LEADER 03406oam 2200553 450 001 9910151642803321 005 20190911100031.0 035 $a(OCoLC)964326786 035 $a(MiFhGG)GVRL02UQ 035 $a(EXLCZ)993710000000941855 100 $a20160804h20172017 uy 0 101 0 $aeng 135 $aurun|---uuuua 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aContextual design $edesign for life /$fKaren Holtzblatt, Hugh Beyer 205 $aSecond edition. 210 1$aCambridge, MA :$cMorgan Kaufmann,$d[2017] 210 4$d?2017 215 $a1 online resource (xviii, 511 pages) $cillustrations (chiefly color) 225 0 $aInteractive technologies 300 $aIncludes index. 311 $a0-12-800894-6 311 $a0-12-801136-X 320 $aIncludes bibliographical references and index. 327 $apart 1. Gathering user data -- part 2. Revealing the world -- part 3. Reinventing life : ideation with user data -- part 4. Defining the product -- part 5. Making it real. 330 $aContextual Design: Design for Life, Second Edition, describes the core techniques needed to deliberately produce a compelling user experience. Contextual design was first invented in 1988 to drive a deep understanding of the user into the design process. It has been used in a wide variety of industries and taught in universities all over the world. Until now, the basic CD approach has needed little revision, but with the wide adoption of handheld devices, especially smartphones, the way technology is integrated into people?s lives has fundamentally changed. Contextual Design V2.0 introduces both the classic CD techniques and the new techniques needed to "design for life", fulfilling core human motives while supporting activities. This completely updated and revised edition is written in a clear, informal style without excessive jargon, and is the must-have book for any UX Design library. Users will find coverage of mobile devices and consumer and business products, all illustrated with new examples, case studies, and discussions on how to use CD with the agile development and other project requirements methods. Provides tactics on how to gather detailed data on how people live, work, and use products Helps develop a coherent picture of a whole user population Presents tactics on how to use the seven "Cool Concepts" to support core human motives and generate new product concepts guided by user data, ideation techniques, and principles key to producing a compelling user experience Explains how to structure the system and user interface to best support the user across place, time, and platform 606 $aUser-centered system design 606 $aHuman-computer interaction. 606 $aSystem design 606 $aComputer software$xHuman factors 606 $aSystem analysis 606 $aProduct design 615 0$aUser-centered system design. 615 0$aHuman-computer interaction. 615 0$aSystem design. 615 0$aComputer software$xHuman factors. 615 0$aSystem analysis. 615 0$aProduct design. 676 $a004.2/1 700 $aHoltzblatt$b Karen$0855294 702 $aBeyer$b Hugh 801 0$bMiFhGG 801 1$bMiFhGG 906 $aBOOK 912 $a9910151642803321 996 $aContextual design$92189992 997 $aUNINA LEADER 02417nam 2200577 450 001 9910820458103321 005 20230803195856.0 010 $a1-61168-697-0 035 $a(CKB)2670000000570606 035 $a(EBL)1882375 035 $a(OCoLC)893336527 035 $a(SSID)ssj0001387911 035 $a(PQKBManifestationID)11879474 035 $a(PQKBTitleCode)TC0001387911 035 $a(PQKBWorkID)11383392 035 $a(PQKB)10269340 035 $a(MiAaPQ)EBC1882375 035 $a(MdBmJHUP)muse37509 035 $a(Au-PeEL)EBL1882375 035 $a(CaPaEBR)ebr10953266 035 $a(CaONFJC)MIL650436 035 $a(EXLCZ)992670000000570606 100 $a20141024h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDirigible dreams $ethe age of the airship /$fC. Michael Hiam 210 1$aLebanon, New Hampshire :$cForeEdge,$d2014. 210 4$dİ2014 215 $a1 online resource (273 p.) 300 $aDescription based upon print version of record. 311 $a1-322-19156-5 311 $a1-61168-560-5 320 $aIncludes bibliographical references and index. 327 $aCover; Title Page [1]; Title Page [2]; Contents; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 8; Notes; Bibliography; Index 330 $aHere is the story of airships--manmade flying machines without wings--from their earliest beginnings to the modern era of blimps. In postcards and advertisements, the sleek, silver, cigar-shaped airships, or dirigibles, were the embodiment of futuristic visions of air travel. They immediately captivated the imaginations of people worldwide, but in less than fifty years dirigible became a byword for doomed futurism, an Icarian figure of industrial hubris. Dirigible Dreams looks back on this bygone era, when the future of exploration, commercial travel, and warfare largely involved the prospect of wingless flight. 606 $aAirships 606 $aAirships$xDesign and construction 615 0$aAirships. 615 0$aAirships$xDesign and construction. 676 $a629.13324 700 $aHiam$b C. Michael$01596255 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910820458103321 996 $aDirigible dreams$93917570 997 $aUNINA