and safely implemented in healthcare organizations and physicians and patients’ lives, it must be usable and useful. User Experience (UX) research is required throughout the full system design lifecycle of HIT products, which involve a user-centered and human- centered approach. This book discusses UX research frameworks, study designs, methods, data-analysis techniques, and a variety of data collection instruments and tools that can be used to conduct UX research in the healthcare space, all of which involve HIT and digital health. This book is for academics and scholars to be used to design studies for graduate dissertation work, in independent research, or as a textbook for UX/usability courses in health informatics or related health information and communication courses. This book is also useful for UX practitioners because it provides guidance on how to design a user research or usability study and focuses on leveraging a mixed- methods approach, including step-by-step by instructions and best practices for conducting: Field studies Interviews Focus groups Diary studies Surveys Heuristic evaluation Cognitive walkthrough Think aloud A plethora of standardized surveys and retrospective questionnaires (SUS, Post-study System Usability Questionnaire (PSSUQ)) are also included. UX researchers and healthcare professionals will gain an understanding of how to design a rigorous, yet feasible study that generates useful insights to inform the design of usable HIT. Everything from consent forms to how many participants to include in a usability study has been covered in this book. The author encourages user-centered design (UCD), mixed-methods, and collaboration amongst interdisciplinary teams. Knowledge from many inter-related disciplines, like psychology, technical communication (TC), and human-computer interaction (HCI), together with experiential knowledge from experts is offered throughout the text.
The User Experience Team of One
by Leah BuleyThe User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.
User-Generated Content and its Impact on Branding
by Severin DennhardtThe emergence of social media as one of the driving forces of consumers' online experiences today also challenges our current understanding on marketing and brand management. The effects of brands' social media involvement are to this day uncertain. Severin Dennhardt shows that social media and user-generated brands do have a strong influence on brands. Four independent studies demonstrate that first, successful brands can be created in virtual worlds, second, user-generated content drives the creation of unique brands, third social media strongly influences the social value perception of brands, and fourth, social media impacts consumers' purchase decision process.