Interaction Design Books
Today top companies are looking for business-minded designers who are not just focused on visuals. With this book you can practice this kind of mindset, prepare for job interview, learn how to interview other designers and find concepts for projects for your portfolio.
Smart watches, smart cars, the Internet of things, 3D printing: all signal a trend toward combining digital and analog materials in design. Interaction with these new hybrid forms is increasingly mediated through physical materials, and therefore interaction design is increasingly a material concern. In this book, Mikael Wiberg describes the shift in interaction design toward material interactions. He argues that the 'material turn' in human-computer interaction has moved beyond a representation-driven paradigm, and he proposes 'material-centered interaction design' as a new approach to interaction design and its materials. He calls for interaction design to abandon its narrow focus on what the computer can do and embrace a broader view of interaction design as a practice of imagining and designing interaction through material manifestations.
This book presents computational interaction as an approach to explaining and enhancing the interaction between humans and information technology. Computational interaction applies abstraction, automation, and analysis to inform our understanding of the structure of interaction and also to inform the design of the software that drives new and exciting human-computer interfaces. The methods of computational interaction allow, for example, designers to identify user interfaces that are optimal against some objective criteria. This book introduces computational interaction design to the reader by exploring a wide range of computational interaction techniques, strategies and methods. It explains how techniques such as optimization, economic modeling, machine learning, control theory, formal methods, cognitive models and statistical language processing can be used to model interaction and design more expressive, efficient and versatile interaction.
Interaction Design explores common pitfalls, effective workflows and innovative development techniques in contemporary interaction design by tracking projects from initial idea to the critical and commercial reception of the finished project.
Interaction design has many dimensions; for example, this book addresses how people deal with words, read images, explore physical space, and think about time and motion, and how actions and responses affect human behavior.
UX Methods features 50 different research methods. Each method has concise instructions aimed at getting you in the field gathering insights as quickly as possible. A visual example in storyboard form is included with each method. Readers will quickly find a wide range of methods they can apply in numerous situations. Methods cover situations like user testing, discovering user preferences and behaviors, narrowing project focus with stakeholders and much more.
Bottlenecks: Aligning UX Design with User Psychology fills a need for entrepreneurs, designers, and marketing professionals in the application of foundational psychology to user-experience design. The first generation of books on the topic focused on web pages and cognitive psychology. This book covers apps, social media, in-car infotainment, and multiplayer video games, and it explores the crucial roles played by behaviorism, development, personality, and social psychology. Author David Evans is an experimental psychology Ph.D. and senior manager of consumer research at Microsoft who recounts high-stakes case studies in which behavioral theory aligned digital designs with the bottlenecks in human nature to the benefit of users and businesses alike.
Universal UX Design: Building Multicultural User Experience provides an ideal guide as multicultural UX continues to emerge as a transdisciplinary field that, in addition to the traditional UI and corporate strategy concerns, includes socio/cultural and neurocognitive concerns that constitute one of the first steps in a truly global product strategy.
One key responsibility of a product designer is to conduct formal and informal research to inform business needs and design decisions. UX Research: Practical Techniques for Designing Better Products aims to teach how to perform both quantitative and qualitative UX research in a practical manner without having to become a full-fledged researcher. It's ideal for product designers both in agency and in-house environments.
As a huge piece of both the emerging and consumer technology landscape, wearable devices are coming. Designing for Wearables serves as a starting point to help you categorize and understand the overall landscape, but also establish some language around how the products are designed and understood.
Over the past decade, usability has become mainstream. We are finally at a point with technology where most products meet a minimum level of usability, and we have reached a new transition point. Usability alone isn't enough: our products need to engage customers on a truly emotional level. In this book, Goto shares contextual research methods for discovering unmet needs, drawn from the rich traditions of ethnography, user experience, and sensory engineering. This methodology fuses practical and emotional design to create compelling products in an accessible, feasible manner.
Quality user experience isn't hard, but it does require developers to think in new ways. The Joy of UX shows you how, with plenty of concrete examples. Firmly grounded in reality, this guide will help you optimize usability and engagement while also coping with difficult technical, schedule, and budget constraints.
The UX Careers Handbook offers an insider's look at how to be a successful User Experience (UX) professional from comprehensive career pathways to learning, personal branding, networking skills, building of resumes and portfolios, and actually landing a UX job.
In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions arised of how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces addressed this paradigm shift. The book looks at user interfaces with an input perspective.
The recent digital and mobile revolutions are a minor blip compared to the next wave of technological change, as everything from robot swarms to skin-top embeddable computers and bio printable organs start appearing in coming years. In this collection of inspiring essays, designers, engineers, and researchers discuss their approaches to experience design for groundbreaking technologies.
There's Not an App for That teaches you to evaluate current UX approaches, enabling you to think outside of the screen and beyond the conventional. You'll review diverse aspects of mobile UX: the screens, the experience, how apps are used, and why they're used.
Emerging Research and Trends in Interactivity and the Human-Computer Interface addresses the main issues of interest within the culture and design of interaction between humans and computers. The book explores the emerging aspects of design, development, and implementation of interfaces.
Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work.
Building Touch Interfaces with HTML5: Develop and Design will show you how to create interfaces users love, whether you've never created anything for the mobile web or have been unsatisfied with your results.
Microinteractions: Designing with Details makes the case that focusing on small moments leads to better products.
Lean UX is the evolution of product design; refined through the real-world experiences of companies large and small, these practices and principles help you maintain daily, continuous engagement with your teammates, rather than work in isolation. This book shows you how to use Lean UX on your own projects.
The Handbook of Human-Machine Interaction features 20 original chapters and a conclusion focusing on human-machine interaction (HMI) from analysis, design and evaluation perspectives. It offers a comprehensive range of principles, methods, techniques and tools to provide the reader with a clear knowledge of the current academic and industry practice and debate that define the field.
Interactive visualization is emerging as a vibrant new form of communication, providing compelling presentations that allow viewers to interact directly with information in order to construct their own understandings of it. Interactive Visualization: Insight through Inquiry offers an introduction to the field, presenting a framework for exploring historical, theoretical, and practical issues.
Get Agile! is a manual particularly aimed at everyone who works on interactive products in a design & development environment. The book contains all of the basic information required for getting started with Scrum, a project management method that dissolves boundaries and distributes responsibilities which in other methods have been protected for years.
Building Mobile Experiences presents an approach to designing mobile media that takes advantage of the Internet-connected, context-aware, and media-sharing capabilities of mobile devices. It introduces tools that can be used at every stage of building a mobile application, from concept creation to commercialization, as well as real-world examples from industry and academia.
Branded Interactions: Designing Digital Brand Touchpoints is a handbook for designers who work at the interface between brand and interactive design. Following the typical design process from analysis to distribution, it presents the relevant tools and methods for interactive branding and design and illustrates them with design patterns and examples.
In Sketching User Experiences: The Workbook, you will learn, through step-by-step instructions and exercises, various sketching methods that will let you express your design ideas about user experiences across time. Collectively, these methods will be your sketching repertoire: a toolkit where you can choose the method most appropriate for developing your ideas, which will help you cultivate a culture of experience-based design and critique in your workplace.
Today's designers are creating compelling atmospheres and interactive experiences by merging hardware and software with architecture and design. This book is a collection of this innovative work produced where virtual realms meet the real world and where dataflow confronts the human senses.
In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology.
The tenth edition of this popular series, with 300 full-color photos, features 43 cutting-edge new and renovated specialty shops, department stores, shop-in-shops, shopping center kiosks, food courts, counter-service and sit-down restaurants, supermarkets, convenience stores, specialty food shops, entertainment facilities, service retailers, exhibits, manufacturer showrooms and auto dealerships.