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User Interface Design of Digital Textbooks

by Elena Aurel Railean

This book is a synthesis of the complex interdependencies between user interface design of digital screen and learning process. It is analyzed the impact of digital revolution on learning, phases of digital textbooks use and development; specific features of educational system & learning environment; psycho-pedagogical characteristics of XXI students; user interface design topology; user interface design features of digital textbooks in accordance with human thinking paradigms; critical thinking of user interfaces and content (linear, systems, global and metasystems design approach). One special chapter describes innovative organizational forms of learning with digital textbooks. Metasystems learning design of digital textbooks will be of particular interest to the readers because this is an innovative approach of learning design, which proved the experimental data of the instructional dynamic and flexible strategy. It proved the practical application of didactical model of digital textbooks for chemistry and mathematics. The main benefits for reader refers on understanding the applicability of metasystems learning design for digital textbook use and development, in particular for STEM education. It takes more than analysis to help readers overcome the impact of user interface design of digital textbook on learning outcomes.

User Interface Design: Bridging the Gap from User Requirements to Design

by Larry E. Wood

Although numerous sources document aspects of user-centered design, there are few references that consider how a designer transforms the information gathered about users and their work into an effective user interface design. This book explains just how designers bridge that gap. A group of leading experts in GUI design describe their methods in the context of specific design projects, and while the projects, processes, and methods vary considerably, the common theme is building a bridge between user requirements and user interface design.

User Modeling and Adaptation for Daily Routines

by Estefanía Martín Rosa M. Carro Pablo A. Haya

User Modeling and Adaptation for Daily Routines is motivated by the need to bring attention to how people with special needs can benefit from adaptive methods and techniques in their everyday lives. Assistive technologies, adaptive systems and context-aware applications are three well-established research fields. There is, in fact, a vast amount of literature that covers HCI-related issues in each area separately. However, the contributions in the intersection of these areas have been less visible, despite the fact that such synergies may have a great impact on improving daily living. Presenting a comprehensive review of state-of-the-art practices on user modeling and adaptation for people with special needs, as well as some reflections on the challenges that need to be addressed in this direction, topics covered within this volume include the analysis, design, implementation and evaluation of adaptive systems to assist users with special needs to take decisions and fulfil daily routine activities. Particular emphasis is paid to major trends in user modeling, ubiquitous adaptive support, diagnostic and accessibility, recommender systems, social interaction, designing and building adaptive assistants for daily routines, field studies and automated evaluation. Nine leading contributors write on key current research in the domain of adaptive applications for people with special needs, integrating and summarizing findings from the best known international research groups in these areas. User Modeling and Adaptation for Daily Routines highlights how adaptation technologies can ease daily living for all, and support sustainable high-quality healthcare, demographic ageing and social/economic inclusion. highlights how adaptation technologies can ease daily living for all, and support sustainable high-quality healthcare, demographic ageing and social/economic inclusion.

User Research with Kids: How to Effectively Conduct Research with Participants Aged 3-16

by Thomas Visby Snitker

If you are a designer, producer, marketer, or researcher creating products for children, it is essential that you are aware of the key differences between children and adults when it comes to user journeys. While children might speak the same language as adult users, what they are actually communicating can be completely different. User Research with Kids explores these differences and more. Author Thomas Visby Snitker walks you through how to best approach user research with children through the processes of conceptualization, design, prototyping, and eventually the launch. Adults who research kids’ experiences venture into a familiar yet foreign land where the inhabitants speak a different (yet familiar) language and have different behavioral norms and values. It is important for researchers to decipher and understand this language. Including children in the process will lead to better targeted and better designed products, and User Research with Kids will help you attain this goal. Snitker’s useful insights in this book will help professionals and students in all sectors of research, design, and innovation. User Research with Kids will teach you how to better work with children using key approaches, such as understanding what play is and holistically measuring experience from a child’s cognitive perspective. Apply research rigor and best practices for your next product launch, and expand your user understanding with User Research with Kids.What You Will LearnIncorporate play and best practice to a research project with kids as (or among) the participantsApproach, scope, prepare, execute, and report research projectsChoose the method and approach that is best suited for the needs of your project and stakeholdersWho This Book Is ForDesigners, producers, marketers, or researchers with kids as the audience, or students.

User Research: A Practical Guide to Designing Better Products and Services

by Stephanie Marsh

Many businesses are based on creating desirable experiences, products and services for users. However in spite of this, companies often fail to consider the end user - the customer - in their planning and development processes. As a result, organizations find themselves spending huge sums of money creating products and services that, quite simply, don't work. User experience research, also known as UX research, focuses on understanding user behaviours, needs and motivations through a range of observational techniques, task analysis and other methodologies. User Research is a practical guide that shows readers how to use the vast array of user research methods available. Covering all the key research methods including face-to-face user testing, card sorting, surveys, A/B testing and many more, the book gives expert insight into the nuances, advantages and disadvantages of each, while also providing guidance on how to interpret, analyze and share the data once it has been obtained.Ultimately, User Research is about putting natural powers of observation and conversation to use in a specific way. The book isn't bogged down with small, specific, technical detail - rather, it explores the fundamentals of user research, which remain true regardless of the context in which they are applied. As such, the tools and frameworks given here can be used in any sector or industry, to improve any part of the customer journey and experience; whether that means improving software, websites, customer services, products, packaging or more.

User Research: Improve Product and Service Design and Enhance Your UX Research

by Stephanie Marsh

Many businesses are based on creating desirable experiences, products and services for users. However, companies often fail to consider the end user - the consumer - in their planning and development processes. How can marketing practitioners effectively understand their customers and create products and services that work for them? This book has the answers.User experience research, also known as UX research, focuses on understanding user behaviours, needs and motivations through a range of observational techniques, task analysis and other methodologies. User Research is a practical guide that shows readers how to use the vast array of user research methods available. Written by one of the UK's leading UX research professionals, readers can benefit from in-depth knowledge that explores the fundamentals of user research.Covering all the key research methods including face-to-face user testing, card sorting, surveys, A/B testing and many more, the book gives expert insight into the nuances, advantages and disadvantages of each, while also providing guidance on how to interpret, analyze and share the data once it has been obtained. Now in its second edition, User Research provides a new chapter on research operations and infrastructure as well as new material on combining user research methodologies.

User Science and Engineering: 5th International Conference, i-USEr 2018, Puchong, Malaysia, August 28–30, 2018, Proceedings (Communications in Computer and Information Science #886)

by Marcus Foth Natrah Abdullah Wan Adilah Wan Adnan

This book constitutes the refereed proceedings of the 5th International Conference on User Science and Engineering, i-USEr 2018, held in Puchong, Malaysia, in August 2018. The 32 papers accepted for i-USEr 2018 were selected from 72 submissions with a thorough double-blind review process. The selected papers illustrate how HCI is inclusive and omnipresent within the domains of informatics, Internet of Things, Quality of Life, and others. They are organized in the following topical sections: design, UX and usability; HCI and underserved; technology and adoption; human centered computing; HCI and IT infrastructure; and HCI and analytics.

User Stories Applied: For Agile Software Development

by Mike Cohn

This guide describes user stories and explains how they can be used to articulate customer programming needs. It highlights both successful and unsuccessful implementations of the concept, and discusses its application for planning, managing, and testing software development projects. Cohn is a programmer and software project manager. Annotation ©2004 Book News, Inc., Portland, OR (booknews.com)

User Story Mapping: Discover the Whole Story, Build the Right Product

by Peter Economy Jeff Patton

User story mapping is a valuable tool for software development, once you understand why and how to use it. This insightful book examines how this often misunderstood technique can help your team stay focused on users and their needs without getting lost in the enthusiasm for individual product features.Author Jeff Patton shows you how changeable story maps enable your team to hold better conversations about the project throughout the development process. Your team will learn to come away with a shared understanding of what you’re attempting to build and why.Get a high-level view of story mapping, with an exercise to learn key concepts quicklyUnderstand how stories really work, and how they come to life in Agile and Lean projectsDive into a story’s lifecycle, starting with opportunities and moving deeper into discoveryPrepare your stories, pay attention while they’re built, and learn from those you convert to working software

User Tested: How the World's Top Companies Use Human Insight to Create Great Experiences

by Janelle Estes Andy MacMillan

An insightful discussion and practical guide on how to put customers back into the center of your business model With so many digital experiences touching our lives—and businesses—it’s understandable to feel like you’re drowning in data. There’s a dashboard or chart for just about everything, but data alone can’t help you understand and empathize with your customers. No amount of it will take you inside their heads, help you see the world through their eyes, or let you experience what it’s really like to be your customer. Only human insight from real people can do that. User Tested gives both individual contributors and executives an approachable, pragmatic playbook for stepping beyond standard business metrics and infusing real human insight into every business decision, design, and experience. In this book, you’ll: Learn how businesses became obsessed with data—but disconnected from their customers—and why that’s not sustainable Get the basics about how to capture human insight through user testing, including how to find the right people, ask the right questions, and make sense of and act on all the insights you uncover Dive into a detailed playbook that shares real-world examples of how you can collect and scale human insight across the teams in your organization—from marketing to product, and beyond Learn how to evangelize the power of human insight throughout your organization, so every department can create a culture of customer empathy and share a firsthand understanding of customer needs Find out how companies like Microsoft, AAA Club Alliance, HelloFresh, and Notre Dame’s IDEA Center solidly connect with and elicit meaningful feedback from customers in friendlier, faster, and more direct ways Perfect for any industry, User Tested: How the World's Top Companies Use Human Insight to Create Great Experiences was co-authored by the chief insights officer and the CEO of UserTesting—a SaaS company fundamentally changing the way both B2B and consumer brands find out what real people think and feel. The book reflects the authors’ commitment to helping you position the customer squarely in the center of your business model by weaving their true voices throughout your company’s decision making.

User Training for Busy Programmers

by William Rice

This book is concise and pithy, focusing on action rather than theory. While many books explore the subject of adult learning, User Training for Busy Programmers shows the reader how to apply a proven method in a systematic way enabling busy programmers to produce excellent results without adding too much to their workload. William's approach is to start in the middle and work your way outward. He based this approach on an article he wrote about how to develop user documentation. "I wrote this when I realized that my method for creating user documentation and training under tight deadlines was nothing like what I learned in school. I really expected heavy criticism from other writers and trainers when I published this article, but apparently my heresy was well-received. It's one of the most-linked-to and highest-rated articles on my website. By the time I saw the need for a book that enables non-trainers to develop software training courses, I had thoroughly developed the middle-out approach." Do you need to write a successful software training course? Are you unsure of how to start? Would you like a step-by-step project plan to guide you in the development of your software class? This book gets right to the point with clear, concise directions for developing an end-user software course.

User Unfriendly: Consumer Struggles with Personal Technologies, from Clocks and Sewing Machines to Cars and Computers

by Joseph J. Corn

We’ve all been there. Seduced by the sleek designs and smart capabilities of the newest gadgets, we end up stumped by their complicated set-up instructions and exasperating error messages. In this fascinating history, Joseph J. Corn maps two centuries of consumer frustration and struggle with personal technologies.Aggravation with the new machines people adopt and live with is as old as the industrial revolution. Clocks, sewing machines, cameras, lawn mowers, bicycles, electric lights, cars, and computers: all can empower and exhilarate, but they can also exact a form of servitude. Adopters puzzle over which type and model to buy and then how to operate the device, diagnose its troubles, and meet its insatiable appetite for accessories, replacement parts, or upgrades. It intrigues Corn that we put up with the frustrations our technology thrusts upon us, battling with the unfamiliar and climbing the steep learning curves. It is this ongoing struggle, more than the uses to which we ultimately put our machines, that animates this thought-provoking study.Having extensively researched owner’s manuals, computer user-group newsletters, and how-to literature, Corn brings a fresh, consumer-oriented approach to the history of technology. User Unfriendly will be valuable to historians of technology, students of American culture, and anyone interested in our modern dependence on machines and gadgets.

User-Centered Design: A Developer's Guide to Building User-Friendly Applications

by Travis Lowdermilk

How do you design engaging applications that people love to use? This book demonstrates several ways to include valuable input from potential clients and customers throughout the process. With practical guidelines and insights from his own experience, author Travis Lowdermilk shows you how usability and user-centered design will dramatically change the way people interact with your application.Learn valuable strategies for conducting each stage of the design process—from interviewing likely users and discovering your application’s purpose to creating a rich user experience with sound design principles. User-Centered Design is invaluable no matter what platform you use or audience you target.Explore usability and how it relates to user-centered designLearn how to deal with users and their unique personalitiesClarify your application’s purpose, using a simple narrative to describe its usePlan your project’s development with a software development life cycleBe creative within the context of your user experience goalsUse visibility, consistency, and other design principles to enhance user experienceCollect valuable user feedback on your prototype with surveys, interviews, and usability studies

User-Centered Interaction Design Patterns for Interactive Digital Television Applications

by Tibor Kunert

Technology 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. Johnson

Presents 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 Flückiger

A 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 Networking

by Alessandro Aldini Alessandro Bogliolo

This 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 Technology Design for Nonprofit and Civic Engagements

by Saqib Saeed

Due 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-Centric and Information-Centric Networking and Services: Access Networks, Storage and Cloud Perspective

by M. Bala Krishna

User-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-Defined Tensor Data Analysis (SpringerBriefs in Computer Science)

by Bin Dong Kesheng Wu Suren Byna

The 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-Driven Applications for Research and Science: Building Programs for Fields with Open Scenarios and Unpredictable User Actions

by Sergey Andreyev

Build 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 Wang

This 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-Generated Content and its Impact on Branding

by Severin Dennhardt

The 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.

User-centric Social Multimedia Computing

by Jitao Sang

This 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.

Uses of Technology in Primary and Secondary Mathematics Education: Tools, Topics And Trends (ICME-13 Monographs)

by Paul Drijvers Lynda Ball Hans-Stefan Siller Silke Ladel Michal Tabach Colleen Vale

This book provides international perspectives on the use of digital technologies in primary, lower secondary and upper secondary school mathematics. It gathers contributions by the members of three topic study groups from the 13th International Congress on Mathematical Education and covers a range of themes that will appeal to researchers and practitioners alike. The chapters include studies on technologies such as virtual manipulatives, apps, custom-built assessment tools, dynamic geometry, computer algebra systems and communication tools. Chiefly focusing on teaching and learning mathematics, the book also includes two chapters that address the evidence for technologies’ effects on school mathematics. The diverse technologies considered provide a broad overview of the potential that digital solutions hold in connection with teaching and learning. The chapters provide both a snapshot of the status quo of technologies in school mathematics, and outline how they might impact school mathematics ten to twenty years from now.

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