Lýsing:
UX (User Experience) is a rapidly growing field that marries web design, user research, business planning and data analysis to focus an organisations web presence on the needs of their clients and customers. UX For Dummies is a hands-on guide that shows you how to use the tools and techniques of User Experience in order to put into practice an effective UX strategy that aligns with the organisations business goals.
Written by SapientNitro UX experts, Kevin Nichols and Donald Chesnut, the book will show you: The building blocks of UX Defining UX and understanding why you should use it Determining your users Modeling the experience The Components of Design Developing and implementing the content strategy Understanding and building information architecture Designing for specific channels Diving into visual design UX in Action Embracing testing Keeping your site relevant Overall, UX For Dummies is the ideal book to teach the UX newcomer all they need to know to become effective in the field of User Experience design.
Annað
- Höfundur: Kevin Nichols, Donald Chesnut
- Útgáfa:1
- Útgáfudagur: 2014-05-12
- Hægt að prenta út 2 bls.
- Hægt að afrita 10 bls.
- Format:Page Fidelity
- ISBN 13: 9781118852712
- Print ISBN: 9781118852781
- ISBN 10: 1118852710
Efnisyfirlit
- Contents at a Glance
- Table of Contents
- Introduction
- About This Book
- Foolish Assumptions
- Icons Used in This Book
- Beyond the Book
- Where to Go from Here
- Part I: Getting Started with UX
- Chapter 1: Defining UX and the Process
- What Is UX, Really?
- The Promise of Good UX Design
- UX Components
- UX Is a Big Deal
- How UX and Usability Work Together
- Necessary UX Inputs
- Considerations before Beginning UX
- How a Typical Project Works
- Chapter 2: Examining Why You Should Use UX
- Realizing UX for All Channel Benefits
- Understanding How UX Benefits Your Business
- Understanding How UX Impacts Your Users
- Chapter 3: Determining Your Users
- User Experience versus Customer Experience
- Gathering Data
- Analyzing the Data to Create User Profiles
- Prioritizing Who?s Most Important
- Bringing Users to Life through Personas
- A Final Example
- Building Upon Your Understanding
- Chapter 4: Modeling the Experience
- Creating User Scenarios
- Understanding and Designing User Journeys
- Chapter 5: Understanding UX as (R)evolution
- Figuring Out Your Strategy
- Defining a Sustainable Model
- Advancing the Future with a UX Process
- Chapter 1: Defining UX and the Process
- Chapter 6: Taming the Beast: Understanding What You Do and Don?t Have
- Assessing Your Current and Future States
- Surveying Your Competitors to Build a Better Experience
- Defining and Prioritizing Features and Requirements
- Chapter 7: Developing Content Strategy
- Defining Content and Content Strategy
- Making Your Content Work
- Understanding the Content Inventory and Audit
- Interviewing Stakeholders for Content Requirements
- Creating the Content Strategy Audit Report and Future-State Point of View (POV)
- Chapter 8: Designing the Content Strategy
- Getting Started with Content Strategy
- Identifying the Necessary Content Types
- Creating Experience-Level, Section-Level, and Page-Level Content Strategy
- Creating a Content Model
- Creating a Taxonomy
- Identifying Content Life Cycles for Each Type of Content
- Creating a Governance Model
- Creating an Editorial Calendar and Production Tools
- Chapter 9: Building the Information Architecture
- Benefits of Good Information Architecture
- Creating a Sitemap as the Framework of Your Experience
- Constructing a Blueprint with Wireframes
- Chapter 10: Designing for Specific Channels
- Changing Trends in UX
- Preparing Your Design for Multichannel
- Designing for Home Desktop, Laptop, and Large-Screen Computers
- Designing for Mobile Phones
- Designing for Tablet Experiences
- Designing UX for Other Channels
- Considering the Role of Social Networks
- Chapter 11: Diving into Visual Design
- Wearing a UX Hat for Visual Design
- Understanding the Basics of Visual Design
- Conceptualizing Visual Design
- Validating the Visual Design
- Creating and Using Style Guides
- Chapter 12: Testing: How It Can Save Your UX
- Eight Common Testing Myths in UX
- The Power of Prototypes
- Deciding on Your Testing Strategy
- Using Participatory Design Testing Methods
- Conducting a Card Sorting Exercise
- Usability Testing Primer
- Chapter 13: Measuring Your UX to Keep It Relevant
- Measuring UX Performance as UX Strategy
- Understanding Goals, Objectives, and Metrics
- Putting the Performance Approach to Work
- Understanding Channel-Specific Requirements
- Capturing and Reporting on Metrics
- Chapter 14: Making It Past the Finish Line
- Determining When You Should Consider Bringing in Additional Assistance
- Supporting Large-Scale UX Projects with Additional Information Architects
- Bringing in Visual Design Experts
- Assisting with Content and Copy
- Supporting User Testing Activities
- Enabling the Technology Architecture through Expert Help
- Where to Find UX Help
- Chapter 15: Ten Reasons Why the User Is Your Most Important Consideration
- UX Is Based on User-Centered Design
- UX Focuses on How Services Are Used
- Users Vary in How and What Content They Consume
- Users Share Their Experiences ? Positive or Negative
- Users Change Over Time
- User Experience Trumps Brand Messaging
- Your Competitor Is Only a Click Away
- Your Users Are Not You
- Experience Is Personal
- Experience-Focused Companies Out-Perform the Market
- Chapter 16: Ten Ways to Ensure That Your UX Is Best in Class
- Ask Your Users
- Conduct a Heuristic Assessment
- Monitor Your Analytics
- Focus on the Enjoyment Factor
- Keep the Experience Fresh
- Structure the UX to Reflect User Needs
- Reuse Components
- Support Multiple Platforms
- Don?t Lose Your User
- Create the Experience That Competitors Copy
- Chapter 17: Ten UX Principles That Never Change
- The User Is Rarely Wrong
- Usability Is an Absolute Requirement
- Content Is King
- Don?t Underestimate Visual Design
- Prototypes Are Powerful Tools
- UX Is an Art and a Science
- Good UX = A User?s Approach
- Less Is More
- Consistency Is Key
- The Experience Is the Brand
UM RAFBÆKUR Á HEIMKAUP.IS
Bókahillan þín er þitt svæði og þar eru bækurnar þínar geymdar. Þú kemst í bókahilluna þína hvar og hvenær sem er í tölvu eða snjalltæki. Einfalt og þægilegt!Rafbók til eignar
Rafbók til eignar þarf að hlaða niður á þau tæki sem þú vilt nota innan eins árs frá því bókin er keypt.
Þú kemst í bækurnar hvar sem er
Þú getur nálgast allar raf(skóla)bækurnar þínar á einu augabragði, hvar og hvenær sem er í bókahillunni þinni. Engin taska, enginn kyndill og ekkert vesen (hvað þá yfirvigt).
Auðvelt að fletta og leita
Þú getur flakkað milli síðna og kafla eins og þér hentar best og farið beint í ákveðna kafla úr efnisyfirlitinu. Í leitinni finnur þú orð, kafla eða síður í einum smelli.
Glósur og yfirstrikanir
Þú getur auðkennt textabrot með mismunandi litum og skrifað glósur að vild í rafbókina. Þú getur jafnvel séð glósur og yfirstrikanir hjá bekkjarsystkinum og kennara ef þeir leyfa það. Allt á einum stað.
Hvað viltu sjá? / Þú ræður hvernig síðan lítur út
Þú lagar síðuna að þínum þörfum. Stækkaðu eða minnkaðu myndir og texta með multi-level zoom til að sjá síðuna eins og þér hentar best í þínu námi.
Fleiri góðir kostir
- Þú getur prentað síður úr bókinni (innan þeirra marka sem útgefandinn setur)
- Möguleiki á tengingu við annað stafrænt og gagnvirkt efni, svo sem myndbönd eða spurningar úr efninu
- Auðvelt að afrita og líma efni/texta fyrir t.d. heimaverkefni eða ritgerðir
- Styður tækni sem hjálpar nemendum með sjón- eða heyrnarskerðingu
- Gerð : 208
- Höfundur : 10731
- Útgáfuár : 2014
- Leyfi : 379